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I'm not sure about this, but I do remember the difference between walkingm running and sprinting with the ball and how the AI reacts.
But to me, it's always felt like "cheating", because the lower speed seems to switch the AI off, having them stand back and give you space at points when they should just be tactically closing you down. The same goes for the physical nature, there is a balancing issue whereby you get the impression that if you walk slow enough the AI (for your player aswell) will go into a generic animation cycle that has little regard for the actual player attributes. I'll try a give it a go at the weekend to see if I can test it out.
But I've always felt that playing at a snails pace just diminishes the actual relation between your own player, your control level/skill and the AI to a baseline set of animations that has little to do with anything. It's then when you do speed up slightly above the baseline that the player stats start to work again and because you are in more control the differences between players are more noticable.
How do I put the dribbling to analog and use differnet speeds.
I try to make sense of above posts but not sure what you are on about?
You can dribble at different speeds by pressing light or strong and this improves the game?
Any other changes?
That strikes me as an unnecessarily negative way of describing it. What LTFC talks about sounds much like how I've been playing the game all along, where the goal is an enjoyable, technical play-style rather than a deliberate attempt to manipulate the AI.
That strikes me as an unnecessarily negative way of describing it. What LTFC talks about sounds much like how I've been playing the game all along, where the goal is an enjoyable, technical play-style rather than a deliberate attempt to manipulate the AI.
Romagnoli, in that case then they won't have added the dribbling with any great sense of overall design in mind, but for me it works. I still get closed down, but the challenges are less frequent. If I show the AI the ball, it stab tackles as usual, but shielding, turning and changing direction really confuses the AI at lower speeds.
Just using L2 and direction doesn't reall work for me, instead I use it as a kind of first touch button, and for performing the odd drag back to turn out of trouble. I'm not sure why it doesn't seem to work for you though. Don't you find that controlling a pass like this means the player has less momentum and so can use their body strength more?
Playing this way doesn't open up new animations or anything, it does however, for me, make the AI much less of a superman rugby tackler and really evens up the physical side of the game. I'll post some vids of the championship matches later to show how slow dribbling helps your player to counteract physical challenges.
The downside to this, that I mentioned in the post above, is that keeping the ball now seems too easy in advanced areas of the pitch. Maybe a move up to Legendary, and full manual might be be better in the long run, though how much this will make the AI attacking better is anyone's guess. Bristol City oddly gave me far more problems than Bayern Munich did!
It's an exaggeration but the gist of it is pretty accurate. If tilting the stick is treated differently to L2 by the AI despite them being identical and despite the developers themselves not intending to make them any different, and you get the sorts of experiences that LT describes when mixing the teams up, and your entire philosophy of play would be comfortably smashed online, then it's manipulating the AI and pretending that particular limitations exist, rather than those limitations existing and you pushing the game to its limits.
I agree with Romagnoli. I've gone through all the different phases with Fifa all this year: playing full manual, not touching tackle, not pressuring, playing slow, etc... And all of this has always come to the same end, it's a way of milking some more hours with the novelty and temporarily creates the illusionthat you are playing more "sim", but at the end it's all yourself lying to yourself.
It's not a bad thing, all this things have probably added a lot of gaming hours to my Fifa collection, but I'm to a point where I already tried everything and the problem is not HOW I PLAY the game, but how the game is DESIGNED.
We all agree more or less about Full manual being mainly a way to overcome some absurd decisions in the control layout and add error to the passing equation, it makes the game better, but not more realistic overall.
Playing by almost walking can get some benefits at short term, but once you discover that is a kind of AI bug and it doesn't add any layer of simulation to the overall experience, what's the point? Plus, it only works against CPU AI and in certain difficult settings. Go multiplayer and it gets trashed by the stupid rugby-like experience.
I mean, it's obviously a better game if you play with subtelty, but as long as it only works under very strict conditions and it's not part of the CORE experience by the designers, then it's just an "exploit", as Romagnoli described it. A good one, no doubt, for single player. But it doesn't change at all the many critical core problems of the series.
STATS should drive everything in the game to the maximum extent. I want bad players to miscarry the ball, to miss a first touch, to be in the wrong defensive position, to miss passes... I want players to react according to its possibilities, and finally make SKILL, PASSING and TACTICAL AWARENESS attributes that clearly make a difference between Iniesta (slow, but technically gifted) and any sunday league strong and fast player, but unable to play beautiful football.
To me, that should be the main focus of the series. You solve this and you add a real layer of depth to the game. Right now, all this "try to play like this" ideas can apply to any player for any team. That's not good.
No, there's a misunderstanding here. I wasn't talking specifically about 'tilting the stick' (that's not something I've conciously pursued), merely referring to adopting a slow and technical approach that concentrates on protecting the ball. I use the Left Trigger endlessly, exponentially more than Right Trigger. This is a technical style of football that I like to watch & to play, not some designed attempt to fool the AI into behaving differently.If tilting the stick is treated differently to L2 by the AI despite them being identical and despite the developers themselves not intending to make them any different, and you get the sorts of experiences that LT describes when mixing the teams up, and your entire philosophy of play would be comfortably smashed online, then it's manipulating the AI and pretending that particular limitations exist, rather than those limitations existing and you pushing the game to its limits.
Yes, because in FIFA 11 controlling Iniesta is the same as controlling a Sunday league player. What game are you guys playing?
Oh absolutely. There's this misconception that people are saying that how you await the game to be played is what is under attack, rather than the way the game is balanced or how playing as such pans out when used online or how the game is 99% aimed at being played by the masses in a completely different way, rather than pushing them towards taking their time. I want how you play to be an entirely valid approach to online, and I want the conditions of the game to be geared to suit your style in far more conditions than currently. That's why I posted those questions a couple of days ago, to only a couple of responses!No, there's a misunderstanding here. I wasn't talking specifically about 'tilting the stick' (that's not something I've conciously pursued), merely referring to adopting a slow and technical approach that concentrates on protecting the ball. I use the Left Trigger endlessly, exponentially more than Right Trigger. This is a technical style of football that I like to watch & to play, not some designed attempt to fool the AI into behaving differently.
Nor is it an argument to suggest that the game is superbly balanced just because it can be played this way.
I have been meaning to get round to that. Will do.That's why I posted those questions a couple of days ago, to only a couple of responses!
After reading your replies to the other posters posting about very well known issue's within the game I'm wondering what game you are playing...
Oh absolutely. There's this misconception that people are saying that how you await the game to be played is what is under attack, rather than the way the game is balanced or how playing as such pans out when used online or how the game is 99% aimed at being played by the masses in a completely different way, rather than pushing them towards taking their time. I want how you play to be an entirely valid approach to online, and I want the conditions of the game to be geared to suit your style in far more conditions than currently. That's why I posted those questions a couple of days ago, to only a couple of responses!
The point I am making with that statement/suggestion earlier is not that you or LTFC are manipulating the AI deliberately either. Just that essentially that is what is happening because the AI is being told by its scripting to stand off when you use L2, rather than it standing off because you are consistently as much of a threat as it led to believe. Which isnt implying you're a bad player at all, but that the AI's reticence to be as aggressive when you slow dribble is preordained rather than genuinely the best choice the AI could make for itself at that time.
LTFC - an exploit is a wider reaching term than your understanding. I understand it to be something that gives you an artificial advantage. Essentially I feel that's what you're getting when playing the AI because of the last sentence given above - by standing off the AI is more often than not going easy on you, rather than acting in it's own interests. I want the game balanced such that standing off is a tactically advantageous decision, not you or me holding off to allow the game to appear more realistic.
Eaton. You look but you don't see. Thanks for trying though.
Yes, the "well known" issues of CPU defensive "ESP", super slow defenders catching super fast strikers from behind, and now, "Sunday league" quality players controlling the same as Iniesta...
People can keep saying these things, but they are all ridiculously untrue.
Oh absolutely. There's this misconception that people are saying that how you await the game to be played is what is under attack, rather than the way the game is balanced or how playing as such pans out when used online or how the game is 99% aimed at being played by the masses in a completely different way, rather than pushing them towards taking their time. I want how you play to be an entirely valid approach to online, and I want the conditions of the game to be geared to suit your style in far more conditions than currently. That's why I posted those questions a couple of days ago, to only a couple of responses!
The point I am making with that statement/suggestion earlier is not that you or LTFC are manipulating the AI deliberately either. Just that essentially that is what is happening because the AI is being told by its scripting to stand off when you use L2, rather than it standing off because you are consistently as much of a threat as it led to believe. Which isnt implying you're a bad player at all, but that the AI's reticence to be as aggressive when you slow dribble is preordained rather than genuinely the best choice the AI could make for itself at that time.
LTFC - an exploit is a wider reaching term than your understanding. I understand it to be something that gives you an artificial advantage. Essentially I feel that's what you're getting when playing the AI because of the last sentence given above - by standing off the AI is more often than not going easy on you, rather than acting in it's own interests. I want the game balanced such that standing off is a tactically advantageous decision, not you or me holding off to allow the game to appear more realistic.