StuartCulli
College Dropout
- 25 July 2006
- Newcastle United
It seems that stats on passing has more to do with how hard the pass is instead of accuracy errors (which IMO is at least as important as power).
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It seems that stats on passing has more to do with how hard the pass is instead of accuracy errors (which IMO is at least as important as power).
@ Glen,
Your video misses the point of the momentum argument. Human reaction means the players on the pitch will have a "form" of momentum that is a human reaction time to what they see. IMO the bigger issue is with human vs CPU. That's when the momentum is non existant and results in very jarring situations that have nothing to do with football and are pure, poorly designed, gaming solutions to combat human intelligence. Adding momentum in human vs human matches would result in players knowing how they should or shouldn't defend / attack with the selected player as the momentum would differ per player (Messi vs Carra).
Like I already said, it's a deliberate gamedesign-decision by EA in order to have a super-responsive and pick-up-friendly game.
They won't change that because of us who want a realistic model.
Inertia is the resistance to change in momentum. They're interlinked.
Well done gab on those videos, I think they speak for themselves just highlights the frustration with ea. They could easily make the best football game, but they either don't listen to the essentials that need to be fixed or they do try and fix it but dumb down what they are implementing and don't do it right.
Exactly. That's why I can't enjoy Fifa as much as I used to enjoy PES on PS2.
It would be interesting to see a third movement video with the Arena player's physical attributes all edited down to 1.
@ Glen,
Your video misses the point of the momentum argument. Human reaction means the players on the pitch will have a "form" of momentum that is a human reaction time to what they see. IMO the bigger issue is with human vs CPU. That's when the momentum is non existant and results in very jarring situations that have nothing to do with football and are pure, poorly designed, gaming solutions to combat human intelligence. Adding momentum in human vs human matches would result in players knowing how they should or shouldn't defend / attack with the selected player as the momentum would differ per player (Messi vs Carra).
Inertia is the resistance to change in momentum. They're interlinked.
It would be interesting to see a third movement video with the Arena player's physical attributes all edited down to 1.
That, and also seeing as they're interlinked.Technically no.
But seeing as we live on a planet with considerable gravity and friction and is what we play football on, i'll let you have that one
I think the underlying problem is that the animations have been built and put together with their transitions in such a generic manner that the stats set dosen't generate hardly any significant variables to player movement.
It's like they make the movement animations first with all the transitions and all the sexy stuff, then try and add the stat effects in after. To explain what i mean;
You see those tech videos of the all blue or all red players just like in FIFA 12 where they are demonstrating the precision dribbling turn radius. What it seems as if they do is spend all the time creating the animations for what they want, getting to run smoothly and perfectly fluidly. Then after it's all finished and organized, try to add stat variables on top of it. The BIG problem there is this method means all you can really do is just slow down the animation process to show the difference between dribbling attributes from 40-99. If you wanted to show how the players weak foot frequency would alter how he dribbled with the ball, so someone like Robben who never uses his right would dribble exclusively on his left. You HAVE to implement and test it from the very beginning.
Funny, when you look at it this way despite FIFA obviously having the much better tech. PES much must be ten times as hard to program compared for fifa when the functions are built in those respective manners.
That, and also seeing as they're interlinked.
Momentum and inertia are far deeper than merely controller response delay. It isn't dressing things up. You can have extremely responsive controls in a game that involves a lot of momentum. They are only the same if the game isn't coded to differentiate between the two.
No they aren't. Mathmatically they aren't. They are composite forces applied to mass. Inertia is based on resistance of motion with friction. Its not a constant though.
It is controller response delay, how can it be anything else, sure you get an animation that runs longer or a player takes more steps because its physically impossible to move a given way.
But what that really is and what it always will be is a delay in controller response. I say turn left and then over a space of time a player does that.
I am not disagreeing this is a bad thing, but its very easy to get wrong if you cant "see" why the player isnt moving how you want. This is the problem for me, I don't think there is in FIFA a natural method to show this at present.
We all understand that acceleration and deceleratio, shifting mass has equal and opposite forces. Do the two button controller crown understand that though? Will they stick with it?
I would rather a much more organic feeling game as we all would but I do question whether or not its actually implementable in FIFA. And in a wider scope how do you realistically condense real momentum in to 15 minute games.
Not disagreeing with just want to see how this could actually work in FIFA.
But I think it was there in FIFA 08. Without the ball the movement is even more responsive than in FIFA 10, even though there is more momentum. The bad part in FIFA 08 was that they didn't cheat with the animations when running around doing stuff with the ball. So if you pressed shoot when it was impossible (because of feet position) the player would take a couple of more steps to being able to do it. They could still cheat as in FIFA 10 but apply the momentum on the movement, the cheating is just a little bit of feet repositioning to being able to perform the action more quickly.
Inertia is the innate resistance of a body to changes in momentum and both are interconnected by mass by Newton's First Law of Motion. Force = inertial mass x acceleration, or the rate of change of momentum (mass x velocity). Unless Evo Web is on the cusp of an almost unprecedented breakthrough in classical physics I don't see how you could say, with a straight face, that the two are not connected in any sense, mathematically or otherwise. I can't see you managing to turn the past 300 years of understanding of the subject on its head!No they aren't. Mathmatically they aren't. They are composite forces applied to mass. Inertia is based on resistance of motion with friction. Its not a constant though.
Ultimately this is why you're struggling with the concept. You're basically describing that period between pressing left and the player completing his movement left as downtime, during which nothing can happen or be changed. But that's not the case. Even if a player struggles to fully shift his body from one side to another during a turn, that doesn't mean he can't then decide to keep going in the initial direction, using that initial slowdown as a feint.It is controller response delay, how can it be anything else, sure you get an animation that runs longer or a player takes more steps because its physically impossible to move a given way.
But what that really is and what it always will be is a delay in controller response. I say turn left and then over a space of time a player does that
Anyone who has ever moved in their lifetime is perfectly equipped to understand it. You don't need to understand the theory of Newton's Laws to understand how to move, or why a player running at full pelt needs longer to slow down.We all understand that acceleration and deceleratio, shifting mass has equal and opposite forces. Do the two button controller crown understand that though? Will they stick with it?
Inertia is the innate resistance of a body to changes in momentum and both are interconnected by mass by Newton's First Law of Motion. Force = inertial mass x acceleration, or the rate of change of momentum (mass x velocity). Unless Evo Web is on the cusp of an almost unprecedented breakthrough in classical physics I don't see how you could say, with a straight face, that the two are not connected in any sense, mathematically or otherwise. I can't see you managing to turn the past 300 years of understanding of the subject on its head!
Ultimately this is why you're struggling with the concept. You're basically describing that period between pressing left and the player completing his movement left as downtime, during which nothing can happen or be changed. But that's not the case. Even if a player struggles to fully shift his body from one side to another during a turn, that doesn't mean he can't then decide to keep going in the initial direction, using that initial slowdown as a feint.
You can see in that video of Ronaldinho dribbling in FIFA 08 that he would often take a slight touch back with one foot and flick the ball again with his other. That second flick can be controllable - you could use that second flick to keep going in your initial direction and then push off to chase the ball again. His feet are being responsive even while his body is still managing the change of momentum. Similarly a defender shifting his weight on the jockey doesn't have to be fully committed to a directional change just because the player has pressed to the other side. He can be responsive to trying to shift his weight back without waiting until he has fully turned around.
There's so much more to it than just a lack of responsiveness. You can have high fidelity of control while still having more momentum - isn't that the case for real footballers after all?
FIFA does already have a basic capacity to make more of this, though in the longer term it should try and focus more detail into how the velocity changes as you turn frequently, and how turning in direction A should impact the effectiveness of an immediate turn in direction B, rather than treating that second turn completely independently. It's an absolute must now that they're trying to make defending more manual.
Anyone who has ever moved in their lifetime is perfectly equipped to understand it. You don't need to understand the theory of Newton's Laws to understand how to move, or why a player running at full pelt needs longer to slow down.
The important thing is that the physics applied to the game is consistent and reliable, rather than applied some times and not others based on what animation is used.
It doesn't matter. Force still equals mass x acceleration. Inertial and gravitational mass are essentially equal. Inertia is still how physicists and everyone else in the world refers to the propensity of a body to maintain its momentum, or its resistance to change of momentum. Mass is almost universally seen to be a way of quantifying inertia.I cant remember the last time Newton was in space/low gravity or indeed a vacum with *limited gravity.....
Nor is what I've just quoted based on reality.Force = movement in equal and oposite directions......that is not "inertia"
You can say that but it's rubbish! Momentum, and the ability to control its change, is an utterly huge part of football.I have to say that its only in chasing balls is mometum that apparent in football. Messi's agility is in the fact he has balance and can pre empt the weight transfer and compensate so quickly. It is down to muscle strenght versus momentum ( i refuse to use inertia as that should be on the whole reserved for things like sliding tackeles etc)
That's agility and balance (and, in the real world, mass). They still live in the same universe and have to deal with the same physics. That's what physical attributes are for.
I actually considered 09 to have the best balance to reaction and movement. 08 was too harsh (as Gab mentioned, it didn't cheat) whereas 09 continued to principle of foot planting. This enabling more skillful players(footballers) to use their momentum, and quicker replacing of the stance/feet to wrong foot a slower defender.
I would agree with this. Its simple to understand. Finite animations lead to a much smaller amount of outcomes visually and in practice.
Npt sure about this to be honest. What it does illustrate is that the stats band while conviently 1-100 based isn't diverse enough. With such little scope its the reason most players feel the same IMO.
Honestly, it's a diservice to either game to comapare them in such abstract ways and it makes no difference to anyone one whether Jai San had a day off or Steve Smith did.
well apparently the laws of physics arent as pronounced on footballers or balance/agility is greater than the laws of physics.
Or more likely a human doesnt actually have the ability mechnaically or physically to really push them.....probably because a ligament will snap before a bone not even registering a g......
its all the same thing though......