StuartCulli
College Dropout
- Joined
- 25 July 2006
- Newcastle United
The fuck are you talking about.
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Top level football is built around pre-emptive movements. It has to be, particularly at the speed of the modern game. Defensively you wouldn't expect sides to think two passes ahead in the way described for attack unless that second pass is clear (which to be fair is in line with what EA have done by keeping the existing defensive setup). If striker 1 is about to pass to the left winger, you expect your defenders to still see striker 2 as a threat. But when your team is on the ball, you will find that most top level teams do build certain moves around routines designed to help players know where each other is (or key participants in the move) without having to look up for prolonged periods of time.
See this for more. http://www.guardian.co.uk/football/2011/jan/29/secret-footballer-andy-gray-pundits
The first choice does need work, no doubt. But I do think that can be done with things as they are - not that I know, of course, but I imagine the AI to be coded to rank threats in a way that is changeable, for instance, and pass/shot decisions will be based on an eventual probability calculation that will have plenty of room for tweaking. Whether it does is up to the people we routinely beg to smarten things up.
Juan Mata and Obraniak have got faces, too. Seems EA makes seperate faces this year.![]()
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Anyway, they could look a lot better with a better body model.
There is no way you can tell Obraniak has his real face with any accuracy
...
And maybe it's really just a problem that sometimes real life doesn't translate well when your designing games, like a footballer's decision making processes.
I think I might have just rambled more than anything else. Did that make sense?
new screens are same that fifa 12..
graphics no is the most important, but, I pay for a complet game, gameplay, graphic
Character models may be the same, it would be ridiculous if they weren't, but 13 is going to have a bunch of re-done and new animations.
I need to post here more often. There's always the summer. Assuming no change, I'm heading down to Guildford for a hands on this Friday, and will be able to talk about my impressions (I believe immediately, not entirely sure).
Just a heads up, if you have any specific questions you want answered or focused upon, post them here - http://fifasoccerblog.com/blog/fifa-13-playtest-we-want-your-questions/ - assuming they are relevant to on pitch gameplay impressions only (ie, no questions about graphics, licenses, game modes, kits, blah-blah-blah), they should get answered.
I have four gameplay-questions regarding Fifa 13:
1. Is proper footplanting and a realistic inertia/momentum-model implemented?
2. Is the defense-AI improved and more realistic?
3. Is the tactical side of the game considerably expanded?
4. Is the stamina/fatigue-system relevant and improved?
I have four gameplay-questions regarding Fifa 13:
1. Is proper footplanting and a realistic inertia/momentum-model implemented?
2. Is the defense-AI improved and more realistic?
3. Is the tactical side of the game considerably expanded?
4. Is the stamina/fatigue-system relevant and improved?
To 1 & 3, I'm pretty sure it's a definite no. I'd hope for improvements with 2 and 4, but, I don't have much hope with either. Will definitely post if I am surprised by any of these factors though.
I have one,
Does the AI adjust midgame based on the score (like PES does)? Creating a nice flow vs the AI.