@El Pajaro: Yes, I agree, as of now the amount of fouls is reasonable. A lot of people say that, since we're playing at least 20-minute games instead of 90, if we multiply our fouls by 4 or 5 (for real life 90-minute games), maybe the total fouls are even too much, if we were to play full 90 minutes matches.
It makes sense if you think about it -- but then we would have to think the same about shots and goals, though. They too would be way too much if we were to play a real time 90-minute game. Why are they to be considered different than fouls?
@Madmac79: I like this idea, but I don't think it would be easy to implement.
Let me explain: even a DB like Moddingway's Copa America one, with only the Copa America teams, still have different teams in there with different mentalities (think of the USA).
I think the best we can do is to have a best of both worlds, so it can be reasonably applied universally
For what we tested yesterday, I've been reading pages and pages about it, and this is what Bangus says about increasing fouls:
- Lower speed, accel, agility, strength, balance and tackle ratings.
- Raise aggression ratings. Raise team defaggression ratings in the teams table. *
- Use the speed and accel sliders to balance the game play, so that the CPU can catch you. Again, if the CPU can't catch you, it can't foul you. On the lower difficulty levels, that usually means you must RAISE CPU speed and accel, to give it an advantage. I'm currently playing on the lower difficulty levels, with User speed/accel between 50-53 and CPU 63-66. And something else: the reverse works on the higher difficulty levels. On Legendary for example, the CPU has such a speed advantage (and AI boost advantage) that you have to LOWER CPU speed/accel to balance the game play and to see fouls. When you lower CPU speed/accel, you will see situations where the CPU can't quite catch you, so it will stick out a leg and trip you instead. This is due to the CPU aggression coding that kicks in on the higher difficulty levels. This aggression/boost coding doesn't kick in as much on the lower difficulty levels, which is a big reason why you won't see as many fouls playing on Pro or Semi.
- Lower the line sliders to create a tighter CPU defensive positional setup. Simply put, the more CPU players back to defend, the more chances a CPU player will foul you as you move the ball closer to the CPU goal.
* This, he doesn't like doing it, and suggests we don't, so no high team aggression either, I misquoted him yesterday, my bad
I can try and concoct something along those lines, bundled with you guys' suggestions (again, nothing too extreme), to see if we can have more fouls without ruining the gameplay altogether?
FifaCCitiu already reduced strength, balance and arguably speed, don't know about the other attributes.
PS: I still have to play a game to test yesterday's tweaked aggression, so I don't know what my feelings about it are yet.
Saludos
