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FIFA 11


pArth

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3. AI teammates act like the real thing--By adding an attribute known as "work rate," EA is able to better emulate how players that are not being controlled by the player act on the pitch. When you aren't playing as Wayne Rooney, you'll watch as the notoriously busy striker works up and down the field for the entire game. His teammate Dimitar Berbatov, by contrast, is relatively sedate and will move to the ball only when the situation demands it in FIFA Soccer 11. As a result, knowing the work rate of your surrounding players will help you understand how to make the most of your team.

 

:good: @ berbatov comment... so much realism :thumbsup:

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FIFA 11 developers tackle Clubs, quitters

The developers of FIFA 11 have told Eurogamer that they are "confident" of fixing the things people find offputting about the multiplayer side of FIFA, but that people quitting out from losing positions "comes with the territory".

 

That's not to say the team is ignoring the harmful impact of "rage quitting", as lead producer David Rutter explained.

 

"One of the things we've been toying with the idea of is a gentlemanly defeat where you can request to quit," he told Eurogamer.

 

"Where if you're 5-0 down you can say, 'Look this is no fun, can I please leave?' And the other person can say yes or no.

 

"The other one we've been toying with is, if they quit then the AI takes over and you play out against the CPU.

 

"But it is incredibly frustrating. I guess take a certain amount of cheer from it that you've played so well that the other person is infuriated to the point of quitting. I think it comes with the territory of football games."

 

Clubs mode - in which teams of up to five humans competed against one another - came under fire last year after the developer reduced the quality of the NPC players who fill out the squads.

 

This resulted in annoying situations where human players, using "Pro" players they had levelled up, would be paired with child-like defenders and goalkeepers who could barely reach the crossbar.

 

"It's a tough one because we're kind of on the frontiers of what's been done before, so actually getting people to turn up and do these things is a challenge in itself sometimes," Rutter told us.

 

"Last year what we wanted to do was discourage people somewhat from being Manchester United and 'I want to be Wayne Rooney', and actually allowing them to become football stars in their own right.

 

"I think in many ways we achieved that and in some ways we didn't... We're pretty confident we're addressing the vast majority of things that people are unhappy about in Clubs this year.

 

"I can't talk about a whole bunch of stuff, but we are definitely having goalkeepers who are like goalkeepers, and you have defenders who are like defenders. But if you want to set yourself up as a five-foot centre-back, and that's your personality, then we're going to let you do that. The AI won't generate team support players for you based on ridiculous physical attributes."

 

Creative director Gary Paterson concurred: "Obviously we made a mistake with four-foot goalies and what-have-you, because it unbalanced the game. We're aware of that and we're going to address that.

 

"But the general idea behind it is that we want to encourage people to play with 10 players."

 

Check out our whopping FIFA 11 preview elsewhere on the site. Key features for this year's release include Personality+, which emphasises the full range of individual players' qualities, and Pro Passing, which is designed to result in more rewarding build-up play.

 

It will also be possible to record custom chants, and there are myriad other tweaks, like optional handball, customisable nets and - finally! - the option to save replays locally.

 

"What we wanted to do was to keep going with what we did with 08, 09 and 10, which is refining the brilliant gameplay that we've got now, responding to feedback, and doing some cool innovations as well," lead producer Rutter told us in summary.

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  • 2 weeks later...
Polash. Mr. Chips. :fear: This video is for you .. In fifa11 Chip shots now tweaked and made not easier.. rest GK improvements mentioned hope they fullfill it. as well..

 

SHq-u_92LXY

:fear:

 

@Danny: He just says chip shots are difficult....... Not that they're impossible to pull off........

They said the same thing for the World Cup game, but it's still possible......... :ack:

 

Just a few hours of practice in the Arena and it'll be all easy-breezy chip shots again.... :unsure:

 

And also FIFA 09 didn't have GK problems, but still I could do the chips....... B) Those zero-degree ones...... B)

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@Danny: He just says chip shots are difficult....... Not that they're impossible to pull off........

They said the same thing for the World Cup game, but it's still possible......... :unsure:

 

Did you miss the part that they are tweaking the GK as crazy as well. and if they do suceeed what they claim .... then GK's will sure defend chips shots better as well..

 

But...errrrrr EA has making claims to GK improvements since so many iterations.. and everytime there are flaws :fear:

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I know it's a bit late, but I thought it should be posted......

 

FIFA 11 at E3

 

Squirrelled away in the corner of the EA stand at E3 was a small room, and in the corner of that room, amidst screens displaying the latest Madden and NBA games, I got my hands on FIFA 11 for the first time.

 

David Rutter from the EA Sports development team was on hand to take me through the playable build.

 

“As always with FIFA we’re looking to build on our success and refine the gameplay according to consumer feedback,” he said. “The two things we’re talking about today are Personality+, which is a holistic umbrella for how we’ve made individual players more realistic, and improved passing.”

 

He demonstrates Personality+ by taking control of Andrei Arshavin in the Practice Arena. As you would expect, his feet are quick and nimble, and the ball is never far from his feet. Conversely, when he switches to Sol Campbell, the player takes longer strides and has to push the ball further in front when dribbling.

 

“The three areas in which we’re looking to convey personality are in the way the players look, their movement and their attributes, and we currently have more than 30 attributes in the game engine. We have also trebled the number of body types so we are able to support a wider, more distinct range of players,” he explains as we wait for a match to load.

 

“What we’ve also done this year,” he adds, “is respond to feedback that it was too easy to ‘ping-pong’ passes up the pitch, so we’ve included a far more believable passing simulation.”

 

There is now a power bar for passes along the ground with a small marker that tells you how hard you should hit the ball for the perfect pass. Missing it won’t affect the line of the pass, but it might mean at arrives at the feet of your target too slowly and is intercepted, or too fast, making it harder to control. You’re also penalised for trying difficult passes like a full 180 degree turn – your player will spin and make the pass, but he’ll more than likely fall over and lose accuracy.

 

@bold part: Wasn't it there in previous iterations aswell.....???? :roflroll: Or are they saying about the difference will be too much this time around.....????? :rofl:

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I know it's a bit late, but I thought it should be posted......

@bold part: Wasn't it there in previous iterations aswell.....???? :unsure: Or are they saying about the difference will be too much this time around.....????? :unsure:

 

 

Its basically just a little bit of tweaking. No exceptionaly new feature this time around, apart from different game modes. Probably they wanted to listen to all those problems we had with Fifa 10 and just trying to solve them.

 

 

 

 

 

Why am I too optimistic today? :cheers:

 

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