Following on from the release of some PES news. EA have released some details on what we can expect from FIFA 10. The information is given to use by the the next-gen Gameplay Producer for FIFA 10, Santiago Jaramillo
This news comes courtesy of FIFASoccerBlog.com
Manager Mode: Many of you have suggested several
improvements for Manager Mode in FIFA 10. While we won’t be able to
address all of them this year, I can tell you that many of the issues
you mentioned will be solved for FIFA 10. We know that Manager Mode is
one the most important in the game, and as such it received a lot of
attention from the development team this year. This means having more
realistic results in sim matches (i.e. more realistic league table);
having a more compelling transfer system; improved atmosphere, player
growth, and many more. In the end, it is a matter of prioritizing and
have a plan that will continue to improve MM not just in FIFA 10, but
in all the FIFAs to come.
Flick Passes: We are constantly trying to improve our
passing system, and part of it is adding variety. Last year we
implemented swerve on through balls, so that skilled passers could play
more effective through balls. Flick passes are definitely part of the
game. What we have to ask ourselves is whether we want them to be
contextual (such as back heel passes in the game right now) or using
the R1 or RB modifier.
Ball Physics: We made changes to the ball physics last
year, and it became what I think is the most realistic ball behaviour
in-air that we have had. However, there were a few problems that we did
not have time to fix, such as the ball bouncing too fast after it hits
a player. We are working this year to polish this feature and fix
issues such as this.
Defensive Line Height: We always need to have a
balance between defending and attacking. At the moment, the attacking
team has an edge when it comes to ground and lofted through balls. I
think part of the problem is that the defensive line defends too high
at times, and that our lofted through balls are too accurate. We are
definitely aware of this issue and we hope that it will be much
improved for FIFA 10.
General Gameplay: As I mentioned before, there is only
so much we can do in one development cycle, so we won’t be able to
address all of the concerns at once. That said, in FIFA 10 we hope you
get a much better gameplay experience through improvements in all of
our areas: CPU AI, set pieces, physical play, defending, positioning,
goalkeeping, etc…
All a big vague at the moment but im sure more news will follow very soon
Following on from the release of some PES news.继释放一些聚醚砜消息。 EA have released some details on what we can expect from FIFA 10.电子艺界已经发布的一些细节上我们可以期待从国际足联10 。 The information is given to use by the the next-gen Gameplay Producer for FIFA 10, Santiago Jaramillo这些信息给使用的次世代游戏制作国际足联10日,圣地亚哥哈拉米略
This news comes courtesy of FIFASoccerBlog.com这一消息是礼貌FIFASoccerBlog.com
Manager Mode : Many of you have suggested several 管理模式 :你们中许多人已提出了几种
improvements for Manager Mode in FIFA 10.改进管理模式的国际足联10 。 While we won’t be able to虽然我们将无法
address all of them this year, I can tell you that many of the issues解决所有这些,今年我可以告诉你,许多问题
you mentioned will be solved for FIFA 10.你所提到的将得到解决国际足联10 。 We know that Manager Mode is我们知道,管理模式
one the most important in the game, and as such it received a lot of一个最重要的比赛,因此它收到了很多
attention from the development team this year.注意开发团队今年。 This means having more这意味着有更多的
realistic results in sim matches (ie more realistic league table);现实的结果是比赛(即更现实的排名表) ;
having a more compelling transfer system; improved atmosphere, player有一个更引人注目的传输系统;改善的气氛,球员
growth, and many more.增长,更多的人。 In the end, it is a matter of prioritizing and最后,这是一个优先考虑和
have a plan that will continue to improve MM not just in FIFA 10, but有一项计划,将继续改进的MM不仅在国际足联10 ,但
in all the FIFAs to come.在所有FIFAs来。
Flick Passes: We are constantly trying to improve our 电影票:我们正在不断努力改善我们的
passing system, and part of it is adding variety.通过制度,一部分是增加品种。 Last year we去年我们
implemented swerve on through balls, so that skilled passers could play实施转向的球,这样可以发挥技能的过路人
more effective through balls.更有效地通过球。 Flick passes are definitely part of the弗里克通行证肯定部分
game.游戏。 What we have to ask ourselves is whether we want them to be我们必须自问,我们是否希望他们是
contextual (such as back heel passes in the game right now) or using内容(如回脚跟传球的游戏现在)或使用
the R1 or RB modifier.该受体1或包修饰语。
Ball Physics: We made changes to the ball physics last 球物理:我们做出改变,以球物理上
year, and it became what I think is the most realistic ball behaviour去年,它成为我认为是最现实的球行为
in-air that we have had.在空中,我们有。 However, there were a few problems that we did然而,有一些问题,我们没有
not have time to fix, such as the ball bouncing too fast after it hits没有足够的时间来解决,如球反弹速度太快后访问
a player.一名球员。 We are working this year to polish this feature and fix我们正在努力,今年波兰此功能和修复
issues such as this.诸如此类的问题。
Defensive Line Height: We always need to have a 后卫线高度:我们总是需要有一个
balance between defending and attacking.之间的平衡维护和攻击。 At the moment, the attacking目前,攻击
team has an edge when it comes to ground and lofted through balls.球队有优势时,地面和放样球。 I我
think part of the problem is that the defensive line defends too high想问题的一部分是,后卫线防守过高
at times, and that our lofted through balls are too accurate.有时,我们的放样球太准确。 We are我们
definitely aware of this issue and we hope that it will be much一定注意到这个问题,我们希望这将大大
improved for FIFA 10.改善国际足联10 。
General Gameplay: As I mentioned before, there is only 一般游戏:正如我前面提到的,只有
so much we can do in one development cycle, so we won’t be able to如此我们可以做一个开发周期,因此我们将无法
address all of the concerns at once.解决所有的关切一次。 That said, in FIFA 10 we hope you这就是说,在国际足联10我们希望您
get a much better gameplay experience through improvements in all of获得更好的游戏体验,通过改善所有
our areas: CPU AI, set pieces, physical play, defending, positioning,我们的领域: CPU的人工智能,定位,物理发挥,卫冕,定位,
goalkeeping, etc…守门员等...