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原帖:http://www.backofthenet.info/2009/04/first-fifa-10-details.html
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
感谢7楼的wozhiaini提供译文
跟随着一些关于PES的新闻,EA也发布了一些关于我们能从FIFA 10中期待看到的细节。次时代FIFA10游戏开发者 Santiago Jaramillo提供了信息。
经理模式:大家很多人为FIFA10经理模式提供的一些改善的建议。虽然我们今年不能够全部实现,但我要告诉大家的是许多问题都会在FIFA10中得到解决。我们知道经理模式是这个游戏最重要的模式之一,所以今年得到了开发团队的很多关注。这意味着比赛结果将更为现实(比如说更加现实的联赛积分表);会有一个更吸引人的转会系统,改良的游戏氛围,球员成长,和许多其它要素。最后,不只是FIFA10,在今后的FIFA系列中,经理模式都会被优先进行后续改进并有详细计划。
传球:我们一直在努力提高我们的传球系统,这其中的一部分就是增加传球的多样性。去年我们实现了直传中的弧线传球,所以技术型球员可以传出更加有效地直传球。传球当然是游戏的一部分,我们必须问我们自己的是我们是否想让它们更加符合比赛的实际情况(比如游戏中的脚后跟传球)或者是用R1或者RB来进行调整。
球的运动:去年我们对球的运行进行了调整,这是我认为我们所有做过的游戏中球在空中运行最符合实际的一次。然而,有一些问题我们没有时间进行弥补,比如球击中球员时弹起的速度过快。我们今年工作的目标是修正解决这些问题。
防守线高度:我们一直需要在防守和进攻中找到平衡。现在,攻击球队比赛中进行过顶直传威力过于强大,我认为问题的一部分来自于防守线过于靠前以及我们的过顶直塞球过于精确。我们当然已经发现了这个问题并希望在FIFA10中进行改善。
一般比赛:正如我之前所说,我们的一个制作周期中所进行的工作是有限的,所以我们不能够一次解决所有的问题。这就是说,在FIFA10中我们希望玩家可以在我们队CPU AI,设置,工作,防守,站位,守门员等等问题进行改善提高的基础上有一个更好的游戏体验。
现在这些都只是大概的框架,我肯定不久就会有更详细的消息。
[ 本帖最后由 WJKEN 于 2009-4-18 23:20 编辑 ] |
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