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[FIFA Immersion Gameplay '13]

fifaCCitiu.com

Senior Squad
Waldo1639;3412412 said:
Yes, tackles should not be perfect, it should in large depend of defending skills player have. In FIFA defaults db you cant see difference between defender from 1st and 2nd league, only in tweaked db. Same for speed, strength etc. EA should ope their eyes and do what KONAMI did this year, and that is Player Individuality. There are only few players in PES that have individual/special behavior/movements/intelligence, but knowing KONAMI they will increase that as they can. EA, take a note and get on the job.

Anyway, keep up the good work AP. :biggrinx:

Yes, you got it.
The way to have a perfect DB for better gameplay purposes is pretty difficult. Global editing doesn't work well, and one of the problems you can get is wrong overall.
Fifa database is made of a lot of people that work for ea. Every people has is meter to judge every players, misjudging some things. I have to standardize it.
So i've thinking about and i have got a solution:
1) Statistical analisis on every player (with Excel) in order to get a playing style relative to the player (ball playing defender, cover duty defender, stopper duty defender, anchor man, playmaker, target man , finisher, side midfielder, winger and so on, i've got 30 different playing styles based on real football).
2) Create a matrix on how would be the values relating to a player styles (column) and to single attribute(row) (example how the matrix would be is that a stopper can't have a so good ball control, or a good dribbling, but surely will have a good tackling ability). Note that a matrix have to be equilibrated to get a standard overall (to have a 70 overall to a stopper you have to balance carefully every single attribute, i know the formulas)
3)Use the matrix with some player data (his date of birth, height, weight, bodytype, age) to have technical attributes, and phisical attributes perfectly redistributed.
4)Assign some trait based some attributes(eg a player have a long shot taker trait, is ok. A player doesn't have a long shot taker trait, but is a midfield and have a good shot power, so he can shot from out of area, let's assign the trait, so we have more long shots!).
5)Put everything in a new players table, every attributes is redistribuited without touching the overall.
6)Put different standard playing styles for teams

I got every step (only the 4 step is a bit difficult, i have to extract every trait and rework it basing on player data, and 6 i have to work on).

Consideration:
A player will cross often if the target man have heading>finishing.
A player will dribble less if have short pass> dribbling
A player will do a lot of long passing if have vision and long passin > short pass.
A player do a volley instead a header if have volley > heading
A players will get a foul if have a low balance and strenght.
A player will do more slide tackles if have slide tackles > standing tackles

That how the things will work. I've tried it at 70% of the work and now FIFA really is a good game (the gameplay team of FIFA has done a good job, database team .... if they improve we will have the perfect game)
 
Great input, mate. That is close to what I want to achieve, but my knowledge of Excel isn't as high as yours - I have completed part of your suggestions.
 

regularcat

Manager
Moderator
fifaCCitiu.com;3412604 said:
Yes, you got it.
The way to have a perfect DB for better gameplay purposes is pretty difficult. Global editing doesn't work well, and one of the problems you can get is wrong overall.
Fifa database is made of a lot of people that work for ea. Every people has is meter to judge every players, misjudging some things. I have to standardize it.
So i've thinking about and i have got a solution:
1) Statistical analisis on every player (with Excel) in order to get a playing style relative to the player (ball playing defender, cover duty defender, stopper duty defender, anchor man, playmaker, target man , finisher, side midfielder, winger and so on, i've got 30 different playing styles based on real football).
2) Create a matrix on how would be the values relating to a player styles (column) and to single attribute(row) (example how the matrix would be is that a stopper can't have a so good ball control, or a good dribbling, but surely will have a good tackling ability). Note that a matrix have to be equilibrated to get a standard overall (to have a 70 overall to a stopper you have to balance carefully every single attribute, i know the formulas)
3)Use the matrix with some player data (his date of birth, height, weight, bodytype, age) to have technical attributes, and phisical attributes perfectly redistributed.
4)Assign some trait based some attributes(eg a player have a long shot taker trait, is ok. A player doesn't have a long shot taker trait, but is a midfield and have a good shot power, so he can shot from out of area, let's assign the trait, so we have more long shots!).
5)Put everything in a new players table, every attributes is redistribuited without touching the overall.
6)Put different standard playing styles for teams

I got every step (only the 4 step is a bit difficult, i have to extract every trait and rework it basing on player data, and 6 i have to work on).

Consideration:
A player will cross often if the target man have heading>finishing.
A player will dribble less if have short pass> dribbling
A player will do a lot of long passing if have vision and long passin > short pass.
A player do a volley instead a header if have volley > heading
A players will get a foul if have a low balance and strenght.
A player will do more slide tackles if have slide tackles > standing tackles

That how the things will work. I've tried it at 70% of the work and now FIFA really is a good game (the gameplay team of FIFA has done a good job, database team .... if they improve we will have the perfect game)

the database was constructed pretty well, my real concern is the way ea calculates it's overall values, in order for a player to be highly rated all his attributes that affect overall must be high making certain aspects of player's abilities overrated and unrealistic.

they need to come up with a new overall calculation which accurately portrays player's true to life abilities to be reflected in game without assigning him an unrealistic overall rating.

the day ea does that the modders at forums across the globe can make gameplay incredibly realistic, we all await the day this happens.
 
regularcat;3413108 said:
the database was constructed pretty well, my real concern is the way ea calculates it's overall values, in order for a player to be highly rated all his attributes that affect overall must be high making certain aspects of player's abilities overrated and unrealistic.

they need to come up with a new overall calculation which accurately portrays player's true to life abilities to be reflected in game without assigning him an unrealistic overall rating.

the day ea does that the modders at forums across the globe can make gameplay incredibly realistic, we all await the day this happens.

Plus, they need to fix the way attributes relate with one another - high dribbling versus low short passing = ball hog... There shouldn't be a relationship like that, instead they should let a separate parameter work with frequency.
 
miketheslummy;3412566 said:
What does this string mean in the product ini?
AiPlayerStandTackle = 0

This doesn't make a tangible difference - I was using it for futsal. You can delete it if you want.
 

fifaCCitiu.com

Senior Squad
AndreaPirlo21;3413083 said:
Great input, mate. That is close to what I want to achieve, but my knowledge of Excel isn't as high as yours - I have completed part of your suggestions.

That will be good. this is the direction where we have to go. I have a DB with 90% of that features , i can give it to you to try and give some feedbacks.
Yes I have a big knowledge of Excel, but I learned it by myself, and if I'm capable to do this, you can as well since you are a human as me (:D)

regularcat;3413108 said:
the database was constructed pretty well, my real concern is the way ea calculates it's overall values, in order for a player to be highly rated all his attributes that affect overall must be high making certain aspects of player's abilities overrated and unrealistic.

they need to come up with a new overall calculation which accurately portrays player's true to life abilities to be reflected in game without assigning him an unrealistic overall rating.

the day ea does that the modders at forums across the globe can make gameplay incredibly realistic, we all await the day this happens.

About the compute method of OVR you're right. We think the same thing. But we can't edit their formulas , ans as a workaround i've done the playing style thing.. so a striker doesn't have as his best attribute finishing, a ovr 80 striker can have 60 as finishing as well if him play as side forward, because he have to show a good dribbling, a good ball control,a good position, an average crossing and a sufficient finishing.
 
fifaCCitiu.com;3413212 said:
That will be good. this is the direction where we have to go. I have a DB with 90% of that features , i can give it to you to try and give some feedbacks.
Yes I have a big knowledge of Excel, but I learned it by myself, and if I'm capable to do this, you can as well since you are a human as me (:D)
I have a good formula for increasing the gap between good player ratings and bad player ratings. You can send it to me in a week or so; I'll be able to test it then, hopefully.
 

regularcat

Manager
Moderator
fifaCCitiu.com;3413212 said:
That will be good. this is the direction where we have to go. I have a DB with 90% of that features , i can give it to you to try and give some feedbacks.
Yes I have a big knowledge of Excel, but I learned it by myself, and if I'm capable to do this, you can as well since you are a human as me (:D)



About the compute method of OVR you're right. We think the same thing. But we can't edit their formulas , ans as a workaround i've done the playing style thing.. so a striker doesn't have as his best attribute finishing, a ovr 80 striker can have 60 as finishing as well if him play as side forward, because he have to show a good dribbling, a good ball control,a good position, an average crossing and a sufficient finishing.

i will soon convert ea's final squad update file to a database if you want that to assign your styles to players.
 

fifaCCitiu.com

Senior Squad
AndreaPirlo... do you have some ideas about this problem? My forward tend to pass the ball instead to shot on goal...even if they are near the penalty circle... suggestion on how i can fix this?
 
fifaCCitiu.com;3413996 said:
AndreaPirlo... do you have some ideas about this problem? My forward tend to pass the ball instead to shot on goal...even if they are near the penalty circle... suggestion on how i can fix this?

There are a few reasons:
They might need to have long distance shooter specialty(not trait; which is: Shot Power + Long Shots = 174) if they don't take longshots in space, and make sure ccshooting(teams table) is high and the gap between longshots and finishing ratings isn't too large(40+) Fifa tends to rely on player rating gaps to determine how often they attempt that particular attribute.
 
Progress

Right now: MW 4.0 updated 2/25 minus the added teams(they were causing problems) is almost done. If you want to test this and the next version with Regularcat's updated db, send me a pm.
 

regularcat

Manager
Moderator
AndreaPirlo21;3414703 said:
Okay, mate. I'm making two versions- one with yours and one with MW's 2.0 newest.

get me on gmail and i will send the database to you.

i have converted all the tables in the final ea squad update correctly and have imported them into the database without any issues.
 


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