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Originally Posted by orion523 |
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For clarity's sake here's how the decision making works in the game according to a dev team member(I got this info second hand from someone who spoke directly with the dev team member in an interview)
1. A decision is made to pass or shoot(ratings, traits, and situation all play a part in the decision making)
2. The player then aims and powers up similar to how a human player would, again ratings, traits, play a part.
3. The sliders, applied during the shooting/passing process will increase or decrease the particular shooter or passer's accuracy ratings by a certain percentage depending on the slider's value with a 50 being zero, or no adjustment. I wasn't told what value each click of the slider is given, but I got the impression that it was less than a percent for each click.
Most sliders actually work exactly like this, they slightly increase/decrease ratings/traits or chance by a slight percentage. There is no voodoo or hidden benefits/detriments to slider values, they're much more simpler than that, purposely.
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While I love the explanation, it's been a long time since any EA dev team truly knows what their sliders do. For example, Pass error states that it's for short ground passes only, yet it affects the long balls as well.
As someone who has spent a lot of time on sliders with NCAA, and now FIFA, I just am not sure dev teams are truly aware of what their sliders actually do. They understand what they
should do, but the results often contradict that line of thinking.
I give them credit for some the "easier" values like shot speed, pass speed, sprint, accel that are pretty straight forward - but those intermediate to difficult values like pass error, shot error, line settings, FB and FT control, have been a journey to work right.
The biggest one is the Marking value. It controls so much. Fix just the marking in this game and we wouldn't even need sliders (maybe a slight increase in line height).