I think I would have preferred a pass meter over a shooting meter.

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  • Kaanyr Vhok
    MVP
    • Aug 2006
    • 2248

    #76
    Re: I think I would have preferred a pass meter over a shooting meter.

    Originally posted by zdfbzfh
    What would a pass meter actually measure? Isn't a pass something you should eyeball even more than a shot release?
    It could be an invisible meter like Fifa's. It would do more to effect the distance and force of the pass instead of the actual accuracy. The accuracy would be a combination of your skill in gauging the force and the player's rating.

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    • Kaanyr Vhok
      MVP
      • Aug 2006
      • 2248

      #77
      Re: I think I would have preferred a pass meter over a shooting meter.

      Originally posted by El_Poopador
      I think you're misunderstanding what we're asking for. The user input on the pass will in no way affect the success of the pass. The shot release timing directly affects the shot's success by giving a slight increase/decrease in the probability that it goes in. Being able to choose how I throw a pass will not change the passer's ratings; it will do nothing but change the trajectory/speed of the pass.

      By your logic, we should also be arguing that we should remove the shot stick and isomotion. Just press a button to shoot, and let the AI choose the shot type. Press another button to do a dribble move, and let the AI decide which move is the best. Maybe we should just go back to the days of Atari, and have one button and a joystick. Press than button when we want a player to do something, and the AI will make the best decision for us.
      If the pass was like the shot release user input would greatly effect accuracy. If Visual Concepts used such a system it should be impossible for anyone to master great passing. There is a challenge in Fifa where you have to put long passes into buckets. You could be the top Fifa player on the planet using a player with a max rating and its still a difficult challenge. PGs miss the target in the skills challenge and that is maybe ten feet away without defense in their face. It should not be difficult to tune this system so its impossible to master difficult passes or even perfectly passed simple passes.

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      • El_Poopador
        MVP
        • Oct 2013
        • 2624

        #78
        Re: I think I would have preferred a pass meter over a shooting meter.

        Originally posted by Kaanyr Vhok
        If the pass was like the shot release user input would greatly effect accuracy. If Visual Concepts used such a system it should be impossible for anyone to master great passing. There is a challenge in Fifa where you have to put long passes into buckets. You could be the top Fifa player on the planet using a player with a max rating and its still a difficult challenge. PGs miss the target in the skills challenge and that is maybe ten feet away without defense in their face. It should not be difficult to tune this system so its impossible to master difficult passes or even perfectly passed simple passes.
        Right, but I'm suggesting that the pass meter not be like the shot meter. I would rather it have its own control, that does nothing but choose the type of pass. The passer's rating would still control the accuracy of the pass, and thus the success or failure of it.

        I understand Luda's fear regarding a passing system that gives the user total control over the success of the pass. That's not what I want either. I just want to be able to decide how I throw the pass.

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        • Kaanyr Vhok
          MVP
          • Aug 2006
          • 2248

          #79
          Re: I think I would have preferred a pass meter over a shooting meter.

          Originally posted by El_Poopador
          Right, but I'm suggesting that the pass meter not be like the shot meter. I would rather it have its own control, that does nothing but choose the type of pass. The passer's rating would still control the accuracy of the pass, and thus the success or failure of it.

          I understand Luda's fear regarding a passing system that gives the user total control over the success of the pass. That's not what I want either. I just want to be able to decide how I throw the pass.
          Oh I get it so a meter that would prevent over throws or underthrows based on input. The players would just control the speed and trajectory and it would be bound so even odd passes like a handoff lob would look somewhat realistic.

          Thats a decent compromise. I'm surprised anyone would disagree. What I'm suggesting is similar except I would detach lobs, bounce and regular passes from the same meter. The speed would have wider boundaries for error so if you put too much on a pass it would break trajectory creating a shank or if you put too little it would be under thrown. The type of pass, the difficulty of the pass, fatigue, ratings, hot/cold streaks and defense would influence the boundaries similar to how it does with a shot.

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          • Kaanyr Vhok
            MVP
            • Aug 2006
            • 2248

            #80
            Re: I think I would have preferred a pass meter over a shooting meter.

            Now that I have played the game my opinion has changed. I like the shot meter. Its like training wheels until you are able to follow the animations. Shooting is tuned well on Superstar Sim. The CPU is still juiced but its fine for the user. I like the shot meter so much I wouldnt even mind if it a pass meter functioned like the shot meter. Passing still feels soft and easy and the pass defense is still sad to watch.

            Anyone can play this game and get decent looks by dumping it into the paint because the CPU doesnt fight for position unless its the post. Their quickness to the ball is based too much on the given animation instead of the difficulty of the play. They overrun steals on lofty passes and there are no 50/50 animations when two people have a play on the ball.

            Could you picture a pass meter with feedback like the shot meter?

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            • dpower15
              MVP
              • Jul 2012
              • 1029

              #81
              Re: I think I would have preferred a pass meter over a shooting meter.

              Completely agree. I think passing has gotten overlooked for years now and is by far the biggest adjustment needed to the gameplay.

              As a PG back in my playing days it kills me to see these soft lob passes and not be able to control the speed of the pass. There are so many times that I see a play developing and, in reality, would make a nice hard chest or bounce pass , but in game it throws a soft lobbing chest pass thing and it gets ripped or stolen. That's the only part of the game I've ever been truly upset with (that and in MyCareer when by guys won't shoot and can't make open layups haha)


              Sent from my iPhone using Tapatalk

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