FIFA 98 FAQ'S, BUGS and SUGGESTIONS for FIFA 99
by Gregory Molin

Last updated:  December 22, 1997  
Email your questions, comments, and suggestions to Gregory Molin

FAQ'S   

BUGS/OTHER ERRORS:

  1. CATCH-UP LOGIC:  This option is supposed to be either "on" or "off" as the player's choosing.  Apparently, selecting "off" has no effect and "catch-up logic" is permanently on.  Most player's seem dissatisfied with the programming of "catch-up logic" because at the beginning of the second half of a games in which the computer trailing, the computer's offensive strategy deteriorates into an incessant series of long passes and shots.  As a result, the match almost always degenerates in a game of "catch" between the computer's players and the goalkeeper.  Reportedly, EA is working on a patch to remedy this unfortunate and annoying situation.  The supposed purpose of the catch-up logic is to enable the computer's team to more easily score the equalizing goal(s).
  2. THE small FIELD:  The players are oversized relative to the field so that they appear to be "8 feet tall".  Although the goal is dimensioned correctly relative to the players, it too is oversized relative to the field.  The length of one field  is represented to be 112 yards long but measures to be only 100 yards (fields with represented dimensions of other than 112 x 80 might also be in error).  To some this might sound a bit picky; however, when the error in the field length is considered in conjunction with the oversized players, the field dimensions (if measured in scale with the players) are found to be only about 75 x 60!  NOTE:  These discrepancies were determined by comparing regulation dimensions for the penalty box and goal; counting stripes in the penalty box and goal area; counting stripes for the width and length of the field; comparing player height to the goal height; comparing player height to the width of the stripes (while the player was lying on the ground).  Note:  I was not trying to find this fault.  I was simply trying to determine the length of what I thought was a very long goal.  I counted stripes and came up with one distance, but then saw that the distance conflicted with supposed dimension for the length of the field.  After that my curiosity got the better of me.
  3. SUSPENSIONS:  At least in league play, I've noticed that at the accumulation of 8 foul points, the player is suspended inconsistent lengths of time.  A player of mine received a yellow card, remained in the game, but the graphic showed he would miss (and he did miss) the next two matches.  In another match an opposition player received a red card giving him 9 accumulated points; however, the graphic indicated that he was only suspended for the next two matches.  Compared to the first instance, it seems as though he should have been suspended one match for getting the red card and two matches for accumulating 8 points.  I have no way of telling whether or not he was suspended for just the two matches or whether he actually served three.  Several days after noticing the previous, I witnessed a player receiving a yellow card for his eighth point, but he was suspended for only one game!  Later still, I saw a player suspended for his eighth point on a red card and he was suspended for only one game!
  4. GOALKEEPER POSSESSION:  There is an unpredictable goalkeeper bug in which the keeper starts out with possession of the ball, then upon a player pressing the B (?) button, the goalkeeper relinquishes possession of the ball.  (It seems as if the problem occurs if the button is pushed shortly after the goalkeeper gains possession of the ball.)  Depending upon where he is, the ball may end up between him and the goal, with the goalkeeper having no idea of the balls whereabouts; if the ball is abandoned farther from the goal, the goalkeeper simply retreats to the goal and leaves the ball where it lays.  There should be a way to activate control of the goalkeeper when the goalkeeper is the closest defender to the ball as well as a way to cause him to handle the ball.  A second bug presents itself occasionally when a keeper moves out to play a ball, often outside the penalty box.  Although the defense presents no imminent threat, the keeper (which never activates to human control) simply abandons the ball and retreats to defend the goal.
  5. OUT-OF-BOUNDS:  Players have problems trying to gain control of ball which has come to rest very close to out-of-bounds.  Almost always, no matter how careful one may be, the ball will go out-of-bounds and over to the other team.  In the same regard, the computer will chase a ball going out-of-bounds off an opposing player and then knock it inadvertently over the line while trying to gain control.  The computer should just let the ball go or should be able to gain control.  HINT:  If you must play the ball, hit the pass button before your player touches the ball.  I've saved more than a few possessions that way.
  6. ILLEGAL KEEPER HANDLING:  Much more frequently than other bugs, the goalkeeper will dive forward for a ball near the 18 yard line, and his momentum causes him to go outside the box resulting in a free kick.  I believe that this keeper mistake was intentionally programmed into the game.  The problem is the frequency of the mistake and the resulting penalty.  What the keeper should do instead is boot the ball down field (or out-of-bounds) or take control of the ball (human player takes over).  In the few RARE instances in which the computer might continue to allow the keeper to make this mistake, he should be punished with a yellow card or red card if an opposing player is the next closest player to the ball.  (In two separate matches, I've had my keeper make this mistake three times.)
  7. THE CHASE:  Correct the bug in which the attacking computer player is leading a chase to a ball which has entered the penalty box.  The keeper decides to stay on his line instead of pursuing the ball; however, the attacker for no reason breaks off his pursuit of the ball and head back towards his own goal.  If the keeper stays in his goalkeeper's box, then the attacker should continue his pursuit.
  8. ROSTER LIMIT:  Correct the restriction which limits the number of players on an international team roster to 22 (FIFA World Cup 98 rules).  EA has it at 25.  Make the number of players on the roster an item which can be changed..... FIFA may change it some day.
  9. DEFAULT CAMERA:  I like to play with a view from the tower cam.  Although I've set this as the default camera, the telecam view is still presented at the start of matches.  Even if I reset the view to tower cam, the telecam views sometimes reappears at the beginning of the second half.
  10. LEAGUE TROPHY:  In league play, the trophy should only be awarded once per season.  I've witnessed the trophy being redundantly awarded to a team in each of the games following the team's clinching of the English league title.
  11. SUBSTITUTES:  Currently, substitutes which are made at half-time do not enter the match until the first break in action after the commencement of the second half.  Substitution selections made at half-time should be implemented at the start of the second half.
  12. KIT-CLASHING:  In some limited instances using this option results in inaccurate computer uniform selections.  To correct this, an option for "kit-clash override" is needed.  This option would only be operable when "kit-clash" was on, and would only be accessible through the match options screen for the match in question.  The three possible choices under the option would be "off", "override home", and "override away".  "Override home" would override the computer's change and place the away team in its home uniform.  "Override awat" would override the computer's change and place the away team in its away uniform.
  13. HIGHLIGHTS:  After viewing a highlight, pressing the back button erroneously returns one to the main menu instead of the highlight menu.

SUGGESTIONS FOR FIFA 99:

AI/Computer Determinations:

  1. NEW MULTI-ADJUSTABLE SKILL LEVELS:  Expand skill level selection to one based upon the player's adjustment of multiple factors, each having values ranging from 1 to 10 (or 1 to 25 or 1 to 100).  EA would recommend factor settings for each of the traditional three playing levels.  Players would then be free to adjust the factors to make each more difficult or easier.  Factors might include speed, shooting preference (close vs. far away), shooting accuracy, shooting power, passing preference, shooting preference, marking (degree of closeness), aggressiveness, slide tackling, tackling, reaction, etc.  These factors would be part of the AI and not part of individual player attributes although they might function as modifiers to those attributes during the game.  These player designed skill levels should be savable and loadable.
  2. INJURIES:  Injury frequency should be another adjustable option with a range of 1-100.  Severance of injury and recuperation period should be based upon historic information (it may be now, but I've not witnessed an injury.... that includes all my play of FIFA 97, too).  Players that have a history of injuries should be more prone to injury (even if only for league play).  Currently, injuries are a rarity, which isn't realistic.  Some seasons should even start with a player out for the season.  Obviously, this means that additional players (20 total) are needed on the roster.  Who knows?  With reasonable injuries and suspensions, maybe the monetary transfer of players would be a good item to have around.  I would suggest that injured players be either untradeable or traded at a reduced monetary value; but after further thought, I think it best to leave that up to the discretion and honor of the individual player (let's have as much flexibility as possible).
  3. SHOT ACCURACY:  Too many shots by the computer are too accurate relative to being near the goal.  The human controlled players miss the goal by more realistic distances.  Adjust computer misses to be variably more inaccurate... just as in real soccer.
  4. KEEPER SAVES:  Adjust goalkeeper save methods on long powerful shots so that he tips the ball over the bar or around the posts.  These are very rare results now with the keeper catching too many shots.  This would increase corner kicks.  Presently, my typical matches witness from zero to two corner kicks..... far from being realistic.
  5. ACTIVATING KEEPER CONTROL:  Overall, goalkeeper AI is excellent; however, there should be a way to allow the human player to activate and control the keeper (at his own risk) and cause him to fall on or pick up the ball if its inside the box.  If the keeper gains control of an opposition played ball outside the penalty box, then dribbles back into the box, then he should be able to pick it up.  The keeper could then be returned to computer control by pressing the X or Z button.
  6. COMPUTER ADVANTAGE:  Have the AI recognize advantageous situations such as 3 on 1, then take make passes to ensure a good shot.  I have witnessed times when the computer takes a long shot instead of pressing forward when it has the obvious advantage.
  7. COMPUTER BREAKAWAYS:  Improve AI goal scoring percentage for situations in which the computer player is one-on-one with the keeper..... limit weak shots.  The keeper should have to make a fantastic play to prevent the score... unless the shot misses of course.  Shooting in these breakaway situations should be more like FIFA 97.  NOTE:  I think that this is an ideal: however, I suspect that under current gameplay (at least at my level of proficiency) computer scoring might increase dramatically.  This may make a good case, however, for EA's implementation of "multi-adjustable skill levels".
  8. PLAYER SPEED:  Allow the human controlled player to run just as fast as he would if the computer were controlling him.  Human controlled players seem to slow down quickly whereas computer controlled players seem to be able to maintain speed.  As a result, on breakaways (mine or theirs) I let the computer run the player as long as possible, which is until I can either attempt a tackle or get close enough to give a final quick burst of speed to get into a position to attempt the tackle.  Also, it seems to be very difficult at times to cause the controlled player to run straight down the field.... they seem to have to run in a serpentine fashion to make reasonable headway.  I guess the positive side of all this is that it forces you to switch players, which helps you maintain some semblance of defensive formation as well as to minimize contribution to fatigue.  In any event, it still seems that human controlled players without the ball ought to be able to move as fast as the computer controlled players.  THIS WOULD MAKE ANOTHER GOOD OPTION.

The Editor:

  1. "BASIC EDITOR":  Eliminate the restriction on overall player attribute changes and allow the editing of ALL attributes instead of just 13 of 17.  We need as much flexibility as possible, so any restriction should be made an option: not mandatory. While not everyone will use the editor DIRECTLY, many people will use it INDIRECTLY.  What I mean is this:  As with NHL 98, Charles Centrelli made global changes to player attributes to improve (in many player's eyes) playability and challenge.  In FIFA 98 there are many of us who would like to play at a level somewhere between professional and world class.  The editor is a possible way of doing that.  However, in its present state it cannot achieve that goal.  Also, if one wishes to duplicate a player from the international league so that he may be included on a league roster for whom he actually plays, then one must do the impossible:  (1) find a player with a the exact total attribute score (for 13 attributes) and then (2) make sure that the player also has identical scores for the 4 attributes which are not editable.  There is also the issue of players missing entirely... both in international and league.  A unrestricted editor would make it possible to easily create those players.  Finally, it would be OUTSTANDING if the editor would allow us to make GLOBAL changes to all players (goalkeepers separately) on a percentage and on a point basis with the editing party also able to establish "floor" and "ceiling" points for each attribute, i.e., the attribute couldn't go below X or go above Y.
  2. MONETARY TRANSFER RESTRICTIONS:  Make the restriction on monetary values for transfers an option.  The monetary restriction amounts should be editable.
  3. RESET:  The option to reset attributes to default values should be expanded so that it may be done for player, team, league, or global.
  4. DATABASES:  Add the ability to save and load modified player databases.  Also, add the ability to change the identify of the default database.
  5. VIEW:  The player editor screen should show all (17 not just 13) player attributes at once, and ideally for the entire team. Maybe in the team management window, a secondary window could be opened to just view the attributes.  This should be the case in the substitution screen as well.  Every screen which displays the attributes should display all of them at once.  BIOS should be viewable for all players on a team, not just those in the current lineup.

Graphics/Sound:

  1. SUBSTITUTES:  When substitutions occur, show the player standing by the individual who is holding up the numbers of the players leaving and entering the match.  Have the announcers state the Smith is coming on for Jones for Manchester United.  After the change is requested by the human player have the announcer state that the player coming on is warming up and appears to be getting ready to come on.
  2. CORNER POSTS/FLAGS:  Redraw the corner flags so they hang instead of stick out.  If not already so, make the corner posts solid so that if the ball hits them, it will be appropriately deflected.
  3. NAMES:  Allow a comma and a first initial or name to be added to a name and still have the announcer recognize the player and speak his name.
  4. EYE APPEAL:  Significantly sacrifice graphics (eye appeal) in favor of useable information in non-match screens, e.g., editor screens, statistic screens, player attribute screens, team management screens.  I feel certain that most of us would greatly prefer to have maximum information within our IMMEDIATE view rather than seeing something "pretty" around the information.  It is awkward to have to continuously switch screens in team management, for instance, going between "position" and "substitution".  Also, it is also difficult to review a player's attributes when one must scroll through them.
  5. BENCHES:  Add team benches along the sidelines; include players and coaches.  Currently, substitutes seem to come running out of the tunnels which presumeably lead to the locker rooms.  NOTE:  If coaches/managers don't somewhat resemble the real coach. then I can envision some complaints.  Coaches/Managers could be added to the edit screens so that there appearance could be altered..... consider a few types of baldness, eyeglasses, and gray hair.  Players on the bench should be attired in warmups.  Warmups might also be part of the player edit screen.
  6. ASSISTED REFEREES:  Add assistant referees (carrying flags) to make offsides and possession calls when the ball goes out.
  7. REFEREE KIT-CLASHING:  Add kit-clashing option for referees.  Occasionally, one team's uniform and the referee's uniform are too close in value or color.  The option might simply be to allow the color of the uniform to be manually changed to red, black, etc.
  8. FREE CAM:  Adjust the zooming out range of the free cam to allow for wider views.

Statistics:

  1. "SHOTS ON GOAL":  Reprogram how "shots on target" are determined.  It should include the computer calculating whether or not a "saved" shot would have actually hit the woodwork or gone in if allowed to continue.  Also, should exclude all "attempts" beyond X yards unless they hit the woodwork or go in the goal.  (Presently, any shot, long pass, lob, etc. no matter how accurate or from what distance, is considered a shot provided that the goalkeeper can get to the ball.  The exception is balls that just do reach the keeper.)
  2. ADDITIONAL STATS:  Improve statistics to show offsides totals in each match.  For the year-to-date statistics for each individual, team and league, show red cards, yellow cards, corner kicks, penalty kicks, penalty kick goals, own goals, free kick goal scored directly, (for goalkeepers:  shots on goal, shots saved, save percentage, goals surrendered, penalty shots on goal, saves of penalty kicks, penalty shot save percentage)   Assists might also be considered as an additional statistic.
  3. OWN GOALS:  Own goals should not include shots which were deflected by a defender into his own goal, provided that the shot was on goal anyway.  Currently any deflection by a non-goalkeeper results in an own goal.
     

Manual & Other:

  1. DETAIL:  Compose a manual with too much detail.  The current manual leaves out many things and, is vague or too brief on others.  For example, the manual doesn't even mention "BIOS", which appears in the team management screen.  Player attributes are not defined relative to their impact on player performance.  What factors influence the outcome of simulated games (team ratings, player attributes, etc.)?
  2. PLAYER ATTRIBUTES:  The manual should provide details as to what each attribute is and what effect it has on offensive and defense performance (including goalkeepers separately).
  3. ONE-ON-ONE MOVES:  Disclosure of all special moves.  The FIFA 98 manual states the there are "DOZENS of other moves".  (I've not yet been able to execute more than a few.)  Personally, I don't think that dozens of moves are necessary to gameplay; however, if "dozens" do exist, EA should explicitly identify them in the manual.
  4. ONLINE MANUAL:  EA should create an online manual which it updates periodically to cover items omitted or in error.  This would not only help the players, but should also alleviate EA of considerable email volume.
  5. EXPANDED OFFICIAL EA FIFA 98 WEBSITE:  EA should create a site dedicated to the game that keeps players informed as to contemplated patches or updates to player rosters.  Not just a site that just tells players when something is ready to download, but one telling them what is going on and approximately when to expect it.  Its frustrating, aggravating, etc. to be left totally in the dark.
  6. SUBSTITUTIONS:  Players eligible for substitution during a match should be specified prior to the start of the match.  Maybe have a default substitution priority list.  In the English Premiership, only 5 substitutes are allowed of which only 3 may be used during the match.  Currently, there is no restriction upon the pool of substitutes short of the limit of players on the team (20 for leagues).  Any limit on substitute pools should be editable.
  7. PRINTING:  Create a print menu to print the following:  team rosters showing player attributes for all players including total attribute score, average attribute score per team (including average of total attribute score), etc.  Ideally, each report would fit neatly on one sheet of 8.5 x 11 paper.
  8. FULL ROSTERS:  League teams should have full rosters (20 players) instead of the 16 players which now appear.  Without complete rosters, injuries and suspensions could leave a team with few substitutes.  Also, having a full roster gives the player more decision making opportunities.
  9. TOURNAMENTS:  Add league tournament.  Add a "champions league" for a tournament between the best teams of Europe; another for the best in the world.  Allow the player to either select which teams are to compete in the league or  elect to have the computer do it.  If the computer is allowed to do it the player should have the option of selecting as many of the teams as he wishes.
  10. MENU CONTROL:  Design the menu system so that one is able to make all menu selections via either the mouse or the gamepad (not just one of them).
  11. TEAM RATINGS:  If team ratings influence the outcome of computer simulated games, then they should be editable.  In the English league, Tottenham seems to finish frequently near the top.  Adjustments would reduce them considerably in the league standings.  We tend to measure the accuracy of the simulator on the basis of how the results it generates compare to current league standings.  Obviously, the simulator's accuracy can't be perfect.... its not a crystal ball.  However, the player may still wish to play in a league that mirrors reality as closely as possible.  Therefore, the ability to adjust factors which influence a team's performance should be provided.
  12. INTERNET PLAY:  Add the ability to play games via the internet.
  13. SCREEN CAPTURE:  Add a screen capture feature which is executable through a hot-key, so that the screen capture can be done at any point.
  14.