Discussion in 'FIFA 13 Forum' started by AndreaPirlo21, Nov 15, 2012.
Reserved for ideas on how to improve this year's game.
How to improve FIFA 13 and the FIFA series in general: a complete overhaul of the player ratings system. EA rates all top-tier players high in all catagories and all lower-tier players poorly in all catagories. That's not realistic, in fact it's a blatant programming cheat: all the top-tier teams in the game are made to be better mostly because their players can run faster and kick the ball harder than players on the lower tier teams.
There are ratings such as dribbling, vision and shot accuracy that rightfully separate the great and good players from the average and poor players. But not sprint speed and shot power. The particular team a player plays for should not determine how fast he can run and how hard he can kick the ball.
Another example are the GK ratings. There are 5 GK-specific rating catagories that determine overall rating. But all GKs are rated the same in all 5 catagories. An 80-rated GK will be rated 83 handling, 81 positioning, 82 reflexes, etc. And a 60-rated GK will be rated, 64, 60, 61, etc. Again, just because a GK plays in tier 3, doesn't mean he can't have amazing reflexes and be rated 91 reflexes or whatever. But then you lower his other 4 ratings to balance things out: rate him 30 in handling because he's sloppy and gives up too many rebounds.
Great idea mate. I'm doing this atm.
EDIT: Even with a huge 70 value gap in sprint speed, some slow players still catch up to fast players. I am focusing on a huge speed difference because EA's default programming concerning this is crap.
I mentioned that in another thread, maybe even to you. You essentially have to lower the base average speed for players to 20-30 before you can actually see a speed difference between them and the 80-90 speed players. The average speed ratings for players in my db is 14 at the moment. And I have maybe 500 players at most rated over 40, all the way up to 99. But the game requires that degree of extreme ratings editing before you can see some actual difference in players' ability. It's not that way with every rating catagory mind you, but definitely with speed and a few others.
I've already done what you said with a different method.
My average is 30, which I find to be correct. The range is from 2-94.
BTW, something I'm doing with speed ratings is I'm redistributing them so that all teams have a handful of speedy players in their lineup. I first sorted the players table according to position, and then randomly assigned higher speed ratings to forwards and midfielders in particular.
I then did the same thing with the age catagory, so that a higher percentage of younger players in the game had higher speed ratings. That one in particular bothers me. If you look at all the 17-18 year old players in the game, their overall ratings are low in part because they're all rated 40-50 in speed compared to older players who are rated 70-80. Is there anything more ridiculous than that, really? Young players are rated like they're old men, while the old guys in the game get speed ratings that allow them to run around like young gazelles. It's so goofy.
Nice, maybe we could also lower old players(30+) speed.
That's the next part of my project: divide the older players into groups; randomly lower oldest players by 30, next oldest group by 20, etc.
hmm.. very good topic..
One thing that bothers me most is that the first touch system is a bit overdone. Even the best of players tend to lose the ball when they get a fine lobbed through ball that lands right on their chest ahead of the defenders.. Either they just bounce it awkwardly in any direction including up or the time they take to move forward after controlling the ball is so much that even the cra*piest of defenders catch up.. Though I have to say that I love the first touch system regardless of its flaws..
The speed insconsistency you mentioned bothers me too. I had Christian Tello in third season at sprint speed/acceleration at 97/96 and we was being caught up by defenders with the same at around 75 not to speak of the ones that had better sprint speed... You were talking about some adjustment to improve this. How do you adjust this base average speed?
Export the players table from the db using DBM 12, edit in Excel, then import back into the db and save. You can globally lower any rating for all players by a set value or percentage. I've also created columns of pre-determined values that I use to ensure that all values are used and evenly distributed, so that I have a handful of players rated 99, 98, 97, 96, etc. in each catagory.
There are around 14,000 players in the game. If you scroll halfway down the players table and view the ratings of players in the 7000 range, you can see what the league average is for that rating. I believe the default sprint speed average is around 65.
Few Excel homemade formulas for greater difference between top players and middle-tier players
Warning: very steep climb in difference.
Adjust for your own purposes:
All values are adjustable.
Hey Andre, but where do you put these?. I've not used excel much. A little help will be appreciated. I Have players database open in excel.
Copy the column you want to edit into a new workbook.
Okay, so you want to copy the formula in a new column next to your pasted column. Change the ''x'' to the cell number of the first value in your pasted column. If you copied to column ''a'', it would be ''a1''. Then change the y to whatever value you choose.(I would use this formula first: =(((x-1)/7.5)^2)*1.25 )
Then change the 7.5 to suit your needs.
Afterward, double click the small black box on the bottom right corner under your new value computed using the formula. It should have all your edits to the whole pasted column.
But we aren't done yet, you should see some 0's, values>100, and negative numbers in part of the edits. In a new column next to the one with the formula, type this =MIN(MAX(first cell in the new edits column ex. b1,1),99) Now, hit enter and double click the black box that appears under the cell.
Finally in the next cell, type this: =ROUND(first cell with min/max ex. c1,0) Double click the black box. Now it should have rounded all the edits.
Copy all the new values and re-paste in the players table. Save and there you are.
Thanks. I'll try that.
I didn't understood Pirlo21's ALGO Structures..but nevertheless, I have an idea which I think EA Should include in the next Edition..
The focus is on the Transfer system in Manager mode. It's at the moment all about cash..but it's not like that in the real world..is it ??
Features like Next sale Profit Percentage, Swap loans as Tottenham did last season and using Jake Livermore as a makeweight, also an effective installment system in which you make a down payment and pay the remainder of the cash in a monthly scheme..all in all, EA should take some lessons from the FM Series..what do You say fellas ??
i've always wanted to see that in fifa, but its sad to see that missing i hope they add that to the transfer negotiations soon. hopefully in fifa 14
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One thing I would like to see in the next Fifa ( though highly unlikely) is to see a complete overhaul of the attribute system. Most of the attribute values do not represent what their name suggests. It seems as if EA just wants to 'make it look nice'. Ea should include only those attributes that actually are a working part of the present physics engine.
It would also make it much easier to tailor the game-play to ones liking. Changes in attribs would ACTUALLY have a direct effect at how the game plays.
Why? This happens every now and then in real life.
the freakin' custom volume settings. Custom soundtracks and crowd chants are too quiet, and MP3gain can only increase the gain so much before the sound quality becomes terrible. Seriously, how can I complain to the developers of FIFA 14?
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