Well, time to write a bit.
I've played plenty matches on this game in my little free time.
I always got the feeling that the game was guided or scripted or powered up, not realistic, as bangus always said.
On top of that, i see often that the player has a behaviour as superhuman players, that never do the wrong thing. Perfect passes, perfect crosses, perfect scoring.
The only thing that help to make the players error prone is sliders, but i don't want to touch sliders for now, then i have to do altering the player attributes.
So the first thing is to reduce the players attribute, and i've programmed gameplayze to change the scale.
Original DB - Gameplayzed
Attributes:
HTML:
90-99 - 80-89
80-89 - 65-79
70-79 - 45-64
60-69 - 25-44
50-59 - 15-24
40-49 - 10-15
30-39 - 05-10
00-29 - 05
The appplication changed and lowered all values proportionally,so I've tried various formulas infinite times and, at the end, i got what i wanted.
CPU player do wrong passes, long crosses and can fail a chance near the keeper.
Then after the attributes leveling, the gameplayzer will analize the player style, and add traits and personal instruction of plays (like aggressive/moderate pass interception, forwards pressing, the ability to cut inside etc etc) to make every player unique.
Then is time to think about teams.
The gameplayzer edit team tactics, in order to make the strong team to do more pressing and marking while the weak teams learned to contain.
Based on the formation, creation change cross and defensive team width will change accordly, if you play 4-4-2 there are more crosses than 4-3-3 in team tactics.
I used build up speed to normal for all teams. 50 is the perfect value to see the teams to slow down or go fast based on the situation.
Strong teams makes more shoots than weaker teams.
About the formation, the gameplayzer will reposition every player in the formation retaining the shape to make the formation coherent. 4-4-2,4-3-1-2,3-4-3,4-3-3 and so on now show their weaknesses.
The good part.
Technical attribute is lowered proportionally. So good player will retain the ability, but bad player are more error prone.
Mental attribute is lowered the same. So good player will do better movements and have better vision, while bad players don't know well how to stay on the field. I gave a little bonus on aged player, because most of the time they have better experience than youths.
Physical attribute is lowered again the same. So the player will have less stamina, now is more similar to PES, and you have to do substitution or you will see more player in the red part of stamina bar. The game also will be slower as the cpu know that doesn't have infinite stamina.
I gave a little bonus on youth player, because most of the time they have better physical values than older, and i had to balance the little mental boost that i've told before.
More traits and player instruction, more unicity.
The bad part.
If you lower the attribute, you will see low overalls. You will see Messi at 80, howewer he will be the best player in the world and his dribbling is strong as always. I have by the way to edit career mode ini files to have realistic values and now my work is to find the right values.
I can't promise miracles, and I can't do a whole new game. But I got a different feeling when I play the game.
It will worth a try when the application will be ready
(status:90% - focusing on career ini)