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[原创] FIFA12最新试玩评测,非常完整客观 [复制链接]

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发表于 2011-7-13 19:23:59 |只看该作者 |倒序浏览
本帖最后由 coolyanyan 于 2011-7-13 19:24 编辑

So for those who didn't know, on July the 11th a small group got to go to Guildford to playtest FIFA 12's career mode and gameplay. We had opportunity to play the PC, PS3, and 360 games, with almost any team in the game, and were given freedom to alter the assistance and gameplay options. The build we were playing with was a few weeks older than the builds we'd played before (we'd actually played Career mode at the same time as the last test but this was embargoed), so there is a fair amount of new information. I won't go over stuff which hasn't changed unless I feel it is particularly warranted, so my previous gameplay hands on is here: click here

I'd like to once again thank EA for their hospitality and time. This time around David Rutter (line producer) and Ian Jarvis (PC) were present, so it gave us some opportunity to discuss things directly with people at the head of FIFA. Hopefully then, things we passed on will get listened to. In terms of getting feedback regarding gameplay and career mode passed on, I think we did pretty well. The ball is certainly in EA's court with that one and I feel that we represented this communities' feelings pretty well

DISCLAIMER: Everything played is from an alpha build from mid June of FIFA 12. There is no certainty that things in the build I played will be in the demo and final build, though will try to estimate how I feel things will turn out in the end, as that is really what matters

gamplay
It's safe to say that I wasn't overwhelmed with the gameplay on display last time. Aside from a host of bugs and glitches, I didn't feel that some of the new additions quite hit home, but more importantly far too many things which were problematic in FIFA 11 were still present in all their glory. Unfortunately (and perhaps not surprisingly) not a huge amount has changed. Polish has generally improved considerably and there is still a long way to go with that.

impact engine
; _2 j% A1 p$ T8 gIn June I left fearing somewhat that the Impact Engine could well release as a badly buggy addition - there were considerable problems with glitchy interactions, and occasionally shocking refereeing decisions. The improvement over the last couple of weeks (a lot of the glitchiness had been eradicated) renews my confidence and while there were still some odd refereeing decisions it looks well on track. The only major concern with this is that the off the ball collisions are still happening all over the place. The potential exploitability of this in OTP/Clubs is tremendous, so EA really need to come up with a solution to this fast. Ideally we need to move to a situation where players who are off the ball don't try to stand strong against eachother - and rather brush past eachother.


flair passing
Unfortunately, the biggest change between June and July was something I cannot praise at all. The new flair passing, activated by the left trigger and the various pass buttons, causes your player to do the same kind of skill type passes that used to happen with only players with the flair trait, in specific contexts, and with not a huge degree of predictability. The new flair passing on the other hand has almost no restrictions whatsoever. Any player, any context, immediate and ridiculous flair passes, with seemingly similar accuracy as normal passes. The likelihood is that this will be dealt with pre release. Even though quite a few of EA's recent design decisions have surprised me, I don't fundamentally believe they could do something this crazy - this is the kind of move which would make it damned clear to even the likes of IGN, that FIFA is not any kind of definitive football simulation.

It is not just that it seems to be completely unaffected by error, or the player doing it, there is also something deeply questionable by design. The left trigger is used for far too many things for it to be a modifier like this - for anyone trying to an intricate pass and move game, the left trigger is critical. It acts as the trap/turn button, so that as you get the ball you turn on it without moving, and the slow movement modifier. It's therefore very difficult to be letting go of LT as you pass when you don't want to do a flair pass (which would always be most of the time). I don't see the point of it. It seems to be put in there to please those who want to replicate the antics of Hjerpseth et al. but even if they radically reduce the ability for lesser players to do this, I feel the use of the left trigger button is really naive, especially given that for direct/through passes the RB button is spare. The left trigger button is also used to indicate you want to volley, and that seems fine from the small number of times I tried using it. It's really quite good to finally be able to remove the ambiguity of whether you want to volley or head


AI, Passing, Movement
The problems I outlined in my original hands on with AI, passing, and movement mechanics remain, so make sure to read/reread as appropriate if interested in those areas. However, David Rutter did enlighten us somewhat in regards to AI. Firstly, we had ample opportunity to make our feelings about the AI's hyper-reaction and almost mind-reading like ability to David Rutter, so hopefully that will get listened to. If it isn't, however much career mode comes on this year, it will be let down entirely by the unrealistic, personalityless and dull AI which simply feels like it's not playing the same game to you

In terms of the defensive and attacking team AI, David Rutter informed us that this is one of the absolute last things which they dial in, so hopefully it will be improved quite a lot before release. I still think it's a bit concerning that EA aren't doing this at an earlier stage - it's not like the AI has been a strong suit over the last few years (FIFA 12's AI currently is pretty much FIFA 11's afterall), but given that we have a pretty solid promise that there will be considerable change in this area, we just have to trust that and hope Vision AI is still more or less invisible, perhaps this is something which isn't properly tooled into the game at this stage, but as one of EA's bigger gameplay announcements it is fairly disappointing to not really sense this on the ball or off it. I am still not entirely sure whether Vision AI is actually intended to have an effect on the controlled player, but I'll hopefully find the answer out to this soon. Certainly, if it doesn't, I'd be fairly disapponted as at the very least I expected this to eradicate some of the 180 degree pass accuracy that still plagues FIFA. So far, I don't sense it, and, I'm not sure I'd notice Vision AI had I not been told to look for it

Sliders
Sliders are indeed going to make their appearance in the game for FIFA 12, which will please a lot of people. On the face of it a lot of the things which I feel are somewhat wrong with FIFA do have sliders so you can fiddle with them. I suspect that this area of the game may see some quite big shakeups before release and now, as they do feel unfinished to a large extent. I do have some concerns though, first, as a matter of usability, it feels quite clumsy. There are a good 20 or so sliders, from error sliders and speed sliders to power bar charge speeds and acceleration, but none of these have any reference to them. You have a bar with maybe 50 settings on them, with the default stuck directly in the middle. The sliders at the moment have such considerable play in them, and it's difficult to guess what the effect of the sliders will be (with some it's not obvious which direction on the bar will correlate with an increase/decrease in the effect too). You can set each slider differently for the user and the AI - but unfortunately these are done on two seperate menu with no 'mirror' function, so it's awkward to replicate the settings for both you and the CPU.


Unfortunately at this moment, these sliders are not going to realise the dream of allowing one to fix FIFA or make it more realistic. The sliders do not give you enough control over enough areas to affect things in the way you'd want. For example, if I wanted to alter the passing error, I can only increase/decrease the amount of error. I have no way of dictating what is causing the error, or how that error is represented, and thus if I try to increase the directional error on the passes as I believe should happen, what it tends to mean is that passes become more lethargic and more bouncy long before you get the desired directional effect. There are some tweaks and touches you'd be able to improve, but it's minimal so far, and currently I feel that a lot more thought will have to be put into how these sliders work (or, a massive increase in the sliders available) if they are going to supply the potential for a simulation. I'm also slightly worried that there are a few different sliders right now which affect things like defensive AI (line depth, width, full back positioning and so on). These feel like they should not be gameplay sliders so much as tactical settings. At the moment, these will be things you can use to improve FIFA a smidgeon here and a smidgeon there. They will not open up the possibilities some have hoped for in terms of setting trading to perfect a simulation of the game


Some of what these revealed was also quite worrying. The passing error slider only affects ground passes, and the shooting error slider does not affect finesse shots. This not only means that the two areas which are probably most wrong (lobbed passes and finesse shots) are not slider-alterable, but it perhaps also implies that the way error is handled on these works in a different way to how it is for normal shots/passes. As both finesse shots and long passes/lobbed through balls are far too accurate, that perhaps is reason. The simple question of why 180 degree clearances with the long pass button seem to land at the strikers feet every time may be answered very simply by that: there is (basically) no contextual error on long passes and chipped through balls


shooting
Ball physics are generally really good, though finesse shots are still the clear exception, and shooting has a good ping to it. The goalkeepers still having over-the-top reaction times means that far too many unstoppable shots get saved with far too much predictability - and I'd still suggest that AI move to reduce shooting accuracy (in particular for assisted/semi) while at the same time reducing goalkeeper reaction, to keep the goal scoring in balance while hopefully radically increasing the enjoyability and variety of goals (as well as having the nice side effect of balancing the assisted-semi-manual issue).
Heading feels good, but still deeply flawed by the fact that it seems that just one player on each team is allocated to go for the ball, and this could well mean that heading will be overpowered again (and I think crossing is still looking quite over-accurate, there are still remarkably few occasions of crosses going long, and they all too often seem to be perfectly aimed onto the attackers head. It still feels preordained, and out of your control. The winner of the header is usually dictated primarily by the luck of which defensive player is picked to head the ball. A striker surrounded by four defenders seems no less likely to win the header than one who is marked by just one, such is the problem with this one on one system


Tactical Defending
The new defensive system could still do with a little work in terms of its intuitiveness, but I think people will grasp it within time. I hope that by FIFA 13 they will manage to remove the contain system too, but until they make considerable alterations to the way the CPU AI reactions work and to the player weight/momentum/inertia, it would probably be somewhat disastrous. The system thus far just doesn't quite feel natural, but it's a big step in the right direction, and worlds better than the pressure fest of FIFA 11, even if it is still a long way from being perfected. Frankly, I still think it could feel better if they swapped the buttons around a bit. Having the tackle button as X/A, contain as R1/RB, and secondary contain as B or O, would be an easy way of removing a part of the learning curve. It is a pity, but EA seem to have once again caved to the fear of a casual revolt by putting an assistance option to revert back to the old defending style. Online I suspect this will be forced off, like with pro passing assistance, but it's another sign of EA not having the confidence to push people to try something new which takes time to get used to on the grounds that it's better


and finally
Tactical and strategic setup is still a real weakpoint, but is patently something which will have to be for FIFA 13 at the earliest - nothing has really changed in this area, so the sluggish and clumsy tactical side of FIFA, which should really be at the heart of the gameplay, still remains one of its weakest areas.

At the end of my last hands on I listed a bulleted list of what I thought needed to be changed, though the game has improved since last test, the list remains identical to previously, with one big addition, and one small

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沙发
发表于 2011-7-13 19:25:28 |只看该作者
沙发,求翻译~~~~~~~~~~~~~
★★★★★★★★★★★★★★★★
☆☆ Nothing  is  impossible ! ☆☆

☆☆ I   Love   This   Game !  ☆☆

☆☆ Just   Do   It    !           ☆☆
★★★★★★★★★★★★★★★★

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板凳
发表于 2011-7-13 19:27:51 |只看该作者
本帖最后由 coolyanyan 于 2011-7-13 19:29 编辑



careermode
QWe were able to play career mode and though no-one got hugely far into it, between the two days I've had time to play CM I feel quite positive about what I've seen. The consensus amongst the group was that, while FIFA 11's CM was severely below satisfactory, the new attempt is more than passable. It's not FIFA's strongest point, but it's certainly not its weakest anymore, and in fact I feel that the gameplay is probably letting CM down more than the mechanics specific to CM. I'm not a massive CM buff (as simply put the last few efforts have kept me from getting interested in it), so I won't go into too much depth.
For the first year in a while, I could actually envisage playing this years CM, at least, if the CPU AI gets to the point where I could enjoy playing against it long term. The new interface is mostly really smooth, but let down badly in some specific areas. The email screen is as boring as you could imagine and could really do with some optimisation, as far too much time is spent going in and out of messages and the email itself. The way news stories are represented though is excellent, and, assuming that the stories do not become repetitive, they should make sure that you feel part of a football world, rather than slogging through match after monotonous match. The commentary is at its absolute best here too - the new commentary team(s) seem to have quite a lot of lines which refer to how the career is going, and it benefits quite a lot from an increased attention to man management, as players will make their feelings known to you regarding your management and their position in the squad

Form and morale return, and player stats have been made massively easier to interpret and compare as they are now colour coded. The new 'squad report' screen allows a much more in depth look at each player, all his attributes shown on one page, and on another page it details his current form, morale, and how he's doing on the pitch. It's a huge pity that this way of showing all stats on one page has not been replicated across the game, and most of the time you are looking at player stats, it is still a case of scrolling through many pages. FIFA is still a game which struggles when it comes to screen space management, and slow menus - a lot of space is still not used around the edge of the screen, and FIFA is in desperate need of a better way of quickly showing you a players stats. The hexagon/pentagon based representation which is used in PES, is something it could definitely do with, and this is something which has been passed on, so hopefully next year it shall be there
Transfers and loans have been worked on, and even though there are some upsetting things missing (like player+cash deals, player swaps and so forth), as well as a surprising inability to negotiate with clubs looking to buy, and the ability to loan players who aren't listed is in the game

The youth scouting function will be your way of getting in on new players, and the youth players you find will be randomly generated. You can select a region to scout in and specify what type of player you want to search for, and you can have up to three scouts at the same time. Every so often the scouts will come up with some suggestions of players you can pick, who can be as young as 14, who will then join your youth academy. You get an estimate of their overall, and over time you start getting estimates of their statistics, which hone in over time as you get the decision of whether to take them on or ditch them. There is no normal scouting system however (though there is still the scout picks on the transfer search), and hopefully this is something they'll look into for next year

The biggest let down right now is certainly the sluggishness. The amount of time it takes to fiddle with your formation, to receive bids, to go through the days (especially in the transfer window) is frustrating, and simming games is as minimal as it could possibly be still
But what FIFA 12 represents is a satisfactory manager mode. One which, in itself, is enjoyable, and lively enough to make it feel like more than a series of games against the CPU. When it comes to the enjoyability of CM, I feel that the CPU AI is more likely to be a problem than the mode itself, which is solidly made though there is still a lot further to go. It does give me a lot of confidence in next years version too - EA are on the right track and from a couple of conference calls with Humber and others on the CM team, I think FIFA 13 could have a very good career mode indeed. CM will not be the gem in FIFA 12's achievements, nor is it the quality of Football Manager, but it's getting there. /
ConConclusion
conclConclusionusion
There is still time for FIFA 12 to go from being a game which is better than FIFA 11 to being a really great football sim. The career mode is coming along nicely, and even though there is simply no way it's going to be 'great' this year, it's looking that it may well manage to be 'good'. The gameplay problems are primarily AI based, so hopefully the AI will improve once they start working on it towards the end of the cycle. It's always difficult to estimate how much people will like something, but I'll give it a go, splitting it dependent on how people feel about FIFA 11:






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地板
发表于 2011-7-13 20:21:46 |只看该作者
等待翻译帝~[嘿嘿嘿]

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5#
发表于 2011-7-13 20:44:36 |只看该作者
貌似碰撞引擎还有很多问题,不过作者确实很苛刻,苛刻到像是可乐妹的五毛。。。。

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6#
发表于 2011-7-14 11:51:03 |只看该作者
有人翻译没!!
伯乐多良马.其有邻亚犁.曾与人言.我亦善识马.有一骏马.伯乐不及.人皆疑.欲观之.亚犁恐.乃以草泥置一卧马于槽中.众人视之笑其蠢.皆曰:此何良驹.卧槽泥马尔. 《战国策 楚策四》

其时天下太平已久,真个是马勒戈壁,刀枪入库;五谷丰登,万民乐业.《说岳全传》

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7#
发表于 2011-7-14 12:14:47 |只看该作者
因此,对于那些不知道,在七月十一一小群人去了playtest国际足联12的生涯模式和游戏到吉尔福德。我们的PC,PS3和360游戏,与几乎任何队在比赛中发挥的机会,并给予自由改变的援助和游戏选项 。构建我们玩了几个星期,我们会发挥前建立的旧(我们其实打得生涯模式,在同一时间作为最后的测试,但是这是禁运),所以有一个新的信息相当。我不会的东西从来都没有改变,除非我觉得这是特别值得的,所以我以前的游戏手是在这里: 点击这里我想再次感谢他们的热情好客和时间的EA。这时候周围大卫鲁特(制片)和伊恩贾维斯(PC),所以它给了我们一些机会直接与人们在国际足联讨论的事情 。希望然后,我们通过对的事情会得到听取 。在获得关于游戏和生涯模式的反馈传递,我觉得我们也相当不错 。球肯定是在EA的法院,一个,我觉得我们代表这个社区的感情还算不错 免责声明:一切都发挥了国际足联12年6月中旬的alpha版本 。还有就是不确定性,在构建的东西我打会被的演示,并最终建立,虽然会尝试以估计如何我觉得事情会转出到底,因为这是真的什么事项 gamplay 它的安全说,我wasn “T不堪重负上显示最后一次的游戏 。除了 ​​从主机的缺陷和毛刺,我不认为新增颇有些诚惶诚恐,但更重要的是远的东西太多了,在FIFA 11中的问题仍然存在在其所有的荣耀。不幸的是,(或许并不奇怪)不是一个巨大的数额已经改变。波兰已普遍相当大的改善,但还有一个很长的路要走, 影响发动机 的_2 J%A1 p $ T8杜松子酒6月我离开有点担心,影响发动机可以作为一个严重的越野车除了释放-有相当多的问题出问题的相互作用,以及偶尔令人震惊的裁判决定 。在过去几个星期(已被根除很多glitchiness)的改善,更新了我的信心,而仍然有一些奇怪的裁判决定,看起来进展顺利。只有这样主要关注的是掉球碰撞,仍然是所有的地方发生 。在OTP /俱乐部本利用的潜力是巨大的,因此EA的真正需要来解决这个快速。理想情况下,我们需要移动的情况球的球员 ​​不要试图抵挡强大的海誓山盟- 。,而刷 过去的 海誓山盟风骚传递不幸的是,六月至七月期间最大的变化是我不能在所有赞美的东西。左触发和各种通过按钮激活,新的气魄,传球,导致您的播放器做技能型相同的实物传递,使用与球员的天赋特质,在特定情况下,发生,不是一个巨大的程度可预见性。另一方面通过新的气魄,已几乎没有任何限制 。任何球员,任何情况下,通过直接和荒谬的天赋,看似类似的正常传递的准确性 。的可能性,这将是预释放处理。即使相当EA公司最近设计决策很少有让我吃惊,我根本不相信他们可以做这种疯狂的东西-这是这将使这该死的明确甚至喜欢IGN的重要举措之一,即国际足联不任何明确的足球模拟 ,它不只是它似乎是完全错误,或者做球员的影响,也有一些深受设计值得商榷。左边的触发是使用太多的东西,它是这样的修改-尝试一个复杂的传球和移动游戏的人,左边的触发是至关重要的。它作为陷阱/打开“按钮,所以,当你拿到球,你打开它不动,和缓慢的运动修饰符。因此很难让去,为您传递时,你不想做一个风骚的传递(这永远是大部分时间)的 LT。我没有看到它的点 。这似乎是在那里,请那些想复制Hjerpseth等滑稽。但即使他们从根本上降低较轻的球员 ​​能够做到这一点,我觉得使用左侧的触发按钮实在是幼稚的,尤其是考虑到,直接/通过传递RB按钮备用。左触发按钮也用来表示你想要抽射,似乎罚款的时候,我试图用它的少数 。它的真的相当不错到最后是可以删除的,是否以凌空或头 歧义的AI,传递, 运动我提出在我原来的手与AI,传递,和运动力学仍然存在的问题,所以使读/ 重读酌情如果在这些领域感兴趣。然而,大卫鲁特并在大赦国际方面,我们有点启发 。首先,我们有充足的机会,使我们的感情,对认可机构的超反应和读心几乎就像大卫鲁特能力,所以希望会得到听取 。如果不是,然而,很多人生涯模式,今年,将辜负完全不现实的,personalityless和沉闷的AI,只是觉得喜欢玩同一个 游戏,你的防守和进攻队 ​​的AI 鲁特大卫告诉我们,这是绝对的最后的事情,他们拨打之一,所以希望它会得到改善前释放了很多。我仍然觉得有点有关,EA是不是做在早期阶段本-喜欢的AI已经超过过去几年的一个强大的西装(国际足联12的人工智能目前是几乎国际足联11的毕竟),但考虑到中我们有一个非常坚实的的承诺,在这方面将会有相当大的变化,我们只信任和希望远景的AI仍然或多或少是无形的,也许这是这是不正确的加工,在这个阶段进入游戏, 但作为EA的游戏公告之一,它是相当令人失望,没有真正意义上的球或关闭。我仍然不能完全肯定是否视觉AI实际上是旨在有一个控制球员的影响,但我会希望找到答案了这个很快 。当然,如果它不,我是相当disapponted因为至少我预计这对消除一些180度的传球的准确性,仍然困扰着国际足联 。到目前为止,我没有意义,并且,我不知道我注意到人工智能视觉了,我被告知去寻找 它 的滑块,滑块真的在游戏中,其外观为国际足联 12,这将请了很多人。在面对它的很多的东西,我觉得有些是错误的,与国际足联确实有滑块,这样你就可以摆弄与他们。我怀疑游戏的这个领域可能会看到一些比较大的shakeups发布前和现在,因为他们觉得未完成的,在很大程度上。我有一些担忧,不过,第一次作为一个可用性问题,感觉相当笨拙 。有一个很好的20个左右的滑块,从错误滑块和速度滑块电源酒吧充电速度和加速度,但这些都没有给他们的任何引用 。你有一个酒吧,也许对他们的50设置,直接使用默认停留在中间 。此刻的滑块已经等在其中相当大的发挥,和它的困难来猜滑块的作用是什么(一些它的不很明显这栏上的方向将关联一个增加/的效果太减少 )。您可以将每一个滑块设置不同的用户和人工智能-但不幸的是这是两个没有“镜子”功能独立的菜单上完成,所以尴尬的复制两个您和CPU的 设置不幸的是在这一刻,这些滑块不会允许一个修复国际足联或使之更切合实际,实现梦想。滑块没有足够的领域,给你足够的控制来影响你想要的方式的东西。例如,如果我想改变传递错误,我只能增加/减少量的错误。我已经没有办法发号施令是什么原因造成的错误,或表示该错误如何,因此,如果我试图通过增加方向性错误,因为我相信应该发生,它往往意味着传递变得更加昏昏欲睡和更弹性的长之前,你所需的定向效果。有一些调整,触动你能够改善,但它迄今最小,目前,我觉得多了很多心思,将不得不将这些滑块如何工作(或大幅增加,可用滑块) 如果他们提供了一个模拟的潜力 。我也略有担心,有几个不同的滑块现在影响就是防守AI(线的深度,宽度,全回定位等)。这些感觉就像他们不应该这么多的战术设置游戏滑块。目前,这些事情你可以用它来 ​​提高国际足联一个smidgeon这里和smidgeon有。他们不会打开了 一些什么这些发现也相当令人担忧的一些有希望在设置贸易方面,以完美的模拟游戏的可能性。传递错误的滑块仅影响地面传球,拍摄错误滑块不影响拍摄技巧 。这不仅意味着这两个地区,这可能是最错误的(投掷的传球和细腻的镜头)不滑块改变的,但它可能还意味着,这些作品以不同的方式处理错误如何为正常张/通行证。随着投掷通过细腻的镜头和长传/球过于精确,也许是有理由的。为什么长传按钮180度间隙似乎土地在前锋脚每次可回答非常简单的简单的问题:有(基本上)没有长传的内容错误,并 通过 球插话拍摄球物理学一般真的很不错,虽然手腕的拍摄仍然是明显的例外,拍摄它具有良好的平。门将仍然有过的顶级反应时间意味着太多的不可阻挡的拍摄得到保存太多的可预见性-我仍然建议,而在人工智能移动,以减少射击精度(特别是对辅助/半 ) 同时降低门将反应,同时,有望从根本上提高enjoyability和各种目标(以及漂亮的副作用的平衡辅助半手工的问题,以保持平衡 的进球)。标题感觉良好 ,但仍深深事实上,它似乎只是一个每队的球员 ​​是分配去的球,这很可能意味着标题将被制服(我想穿越的缺陷仍然相当较准确,但仍有明显几次跨越长,他们常常似乎是完美的目的到攻击者的头部,它仍然感觉钦点,你的控制。头的胜利者通常是主要取决于防守球员的运气挑头球。四名后卫包围一名前锋似乎不太可能赢得比一个人是只由一个标记的头,例如,是这在一个系统问题战术保卫新的防御系统仍然可以做一个其直观的工作很少,但我觉得人会把握时限内,我希望国际足联13日,他们将设法删除包含系统,但直到他们做出相当大的改动CPU的AI反应的工作方式和播放器的重量/动力/惯性,它可能会有些灾难性的。系统迄今没有相当的感觉自然,但它是一个正确的方向迈出了一大步,和世界比国际足联11日的压力巨星 ,即使它仍然是一个很长的路要走日臻完善。坦白地说,我仍然认为,如果他们交换了一下周围的按钮,它可以感觉更好。在处理按钮的X / A,包含R1/RB,二次包含为B或 O ,将是一个简单的方法消除学习曲线的一部分。很可惜,但EA似乎有再次塌陷把援助选项恢复到旧的卫冕风格的临时起义的恐惧。在线我怀疑这将是被迫关闭像亲通过援助,,但另一种的EA不会有信心,以推动人们尝试一些新的这需要时间,以获得使用的理由,它的更好,以标志 终于 战术和战略的设置仍然是一个真实weakpoint的,但显然是将要国际足联13日在最早的-并没有真正改变在这一领域,所以缓慢,笨拙的战术方面的国际足联,这确实应该在游戏的核心,仍然是其最薄弱的地区 之一。在我最后的手中结束,我列出了我认为需要改变,虽然游戏中有改善自去年测试的项目符号列表,列表中仍然与以前相同,一个大此外,一小

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8#
发表于 2011-7-14 12:15:40 |只看该作者
续 careermode QWE能够发挥的职业生涯模式,虽然没有一个人得到了巨大的两天之间,我有时间玩CM,我觉得相当我所看到的积极的。本集团之间的共识是,虽然国际足联11的CM被严重低于理想,新的尝试差强人意 。这不是国际足联的最强点,但它肯定不是其最薄弱的了,其实我觉得,游戏大概是让CM具体到CM比机械下降。我不是一个巨大的CM BUFF(如简单地把过去几年的努力,使我越来越有兴趣),所以我不会进入太多的 深度,在一段时间的第一年,我其实可以设想打这几年厘米,至少,如果CPU的AI得到点,在那里我可以享受长期反对打 。新的接口大多很顺利,但在一些具体领域严重辜负。电子邮件屏幕是枯燥的,你可以想像,真的可以做一些优化,因为花太多时间去消息和电子邮件本身。新闻报导代表虽然是优秀的,假设的故事不会成为重复的,他们应该确保你的感觉,而不是一个足球世界的一部分,雨鞋,踩泥巴,钻茅草,通过比赛单调的比赛后。评论是在其绝对最好在这里太-新评论团队(S)似乎有很多很多的线是指职业生涯是如何走向,它的好处颇多日益重视对人的管理作为球员 , 将自己的感情,您对您的管理和在队中的 位置表和士气的回报,和球员统计已大规模容易解释和比较,因为他们现在的彩色编码 。新的“班长报告”屏幕,可在每个球员在深入了解得多,他在一个页面上显示的所有属性,并在另一页上的细节他目前的形式,鼓舞士气,和他在球场上做的如何。这是一个巨大的遗憾,这显示在一个页面上的所有统计方法并没有被复制整个游戏中,大部分的时间你在球员统计,它仍然是一个滚动的许多页面的情况下。国际足联仍然是一个游戏的斗争,当涉及到屏幕空间的管理,并缓慢菜单-仍然不在身边的屏幕边缘使用了大量的空间,和国际足联是在迫切需要一个更好的方式迅速向您展示一个球员统计。六角/五角大楼的代表性,这是用于在PES,它肯定可以做的事情,这是已经通过了一些,所以希望明年 应当有转移和贷款已经工作,和即使有缺少一些扰乱的事情(如播放器+现金交易,球员互换等等),以及一个令人惊讶的无力买俱乐部谈判,贷款未列出的球员 ​​的能力,在 游戏中是青年侦察功能将是您获得新球员的方式,将随机生成的青年球员,你会发现。您可以选择一个地区的侦察,并指定你要搜索什么类型的球员 ​​,你可以在同一时间长达三个球探。几乎每隔一段时间,球探会拿出你可以挑选的球员 ​​,可作为年轻的为14,然后加入你的青春学院的一些建议 。您得到其整体的估计,随着时间的推移,你开始自己的统计,在随着时间的推移磨练,你的决定是否采取或沟他们的估计。不过有没有正常的侦察系统(但仍有球探挑选转移搜索),并希望这是明年他们将寻找到 最大的辜负现在是肯定的低迷。需要摆弄你的形成,接收投标,通过天(尤其是在转会窗口)的时间量是令人沮丧的的,simming游戏是最小的,因为它 可能仍然是但国际足联12代表的是一个令人满意的经理模式 。其中,本身是愉快的,活泼,足以令它的感觉一样多的游戏对CPU的系列。当涉及到的CM enjoyability,我觉得,CPU的AI更可能是一个问题比模式本身,这是扎扎实实地作出的,但仍有很多进一步去。它给我很多信心在未来数年的版本- EA在正确的轨道,并从几个电话会议与亨伯和其他CM团队,我认为国际足联13确实可以有一个很好的的职业生涯模式 。CM将不能在国际足联12成就的宝石,也不是否足球经理的质量,但它的获得/ ConConclusion conclConclusionusion还有国际足联12比FIFA 11更好的是一个的游戏真正伟大的足球SIM卡。生涯模式一直很好,即使是根本不存在的方式,它的将是“伟大”今年,它的前瞻性,它可以管理好'好' 。游戏的问题主要是人工智能的基础,所以希望,一旦他们开始工作周期结束对AI会提高 。它总是很难估计有多少人会喜欢的事,但我给它一个去,分裂依赖人觉得FIFA 11:

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9#
发表于 2011-7-14 12:19:40 |只看该作者
求教一个问题 FIFA11球员在不同的位置总评不一样 可是我换到不同的位置 属性丝毫没变.  会影响到实际属性降低么? 总评仅仅是为了告诉你该球员适合在什么位置打么?比如我把卡卡放在后卫位置 可是上面显示的属性没变. 还有游戏之前的球队管理各球员的总评跟游戏开始后的各球员游戏总评数值不一样.游戏开始后的总评要高一些(换人的时候你可以看的到)

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10#
发表于 2011-7-14 14:55:13 |只看该作者
呼唤翻译帝

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天邈汉化组翻译【中级】
游侠足球经理工作组【制作】

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11#
发表于 2011-7-15 13:54:44 |只看该作者
waterliu2 发表于 2011-7-13 20:44
貌似碰撞引擎还有很多问题,不过作者确实很苛刻,苛刻到像是可乐妹的五毛。。。。 ...

科乐美的五毛是说不出来这些的,因为现在的FIFA在拟真上无论哪点都比实况强,文章里虽然措辞上比较激烈一点,不过提的意见还是可以的。。
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