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re: FIFA 17 Thread

Posted on 7/8/16 at 3:51 pm to
Posted by WarSlamEagle
Manchester United Fan
Member since Sep 2011
24611 posts
Posted on 7/8/16 at 3:51 pm to
I don't know if my laptop is strong enough to run it on Steam Link, or else I'd try to run that and Civ on my TV.
Posted by WarSlamEagle
Manchester United Fan
Member since Sep 2011
24611 posts
Posted on 7/15/16 at 2:05 pm to
OS posted an interview from EA on the new AI in the engine. The trailer for it showed more intelligent runs by the off-ball players and some cool things like fake runs and cuts.

LINK

quote:

Share with us what's new in FIFA 17's Active Intelligence System.

To me, this is my favorite element. This is a game changer from the first minute you start playing FIFA 17. The difference you see is that there will be more and smarter activity from other players on the pitch. Your teammates are always doing something to create space or come and support. They understand better what's happening.

How does it work?

We created new technology that understands three things:
Predicting the future and what could happen at any given time during an attacking play.
Understanding when the dribbler is ready to make a pass so teammates time their run correctly.
Understanding and ranking attacking space.
In the past, AI players would not take the chance to run into an area if there was a defender already there. Now, how the defensive line sits will factor in how a player gets into space. If no space is avaiable, that doesn't mean a player won't make a run, but they will look at other options to create an open passing lane.

But, if there is no clear passing option, AI controlled players will try to confuse the defenders or come closer to create a passing option. This way, the player with the ball can pass it and not lose possession.

When you play, you will see support when you need it; when you need attacking runs, there will be those options available as well.

Shifting gears slightly, what was done regarding CPU AI? What can those who play against the computer expect in FIFA 17?

We paid a lot of attention to the CPU difficulty because we want everyone to have a fun experience playing the CPU in all modes, such as Career mode or kick-off matches. Outside of fine-tuning the gaps between our different difficulty settings, we adjusted it so the AI isn't ball hogging. We heard from fans who were unhappy that the CPU kept possession for too long, leading to them just passing it back and holding on to the ball. Now, the CPU will play more directly while the player should have more of the ball. When the player has the more of the ball, they're having more fun.

Additionally, we tuned the CPU AI to have more variety in play-styles, both offensively and defensively based on the team's attributes.



That last part could be a real game-changer if it actually works. Teams playing like themselves instead of everyone playing the same.

EA also recently showed off some new shot types in the engine, including more finesse with driven shots and the ability to head the ball into the ground on crosses.

LINK

quote:

Tell us about the new ways players can attack in FIFA 17.

We've introduced new attacking options that fans have asked for and we're excited for them to use - starting with two new driven shots. The first is the low shot. You power it up like a normal shot but you press the shoot button a second time before making contact with the ball. This results in a ball that is low to the ground and great for when you’re aiming at the bottom corners of the goal. These types of shots also have a new variety of ball error.

The other is the low finesse shot. This time, you press the RB/R1 shot modifier while pressing the shoot button a second time before making contact. When done correctly, this results in a low and swerving ground shot that is usually aimed towards the bottom corner of the goal.

What about headers, anything new there?

We’re now making it possible to direct your headers downwards, again meant to make it more difficult for the keeper to reach.

How do you do that?

As with the driven shots, you press the corresponding button a second time to have your player push the ball downwards and not upwards. You can also do this same action on volleys, a second button press will give you the ability to keep your volleys lower.

The through pass is a very effective mechanic in the game, anything new added there?

We now have it that you can place a through pass further into space by pressing RB/R1 + Y/Triangle. When performed in the right situation your attackers should have a better chance on goal.

You mentioned driven finishing shots, do keepers have anything similar to get the ball back into play?

Yes, we’ve introduced two options for keepers. They can now do driven drop kicks or driven throws.

Do you need to press the button a second time to do this?

No. This time, you hold the RB/R1 to do driven kicks or throws. RB/R1 + X/Square or B/Circle will have the keeper kick the ball with a lower but faster trajectory while RB/R1 + A/Cross will see the keeper throw the ball with a similar lower trajectory but with much more power. When done correctly this will result in more fast break counter-attacking opportunities.

These are welcome gameplay changes. It'll be interesting to see how much they'll work, though, because a new engine can be a playground for bugs.
This post was edited on 7/15/16 at 2:09 pm
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