#FROSTBITE ENGINE

1 messages · Page 1 of 1 (latest)

naive lichen
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With more than 15years of Playing Fifa. The introduction of Frostbite has brought up numerous fluid gameplay issues in attack and defence to also player switching issues. I will break down each area that I strongly feel goes unnoticed that has been affecting gameplay.

Defending

The main focus I seem to notice is the constant number of people that abuse team press, the contain button (Holding X and double tapping r1 for marking players). Players will Double tap “R1” to mark everyone and then immediately spam “X” button when your close to their proximity and when they do, it slows down your player tremendously or they stumble of balance when trying to turn. It also creates an automatic tackle ball retention and pass block. I have noticed that it also affects the players passing abilities as it makes their animation of interception lounge strong, something that shouldn’t happen. The best way to put it it’s like advanced defending online.

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This counteracts skill based manual play as they can win every challenge with unfair physics. Without these mechanics it would result in fouls and clear passing opportunity but never does. whilst this may seem like skill, it’s really quiite the opposite because it removes what used to be manual input, timing of pressing and logical choices to now abuse mechanics because people just abuse the contain buttons and foible tapping r1 whilst also spaming team press. I can’t stress just how obvious it is when the gameplay just feels handicapped because of these issues it makes it so unresponsive and unenjoyable because what doesn’t help is the ais or users ability to adopt to these circumstances, it almost feels when they trouble tap r1 their controlling my ai which result in the users never bothering to switch. it still feels too automated with people abusing defensive capabilities that should be used as manual inputs and timing… AGAIN, removing the point of switching and manual play… the game needs to revert back to switching, timing of manual tackles, switching and adjusting on the go, it’s just too defensively oriented to where the less you do the more reward I don’t understand that logic. So please. Make the gameplay responsive again.

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Please, just make jockeying semi at least It don’t make any sense why it’s manual or at least make it automatica tackle the opponent when fast jockeying.

Passblock Assistance

Another thing I would add is removing passing block off Assistance , I have noticed just how much space is created when that feature is off, it’s almost like the game should be played in this format as the midfield doesn’t get clustered and my ai players aren’t leaving their positioning constantly going fro defence to attack, it should be organic and adoptive and based on stats. When passblock is on theirs too many players in one area and the pitch becomes so congested it’s not even a game of manual input or football just pure randomness

Attacking

FIFA 13, 15, 17 & 18 (pre patch only) had the best balanced formula from attack, defence, passing and Ai runs. Fc 26 is so close to resembling the feel of the game it seems close to it but the manual side of the game and lack of ai dynamic runs & positioning just isn’t there. Far too often the Ai doesn’t adjust their runs, stop their runs in the middle of counter attack or doesn’t act with urgency to create and capitalise on obvious space. They also need to come short sometimes, make fake runs etc, anything to make the game more diverse than predictable wing play that feels forced all the time since FIfa 18. We should be able to attack in the middle and force wide defenders to commit, when the player isn’t switching etc.

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Passing & Crossing

The problem I feel FIFA/Fc suffers from is the manual side of passing. The R1 passing (R1 X) has ruined the game. Whilst the introduction of R1 x was positive, the problem it created was allowing for anyone to get away from situations they shouldn’t and create situations they shouldn’t without any manual power consideration. What I mean is before the pinged passes FIFAs (Any FIFA until 16) you had to charge your passes to do these particular pinged passes. The charged passes however would not only take into consideration of distance of Ai teammates, but based on the power you applied you would trigger the right animation and power to the pass that your requesting, resulting in fluid passing. This allowed you to play tika taka far more better and resulted in passing selection more sense. So it meant you had to take consideration of how much power you had to apply based on where you’re team mate player was, at the moment if you press x without holding and charging it, it still finds its way across the field… mix that with r1 passing it becomes a ping pong fest. What I’m trying to imply is the passing should be a mixture of manual and assisted in terms of power applied to punish those spamming x and not charging their passes before receiving, semi doesn’t feel it does what it says. whilst this may slow down the speed of play it would be a double edge sword for creating a skill gap as those able to charge their passes in contextual moments are rewarded than those spamming r1 and x regardless of distance. Crossing into the box is a perfect example of what I mean, it doesn’t matter what power you put into the crosses, the right power should results in the ball going faster, at the moment it feels like it’s based on ball trajectory of height as the stand Crossing button. That should be L1 Square instead. Square should be the stand fast high crosses into the box like how it is in real life.

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Sprinting

Dribbling

I have to say, the dribbling animation is smoother than it’s ever been the only thing I would add is to make it even more responsive is to make controlled spinning (holding r2 quick in reponse. It feels to animated its like the game is taking into considering what animation to use to run… I don’t mean to compare the old fifa series but the sprint should just be controlled sprint by default (holding r2 by pressure which would result in smoother gameplay and technical plays.. not running 99 sprint in 2 secs with no sense of control.

I understand some players don’t want to use controlled sprint on but I promise it makes it easier to dribble in tight situations so It would be nice to have controlled sprint be a factor considered to give timed dribblers the ability to capitalise on those tight spaces like the r1 dribble for the reward of choosing the right run and speed of run. At the moment it’s like 25%, 50%, 100 speed

Camera Angles

I think it’s fair to say most of the people online use Co-op. It would be nice to have the ability to manually adjust the camera with more controls, I feel like all camera anglers are good but some are limited to how much you can see weather this is, height or zoom, it should be horizontal, diagonal etc etc.

Anyways these are the most problems that keep arising since frostbite engine was released. Whilst I understand it’s a new engine these are definitely things that have been either ignored or not considered that I feel will be a massive W to the gameplay development team to consider. Theirs just one question I want to add, when making gameplay changes what settings do you use because if making changes to the gameplay, surely all the settings have to be considered and if so how do you know what the best or stand settings the changes have been affected by? Thank you I hope these notes have been contributing. Fc 26 is an amazing game there just a few tweaks I would make to make the game a little more polished.

ocean quarry
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Frostbite engine has ruined the game. been saying it for years.

naive lichen
ocean quarry
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It is actually genuinely mind blowing that when I turn on FIFA 05, or FIFA 07, or even FIFA 13 and 14 and find more enjoyment from the game then any version EA has dropped in the past like 8 years.

nocturne flax
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Console needs 120 fps asap

naive lichen
# ocean quarry It is actually genuinely mind blowing that when I turn on FIFA 05, or FIFA 07, o...

lol that says it all. It really is a shame that any FIFA previous Titles had better fluid and responsive mechanics and allowed players to play more creativity. Hopefully PS6 is the death of this frostbite Engine. It’s not made for this Game as it doesn’t have the fluidity to make fast animations that respond accordingly to the input response. . If not, spread the play, the series is just a congested hot potato

naive lichen
verbal shore
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A developer once said with frostbite you solve one issue and 100 others pop up. Reminds me of every ea update. Other ea games have abandoned it, I hope eafc does the same

onyx parrot
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Frosbite and especially Hypermotion ruined the game

naive lichen