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FIFA 11


Sleepz

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Handballs?

EA better get the system for those right because the automated animations when players try to block the ball don't make sense half of the time and I can see that leading to unwarranted freekicks/penalties. Maybe even some stupid glitch.

The create a team thing should be for clubs seeing as it's virtual pro based, creating a kit for that could be epic.

It was one of the best things about master league..

Handballs are automatically set to off, but can be turned on. They basically said the amount of work they would need to do just for that (players to avoid handballing(they've tried)) is not worth it when they have other more important parts of the game to deal with.

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This guy's played early builds of fifa and given some detailed answers to questions put to him about the game.

http://forums.evo-web.co.uk/showpost.php?p=1972927&postcount=525

http://forums.evo-web.co.uk/showpost.php?p=2001358&postcount=1329

Used to rinse that 'la croqueta' thing in Pro to dribble past players in tight spaces. You can do it in Fifa but it's not as effective, and I don't even think it's something you could pull off at will...or beat a player with.

/

creation3.jpg

Considering they have this(heptagon) on the create a player site, it will be dumb if they dont add it to the actual game itself.

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KEY FEATURES

Personality+

A footballer's performance on the pitch is mirrored authentically in game, creating clearly differentiated players with individual personalities. Personality+ at every position and for every player reinvents how players perform on and off the ball.

Personality+ - Goalkeepers

The real-life personality of the Keeper, whether acrobatic or traditional, will dictate his style in the game. Dive attributes will determine keepers' ability to reach for further shots while the Reflex attribute determines reaction times.

Personality+ - CPU AI

CPU controlled football stars have a suite of skill moves to exploit, with star player attributes and specific behaviours attributed to particular players.

Personality+ - Celebrations

"User Controlled Celebrations 2.0" enables you to perform your players' trademark celebration and interact with teammates in real-time.

Personality+ - Player Models

Greater variety of bodies and models further distinguishes each player. Plus, new dribble run styles perfectly match players' real-world abilities and style.

Pro Passing System

A new passing system where pass accuracy is determined by a gamer's ability on the control pad, as well as player skill, situation, and urgency on the pitch. Poor decisions or over/under striking the ball will mean error-prone outcomes. New types of passes such as swerve passes will enable players to make a safer and more effective play.

360° Fight For Possession

True freedom in man-to-man interactions, transforming physical play from individual lateral jostling to full 360° collisions involving multiple players.

Advanced Intelligence

REAL AI now controls CPU players enabling them to recognise and react to patterns of play more sophisticated than simple on-the-ball decisions. Plus, hundreds of skill moves have been recorded and assigned to thousands of players.

Advanced Goalkeeper Awareness

Goalkeepers are now more aware of their surroundings and react more intelligently to each threat. Improvements include sprinting to cut off a loose ball, demonstrating urgency when scrambling back to the net, and the aptitude to skillfully identify and react to lob shots.

Creation Centre

Go online at EASPORTSFootball.com to craft your own player and create the team of your dreams. Plus, manage your team's formations and tactics right from the web. Create your player's appearance, accessories and attributes and then create a team with a distinctive crest and kits. Share with friends and download into your console to play online, in Tournaments and in Kick-Off matches. Created players can also be used in the Arena, Career Mode and Lounge Mode.

Career Mode

A new engine delivers an authentic experience that mimics the real-world game. Begin as a real player, created player or Virtual Pro and evolve into a player-manager and manager - or just begin at the top - and enjoy a 15-year career. Players now receive instant feedback and enjoy a vastly improved status system. Plus, authentic tournament structures, results and new calendar system, featuring simultaneous simulations, improve the speed and flow of games. Featuring new Team Management for simpler player comparison and Friends Leaderboard to compare stats and earnings.

My Music & Audio

Assign customised chants for every team and league. Set your home club's anthems and chants to play during player introductions, halftime, and after goals. Even hear your name echo in the stands of Old Trafford or San Siro with customised chants for your Virtual Pro. Plus, play music from your hard drive in game.

FIFA Theatre

Save highlights from any match - including online - right to your hard drive to view, replay or upload to EASPORTSFootball.com at any time.

Complete Authenticity

Over 30 officially licensed leagues, 500 licensed teams and more than 15,000 players.

http://www.easportsfootball.co.uk/news/item/file/FIFA-11-Next-Gen-More-Details

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Having received lots of feedback about Manager Mode in FIFA 10 the development team have been hard at work to bring to life the experience that users requested. Based on this feedback and the many suggestions from fans across the world Manager Mode is now changing to become Career Mode and has been built from scratch for FIFA 11.

Play through a footballer's career as a player, player-manager and then a manager. A brand new transfer system brings the ups and downs of the transfer window to life while the new calendar system means it is easier to plan your career, manage your squad or experience the thrill of breaking your way into the first team.

Players created using the new Creation Centre will be available to download into Career Mode so if you want you and your mates to all be a part of your favourite team and then manage them to ultimate glory, now you can.

There is also now a friend's leaderboard so you can see how you stack up against them in terms of stats and earnings throughout your career.

So the big question is; Player, Player-Manager or Manager? The choice is yours.

Career Mode in a bit more detail

Here in the office I've been fortunate enough to get access to an early build of Career Mode (playing as a Player-Manager) and so far it is a big change from FIFA 10. Things seem a lot slicker and refinements in a number of areas are definitely noticeable. So far I've taken Man Utd to Community Shield victory against Chelsea, signed Chiellini and Thiago Silva to replace the ageing Ferdinand and had a bid accepted for Benzema although I'm still to confirm personal terms with the player. Yes, you did read that right, "confirm personal terms with the player". The transfer system is now a two-stage negotiation where you agree a fee with the club in question and then have to agree terms with the player themselves. I've already had the experience of the club saying yes and the player saying no (Higuain) as he didn't want to move country.

There are now a few more search options in the transfer market with you being able to search for a primary attribute and a secondary attribute and respective ratings for them.

The main interface has changed dramatically and now has the look of an online "news portal", a bit like www.premierleague.com. You have a couple of news stories on display working in rotation, league ladder and top scorers lists on the right, career rating on the bottom left and then your menu options top left. The associated screenshot highlights this layout and as you progress through Career Mode you will become more familiar with it.

When changing days between matches the calendar now has a daily view and will stop progressing if there is an important action happening such as an email from a team interested in buying your player or something from the Board. You can easily see when the cup matches are, friendlies, international matches and your standard league matches. When you do get to a match and opt to Sim it there are a few new elements here as well. On the left of the screen you get both line-ups including substitutes and on the right you get a ticker updating you with important events from the match and a summary of key events from other matches happening at the same time. When you score, your players collect cards or get injured the left side of the screen updates with the appropriate symbol so you can easily see who has done what and who has been subbed.

On the side of injuries they are still there and have been tweaked as well. I got two injuries during the first match I simmed both of which were of different lengths; one 82 days and one 27 days. I got a news item on the main screen after the match telling me so and an email from the Coach drilling it in that these players would be unavailable and that I'd need to change my team selection accordingly. Injuries can also happen after matches, I played the Community Shield against Chelsea and got an email notification after winning that Rooney would be unavailable for a period having picked up a knock. Overall there are three types of injury; those that happen but aren't severe enough to sideline a player (stats reduced but can still play), those that sideline the player for a short period as they are unfit to play and those major injuries that can put a player out of action for months.

I'm still getting to grips with all the ins and outs but so far the changes that I have noticed are great and I'm enjoying playing it in the office. Look out for another article in the near future once I've guided Man Utd to victory and started a career as just a Player.

Theirs still not much info on clubs yet apart from this :

The developers of FIFA 11 have told Eurogamer that they are "confident" of fixing the things people find offputting about the multiplayer side of FIFA, but that people quitting out from losing positions "comes with the territory".

That's not to say the team is ignoring the harmful impact of "rage quitting", as lead producer David Rutter explained.

"One of the things we've been toying with the idea of is a gentlemanly defeat where you can request to quit," he told Eurogamer.

"Where if you're 5-0 down you can say, 'Look this is no fun, can I please leave?' And the other person can say yes or no.

"The other one we've been toying with is, if they quit then the AI takes over and you play out against the CPU.

"But it is incredibly frustrating. I guess take a certain amount of cheer from it that you've played so well that the other person is infuriated to the point of quitting. I think it comes with the territory of football games."

Clubs mode - in which teams of up to five humans competed against one another - came under fire last year after the developer reduced the quality of the NPC players who fill out the squads.

This resulted in annoying situations where human players, using "Pro" players they had levelled up, would be paired with child-like defenders and goalkeepers who could barely reach the crossbar.

"It's a tough one because we're kind of on the frontiers of what's been done before, so actually getting people to turn up and do these things is a challenge in itself sometimes," Rutter told us.

"Last year what we wanted to do was discourage people somewhat from being Manchester United and 'I want to be Wayne Rooney', and actually allowing them to become football stars in their own right.

"I think in many ways we achieved that and in some ways we didn't... We're pretty confident we're addressing the vast majority of things that people are unhappy about in Clubs this year.

"I can't talk about a whole bunch of stuff, but we are definitely having goalkeepers who are like goalkeepers, and you have defenders who are like defenders. But if you want to set yourself up as a five-foot centre-back, and that's your personality, then we're going to let you do that. The AI won't generate team support players for you based on ridiculous physical attributes."

Creative director Gary Paterson concurred: "Obviously we made a mistake with four-foot goalies and what-have-you, because it unbalanced the game. We're aware of that and we're going to address that.

"But the general idea behind it is that we want to encourage people to play with 10 players."

Career mode is sounding sick my sisters BF is hyped hes booked a month of work for when this drops :lol:

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Having received lots of feedback about Manager Mode in FIFA 10 the development team have been hard at work to bring to life the experience that users requested. Based on this feedback and the many suggestions from fans across the world Manager Mode is now changing to become Career Mode and has been built from scratch for FIFA 11.

Play through a footballer's career as a player, player-manager and then a manager. A brand new transfer system brings the ups and downs of the transfer window to life while the new calendar system means it is easier to plan your career, manage your squad or experience the thrill of breaking your way into the first team.

Players created using the new Creation Centre will be available to download into Career Mode so if you want you and your mates to all be a part of your favourite team and then manage them to ultimate glory, now you can.

There is also now a friend's leaderboard so you can see how you stack up against them in terms of stats and earnings throughout your career.

So the big question is; Player, Player-Manager or Manager? The choice is yours.

Career Mode in a bit more detail

Here in the office I've been fortunate enough to get access to an early build of Career Mode (playing as a Player-Manager) and so far it is a big change from FIFA 10. Things seem a lot slicker and refinements in a number of areas are definitely noticeable. So far I've taken Man Utd to Community Shield victory against Chelsea, signed Chiellini and Thiago Silva to replace the ageing Ferdinand and had a bid accepted for Benzema although I'm still to confirm personal terms with the player. Yes, you did read that right, "confirm personal terms with the player". The transfer system is now a two-stage negotiation where you agree a fee with the club in question and then have to agree terms with the player themselves. I've already had the experience of the club saying yes and the player saying no (Higuain) as he didn't want to move country.

There are now a few more search options in the transfer market with you being able to search for a primary attribute and a secondary attribute and respective ratings for them.

The main interface has changed dramatically and now has the look of an online "news portal", a bit like www.premierleague.com. You have a couple of news stories on display working in rotation, league ladder and top scorers lists on the right, career rating on the bottom left and then your menu options top left. The associated screenshot highlights this layout and as you progress through Career Mode you will become more familiar with it.

When changing days between matches the calendar now has a daily view and will stop progressing if there is an important action happening such as an email from a team interested in buying your player or something from the Board. You can easily see when the cup matches are, friendlies, international matches and your standard league matches. When you do get to a match and opt to Sim it there are a few new elements here as well. On the left of the screen you get both line-ups including substitutes and on the right you get a ticker updating you with important events from the match and a summary of key events from other matches happening at the same time. When you score, your players collect cards or get injured the left side of the screen updates with the appropriate symbol so you can easily see who has done what and who has been subbed.

On the side of injuries they are still there and have been tweaked as well. I got two injuries during the first match I simmed both of which were of different lengths; one 82 days and one 27 days. I got a news item on the main screen after the match telling me so and an email from the Coach drilling it in that these players would be unavailable and that I'd need to change my team selection accordingly. Injuries can also happen after matches, I played the Community Shield against Chelsea and got an email notification after winning that Rooney would be unavailable for a period having picked up a knock. Overall there are three types of injury; those that happen but aren't severe enough to sideline a player (stats reduced but can still play), those that sideline the player for a short period as they are unfit to play and those major injuries that can put a player out of action for months.

I'm still getting to grips with all the ins and outs but so far the changes that I have noticed are great and I'm enjoying playing it in the office. Look out for another article in the near future once I've guided Man Utd to victory and started a career as just a Player.

Theirs still not much info on clubs yet apart from this :

The developers of FIFA 11 have told Eurogamer that they are "confident" of fixing the things people find offputting about the multiplayer side of FIFA, but that people quitting out from losing positions "comes with the territory".

That's not to say the team is ignoring the harmful impact of "rage quitting", as lead producer David Rutter explained.

"One of the things we've been toying with the idea of is a gentlemanly defeat where you can request to quit," he told Eurogamer.

"Where if you're 5-0 down you can say, 'Look this is no fun, can I please leave?' And the other person can say yes or no.

"The other one we've been toying with is, if they quit then the AI takes over and you play out against the CPU.

"But it is incredibly frustrating. I guess take a certain amount of cheer from it that you've played so well that the other person is infuriated to the point of quitting. I think it comes with the territory of football games."

Clubs mode - in which teams of up to five humans competed against one another - came under fire last year after the developer reduced the quality of the NPC players who fill out the squads.

This resulted in annoying situations where human players, using "Pro" players they had levelled up, would be paired with child-like defenders and goalkeepers who could barely reach the crossbar.

"It's a tough one because we're kind of on the frontiers of what's been done before, so actually getting people to turn up and do these things is a challenge in itself sometimes," Rutter told us.

"Last year what we wanted to do was discourage people somewhat from being Manchester United and 'I want to be Wayne Rooney', and actually allowing them to become football stars in their own right.

"I think in many ways we achieved that and in some ways we didn't... We're pretty confident we're addressing the vast majority of things that people are unhappy about in Clubs this year.

"I can't talk about a whole bunch of stuff, but we are definitely having goalkeepers who are like goalkeepers, and you have defenders who are like defenders. But if you want to set yourself up as a five-foot centre-back, and that's your personality, then we're going to let you do that. The AI won't generate team support players for you based on ridiculous physical attributes."

Creative director Gary Paterson concurred: "Obviously we made a mistake with four-foot goalies and what-have-you, because it unbalanced the game. We're aware of that and we're going to address that.

"But the general idea behind it is that we want to encourage people to play with 10 players."

Career mode is sounding sick my sisters BF is hyped hes booked a month of work for when this drops :lol:

yo not bein rude or owt but yr sisters gonna b gaggin byt he end of that month coz he aint bangin out nowt but fifa ya get me!

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Hope they sort out the transfers from Fifa 10.

Stockport were signing mexican premier league players (not realistic)

Steven Ireland went to Real Madrid

Danny Mills went to Barcalona.

:lol:

LMAO

/

Here in the office I've been fortunate enough to get access to an early build of Career Mode (playing as a Player-Manager) and so far it is a big change from FIFA 10. Things seem a lot slicker and refinements in a number of areas are definitely noticeable. So far I've taken Man Utd to Community Shield victory against Chelsea, signed Chiellini and Thiago Silva to replace the ageing Ferdinand and had a bid accepted for Benzema although I'm still to confirm personal terms with the player. Yes, you did read that right, "confirm personal terms with the player". The transfer system is now a two-stage negotiation where you agree a fee with the club in question and then have to agree terms with the player themselves. I've already had the experience of the club saying yes and the player saying no (Higuain) as he didn't want to move country.

There are now a few more search options in the transfer market with you being able to search for a primary attribute and a secondary attribute and respective ratings for them.

they said something about realistic transfers somewhere but then again they said that about fifa 10 prior to its release

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