FIFA23_Anth‘s游戏性优化补丁v6.0[适配所有更新官补]

时间:2023-06-25 来源:11player.cc 浏览:

资源介绍:
由玩家Anth分享的FIFA23_游戏性优化补丁,更新的是v6.0,适配所有更新的官补。

变化主要与传球/射门错误有关。这是一个很可能需要随着我们的比赛增多而不断完善的领域,但目前我对我所看到的情况相当满意。我试图让它与球员/球队能力之间的差异有关联,有目的性。

重要的是,不要只看传球完成率,因为很多变化都来自于传球的特点。这些差异的结果会影响你与不同球队/球员的进攻方式,所以它们应该会带来更深刻的体验。因此,如果你扮演富勒姆或英超低级别球队,较长的传球,驱动的传球等仍然可以实现,但传递不会像顶级球员那样经常以相同的速度或准确性激光引导到球员身上。这只是你在比赛中要记住的东西。

我注意到有一个副产品,我认为我所做的这些改变是非常积极的,但我不想说它是什么,我想看看其他人是否也注意到它。

作为参考,我还没有花很多时间去做穿越的事情,但我确实保留了我认为有意义的原始变化,所以我们将看到这个变化。

我仍然有想做的事情和想改进的地方,但我现在并不是为了改变而改变。我正在一步一步地做,所以欢迎反馈,我会多玩,然后继续前进。

希望你们喜欢它

使用方法:
1、下载解压缩
2、FIFAMOD使用FIFA Mod Manager工具将文件导入到游戏中即可。
FBMOD使用FMT工具将文件导入到游戏中即可。

内容:
1. More power to the defensive side of the game.

A big focus is to improve the midfield battle and create a less end-to-end game with a more difficult avenue to goal. I've worked a lot on reducing the ability to too simply 'burst' by a defender, as well as reducing the impact of '1v1' (quite possibly the worst gameplay feature ever added to a football game). There are also a number of positional and behavioural tweaks to help with this.

2. Make everything more alive and free.

This includes controlling the ball, retaining the ball, touches, deflections, interceptions, 50/50s, etc. I want you to have to think more about when and where you do things on the pitch. For example, you now have to think about how fast you're travelling when you receive the ball, or when you decide to sprint there's more risk/reward to losing control of the ball. The 'glue' of the ball sticking to the player is now gone. I don't want this to be just random for the sake of it, but instead purposeful and more open to different outcomes/scenarios across the pitch to increase depth in the game.

3. Improve realism regarding movement and speed, both in regards to players and the ball.

A very large number of changes/balances here relating to animations, speed and general movement to bring about an overall more realistic/varied game pace. Importantly I want the intensity in the fight for the ball to remain. I want it to feel smooth, I don’t want it to feel slow and sluggish as a result.

Regarding the ball, there are many, many changes here relating to speed of passes, shots, physics and passing mechanics also. The result is much more natural feeling and behaving ball than before with an increase in the reliability and consistency of passing. There's now more of a need to use particular passes during gameplay.

4. Player/team individuality

A big part of this mod is related to creating a more tangible difference between different players abilities, both in regards to movement and skills. You will see this reflected in dribbling, skills moves, tackling, passing, turning, shooting - all areas. The error system has been built up and refined over a period of time to show a real difference between players, from elite to lower league.

5. Enhanced realism regarding CPU behaviour

I've worked on minimising the overly 'arcade' style of CPU behaviour. This is in regards to style of play and off ball behaviour. The CPU will no longer play mindless tika-taka and they won't spam skills moves anymore. Instead you will see a more balanced, thoughtful approach (within reason). You will still see skills from certain players - they're just represented more realistically. The CPU also won't rush and jump into as many ridiculous tackles and get themselves sent off.

6. More robust and reliable physicality

There are big improvements in this department regarding the way players interact with each other now. This is not strictly relating to just fouls, this is an improvement which impacts the overall gameplay (and physics) quite substantially. There's now far, far less moments where players will simply 'slide' off each other and not interact realistically in a collision or even just a general dual. Limbs are more solid now, players run into each other properly and you can defend with much more confidence that the interaction will result in a tangible reaction, instead of just going through each other. A good example the increase in physicality is represented in shirt pulling. On default, you could spam the button but very rarely did anything actually happen, just a whole lot of nothing! Now, if you try and pull the shirt of your opponent, more often than not this will result in bringing the player down and a foul.


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General notes to consider:

I won't list everything that's changed as so many of the changes interrelate, but a lot of the changes are based around the interactions between players - and the knock on impact this has on many areas across the pitch. The result is a slower, more physical, passing game where player individuality matters, but is hopefully represented in a more subtle way - and where speed/athleticism isn't everything. Happy to go into detail if anyone has questions regarding certain decisions.

It's really important to remember that a lot of decisions made are not solely based around ideological views of football, but instead are needed to be based around the core mechanics of the game we're working with. Some decisions just have to be made for the game itself to be balanced and some ideas of what is perfect have to be left behind.

Just a general comment also regarding movement - whilst animations/movement have been heavily worked on, the changes made are designed more to reflect a deeper simulation than to just be aesthetically pleasing. If we go just down the path of aesthetics, then a whole range of gameplay issues are introduced - so it's important to remember that FIFA is FIFA and we're working with what we're given here.

The '1v1' feature FIFA introduced in 2020 has a massive impact on gameplay and despite all we can do, we cannot magically make this go away. Please keep this in mind when providing feedback.

Everyone plays with different half lengths/has different styles - no one mod is going to suit everyone. I play with 10 minute halves, so naturally if you're playing lower halves you may find opposing attacks are not as potent as you may like. This is something that will never really be balanced for everyone, so use sliders as you see fit. I can't guarantee the balance, but adjust for what works for you.

I always say this, but it's not perfect! I'm just trying to maximise and craft the gameplay files into something that's a better representation of the sport.

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Settings:
- Designed and balanced to be played on the following:
-Default sliders
-Legendary
-Normal Speed (extremely important)
-Competitor Mode OFF
-Player Base Difficult ON.
- Assisted/Semi/Manual - all ok.




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