Gameplay Updates v17.x, 18.x

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Gameplay Updates v17.x, 18.x

Postby Shark » Sat Mar 18, 2017 2:40 pm

Mar 22 2017: Gameplay update v17.05 is live as of March 22, 2017


Football Superstars gameplay update v17.05 will go live this Wednesday, March 22, 2017. Read on for update details.

v 17.05 - Gameplay Improvements:

Accuracy system has been overhauled

- Accuracy system has been reworked based on Ultimate League matches and other feedback. Very long range shots/passes will be more inaccurate if the player is not heading towards the kick/pass target. (such as obtuse-angle kicks)
- Accuracy system changes affect all sorts of passes, shots, ground/air kicks and headers. Players may need to re-evaluate their character attributes and re-choose their items for different goals (accurate shots; accurate headers etc.)
- Header accuracy has been looked at. Combination of high accuracy and jumping will be vital for precise headers.

Consistent tackles and other actions

- Slide tackles have been revamped. When you attempt to tackle, it will no longer convert to a slide tackle if the ball is above a certain height (to prevent accidental slide tackles).
- We have worked on tackle mechanics and made them more dependent on actual attributes(stats) compared to the slightly randomized mechanics that's been used in FS in the past. This will make them more consistent for defenders.
- Every action has been made to be more consistent and depend purely on character's attributes. Players will need to recheck their character attributes to improve their specific abilities.

Improved goalkeepers

- Goalkeeper's awareness has been reworked based on recent feedback. The initial idea in 16.x updates was to make goalkeeper aid defenders when he had to. However, this didn't work well at times when there were defenders not reacting as defenders (either because they are AFK, don't know where to stand or simply because they chose not to defend). We have worked on this to make goalkeepers re-evaluate defenders positions more frequently before making a pre-emptive attempt to clear the ball or chase a free ball. In other words goalkeepers will be more passive and stay on the safer side when making such decisions. On the flip side, this means that defenders will have to rely less on goalkeepers and be more careful when they want to depend on the goalkeeper.
- Goalkeepers in Division 1 will be stronger right from Level 70, this means they will be at their best in any match (including PMCs) where the average level of players is above Level 70.
- Goalkeeper's weakness on close range shots was looked at and it has been improved.
- Goalkeeper reactions system in general has been overhauled.

** Note to defenders: In FS we don't want perfect goalkeepers. Instead we are trying to make goalkeepers open to mistakes just like real life goalkeepers. An experienced defender who knows when to take risks will be awarded in FS. If you are making a max-speed pass back to your goalkeeper, you should also be aware of the risks involved. An experienced defender should know when to not take risks and kick the ball out or make a proper back pass with limited risks. A proper safe back pass should be a low-powered kick (and not a 1 click pass). (Tip: You shouldn't fill your power bar more than 50%). You can easily aim your kick away from the goal as well. This way you will ensure that even if your gk fails to handle the pass, you'd only be giving away a corner kick. Giving away a corner kick or a throw in is always better than risking putting the ball into your own net. Good luck!

Solo kick offs and set-piece features

- There will be solo kick-offs (only one player to start the game) like in real life football matches.

- If you are the taker of a set-piece (such as a free kick or a penalty), press sprint key before you arrive at the set-piece spot, and your character will take extra steps away from the ball. Then you can run and kick the ball. This will be improved in future updates to add more depth to set-piece plays.

Advanced Collisions

- A more advanced collisions system will replace the old basic system, this will affect all sorts of collisions in time with upcoming updates. With this first update, you will notice improved ball-object collisions. As an example, you will be seeing the ball being deflected off of objects (such as the crossbar) in a more realistic way (physically), which adds variety to the game, making it a richer experience. Ball deflections off the goalkeeper (when he parries or blocks the ball etc.) will also be varied thanks to this new system as well as football deflecting off of a sliding player's foot. This is an ongoing effort to make FS better and more realistic in terms of simulated physics.

Unique Skills : More freedom and efficiency

- Unique skills were easily blocked by a regular standing tackle in the past even if the ball was high in air. With this update, unique skills will be less affected by standing tackles when the ball is high in air (depends on several other conditions too). Defenders will still have ways to defend against unique skills but there will be a balance between skill efficacy and ability to defend against them.
- Unique skills will have shorter cool-down so you will be able to reactivate a unique skill without waiting as long as before. Dummy, dragback will have the potential to be more efficient for attack-minded players.
- Unique skills will cost much less energy when you activate them in match, giving you even more freedom when you want to show your skills.

Football rule implementations

- Back-pass to the goalkeeper rule will apply in 5 aside matches too.
- No space passing to goalkeeper or a team mate inside the penalty area regardless of match type. This used to apply in 7s and 11s before.
- Advantage-play has been improved. Goalkeeper is taken out of advantage rule conditions. In other words, if the goalkeeper kicks the ball right after a foul on one of his team mates, referee will stop the play immediately and will not wait and consider an advantage.
- No more automatic yellow card to a player committing a foul inside the box (resulting in a penalty). (Depending on the severity of the foul, referee may still book the player but it won't be simply because of the penalty decision)

Minor changes and Improvements

- Kicking power bar fill-speed has been increased so it will be quicker to fill the kicking-power bar to 100%.
- There was a problem with ball being detected out of play even if 100% of the ball didn't cross the line. We have fixed this.

Bug fixes:

- A long time bug that stopped players from regaining stamina when they were taking throw ins have been fixed.
- Another long time bug that caused players to freeze during throw-ins has been fixed.
- A bug that caused goalkeeper to be out of his position during penalty kicks have been fixed.
- more bug fixes and general game-play improvements...
Shark
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Re: Gameplay Updates v17.x

Postby Shark » Thu Mar 23, 2017 11:15 am

v17.09

- Disallow backwards (not aimed towards the pitch) throw ins.
- Remove the unrealistic bounce effect when a player fails to tackle his opponent (due to low tackling attribute)
- a couple of minor fixes
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Re: Gameplay Updates v17.x

Postby Shark » Mon Mar 27, 2017 8:30 pm

v17.15

March 29, 2017

Minor changes and improvements upon feedback.
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Re: Gameplay Updates v17.x

Postby Shark » Wed May 03, 2017 8:13 am

v17.79

This version is live as of Wednesday, May 3, 2017.

Release Highlights:

One on one scoring chances and goalkeeper reactions:

We have been working on goalkeeper's reactions for a long time. This time we focused on reactions particularly inside the penalty box. Our goal (once again) was to create a more realistic and life-like goalkeeper.

Thanks to feedback from players, we knew what had to be done this time. There were times attackers were extremely frustrated when they had a one-on-one scoring chance. They'd fail most of the time and this was mainly caused by the rather unrealistic and overpowered goalkeeper reactions. We have been working to address this problem and make goalkeeper reactions physically more accurate.

Basically speaking, this is what we have achieved: As the kicker gets closer to the goalkeeper, the gk will have less time to react to the shot (naturally). This will give you a greater chance of scoring (when you are closer), just like in real life football. In other words; when your team creates that perfect scoring opportunity, it will be rewarding!

We also worked on goalkeeper's overall aggressiveness and unpredictable behavior. This will help force attackers to re-consider their options every-time they have to make a decision (and not repeat the same action).

Header power, accuracy have also been reworked.

We also built upon the dynamic collisions and deflections improvements and applied them to header mechanics this time.


We didn't forget about the defenders. They sent their own feedback and we have come up with some improvements that will hopefully please them too.

There are also other minor game-play improvements that we will let you discover on your own.

Once again, we hope that this update will enrich Football Superstars game-play and rest assured the game-play development is an ongoing process and we will return with more updates throughout the year.

Note 1: Give time to defenders and attackers to get used to the new gameplay. We are always testing and collecting feedback and will continue improving the game.

Note 2: Big thanks to the QA team who helped shape and improve this gameplay update by thoroughly testing it before release: Mikey, Kasilva, Caccamoo, Wobbles, Zengo, Razza and our guest tester; Shinaz.
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Re: Gameplay Updates v17.x

Postby Shark » Fri May 05, 2017 9:16 pm

minor update:

Based on our first day assessment and feedback from players, we have released a fine tuned version of v17.79 on May 4, 2017. Enjoy the game!
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Re: Gameplay Updates v17.x, 18.x

Postby Shark » Sun Oct 08, 2017 11:28 pm

v18.01

will be released after Ultimate League Season 3

HIGHLIGHTS

Back-pass rule and related goalkeeper-AI improvements. The back-pass rule was implemented in FS from version 16.9 and has been continuously enhanced in following updates but it was never complete and it had some issues. We have overhauled the goalkeeper AI and the football rules. From version 18.01, goalkeepers will be able to decide if they should make a diving save when a bad back-pass is headed for goal (instead of leaving it as in previous versions) or if it's a risky situation to try to clear it. Once they catch/save the ball, the referee will call an indirect-free-kick.

Control your headers: You will be able to control header shots using an all intuitive control system. Targeting lower while shooting will produce downwards headers (as long as your player stats/attributes allow you produce accurate shots) . Aiming relatively higher will increase trajectory on that shot and enrich gameplay experience by offering players more freedom and control over headers.

Control your volleys: You will be able to control volley shots. Targeting lower while shooting will produce downwards volley/half-volley shots . Aiming relatively higher will increase trajectory on that shot and enrich gameplay experience by offering players more freedom and control over volley shots.

Accuracy: Based on feedback all accuracy systems have been reworked. Header passes/shots will be more accurate, meanwhile, lmb crossing and lmb kicks will need better timing and higher player attributes (kicking accuracy).

Low-level boost: Lower level players in low divisions (Div4, Div 3 and Div 2) with low attributes will see an overall boost. (especially the kicking power and stamina attributes)

Less predictable Goalkeeper Actions and Better Positioning
Improved keeper positioning and more varied goalkeeper actions (saves, kicks, throws and ball collisions etc.)

Changes to Strafing
Based on feedback we looked at strafe mechanics and redesigned them, specifically the collision detection. Now, when a player strafes and blocks/obstructs another player, the blocking/strafing player will lose stamina drastically.

Faster Ground/Air Kicks
Based on feedback, ground & air kicks will be faster.

Long lasting stamina/energy
Players will have more stamina/energy overall.

more to follow...
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