Gameplay Updates v16.x and v17.x

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Gameplay Updates v16.x and v17.x

Postby Shark » Fri Sep 02, 2016 5:32 pm

Update is live as of October 31 2016
Current version: 16.9
This thread is active and newest posts are added below

- Backpass rule implemented. (no backpass (with foot) to the goalkeeper in 7s and 11s, if a team mate passes back to the gk, goalkeeper will try to clear the ball with a kick.). Goalkeeper is clever with handling backpasses, he will clear the ball smartly or choose to pass to a free team mate, only if it's safe to do so.

- Goalkeeper improvements (goalkeeper positioning has been greatly improved. Dynamic positioning on corner kicks, smarter kicking, parrying (saved shots etc), more variety in all actions (kicks, saves, positioning, clearances, defensive support). Goalkeeper will be giving fewer rebound (for easy empty-net goals) opportunities to attackers. This doesn't mean the goalkeeper will have super-human skills. On the contrary we are designing a much more balanced goalkeeper. Realistic skills and life-like behavior is our priority. We have also reworked goalkeeper reactions on set pieces such as penalty shots. There will be more realistic gk reactions on penalty kicks. This also means that it will be relatively easier to score penalty kicks as it is in real life football. Penalty takers can also be more creative, try a panenka shot, go for the power or place it low etc. We have overhauled all GK reactions.

- Less CPU assistance in all player actions. The game will reward players with greater control skills in movement as well as aiming kicks and shots. This also resolves path-assistance related slow motion problems. Getting rid of the slow motion bugs will allow you to time that perfect volley in air without annoying slow motions. Some players will need to take their time to get used to this control system but it will create a more competitive environment where player skills are highly rewarded and create a richer football experience.

- More variety in general in entire game-play to offer a richer and non-repetitive experience. We are trying to eliminate all predictable actions and outcomes in the game. This is going to be an ongoing effort and we will continue working on this in future updates but we are confident that you will enjoy this one.

- Referee improvements: stricter decisions for tackles from behind and violent tackles. More frequent red cards for violent fouls). Advantage rule improved, referee will be smarter when there is advantage to be played.

- Better collisions: Player on the ball will be able to shield the ball (not a permanent shield, defenders don't need to worry about it) against opponents behind them and collisions (and reactions to collisions) in general will have more variety. The game will try to detect who has the intention to keep the ball and favor them during collisions initiated by other players.

- Preload improvements. (responsiveness has been improved for preloads). Other minor improvements. Accuracy related improvements (headers in general will be more accurate to encourage wing-play)

- Headers : We have also added new header styles; such as multiple types of downward headers, powerful (you can adjust the power and direction by aiming) headers etc. You can strike the ball differently, producing beautiful headers like you see in real life football matches.

- Exploits: no pre-load exploits (no collision runs through other characters etc.) . No slide tackle exploits (no more super precision and powerful slides to knock the ball into the net etc.) Sliding will require better timing to avoid fouls and possible yellow cards.

- Fielder AI improvements (only for training and tutorial). AI's positioning, passing, dribbling and kicking has been reworked.

- Stamina and player speed has been tweaked. Players will be able to sprint with the ball for longer without running out of all their stamina.

- Set Piece improvements: Kick Offs: You can now lmb freely on kick offs, meaning you can set the power and aim it the way you like. There is also an automatick kick off feature which is going to be triggered if the kick off taker is AFK or for some reason times out the kick off. The player will automatically kick it into his own half (about 15 yards in so a team mate can take it before opponents do).

- Minor bugs have been eliminated and there are other minor gameplay improvements. We will let you discover them yourselves.

Nov 2 2016
v16.01 addresses some minor issues and the new build has been deployed during Wednesday’s regular maintenance window.

Nov 8 2016
read the v16.03 details below
Shark
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Re: Gameplay Update v16.0

Postby Shark » Fri Oct 28, 2016 6:07 pm

We are delighted to announce that FS Update v16.0 is live as of October 31, 2016.

As we wrote back in September, this gameplay update features several gameplay improvements to bring a new depth to Football Superstars.

We have been working for months on core gameplay code of FS to build on 2015’s gameplay updates. In 2016, we took the time to rewrite many parts of the code-base to add the features we never could in the past. Based on feedback that we have collected in years and after review of games played in top competitions; Ultimate League and Masters League, we have been able to make a better analysis of the current state of the gameplay and determine the shortcomings of the game.

Let’s carry on with a quick look at what we have in store for you this time:

This update is targeting various parts of Football Superstars; ranging from character control system, to goalkeeper AI and collision physics; from player controls/assistance mechanics (which assists your character movement, kicking, shooting etc.) to referee and football rules (backpass rule is being implemented first) as well as kicking mechanics, set pieces, preloading mechanics and ball movement/animations. There are also refinements in various parts of the game that can easily make substantial difference in competitive games. We have also been able to address some of the well known exploits.

Talking about competitiveness; one of our priorities was to create a gameplay that actions & outcomes on the pitch are not always predictable and that every single match offers an exclusive experience.

Thanks to all testers:

With such drastic changes and improvements to the gameplay, we knew we had to test all of them thoroughly. Therefore, we had several testing sessions internally and with a group of QA testers since summer. I’d like to take this opportunity to thank all the devoted and experienced FS players who joined these long testing sessions in the last few months; Razza, Caccamoo, Zengo, Kayte, Mikey, Kasilva, Filen, Wobbles, Tiia, Imlegend, Shinaz, Lauren (and also those who joined testing sessions in the past: Popescu, Haddock, Sapho, Kai, Saffy) . Their tremendous feedback helped us reshape all the rewritten parts of the gameplay code, helped us make necessary refinements. After all these testing sessions, we are able to bring you this update.

Let’s go into the details:

FOOTBALL RULES

- Back-pass rule implemented. No back-pass (with foot) to the goalkeeper in 7s and 11 aside matches. (5-aside is excluded)

If a team-mate passes back to the goalkeeper, gk will try to clear the ball with a kick or a pass. Goalkeeper is quite clever with handling backpasses, so he will clear the ball smartly or choose to pass to one of his free team mates and only if it's safe to do so. While the goalkeeper is mostly good at handling these passes, you are still encouraged to think twice before making a risky pass to the goalkeeper (just like in real life). For the sake of realistic gameplay that is our priority; goalkeeper AI is designed to make mistakes when trying to deal with backpasses and not become the next exploit in the future.

- We have been working on enhancing the advantage rule implementation as well. We still see it as work in progress but we have seen relatively better results on pitch during tests compared to the old version. We will still collect feedback and see ways to further enhance this in future updates.

GOALKEEPERS

Realistically improved

How did we improve the goalkeeper? We feel we should explain this a little better. Improving a goalkeeper should not necessarily mean making goalkeepers powerful/flawless. We don’t believe in that approach and we don’t want to make the mistakes some football games do today. We are trying to achieve realistic (as much as we can) football gameplay and we are applying the same philosophy to goalkeepers. When we worked on goalkeepers, we wanted to make them look more like a real life goalkeeper, including slow reactions inside the box, slower reactions on shots from close range, reactions on set pieceas and penalty kicks, deflected shots, unexpected shots and risky backpasses…

Positioning and saves (awareness of danger zones and rebounds)

Goalkeeper positioning has been vastly improved. Dynamic positioning on corner kicks, smarter kicking, parrying (saved shots etc), more variety in all actions (kicks, saves, positioning, clearances, defensive support). Goalkeeper will be giving away fewer rebound (for easy empty-net goals) opportunities to attackers. He will be aware of danger zones and the position of strikers in the box so he will be smart when parrying shots away.

Again, this doesn't mean the goalkeeper will have flawless skills and unrealistic reflexes. On the contrary, we are designing a much more balanced goalkeeper that looks “just right” with realistic skills and life-like behavior...

SET PIECE IMPROVEMENTS

Kick Offs: You can now lmb (kick) freely on kick offs, meaning you can set the power and aim it the way you like. There is also an automatick kick off feature which is going to be triggered if the kick off taker is AFK or (for some reason) times out the kick off. The player will automatically kick it into his own half (about 15 yards in so a team mate can take it before opponents do). We know how annoying it can be to see an AFK player timing out during kick off, giving the ball to your opponents.

Creative Penalty Kicks - (Go fancy! Even a Panenka shot is now available, and more set-piece features to come in the future.)

In the past, FS goalkeeper was overpowered on penalty shots which made penalties harder than it is supposed to be. This was because the old GK AI and GK reactions system was not producing realistic GK behavior. We have reworked goalkeeper reactions and rewrote Goalkeeper AI. There will be more realistic gk reactions on penalty kicks. This also means that it will be relatively easier to score penalty kicks as it is in real life football. Penalty takers can also be more creative, try a panenka shot, go for the power or place it low, send the gk the wrong way etc.

FULL CONTROL - NO MORE CPU ASSISTED ACTIONS

- Less CPU assistance in all player actions. The game will reward players with greater control skills in movement as well as aiming kicks and shots. This also resolves path-assistance related slow motion character animation problems.

Getting rid of the slow motion bugs will allow you to time that perfect volley in air without annoying slow motions. Some players will need to take their time to get used to this control system but it will create a more competitive environment where player skills are highly rewarded and create a richer football experience. If you struggle at first trying to control the ball, you can always use TAB key (within range) to collect the ball automatically but once you get a grasp of the controls, you will feel much more comfortable and more in control.

100% Control - Precision Preloads and Responsive Actions

- We have completely removed negative side effects of pre-load feature. As you know, the worst of them was the exploit that allowed players to use preloads to gain extra speed and ignore collisions to go through opponents before collecting the ball. This was caused by a bug in preload system. The new preload system that we have designed reduces CPU assistance in movement, sorts out the collision bugs and gives you more freedom in off-the- ball actions; kicking/shooting preloads and sprinting off the ball.

Off the ball actions. How does it work? A good example is that; the new system allows you to change your direction slightly without suffering automated movement slow-downs when you are sprinting towards the ball (without the interference from the old movement assistance which caused slow downs etc.) and adjust your character’s body position before your first touch with the ball. This gives you all the control you need to execute advanced and manual character actions. Experienced players will find this very useful and players who were frustrated by the auto movement slow downs will see that they no longer exist giving them full control of their character’s actions on the pitch. This is going to take casual players a while to get used to but we feel the rewards are very satisfactory.

A richer and non-repetitive experience

- Adding more variety in general in entire game-play to offer a richer and non-repetitive experience is one of our top goals. We are trying to eliminate predictable actions and outcomes in the game. This is going to be an ongoing effort and we will continue working on this in future updates but we are confident that you will enjoy this one.

Referee improvements

Stricter decisions for tackles from behind and violent tackles. More frequent red cards for violent fouls). Advantage rule improved; referee will be smarter when there is advantage to be played. (this is work in progress)

- Better collisions: Player on the ball will be able to shield the ball better (not a permanent shield, defenders don't need to worry about it) against opponents behind them and collisions (and reactions to collisions) in general will have more variety. The game will try to detect who has the intention to keep the ball and favor them during collisions initiated by other players.

- Preload improvements. (responsiveness has been improved for preloads). Other minor improvements. Accuracy related improvements (headers in general will be more accurate to encourage wing-play)

- Headers : We have also added new header styles; such as multiple types of downward headers, powerful (you can adjust the power and direction by aiming) headers etc. You can strike the ball differently, producing beautiful headers like you see in real life football matches.

- Exploits: no pre-load exploits (no collision runs through other characters etc.) . No slide tackle exploits (no more super precision and powerful slides to knock the ball into the net etc.) Sliding will require better timing to avoid fouls and possible yellow cards.

- Fielder AI improvements (only for training and tutorial). AI's positioning, passing, dribbling and kicking has been reworked.

- Stamina and player speed has been tweaked. Players will be able to sprint with the ball for longer without running out of all their stamina.

USE UNIQUE SKILLS AS MUCH AS YOU LIKE

- Unique skills will cost less energy, giving you the ability to perform uniques more frequently in game.

- Ball movement and animations have been revamped.

- Minor bugs have been eliminated and there are other minor gameplay improvements. We will let you discover them yourselves.

Many of you may be asking about exploits right now, so here are some of the exploits that have been addressed:

Backpass rule implementation automatically addresses multiple exploits. As most of you have witnessed, there are times a leading team player would exploit back-passes to goalkeeper before to kill time or just to annoy his opponents. In 7s and 11s, with the introduction of the rule, they are going to be history.

Goalkeeper reactions inside the box were very unrealistic at times. On top of that, gk was also overpowered on penalties. Realistic reactions introduced with this update resolves some of those issues. There is surely room for improvement but we feel this is a step in the right direction.

Predictable rebounds: This was a massive exploit. A powerful shot parried away by the goalkeeper was almost always very easily anticipated by a camping striker, causing goals from rebound in almost every match. With the new goalkeeper AI, goalkeeper will be able to deflect the shots away from danger zones (not every time!). We also ensured that the deflections are highly variable to reduce repetitive actions. (The deflection will depend on several factors and some of them are simulated physics to make them look as realistic as possible.)

Kick offs: Opponents would run towards the kick off takers and make it harder for the kick off taker to control the ball or execute a successful pass. With the free style kick offs that we introduce in this update, kick off takers can be creative and surprise the opponents by an unexpected pass.

Repetitive shots and set pieces: Players who had high accuracy would take a shot from the same spot and place the ball in top corner easily and everytime. We have rewritten shooting mechanics, accuracy system and improved set piece functions. This adds variety to shots and eliminate repetitive shots and set piece actions. Goalkeeper’s dynamic movement during set pieces also adds variety to set-piece outcomes.

Slide tackle exploits. Some players were able to slide and knock the ball into the net when the goalkeeper was out of his goal. This caused very unrealistic goals and it was deemed an exploit by players. We have rewritten slide mechanics and changed the way sliding player’s boots collides with the ball, resulting with a natural looking inaccuracy.

Collisions related exploits. This one is a tricky one but we have been able to reproduce some of the collision related exploits, that allowed exploiters to bump into player on the ball to simply bump him and get him off the ball. We have rewritten body collision functions to help reduce the efficacy of this exploit.

As always, there will be a general feedback thread on forum where you can post your thoughts in about 2-3 weeks. We are giving you the time to play and test the new gameplay thoroughly. We will be happy to collect constructive feedback in the second half of November.

We hope you’ll enjoy this gameplay update. Have a great weekend and see you on pitch this Monday !

Nov 2 2016
v16.01 addresses some minor issues and the new build has been deployed during Wednesday’s regular maintenance window.
Shark
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Football Superstars forever
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Re: Gameplay Update v16.0

Postby Shark » Mon Nov 07, 2016 8:08 pm

Football Superstars v16.03 will be live from Tuesday morning (November 8, 2016) . Expected downtime is 2 hours from 06:00 AM GMT. Read more about v16.03 below.



v16.03 highlights:

- all tackles from behind will be more challenging
- tight angle shots/kicks and accuracy has been reworked
- slide tackled (tripped) players will be injured less frequently if they have higher hardiness
- a player with high recovery rate is going to recover quickly from injuries and stumbles.
- overhead kicks have been nerfed to make them very realistic.
- minor GK AI improvements
- some of the serious fouls were not called, this has been addressed
- various improvements and fixes

December 2016:
- practice matches difficulty settings rebalanced: medium difficulty level is now 50 and hard difficulty level is 100.
Shark
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Re: Gameplay Update v16.x

Postby Shark » Thu Nov 24, 2016 1:15 am

(this post is being updated regularly as we add new features to upcoming patch v17.01)

v16.9 has arrived before the launch of UL season 2

- Super responsive preload system: We have rewritten parts of preload system to reduce all sorts of delays before you actually connect with the ball (pass or a kick). In addition to what we have achieved in previous update, this is going to remove all the unwanted delays caused by assisted strafing, animation transition and positioning assistance before you kick a free-ball. A good example of this: Goalkeeper makes the initial save, you see the rebound opportunity but all of a sudden your preload causes an automatic strafe/positioning delay, and because of that delay, goalkeeper gets the time to recover and you miss the chance to score. Without the extra delays, you will be able to make a run and preload as you are (really) closer to the ball to put the ball into the empty net. This also means that players will need to position themselves better when they are inside the box during a set-piece. There won't be much of a positional assistance and you will need to position yourself better to kick the ball.

v17.01 (revision number is subject to change according to ongoing development) is going to arrive after UL season 2
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Re: Gameplay Update v16.x

Postby Shark » Tue Feb 28, 2017 6:08 pm

Mar 10 2017: Gameplay update v17.05 will go live between 20-24 March 2017


This post may be obselete, please follow this link

Gameplay Improvements:

- A much more complex collisions system will replace the old basic system, this will affect all sorts of collisions in time, beginning with the ball-object collisions in this first update. 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 the ball etc.) will also be varied thanks to this new system. This is an ongoing effort to make FS better in terms of simulated physics.
- 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 not be affected by standing tackles when the ball is high in air. 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 work wonders for attacking minded players.
- Backpass 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.
- 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.
- 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.
- Goalkeeper's awareness has been reworked based on feedback. The initial idea was to make goalkeeper aid defenders when he had to. However, this didn't work 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.
- 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.
- Kicking power bar fill-speed has been increased so it will be quicker to fill the kicking-power bar to 100%.
- Goalkeeper reactions system has been overhauled.
- Advantage-play has been improved. Goalkeeper is taken out of advantage rule equations. If the goalkeeper kicks the ball right after a foul on his team mates, referee will stop the play immediately and will not wait and consider an advantage.
- 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.
- 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)
- 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.
- Header accuracy has been looked at. Combination of high accuracy and jumping will be vital for precise headers.
- 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.

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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