stylepoints56
Academy Player
- Joined
- Apr 24, 2011
- Messages
- 1
- Country Flag
- Club or Nation
A more historical element added would be nice, as would a more in depth manager mode (al la Fifa) along with season updates and above all a more "realistic" game play experience would be welcomed.
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I would like a more realistic element to be introduced to the game (the realism can be controlled by an on/off option or a slider). It would also be nice if player statistics were influenced in some way by real statistics (ruggastats.com).
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In past Rugby games I have played you could side step an entire team just by violently throwing the left analogue stick left to right and holding down the sprint button all the way till a try was scored. I found the players speed and response overly exaggerated. Which I believe limited the re-playability of the games as it gets boring thrashing a team 100-0. Players abilities (based on statistics given to the player) never really came to the fore unless the player was a "star" player.
<o> </o>
So I believe that slowing the game play down (making movements less exaggerated) in terms of player movement (compare Fifa 98 to Fifa 10) would allow a players given abilities to become more pronounced, and allow the gamer to utilize the players "abilities" to gain an upper hand much in the same way a coach can utilize a real player; For example, Shane Williams is naturally gifted with acceleration, speed and agility… therefore when he gets the ball his step (without using the right analogue stick) can open a gap, his acceleration could take him through a gap and his speed would ensure that he can out run defenders or Rene Ranger has strength and speed and can therefore break tackles and out run defenders. Thus the primary influence the gamer has on the game is his decision making (pass, run or kick) which is effected through the players abilities/attributes which in turn is determined by the players statistics, leaving the gamer to rely less on "special moves".
<o> </o>
The "special moves" controlled by the right analogue stick must be kept but must be also based more on the players attributes and not a generic ability; also they should be harder to perform making them more satisfying when they do are completed accurately.
<o> </o>
If the AI had to control the two teams the without a gamers involvement, it would be like watching a game of rugby where only the players abilities are tested against each other.
<?xml:namespace prefix = o ns = "urn:schemas-microsoft-comfficeffice" /><o> </o>
I would like a more realistic element to be introduced to the game (the realism can be controlled by an on/off option or a slider). It would also be nice if player statistics were influenced in some way by real statistics (ruggastats.com).
<o> </o>
In past Rugby games I have played you could side step an entire team just by violently throwing the left analogue stick left to right and holding down the sprint button all the way till a try was scored. I found the players speed and response overly exaggerated. Which I believe limited the re-playability of the games as it gets boring thrashing a team 100-0. Players abilities (based on statistics given to the player) never really came to the fore unless the player was a "star" player.
<o> </o>
So I believe that slowing the game play down (making movements less exaggerated) in terms of player movement (compare Fifa 98 to Fifa 10) would allow a players given abilities to become more pronounced, and allow the gamer to utilize the players "abilities" to gain an upper hand much in the same way a coach can utilize a real player; For example, Shane Williams is naturally gifted with acceleration, speed and agility… therefore when he gets the ball his step (without using the right analogue stick) can open a gap, his acceleration could take him through a gap and his speed would ensure that he can out run defenders or Rene Ranger has strength and speed and can therefore break tackles and out run defenders. Thus the primary influence the gamer has on the game is his decision making (pass, run or kick) which is effected through the players abilities/attributes which in turn is determined by the players statistics, leaving the gamer to rely less on "special moves".
<o> </o>
The "special moves" controlled by the right analogue stick must be kept but must be also based more on the players attributes and not a generic ability; also they should be harder to perform making them more satisfying when they do are completed accurately.
<o> </o>
If the AI had to control the two teams the without a gamers involvement, it would be like watching a game of rugby where only the players abilities are tested against each other.