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skiamakia

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Posted

2 და 3 სქრინზე რაცაა ეგენი PC ვერსიაშიც რო იყოს გაასწორდება

+1

ფუტზალი მაინც რო იყოს მარტო :(

Posted

ისე ცალკე არაა მინი ფეხბურთის ხარისხიანი PC იგრა? ურბან ფრიისტაილ სოქერს არ ვგულისხმობ, სისულელეა ეგ

Posted

ურბან ფრიისტაილ სოქერს არ ვგულისხმობ, სისულელეა ეგ

გრაფიკა მოძველდა მაგის თორე gameplay უძლიერესია ;)

Posted

ესეც რევიუ საიტების პირველი შთაბეჭდილებები

Posted

According to Amazon.co.uk who have sampled current pre-order figures for this years biggest titles and compared them previous, FIFA 12 is up a whopping 325% on its predecessor FIFA 11. Which by all accounts is a massive jump in pre-orders but its another EA title which is literally smashing things in the pre-order department.

FIFA 12 – 325% more pre-orders than FIFA 11

Gears of War 3 – 216% more pre-orders than Gears of War 2

Batman Arkham City – 349% more pre-orders than Batman Arkham Asylum

Battlefield 3 – 2,302% more pre-orders than Battlefield 2 (Yes you read that right, 2,302%!!))

Uncharted 3: Drake’s Deception – 488% more pre-orders than Uncharted 2

Call Of Duty: Modern Warfare 3 – 321% more pre-orders than Call of Duty: Black Ops

There could be a number of things driving FIFA 12′s pre-order improvements as well as the obvious increase in user numbers like for instance this years Ultimate Edition, which based on the figures seems to be going down rather well. There’s also been a noticeable change in purchase behaviour over the last few years with online pre-orders now a mainstay for an ever growing portion of gamers.

Posted

არცაა გასაკვირი... 11-მა "რევოლუცია" მოახდინა "ხისტად" რო ვთქვათ და შესაბამისად 12-ისგან უფრო უკეთესს ელოდება ხალხი

Posted

არცაა გასაკვირი... 11-მა "რევოლუცია" მოახდინა "ხისტად" რო ვთქვათ და შესაბამისად 12-ისგან უფრო უკეთესს ელოდება ხალხი

მეც პრეორდერს გავაკეთებ plati.ru ზე

უკეთესი კი არა რევოლუცია იქნება soccer gaming-ში :)

Posted

მეც პრეორდერს გავაკეთებ plati.ru ზე

უკეთესი კი არა რევოლუცია იქნება soccer gaming-ში :)

ძაან ხმამაღალი განაცხადია! პრევიებიდან ეგრე არ ჩანს :)

შენა, რა მაიტნერესებს ეგ საიტი რა. თითონ თამაშს ყიდულობ ჩამოგდის, ციფრულ ვერსიას თუ გასაღებს?

Posted

ძაან ხმამაღალი განაცხადია! პრევიებიდან ეგრე არ ჩანს :)

შენა, რა მაიტნერესებს ეგ საიტი რა. თითონ თამაშს ყიდულობ ჩამოგდის, ციფრულ ვერსიას თუ გასაღებს?

რო დაჯდები და ონლაინს ითამაშებ მიხვდები :)

გასაღებს ვყიდულობ შემყავს ORIGIN ში და ვიწერ ოფიციალურ საინსტალაციოს( ჩემთვის სასურველი ლოკალიზაციით).

Posted

რო დაჯდები და ონლაინს ითამაშებ მიხვდები :)

გასაღებს ვყიდულობ შემყავს ORIGIN ში და ვიწერ ოფიციალურ საინსტალაციოს( ჩემთვის სასურველი ლოკალიზაციით).

ააა, კაი რამეა.ორიგინი მეც დავაყენე ანუ იქ წინასწარ გთხოვს გასაღების შეყვანას?

Posted

ააა, კაი რამეა.ორიგინი მეც დავაყენე ანუ იქ წინასწარ გთხოვს გასაღების შეყვანას?

აი ასეთი რაღაც გაგაეჩითება გასაღებს რომ შეიყვან.

xpcz4.jpg

ოღონდ იქ play ღილაკის მაგივრად download იქნება.

Posted

აჰა გასაგებია.. მაინც ჯერ უნდა ვნახო როგორი გამოვა :)

Posted

Планируется выпустить FIFA 12 на 18 языках в 51 стране мира на популярных платформах PS3, Xbox 360, PC, Origin,Wii, 3DS, PS2, PSP, а также iPad, iPhone и, несомненно, iPod Touch.

18 ენაზე და 51 ქვეყანაში ამით ყველაფერი არის ნათქვამი

მე რაც მახსოვს მარტო Messi da Fernando Torres ყავდა Konami sarcastic_hanend.gif

Posted

ამას უნდა მიეხდოს აი :)

http://fifasoccerblog.com/blog/xaors-corner-problems-with-passing-part-2/

Problems with Passing: Part 2

In the first part I went through various issues with the passing controls in FIFA, now I want to put aside the divide between the various control settings to discuss the error model. This translates the various contexts (who is the player, how far is the pass, angle of the pass, lie of the ball etc.) into error (which will either be a case of the ball being misplaced or under/overweighted).

It is what builds a risk v reward situation with passing. With any difficult pass, there is a possibility it will not work. To make it more likely to work you have to set yourself correctly, and use the right man for the job. At the moment, this part of FIFA isn’t working correctly. This allows me to use clearances as perfect balls to my striker, or simply pressing chipped throughball to put my striker into a one on one (not every time, but far too often), or using one-two after one-two to go straight up the pitch. It’s also why players like Fabregas and Xavi, while good for their general level of ability, are not the world-beaters in FIFA that they are in real life, simply because their passing ability is not special in FIFA, or, at least, it’s not special in the right way.

The causes of error

FIFA is struggling to properly represent the difficulty of passes, and how this scales between players. The passes you marvel at in real life tend to be the brilliantly timed balls piercing a defence, or floating just right so that it lands perfectly in the path of an onrushing player, or the wonderful speed and snap of the passing that Barcelona are famous for. The difference between the best players and the worst players is not simply how well they pass; it’s how well they cope with tougher situations. Yet, all too often the places I notice the difference between my passers most are on simple, straight passes. Yet these same players who struggle with a straight pass can float over a chipped throughball with the best of them, or do a spinning 180-degree pass accurately, or crack a clearance onto my striker’s forehead.

Pro Passing, which was one of the biggest new features in FIFA 11, didn’t live up to most of the claims, but if it did one thing, it did take the sting out of ping-pong passing. There are still issues here and there, but it definitely did impress the importance of ‘taking a touch’, and that’s fine. What it didn’t do so well, was impress the difficulty of accurately hitting a long pass, or an awkwardly angled pass. In fact, assuming you do take that touch, you can more or less get away with anything you want. A lot more error needs to be devoted to passes like those, and it is these difficult passes: first time passes, awkwardly angled passes (plus back-heels etc), long balls, and balls into a players path that should allow you to best differentiate between different players.

A failure to implement such things has a profound effect on the game. To take one example, not properly simulating the difficulty of passing behind your back with a 180-degree pass, leads to the flow of the match being damaged. It removes the need to build your play up – and it removes the need for a midfield.

The illustrations below show an example of this, where a fairly common situation in the midfield in real football ends up with the ball being kept in the middle, whereas in FIFA, it gets pushed quickly, and easily, into the final third. In illustration 1, a pass is made to a closely marked man – he has support behind his back but doesn’t know where and he’s being pressed as he receives the pass. He has to play back towards the man who passed it to him, perhaps looking for support to his left or right. In FIFA though, there is no difficulty in making the pass in illustration 2. It’s a pass you wouldn’t ever try normally: you wouldn’t know where your man was or how closely marked he was. In FIFA, you can do it every time.

This is why formations like 6-1-3 work: stack the defence, and use just as much as you need up front. In real life midfield is needed for the transition from defence to attack, to cushion the defence from an attack, and to bolster the attack, in FIFA it is not needed for the first nor adequate for the second and third. For this reason, you may as well use dedicated defenders and attackers, and that is precisely the behaviour that is so often seen in the online modes.

The irony is that EA have already developed the perfect technology to simulate the difficulty of 180-spin passing. FIFA 12 incorporates Vision AI, a system which maps out what each player can see (and can remember because he has recently seen). This affects all sorts of things in FIFA 12 apparently, but it doesn’t affect the vision of the player being controlled by a human. So while it will affect the passing of a CPU opponent, or the way the AI moves and plays, it will not affect your passing, or passing online at all.

I can understand why EA did this: they think it is unintuitive to be able to ‘see’ something yourself (because we view the game from a faraway camera) but to have to remember that your player cannot. However, if it was used for human-controlled efforts, I think it would do a really good job. If a player tries to pass to a player (or, for manual’s sake, region) that he cannot see, then that pass could have its error increased drastically. It may not be immediately intuitive as a ‘game’, but as a football simulation it’s no more ‘weird’ than the effect of spin on the ball, people will get used to it so long as it’s properly explained, and not frustratingly implemented.

Add that to a string of alterations to the type of passes error is added to, considering the length, angle, and type of path a lot more, and we’d be half way to a much better passing system.

Error Itself

It is equally important to be able to represent that error in a way which makes sense to the context, and which has the correct effect on the game. At the moment, FIFA represents almost all of its error as the pass being underhit. This makes the passing in FIFA often feel slow and lethargic – it’s very rare for a pass to go significantly to one side or other of the intended trajectory, and it’s almost impossible to overhit a pass.

This is not only flat out unrealistic, the fact that error is always represented in this way means that it doesn’t do much in terms of discouraging many types of passing. While a pass being underhit and slow to get to its destination may allow it to be intercepted when it otherwise wouldn’t have been (unfortunately FIFA doesn’t do a good job of getting defenders to intercept), it may well mean that the pass, while suboptimal, still gets to its destination. To take an example, the same pass is performed in illustrations 3, and 4, where a first-time pass is intended to go through a gap. In 3, the pass is ‘slow’, and it slips between the defenders. In 4, it’s slightly off target, and it may become possible for it to be cut off.

EA seems to be trying to use underhit passes as a substitute for misdirected passes and overhit passes, but you simply can’t. It’s more than that though, because the sluggishness in passing becomes unrealistically restrictive in a lot of cases: it is really hard to hit a long grounded pass at a reasonable pace, especially with weaker players, which is completely unrealistic: there isn’t a footballer in the world who would struggle to get enough distance on a pass due to lacking of strength.

The reasons why the passing is the way it is are twofold. First is a technical issue: EA’s trapping mechanics (i.e., the way they simulate the first touch) is not especially strong, and, if receiving a ball which you’d think was too fast, they tend to actually trap it as well as they would with a perfectly weighted pass. This leads to EA being unable to make passes overhit (at least, with grounded passes) because an overhit pass would tend to be more effective than a normal pass. You would hope that with FIFA 13 EA will improve the first touch mechanics so that overhit passes can become part of the error system, because this is a very important thing to miss.

The lack of directional error is unfortunately down to EA’s fear that too much error would be highly unpopular among the wider community of fans. Whether or not that is over cautious I’m not sure, but I don’t think that having directional error is so much worse than having every other pass being underpowered. If anything, the more intuitive it is in football terms the less frustrating it will be. This is not about making passing overly difficult – you shouldn’t be struggling to string together passes but you ought to be considering where and when to make passes, as opposed to being able to make almost any pass, at any time, without any real sense of risk.

Conclusion

You simply cannot understate the importance of having a great passing system. It is critical to the way the match flows, the ability to play creative football, providing a realistic and unexploited environment for play, and for differentiating between players. Right now, the passing system leaves a lot to be desired. While what was attempted with “Pro Passing” for FIFA 10 sounded initially like it could make the difference, it may take another effort as large if the passing system is to go from one of the least solid areas of FIFA to an asset for the game.

Xaor

Posted

აი რატო არის სლეობა რა ფიფია და არაა ეს სიმულატორია არამედ არკადა: This is why formations like 6-1-3 work: stack the defence, and use just as much as you need up front.ყველა 6-5 მცველით თამაშობს, და მე ჩემით მივხვდი რო 5 3-2 მუშაიობდა ყველაზე მაგრად! ამიტომ როცა სიმულატორს აკეთებ აღარ არის საკამრისი მარტო ლიცენზიები და ტოპ ანიმაციები ან თუნდაც ონლაინი!

ეს ზემო სტატიაში ნახსენები ფოტოები..

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Posted

აი რატო არის სლეობა რა ფიფია და არაა ეს სიმულატორია არამედ არკადა: This is why formations like 6-1-3 work: stack the defence, and use just as much as you need up front.ყველა 6-5 მცველით თამაშობს, და მე ჩემით მივხვდი რო 5 3-2 მუშაიობდა ყველაზე მაგრად! ამიტომ როცა სიმულატორს აკეთებ აღარ არის საკამრისი მარტო ლიცენზიები და ტოპ ანიმაციები ან თუნდაც ონლაინი!

ეს ზემო სტატიაში ნახსენები ფოტოები..

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aaewf.png

აბა პესია სიმულატორი? :D მევასება შენი კომენტების კითხვა ფიფა უფროა სიმულატორი პასებს რო ამბობ მარტო ისევ და ისევ გეუბნები სადაც კითხულობ პასებზე წერენ ნუბები რომლებმაც არ იციან როგორ უნდა გადართონ automatic იდან manualზე . გადართე და ნახე პასიც დარტყმაც და სიმულატორიც :) :დ

Posted

მაგის აგდართვა რო შველოდეს კი არ დაწერდნენ ამას :)

Posted

ara pasebi rom dzaan primitiulia fifa მეც ვეთანახმები მარა გუშინ მეგობარი მოვიდა ხოდა მთხოვა პეს 2011 ვითამაშოთ ჩავრთეთ 2 ჯოისტიკზე ხოდა ეს რა ნახა ჩემა თვალებმა კომპის წინამდეგ კიდე არ ჩანდა ნაღდი gameplay pes 2011 ისეთი *(@)# იყო თვალებს არ ვუჯერებდი 80 წუთზე მე უბრალოდ მომინდა ერთი ფლანგიდან მეორე ფლანგე ბურთის გადატანა და ბოლომდე დავაჯირე ჩაწოდებას ისეთი ძალით წავიდა ბურთი რომ აუტს გაცდა,მერე მეკარეებზე ხომ ზედმეტია ლაპარაკი მერე პადკატები ვაიმე ეს რა იყო 360 აკეთებდნენ ფეხბურთელები ხაერში სანამ დავარდნებოდნე მიწაზე 40 მეტრიდან რომ შტანგას ვარტყავდი Drogba ესეც პრიკოლი იყო.სულ 5 მატჩში ამდენი მინუსი ვნახე

ერთი რაც მომეწონა ფინტების გაკეთება უფრო ძნელია ვიდრე ფიფაში და უფრო დიდ სიამოვნებას განიჯებს

ეს ბაგები თუ გამოასწორეს პეს 2012 საგოლ

16 გვეცოდინება დემოს გამოსვლის თარიღი

Posted

Ok, the build up to Gamescom 2011 for FIFA 12 so far has been pretty massive. With all of the FIFA 12 Online and Clubs details still to come, for a large section of the FIFA community the week at Gamescom carries incredible significance. We’ll also have the demo announcement and potentially the first gameplay videos live from the show floor.

So here’s a run down of a few of the events and milestones for the week at Gamescom:

Tuesday 16th August

Electronic Arts Press Event 4:00pm – Expect some big FIFA 12 news and footage from this one, it will be stremed live on EA Football World.

FIFA 12 Demo Release Announcement - According to EASPORTSFIFA on Twitter the demo date will be announced on Tuesday.

Sony and Microsoft Press Conferences – Xbox Play Day 12:30pm, Sony Press event 5:30pm

Wednesday 17th August

Press Conferences – A raft of other press events featuring Konami, Ubisoft, Blizzard and NCsoft.

Official Opening of Gamescom 2011 – fairly self explanatory FIFA 12 demo code will be on the show floor, whilst a later build will be behind closed doors for the gaming press.

Thursday 18th August

Gamescom 2011 opens to the public at 10:00am- which should bring the first wave of FIFA 12 gameplay videos if filming is permitted.

Sunday 21st August

Gamescom 2011 ends 6:00pm

*All times stated are local to Cologne, please consider your local timezone and apply any day light savings.

The EA Press Conference will be streamed live over at EA SPORTS Footbll World on Tuesday and we’ll provide a link nearer the time. If you want any further information then head over to the official Gamescom website.

Start your engines gentlemen the run up to release of FIFA 12 is about to move up a gear..

Posted

აი ეს არის ფიფა და რეალური სიტუაციის სიმულაცია!!!

pesში 2 ხელით გადახტებოდა მეკარე :) მე და unlimate ვთამაშობდით

მაგის აგდართვა რო შველოდეს კი არ დაწერდნენ ამას :)

შველის დამიჯერე მაგის გადართვა. უბრალოდ დამწერი ან პესომანია არ გარტყმაში არაა ფიფასი (ნუ ერთი მეორეს არ უშლის :დ )

Posted

exla rom davakvirdi dzaan realuri save iyo pes martla mekare ori xelit gadaxteboda sarcastic_hanend.gif

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