Forever_HN
<font color="darkorchid"><b>A ways away</b></font>
Hôm nay được nghỉ ở nhà (thực ra là xin nghỉ phép để trốn việc
), được rảnh rỗi tí chút nên quyết định post lên vài thứ liên quan tới bản 13 để bà con chém chơi giết thời gian.
Toàn người nhà, khỏi cần khách sáo, ta vào đề luôn thôi
Sau đây là vài món mới mà EASport định chiêu đãi chúng ta trong bản này. Ta lược bỏ bớt những phần chém gió để bớt chữ lại chứ phang nguyên WoT thì mệt quá. Ai thích đọc đầy đủ chi tiết thì chịu khó theo link nhá
1. THE TRANSFER MARKET I
2. NEW PLAYER LEVEL SYSTEM IN FIFA MANAGER 13
3. HOW THE TEAM DYNAMICS CAME TO LIFE
), được rảnh rỗi tí chút nên quyết định post lên vài thứ liên quan tới bản 13 để bà con chém chơi giết thời gian.Toàn người nhà, khỏi cần khách sáo, ta vào đề luôn thôi

Sau đây là vài món mới mà EASport định chiêu đãi chúng ta trong bản này. Ta lược bỏ bớt những phần chém gió để bớt chữ lại chứ phang nguyên WoT thì mệt quá. Ai thích đọc đầy đủ chi tiết thì chịu khó theo link nhá

1. THE TRANSFER MARKET I
Hi guys,
The backstage pass this week reveals you the work oft he game design department. As a topic, I chose the transfer market, one of the core features of FIFA MANAGER.
With the presentation of the squad analysis, we could make a big step forward in the behavior of AI clubs concerning transfers. Clubs now detect their weak spots and improve them respectively. They also divide between substitutes and starting eleven players.
However, the potential of the squad analysis has not yet been fully used. Uncountable test runs, discussions with testers and our guys from the database and not to forget the feedback from our forum gave us additional hints and ideas to further optimize the feature. In addition, the real world outside is undergoing changes as well. Many clubs nowadays have strong investors who can lure players to them with financial power. I’ll tell you more about en-detail changes in one of the coming blogs.
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Before I start, you have to keep in mind, that in FIFA MANAGER, many features are connected to each other and cannot simply be portrayed as one singular feature. Especially the transfer market is such a feature. Topics like finances, player levels and development, club formations and players’ situation in a team have direct or indirect influence on the transfer market or vice versa.
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One of the main challenges is the huge amount of different leagues. The transfer market must work both in the highest division as well as in lower leagues. When does a certain position of your team become a liability? How good must a player be to qualify as an improvement? How will he develop, presumably? How much transfer budget and salaries are at disposal? These are just some questions the user and the computer have to deal with.My task is to teach the computer behavioral patterns so he can make these decisions logically and so he can keep up with the user.
2. NEW PLAYER LEVEL SYSTEM IN FIFA MANAGER 13
New level system
In FIFA MANAGER 13, the focus is set on the player style of each player in the database. His skills decide which player style fits best for a certain position. To give you an example, let’s take Didier Drogba. He has an overwhelming physical appearance, a great heading ability, a strong shot and knows where the goal is.
He is the perfect representation of a target man. The sum of his abilities allows him a better level on this position as if he was a e.g. a winger. A counter example is Lionel Messi, agile, strong in dribblings and high technical skills make him a better player as an attack dribbler. As a target man he only reaches a level of 82, because he simply doesn’t have what it takes to play that position, his levels in “jumping”, “strength” and “heading” are too low. Of course, an exceptional player like Messi still has a relatively high level on that position as well, since other skills like “finishing” or “speed” matter as well.
On top, each skill has a differing importance on the overall player level, depending on the player style used. The highest multiplier is set for the skill "aggression" for the player style Fighter. The influence of this skill on the overall level is multiplied by 2,5. Another only slightly less influential skill is vision for the player style playmaker, in this case it is multiplied by 2,2. On the bottom of this scale, skills like heading, strength and jumping have only little importance for the player style attack dribbler, they are only accounted for 50%.
Evidently, we still need a value in FIFA MANAGER 13 that tells us how good a player can play on a certain position on the pitch. In contrast to previous years however, this value has no direct influence on the overall player rating. We decided to put another value more into the focal area, the position bias. This value can be set from 0 to 100% for every position on the pitch a player can play. Versatile players can have several positions on the pitch with a position bias of 100%.
In order to provide a better overview and simultaneously pay tribute to the trends in modern football, we also got rid of the positions Anchor man, sweeper, right wing back and left wing back.
Adapting the skill system of FIFA 13
Versed FIFA MANAGER users might have already stumbled upon some new skills while reading this blog. In general, we reduced the number of skills from 43 to 37, thereby looking closely at the system used in FIFA 13. In detail, these are the changes that were done:
FIELD SKILLS
Skills that have been combined
Technique + Touch = Ball Control
Creativity + Genius = Vision
Work Rate + Stamina = Stamina
New skills
Tackle (sliding)
Volleys
Positioning (Offense)
Balance
Reactions
Skills no longer in the game
Intimidation
Determination
Forward Runs
Decisions/Judgement
Team Work
Concentration
GOALKEEPER SKILLS
New skills
Reflexes
Skills no longer in the game
Punching
GK Throw Outs (we now have the character trait “Long Throw-outs”)
Crosses (jumping and strength come into play now)
Further, the skill “leadership” can now be adjusted in a separate scale from 1 to 10 and is not a part of the standard skills any more. In contrast, tactical education now is a skill (0-99) and has a direct influence on the player.
In one of my next blogs, I will talk about the ripple effects of such a huge change in the game and I'll tell you more about the switch from the old to the new system. In addition, you'll get a deeper insight into the matter. For example, I give you facts about the mandatory level for position bias for each position.
3. HOW THE TEAM DYNAMICS CAME TO LIFE
A successful football team is more than the sum of the player's individual levels. The team chemistry, the relation between the players and the manager and the club have a strong influence on the team's performance.
In order to increase the impact of these factors in FIFA MANAGER, we developed the new set of features called Team Dynamics. With this whole new area, composed by several new features, the game will become more realistic and pay tribute to what happens off the pitch. At the same time, the game gets more tactical depth. In order for our users to be successful managers, they now also have to keep an eye on the morale in the team and take the problems and concerns of their players rather serious.
The decisive factor for the team's performance is the so called Team Dynamic Score, a figure that directly tells you how your team is doing, Team Dynamics wise. If you can manage to achieve a high level here, meaning happy players and a great chemistry, the chances to be successful in the oncoming matches are even better. In order to calculate this score, we use various factors such as the players' relation with each other, players' satisfaction or the level of time you take to talk to or interact with your players. So if there are lots of friendships in your team, the score will rise. On the contrary, if you never or rarely talk to your players, they feel neglected and the score will most probably fall.
A huge influence on the satisfaction within your team are created by the new player goals. Each player can have up to three goals he wants to reach. He might want to play for his country, win a title or simply talk to you more often. If all his wishes come true, he'll feel better , more motivated and will thus influence the Team Dynamics score in a positive manner. For him it is also great, if other players have similar goals. This way, they can work together to reach them and thereby increase the team chemistry as a byproduct.
We developed a collection of tools to give you the ability to detect problems in your team and to be able to fix them. I will briefly explain these little helpers that make managing your team more convenient.
The Team Analysis Screen is your command bridge. Here you can analyze and ideally fix all quarrels and other problems. With only few clicks, you can see which of your players are struggling, but also which players are doing well. The screen shows you which of your players are related (brothers or cousins), which players are enemies, who dislikes other players because of their attitude towards certain things, which goals your players currently have and many more.
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The Team Matrix screen can also be used for player talks. This screen shows the most important connections for each player of your team. From a list, you can choose the player whose connections you want to analyze. The player will then be portrayed in the center of the screen. Around him, the players with the strongest connections to him are situated. On this screens, various connections are visible that are not part of the Team Dynamics screen, like e.g. player that appreciate each other or that know each other from other clubs.
The Team Hierarchy Screen shows the actual structure of the team. Here you can see who the team leader is and which players are only prospects of the team. In the graphical form of a pyramid, your team is broken down into the categories Team Leader, Leading Players, Influential Players and Prospects. Each category only leaves places for a certain number of players, there can only be one leading player for example. In addition, the leading player also has a higher prestige than all other players. Another important aspect is the acceptance of the team. Does the whole team accept him as the leader or is he seen rather controversially. Your goal should be to place as many players as possible in the three upper ranks that are also accepted by the rest of the team. Succeeding in this mission will increase your chances of a positive influence on difficult matches. Your assistant coach constantly analyzes the situation and keeps you up to date. You can influence the pyramid also by excluding players and not letting them play.
Besides these large features, we also have several smaller features that have to do with the Team Dynamic, like a stats screen that shows you all kinship relations and special events that can occur if cousins or brothers are playing in the same team. The assistant coach can also be of help by telling you which players you should rather let go in order to improve your team’s chemistry. Depending on respective employees, you can also get a psychological profile of your new signings.
Chỉnh sửa cuối:

Ngoài ra, AI cũng biết dùng tiền để dụ dỗ bọn cầu thủ, bọn này cũng sẽ khốn nạn hơn, bọn tham tiền sẽ được thể làm tới.....
Ngoài ra, bọn máy cũng sẽ biết tính toán về tình hình của chính nó, biết nhận xét mức độ ngon dở của cầu thủ chứ không còn là chỗ để ta xả rác thải như trước nữa.


Đến mấy cái bình luận mà nó vẫn còn xài hàng cổ mộ thì mong gì đồ họa 

