FIFA 21: Recap Q&A – The developers claim that Momentum and Script are never present in the game

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The Question & Answer, organized on the Twitter social network, with the developers of the new FIFA 21 football simulator has recently ended.

Below is a complete recap of all the questions that came from the community and the answers given by the EA Sports developers:

Q: Does manual headers apply only for attacking situations shown in the Lukaku example or does it apply for defending situations too?

A: Manual Headers apply to all passing and shooting headers. However, clearances will prioritize getting to the ball as fast as possible and clearing the ball (not manual).

Q: With the mandatory manual headers in all online modes, will this mean the heading accuracy stat is pretty much irrelevant? Because I have experimented with manual controls and passing and shooting seem to have no relevance on playersโ€™ attributes.

A: While error is drastically reduced for Manual Headers, the heading accuracy attributes will still impact the end result of a header for both shooting and passing.

Q: Has the default depth been increased? As in how far the defence sits back on 1 depth, cause itโ€™s way too deep. Has drop back been removed? And come back on defence instruction?

A: Weโ€™ve spent a lot of time tuning all of the tactics, including Drop Back, to provide a fresh experience in FIFA 21. Additionally, youโ€™ll see a lot of new behaviors.

Q: What has been done to improve passing so that good passers play the ball into the space the attackers are running into as opposed to playing the ball just โ€œas the crow fliesโ€ via the shortest possible route and ignoring the defender between them?

A: Weโ€™ve worked on the โ€œPass Opennessโ€ concept, which allows for great passers (with higher attributes related to passing) to explore more spaces, extend the field and open up play. We donโ€™t want passing to be too assisted as this will make interceptions too difficult.

Q: How effective will AI blocks be? Basically, how much will defending success be based on manual player input with positioning and tackles vs the AI making blocks that the player isnโ€™t responsible for controlling?

A: The blocking animation coverage is bigger for manual/user-controlled than for AI-controlled players. The new system makes blocking more accurate in terms of predicting where the ball is going โ€“ allowing more reliable blocking, based on player personality.

Q: Will it ever be possible for Right footed players to perform an Elastico in the opposite way? Not the Reverse Elastico. I mean an Elastico that ends on playerโ€™s right foot. Left footed players have a huge advantage there and Iโ€™m pretty sure its humanly possible to reverse it.

A: Unfortunately, this is not something that we tackled for FIFA 21. It is something that we are aware of and will keep discussing for the future. We did work a lot on making skill moves accessible to all, so that you can now attempt skill moves with low rated players.

Q: The new rewind system can be used more than one time in the same attack or is it only one time?

A: You can rewind the same scenario multiple times. When you rewind once, you cannot rewind to before that first rewind.

Q: From reading the pitch notes, I didnโ€™t see a deep dive on information relating to changes in shooting/finishing. Besides the finesse shot rework and manual heading updates, will you be changing finishing/GK ability in any way?

A: Multiple improvements were made to shooting and goalkeepers, including near-post shot coverage for GKs and more personality impact when shooting. We will be looking closely at community feedback in the near future to continue tuning and improving these systems.

Q: Is โ€˜Player Personalityโ€™ decided by select elite players, or is it based on stats? For example, Agueroโ€™s personality was shown to make him very smart in an attack, but can this be replicated by a lower rated player who gets a TOTS upgrade to elite level stats?

A: Player Personality is an attribute-driven system, and itโ€™s not based on the name of the player. In general, multiple attributes are used to determine how good a player is at specific actions such as shooting, passing, etc.

Q: Have you removed scripting, handicap and DDA from the game? If not, it will be 100% useless, againโ€ฆ

A: As mentioned before, there is no โ€˜scriptingโ€™, โ€˜handicapโ€™, โ€˜momentumโ€™, and/or โ€˜DDAโ€™ in the game. Weโ€™ll try to summarize some details in this thread: We build a football simulation game by implementing the different concepts of football. These concepts include an error system and a physics system which bring variety and authenticity to the game. When recreating the details of football, all real life outcomes are possible. Every year we are actively trying to reduce situations in the game that feel random and outside of the user control. And we continue to see progress in this area each year. From a gameplay design perspective, there is absolutely no need to implement systems to influence the outcome of the game artificially, since all the above mentioned already creates a football-like experience for our players. As explained in the past, the only time our game adjusts the difficulty of the CPU AI (offline only) is during the introductory boot-up match that tries to determine which offline difficulty level is best suited for you. Of course, we are happy to continue to receive feedback regarding situations which feel like they are not in complete user-control, and we will continue to make improvements in this area.

Q: Will defending be more manual based and AI defending toned down in Fifa 21? Felt completely unrewarding and cost me so many goals in Fifa 20 to try and control my defenders

A: Defending for FIFA 21 aims to reward users for performing more manual actions i.e manually tackling an opponent. From tackles to ball blocks, a user-controlled player should have more precision and success compared to an AI teammate.

Q: You guys said there is going to be improvements in the defensiv shoulder tackling, are there going to be improvement s in the offensive shoulder shielding too ?

A: Defensive shoulder challenges should be more accurate and rewarding. However, to ensure good game balance, we made improvements to attacking ball shielding with regards to positioning and strength (relative to player attributes) when shielding the ball.

Q: What new features will allow a player to defend against agile dribbling?

A: We improved the tackling system to better position the defender when making a play on the ball. Jockeying allows the defender to track their opponent with the confidence of not being beaten. The balance between dribbling and jockeying is something that weโ€™ll be monitoring.

Q: Why not to implement secondary man press again isnt that better than team press in quick tactics against time wasters and time abusers??

A: Secondary Contain is a mechanic that is very hard to balance. As FIFA 21 brings a new experience and balance, weโ€™ll continue to monitor feedback about Secondary Contain and tune as/if needed.

Q: In fifa 20 it was obvious that more lean/ shorter players were more โ€œmetaโ€ in the game cycle (Messi, Neymar, mbappe, ) while larger and bulky players werenโ€™t as sought after such as Harry Kane and Lukaku. Will there be more of a balance to make players of all types usable?

A: The attacking positioning attribute is now more impactful in the game, expanding the variety of players youโ€™ll want to try for different positions. In FIFA 21, the strength of players allows them to perform better in physical interactions, even with a lower balance attribute.

FIFA 21 is available on PlayStation 4, Xbox One, PC, Nintendo Switch and in December 4th for the Next Gen PlayStation 5 and Xbox Series X platforms Keep on following us also through our social Facebook and Twitter for other news and information.

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