Boommaametw3 replied to Evidence of FIFA "BS" in fifa code. inisettings file from pc game files on November 5, 2019 4:58PM
Boommaametw3 wrote: »Boommaametw3 wrote: »BombSquadPuppy wrote: »Pocketsquareguy wrote: »Boommaametw3 wrote: »Pocketsquareguy wrote: »The servers are bad. But they aren’t responsible for as much as people like to think. That is all I will say.
explain the code then. If ahead by 2 goals; increase difficulty by 0.25
I’m saying what you posted is likely something that is blamed on the servers more often than it should be.
Based on what? Your insider knowledge?
Hes saying these are thing most people blame on lagg and server issues, when its clearly coded in the game to aid the lesser players
There is a significant amount of evidence out there on the performance and impact of EAs servers on the the game. There is zero evidence that the settings posted impact the behaviour of FUT online (actual evidence not just conspiracy theories)
Although using an INI file like this for something as fundamental as balancing difficulty in the game (whether offline, online or both) is pretty amateur stuff from EAs developers. In which case yeah actually it does make sense
Even offline it's a pretty **** approach if the game still allows you to select a difficulty in the first place
EA denied it that dynamic difficulty exist in the game. EA corey or whatever said it doesn't exist in fifa at all. So why is these code in fifa game files???
Zero evidence?
Last year it came out that EA spent lots of money to patent Dynamic difficulty in the gaming industry.
Now you see dynamic difficulty in the code of fifa and say zero evidence?
Many people experience this things in game
1) I never said it wasn't in the game, learn to read. I just questioned what evidence there is which proves it affects online games where there is no such thing as beginner/amateur/pro/legendary difficulty levels which are referenced in the file
2) Dynamic difficulty has been used in gaming since the 70s, I haven't read EAs patent but it would be odd for them to be granted one for something which isn't even new. Unless they've patented a new method for doing it (the INI rules posted suggest it's just about as simplistic an approach as you can get)
EA's patent isn't normal dynamic difficulty. It's designed to maximize engagement.
https://patents.google.com/patent/US20170259177A1/en
For online dynamic difficulty, let's say if you 2 goals up, they increase your difficulty by 0.25 and decrease difficulty for opponent by 0.10.
You will notice your passing are "weak", your players have lower reactions while his players intercept all your passes like crazy.
I mean why go through all the trouble and patent dynamic difficulty. Add to the game and use it only in offline like in career mode. Career mode they don't give a single F about it.
If you looking for clear evidence of it being online you won't find one cause they already denied it.
But why they would patent a technology which maximizes engagement and it use exclusive offline when ultimate makes them the most money. They would want people to be engaged in ultimate team so they sell packs. Why do it offline, it doesn't benefit them. In fact they intentionally make career mode crap all these years so career mode player stop and play ultimate team . They even send in game messages for them to try ultimate team and even offer them loan packs so 1000% sure their newly acquired technology isn't wasted in offline modes
Interesting stuff (I'm a software developer so I'm into this kind of thing). But in fairness, that patent relates to using historical data to build prediction models of user behaviour to affect future gameplay. That's nothing like the simple in-game rules listed in the INI file people are basing all this on
@PegLeg
Oh ok Mr. Software Enginner if you work for EA and tell you to make users engaged in ultimate team. How would you do it?
It's simple pack manipulation is number 1. Someone barely players can get pack Red Mbappe and guess who is playing the next WL.
Another one is dynamic difficulty, your 100k was able to take 10 mill team to extra time thanks to DDA. You think that if your team was a 3 mill side instead of 100k you would have won. You open packs to get a better team, EA take the profits
I really don't know what you are arguing about. That "That's nothing like the simple in-game rules listed in the INI file people are basing all this on" except some EA developer wrote that code. This is just 2 pages i screenshoot, there are like 50 pages or more of this crao. There are pages on pack odds and all.
This is the purpose of DDA in EA words
Description
BACKGROUND
[0001]
Software developers typically desire for their software to engage users for as long as possible. The longer a user is engaged with the software, the more likely that the software will be successful. The relationship between the length of engagement of the user and the success of the software is particularly true with respect to video games. The longer a user plays a particular video game, the more likely that the user enjoys the game and thus, the more likely the user will continue to play the game.
[0002]
Often, games that are too difficult or too easy will result in less enjoyment for a user. Consequently, the user is likely to play the game less. Thus, one of the challenges of game development is to design a game with a difficulty level that is most likely to keep a user engaged for a longer period of time.
November 5, 2019 4:58PM Posted in