Thought I’d create a topic on set shots… with both how they are now, and possibilities for future improvements.
Currently we have two bars…a power meter and an accuracy meter.
It’s been stated that going into the Red on power, doesn’t mean a bad shot… just will make the accuracy meter more difficult (smaller blue ‘strike’ zone).
Also a player’s footedness will make the ball swing…and the wind can also push the ball in a direction.
Blue ‘Strike’ Zone on Accuracy meter
Of that strike zone, there is always a gradual fade-in to a solid blue… then almost an immediate fade-out/end of the strike zone.
I’m wondering, how much difference is there in the shot for where you land that accuracy meter? i.e if its in the start of the fade vs perfectly in the solid blue vs at the trailing fade-out blue end.
Does it make it swing more, or just be more/less of a floater directed differently?
A player’s footedness (left or right) will make the ball swing in a set shot (to the left for a right footer, to the right for a left footer).
It’s noticeable that there’s different amounts of swing at different times, maybe for different players.
What determines how much swing a shot will have?
i.e is it player-specific (some players swing more than others) and if so, how do we know this? (do we just learn our players, or is there a stat we can see?) Does it get affected by the result on the meters (maybe more power == swings more? or being in the less solid blue for the accuracy meter == different swing amounts?)
Randomness and Other factors
Taking in the above two topics, plus wind, distance, angle and player goal kicking skill, how much ‘randomness’ is there in the set shot result?
Are there other factors at play, like game difficulty, match closeness, player ‘clutch’ skill, player set shot history/confidence… and if so, how do all of these get shown in the game (if at all)?
Previously mentioned ideas in support tickets and in the community are:-
- goal kicking meters to be accelerated instead of being a linear speed
- man on the mark to press buttons to put off the kicker
- controller vibration/HUD shake (from getting put off, or gametime pressure factors)
Wondering if others can come up with other factors too?