Forum Discussion
what ever if the match the responsivity push out more 1seconds you dont shoot in nothing im thinking this too but im thinking all match all gameplay. Competetive gameplay on back round this time very much, pl 119-120ovr team cant be same fast run,react, like 125 ovr team unfair balance trick
- dzrtr7 hours agoHero+
I haven't really looked at the competitive gameplay in H2H for a while. I've given up on H2H due to ongoing issues with current matchmaking, where I mostly get matched with people across the globe so it will be a lagged game with 200-300 ms ping, so it's a bad experience for both the opponent and me. Not to mention that whoever is the match host typically has a massive edge, so making 50 stars in H2H isn't happening unless I move back to Europe (yeah, no). I might bother getting to Championship, sometimes go to 10, maybe 20 stars if I really need the extra 10k gems, but past that its wayy too much effort for a very little gain (10k gems at 40 stars) imo.
The main reason why I said you need to elaborate is that Pulsar is passing the feedback on, so he needs a context, not just to remove the slowdown function.- gxtxggi9do837 hours agoRising Adventurer
For me, a maximum ping of 50ms is perfect; the lag in reaction time and player speed isn't caused by that, but by the AI. It would be great if Pulsar conveyed the community's dissatisfaction and finally achieved results, because the current balancing mechanic really kills the players' enthusiasm. I wouldn't mind playing against high-ranked players—as long as the game was fair and ran smoothly.
- 1440666fd7e443ec5 minutes agoSeasoned Ace
Yeah, I have noticed the exact same thing since the update. Everything is more sluggish — not just H2H or VSA where you’ve always had ping issues — but even in league tournaments and events mode . Some of it appears to be due to the way EA is implementing playstyles because I notice players without a playstyle feel particularly “heavy.” But I’ve been noticing for months that EA is increasingly relying on shortcuts to simulate difficulty — namely, nerfing your player attributes and injecting an input delay. I’ve been complaining about it for a while because it’s a big part of what makes the ultimate challenge finals (and now the Record Holders Muller challenge) miserable. We’re all accustomed to our squads performing in a certain manner and most of us are up for a little challenge, but it’s beyond jarring to enter a match where it feels like all of your star players (who you’ve labored and/or paid to acquire) are on a heavy dose of ambien! It’s just not fun. And, to my mind, it’s lazy on EA’s part to manufacture difficulty by tying the user’s arm behind their back. Just boost the opponent’s attributes and IQ!
I suspect there’s a reason they don’t do this, and it has everything to do with what we see on display in manager mode — the underlying AI (i.e., the default “football IQ” embedded in the game engine) is poor and can’t simply be scaled up or down. Instead, the simplest way for them to ratchet up difficulty is perhaps the crudest, most underhanded strategy imaginable — slow users’ players as well as their inputs. As we’ve all experienced, it’s a crude approach that drains the fun out of gameplay, but it’s brutally effective at denying users easy rewards. 😡