Football, Tactics & Glory

Football, Tactics & Glory

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Cybermantas Nov 27, 2020 @ 7:34am
"Passing Line" Geometry rules
So the title isn't self-explanatory or great, but couldn't think of anything better.

What I want to know, when a player A passes to player B, the line that gets drawn, what is the logic which decides which cells it will pass through ? You can add Layoff passes and Long Passes also to this question. It will be great if we knew the logic beforehand.
Last edited by Cybermantas; Nov 28, 2020 @ 6:40am
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Showing 1-15 of 16 comments
DeWitt Nov 27, 2020 @ 7:41am 
Yes, this seems to be confusing sometimes, especially if you set your team up for a long pass, and then the "path" does not touch the cell you thought it would.

For me only visual experience helped with this.
Chandoraa Nov 27, 2020 @ 8:13am 
I for one would also love an explanation for this if anyone has one. Sure, experience helps, but I still find myself occasionally denied of my perfect last-minute play because the defender I expected to contest my long pass and buy me a much-needed extra action decided to just sit pretty and watch the pass go through instead.
KJIIOIIIKA Nov 28, 2020 @ 4:18am 
I think the examples are provided in the in-game manual. the rules are always the saem, you just need to remember how it works
DeWitt Nov 28, 2020 @ 4:28am 
Really? Do you have a screenshot? Because its not about how it works logically but how it works geometrically on certain occasions...
kysoome Nov 28, 2020 @ 4:34am 
It's always difficult whether or not the pass line is caught by a defender. Contrary to expectations, it is very embarrassing if it is a line that passes or does not pass through a defender. I think this pass line needs to be clearer. I have to rely solely on numerous experiences.
Cybermantas Nov 28, 2020 @ 6:40am 
Originally posted by BigBobr99:
I think the examples are provided in the in-game manual. the rules are always the saem, you just need to remember how it works

Cant see this. Or as mentioned by someone else, its not really logic that we need but "geometry rules". As I mentioned, the original title may not have been very accurate.
KJIIOIIIKA Nov 28, 2020 @ 7:56am 
Originally posted by Cybermantas:
Originally posted by BigBobr99:
I think the examples are provided in the in-game manual. the rules are always the saem, you just need to remember how it works

Cant see this. Or as mentioned by someone else, its not really logic that we need but "geometry rules". As I mentioned, the original title may not have been very accurate.
Yes, can't find it now. Pretty sure saw it explained somewhere when I played the vanilla version of the game a few years back. Maybe @kos can point us into the right direction
Cro2 Nov 28, 2020 @ 8:10pm 
Yes, it can be very doubtfull predicting if a pass goes in a clear line. That is the problem with squares, I am convinced if the play area would be based on hexes it will be more realistic, although there would be the (little) problem of half hexes at the sidelines. I wonder what the devs think of it and if they have been reflecting on it.
Cybermantas Nov 29, 2020 @ 7:41pm 
Originally posted by Cro2:
Yes, it can be very doubtfull predicting if a pass goes in a clear line. That is the problem with squares, I am convinced if the play area would be based on hexes it will be more realistic, although there would be the (little) problem of half hexes at the sidelines. I wonder what the devs think of it and if they have been reflecting on it.

For now, I would settle for understanding the geometry of the current system :)

_K_o_S_  [developer] Nov 30, 2020 @ 7:13am 
Indeed, the problem exists and we know about it.

Initially, in the earlier prototypes. the tiles were chosen depending on the ball trajectory. We should have chosen one tile on which the interception happens. But when there are two concurrent tiles, we choose the one on which the trajectory line takes the bigger space.

You can't see the line in the game because we show the arrow from the tile centre to another tile centre which is not a very good representation of the ball's line (the ball never moves from the tile centre, it's always on one of the sides).

It's a painful problem for me. And I really hope to solve it somehow in future.

As some temporal measure, here's a guide with helpful screenshots: https://steamcommunity.com/sharedfiles/filedetails/?id=1757697206&searchtext=%D0%97%D0%BD%D0%B0%D0%B9%D1%82%D0%B8+%D0%BF%D0%BE%D1%81%D1%96%D0%B1%D0%BD%D0%B8%D0%BA+%D0%B4%D0%BB%D1%8F+Football%2C+Tactics+%26amp%3B+Glory
Pena_FIN Nov 30, 2020 @ 7:32am 
I was just about to do a picture guide, very similar to the one above. Maybe it wouldn't hurt to have another one in English.
Chandoraa Nov 30, 2020 @ 8:12am 
That is extremely helpful. Kudos to the author :cozybethesda:.
Cybermantas Nov 30, 2020 @ 8:33am 
Originally posted by _K_o_S_:
Indeed, the problem exists and we know about it.

Initially, in the earlier prototypes. the tiles were chosen depending on the ball trajectory. We should have chosen one tile on which the interception happens. But when there are two concurrent tiles, we choose the one on which the trajectory line takes the bigger space.

You can't see the line in the game because we show the arrow from the tile centre to another tile centre which is not a very good representation of the ball's line (the ball never moves from the tile centre, it's always on one of the sides).

It's a painful problem for me. And I really hope to solve it somehow in future.

As some temporal measure, here's a guide with helpful screenshots: https://steamcommunity.com/sharedfiles/filedetails/?id=1757697206&searchtext=%D0%97%D0%BD%D0%B0%D0%B9%D1%82%D0%B8+%D0%BF%D0%BE%D1%81%D1%96%D0%B1%D0%BD%D0%B8%D0%BA+%D0%B4%D0%BB%D1%8F+Football%2C+Tactics+%26amp%3B+Glory

This actually highlights the issue well. There should probably a logic to it. Drawing lines is a good enough logic, if it were consistent, and the above picture shows that it may not be consistent.

For context, look at all the middle pictures (Column 2, for all 3 rows) in the picture. I am not sure if we have selected the cells where the ball line spends the maximum time. The center picture (Row 2, Column 2) seems incorrect or inconsistent with a "symmetry" logic.

Wouldnt it be easier to define a logic ?

Also the picture shows examples only for length 3, length 4 and length 5 passes. Any pictures length 2 and length 1 ?
DeWitt Nov 30, 2020 @ 8:38am 
There is no need because the ability in question is Long Pass. The length 3 LP is not possible anymore as well afaik, but you can still use this for layoff pass I guess...
Pena_FIN Nov 30, 2020 @ 9:29am 
Here is my guide. Just a picture showing different passing lines.
https://steamcommunity.com/sharedfiles/filedetails/?id=2304244521
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Date Posted: Nov 27, 2020 @ 7:34am
Posts: 16