eFootball - Notizie, immagini e video

Ciao a tutti. Sono un fan di PES da molti anni. Sinceramente non ho più giocato molto dall'uscita di PES2021. Ho provato la versione gratuita di eFootball e l'ho trovata abbastanza giocabile. Ho una domanda da profano in merito: Nella vesrione free ci sono soltanto amichevoli, come logico aspettarsi. Come devo procedere per avere una versione più completa con campionati , coppe ecc? Grazie mille per l'aiuto
Reinstalla Pes21. Perché su efootball non c'è nulla.
 
La Sprint Master League è una modalità evento dove gestisci un club per tutta la stagione.

L'obiettivo principale è attrarre fan con vittorie nelle partite per ricevere ricompense e classificarti in alto nelle classifiche.

Due tipi di partite:

· Partita di sinergia - l'esito dipende dalla "sinergia" della squadra (condizione, stamina, bonus dei giocatori), la partita può essere saltata.

· Partita controllata dall'utente - giochi tu stesso, la sinergia non funziona, puoi ottenere più fan.

Meccaniche chiave:

· Ogni azione costa Vita (si ripristina col tempo o per monete).

· Monitora la stamina e le condizioni fisiche dei giocatori - influiscono sulla sinergia e sul rischio infortuni.

· Firma e rilascia giocatori durante il mercato di trasferimenti.

· Episodi casuali (infortuni, crescita dei giocatori, conflitti, bonus) aggiungono imprevedibilità.

—————————

Di seguito tutte le nuove linee originali direttamente dai file di gioco, per chi vuole leggerle per intero:

482. Introduzione della funzione "Sprint Master League"

663.

· Sprint Master League. Questo evento presenta due tipi di partite: partite di sinergia, il cui esito dipende dalla sinergia della squadra, e partite controllate dall'utente.

· Giocare una partita di sinergia o una partita controllata dall'utente costa 1 Vita.

· Un giocatore con bassa stamina ridurrà la sinergia della squadra. Inoltre, aumenterà il rischio di infortunio.

· I giocatori in ottima condizione fisica aumenteranno significativamente la sinergia.

· I giocatori in cattiva condizione fisica ridurranno significativamente la sinergia.

· I giocatori con un bonus di sinergia aumenteranno la sinergia minima della squadra.

· Sviluppa i giocatori per guadagnare più punti quando li rilasci.

· A volte gli episodi si verificano prima della partita - possono avere effetti diversi.

· La sinergia non funziona nelle partite controllate dall'utente. In tali partite, puoi ottenere molti fan a seconda della difficoltà.

489.

In questo evento, aumenti il numero di fan durante la stagione per ricevere ricompense per il numero totale di fan e premi di classifica. Ottieni fan per le partite giocate. Le vittorie portano più fan. Includi giocatori in buona condizione fisica nella formazione.

324.

La sinergia è un valore che mostra la forza complessiva della squadra in base alla valutazione generale dei giocatori. Dipende dal livello di stamina e dalle condizioni fisiche dei giocatori, oltre a vari bonus. Maggiore è questo indicatore rispetto all'avversario, più facile sarà per la squadra vincere quando si salta una partita (partita di sinergia).

488.

Maggiore è la sinergia, più facile è vincere quando si salta una partita.

298–299.

Il mercato di trasferimenti è chiuso. Firma nuovi giocatori dopo l'apertura del mercato di trasferimenti.

369.

È iniziata una nuova stagione. Vai a [Prossimo] > [Estrazione Palla] per giocare partite di sinergia e progredire nella stagione.

452 / 744.

Hai vinto il titolo! 🏁 / In questa stagione, la tua squadra ha ottenuto il %s posto in classifica.

305 / 315–319.

Le vite si ripristinano col tempo o per eFootball™ Coins. Vite insufficienti.

359–367.

Episodi: riposo, derby (vittoria/sconfitta/parità influenzano il morale dei giocatori).

372–377.

Infortuni: gravi, moderati, lievi - il giocatore salta delle partite.

386–395.

Bonus esperienza: perfezione di unità (l'intera squadra), coraggio in attacco/centrocampo/difesa.

408–409.

Entrate non programmate dalla vendita di attributi.

424–425.

Scegli la difficoltà del gioco.


Fonte: Note per gli sviluppatori da EFmobile
Grazie per le spiegazioni, purtroppo mi si è riproposta tutta la grigliata di Pasquetta.
 
Io onestamente non mi scandalizzo … cosa sarebbe teoricamente stato (poi lo vedremo di fatto dopodomani) lo si era capito esattamente nel momento in cui nell EF Connect (imbarazzante) i tizi Konami avevano annunciato tale ML come “evento” e, dopo 5 anni, l ho capito persino io che per un player offline “evento” equivale a “ciofecata” … per non parlare poi, sempre all EF Connect, dell esaltazione dei tizi Konami nello spiegare che in questo nuovo evento una delle news clamorose era l integrazione di stamina (gestita meglio) e infortuni … siamo alle soglie del 2027 e ormai questi pagliacci hanno stufato pure me … penso davvero di non scaricarlo neanche e di investire il mio tempo con l altro titolo per cui nutro comunque amore e odio …
 
Aggiungo per onestà intellettuale .... salvo Konami accompagni questa 5.4.0 e questo evento ML con un gameplay PAZZESCO che quasi quasi definirei impossibile da non giocarci da tanto realizzato con cura e al passo coi tempi ...
 
Aggiungo per onestà intellettuale .... salvo Konami accompagni questa 5.4.0 e questo evento ML con un gameplay PAZZESCO che quasi quasi definirei impossibile da non giocarci da tanto realizzato con cura e al passo coi tempi ...
Facciamola breve.
Sono convinto che comunque prima o poi lo scaricherai.
In ogni caso, io giovedì mattina proverò il gameplay con qualche amichevole, non certo in quel ridicolo evento ML, e poi ti dirò.
 
dopo tutto questo, ci manca solo che Konami inserisca un pupino attipo SuperMario , per saltare qui e lì per il campo prendendo a testate mattoni a forma di cubo, così da far uscire palloni bonus per power-up, boost e super poteri ...

aspetta... non vorrei dare ulteriori idee a Konami ... speriamo non leggano
 
Usciti i dettagli delle modifiche al GP. Sarà interessante a parer mio provare le dinamiche in campo negli 1vs1 e nei relativi contrasti e falli. Viene prevista anche una revisione delle decisioni arbitrali sui cartellini e sulle sugli interventi in scivolata.
 
Usciti i dettagli delle modifiche al GP. Sarà interessante a parer mio provare le dinamiche in campo negli 1vs1 e nei relativi contrasti e falli. Viene prevista anche una revisione delle decisioni arbitrali sui cartellini e sulle sugli interventi in scivolata.
Da che ora sarà disponibile per il download?
 
Konami scrive che hanno alzato la frequenza con cui tiri da fuori diventano più pericolosi;siccome poca gente utilizza il pallonetto contro il portiere ne hanno aumentato l'efficacia,inserito il "dribbling intelligente" nelle opzioni. Quindi oltre allo smart assist che passa per te,calcia per te,se premi passaggio rasoterra lui lo fa alto se decide che è meglio così,evita che correndo tu ti porti il pallone fuori dal campo,sceglie i dribbling migliori,ora automatizzano ancora di più. Tra un pò si giocherà IA vs IA e tu metterai solo la formazione in campo. Torno a Doom.
 
Sei pagine di descrizione dell'aggiornamento.

Anche mettendo la lingua italiana nel sito di EFootball rimane in inglese.







 
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Server aperti.
Chi fosse interessato allo Sprint Campionato Master si deve sbrigare.
Dura una settimana. Anzi, ormai 6 giorni e 17 ore.
 
Anche mettendo la lingua italiana nel sito di EFootball rimane in inglese.

uguale!

per i pigri

A new Update (v5.4.0) is now available.
See below for details.

■ Updates and Additions
● Added various data for the Malaysia Super League.
● Updated licences.
● Also added or updated the various data listed below.
・ Cinematics and animations
・ Strips
・ Emblems
・ Boots
・ Balls
・ Gloves
・ Stadium graphics
・ Advertising boards
・ Media backdrops and corner flags
・ Bibs
・ Player photos, graphics and data
・ Commentary

■ Gameplay Fixes and Adjustments
To take gameplay to the next level, we have made adjustments and modifications in this update with a particular emphasis on 1v1 matchups.

〇 Dribbling
・ Made adjustments by adding new dribbling motions that allow for quicker changes of direction during Dash Dribbles and Sharp Touches, making it easier to get past opponents by making better use of speed and changes of pace.
・ Made adjustments so that responsiveness and ball pushes during dribbles and Sharp Touches are more consistent in relation to angle and speed differences.
・ Made adjustments to reduce instances where the ball would unintentionally hit a player's body or legs during dribbles or aerial duels.
・ Made adjustments so that dribbling players are less likely to stumble or fall unnaturally when colliding with other moving players, and instead only do so in more appropriate situations.
・ Reviewed the animations that play when losing the ball while dribbling, in order to prevent players from winning the ball back with unnaturally fast reactions immediately after being dispossessed.
・ Removed certain movements in which players would circle around the opponent when performing a Sharp Touch towards them.
・ Made adjustments so that contesting motions that prevent the player from making contact with the ball are less likely to trigger right before touching the ball, thereby improving dribbling control.
・ Reviewed the impact of body contact during dribbling, so that dribbling players are less likely to slow down excessively when jostling with opponents.

〇 Feints
・ Added a new Draw and Close feint motion.
・ Removed certain slow feint motions that were triggered in specific situations.
・ Made adjustments so that, when a player is moving quickly, a Marseille Turn cannot be performed with an excessively sharp turn relative to the direction of travel.
・ Adjusted the ball take-off angle and distance for Flip Flap so that it becomes easier to evade opponents.
・ Adjusted the ball take-off angle and distance for Chop Turn so that it becomes easier to evade opponents.
・ Made adjustments so that the ball is less likely to hit the executing player's body when performing a Rainbow Flick.
・ Reviewed feint input types and controls to address issues where certain feints were difficult to trigger consistently. From this version onward, feint input types have been changed and expanded to the following two options.
"Smart"
This is the same input method as when Smart Assist was enabled previously.
"Advanced"
This input type is based on the former Easy settings, but has been updated to allow more precise selection of specific feints.

〇 Trapping
・ Reviewed trapping motions for stationary and low-speed situations to make it easier to perform traps that more closely reflect inputs.
・ Reviewed the motions and ball push for Sharp Touch traps to make it easier to perform traps that more closely reflect input.
・ Added new trapping motions to make it easier to perform intended traps while dashing.
・ Added special trapping motions that can trigger when performing a Sharp Touch with players who possess the "Cut Behind & Turn" or "Marseille Turn" skill.
・ Made adjustments to reduce cases where unintended ball pushes or movement during traps would slow down dribbling afterwards.
・ Made adjustments to reduce instances where players would knock the ball out of play when trapping while jumping near the touchline.
・ Made adjustments to reduce cases where, with certain trapping motions such as chest traps, the ball would hit the player immediately after the trap and could not be controlled.
・ Made adjustments to reduce instances where players would rotate their body in the opposite direction to the input during trapping.

〇 Passing
・ Reviewed the trajectories of long-distance Lofted Passes and Stunning Lofted Passes, and adjusted them so that these passes follow slightly higher trajectories.
・ Made adjustments so that the accuracy of Lofted Passes and aerial crosses is reduced when performed as direct passes or with Stunning Pass inputs.
・ Reviewed the spin and trajectory of Low Crosses, as they were prone to being intercepted by defenders, and made adjustments so they are more likely to go through depending on the situation. Players with a higher Player Stat "Curl" will now be able to play Low Crosses with a sharper curl.
・ Reviewed target selection when playing Low Crosses so that they are less likely to follow a trajectory towards defenders or the goalkeeper.
・ Adjusted the kick speed of Low Crosses to make it more appropriate for the distance and situation. This will reduce cases where low Stunning Crosses travel too fast, including over short distances.

〇 Shooting
・ Adjusted the trajectories of Chip Shots so that, in situations such as during Dash Dribbles where the trajectory tended to become excessively low, the ball will now follow a more appropriate trajectory based on the amount of power set in the kick gauge.
・ Reviewed the trajectories and accuracy of free kicks and made adjustments to increase the likelihood of scoring from such situations.

〇 Heading
・ Adjusted the trajectory of headed passes to nearby teammates so that the ball is less likely to hit an opponent who is competing for the header.

〇 Kicking
・ Fixed the issue where a player's movements feel sluggish after kicking the ball with certain kicking motions.
・ Made corrections to reduce the occurrence of an issue where a clearance's trajectory deviates greatly and results in an own goal.
・ Reviewed clearance trajectories so that the distance is shortened depending on a player's position on the pitch, making it less likely for clearances from near the centre line to travel extremely far.
・ Made adjustments to the deviation of clearances so that they are less likely to result in unnatural trajectories, such as being too low.
・ Adjusted the conditions for selecting kicking motions, as even players with the skill "Outside Curler" could struggle to perform outside-of-the-foot curled kicks when Smart Assist was enabled.

〇 Defence
・ Fixed the issue where, during Call for Pressure, the pressing player may struggle to perform a Standing Tackle immediately after the opponent dribbles or traps the ball.
・ Fixed the issue where, after losing the ball while jostling with an opponent, the dispossessed player may be able to defend immediately depending on the situation.
・ Added new tackling motions, making it easier to perform a tackle when side-on to an opponent or running alongside them.
・ Made adjustments so that tackles are easier to perform even when the difference between body orientation and the intended tackle angle is large, despite the ball being close by.
・ Reviewed the variation of Standing Tackle motions to reduce instances where reactions feel unnaturally fast.
・ Adjusted the ball push for Standing Tackles to make it easier to win the ball cleanly from a Standing Tackle.
・ Made adjustments so that tackles are less likely to be performed when an opponent is positioned between the player and the ball, as this could result in unnecessary fouls.
・ Made corrections to reduce the occurrence of an issue where the ball cannot be won after a tackle due to colliding with the opponent.
・ Made adjustments so that block motions are selected depending on the situation, as in some cases players could lift their leg unnaturally high to block high-ball shots too accurately.
・ Made adjustments so that, while using Match-up, players are more likely to perform a block in response to a shot depending on the situation.
・ Fixed the issue where a block could be triggered against an off-target shot and result in an own goal, by preventing block motions from being performed in situations near the goal where the player would otherwise block towards their own goal.
・ Made adjustments so that, when a defender is beaten by a dribble, cumbersome turning motions are more likely to occur the faster the defender was moving. As the risk of dashing towards the ball is now higher than before, it will be important to anticipate the dribbler's next move and attempt to win the ball at the right moment.
・ Reviewed the distance and speed of Sliding Tackle motions to rebalance situations where it was too easy to win the ball with a Sliding Tackle.
・ Made adjustments to reduce instances where defensive reactions to certain feints were unnaturally fast.
・ Added new motions for physical contests from the front and side, and reviewed the judgement criteria so that outcomes better match the visuals.
・ Adjusted the judgement so that defending players are more likely to trigger a tackle even during side-on physical contests.
・ Reviewed situational judgement, as when using Pressure or Match-up, players could sometimes react to an opponent's dribble or feint earlier than the actual ball touching move and overcommit. Made adjustments so that reaction timing is more appropriate.
・ Adjusted movement speed during Pressure, as in some cases a defender chasing from behind at close range would slow down and be left behind.


・ Made adjustments so that, while using Match-up, players can backpedal in response to the opponent's dribble, depending on the situation.
・ Made adjustments so that, in situations where an opponent is about to run into space behind, defending players are less likely to keep facing the opponent's half and start moving back too late, and instead adopt a body orientation that allows them to run back more quickly.
・ Made adjustments so that, when a player not controlled by the user applies Pressure while far from the player in possession, their movement speed is slightly reduced depending on the Player Stat "Defensive Engagement".
・ Reviewed the conditions for ending Call for Pressure, as in some cases pressing players would continue chasing even after the ball moved a large distance, making it difficult to defend according to the situation. This change reduces unnecessary chasing and makes it easier to defend with players near the point of play.
・ Made adjustments to reduce instances where a defender attempts a trapping action and misses the ball even though the opponent is about to touch it.
・ Fixed the issue where the ball touching move becomes too large when winning the ball using Pressure.
・ Reviewed the reaction timing of defenders to Lofted Passes, as they tended to react too late and were less likely to compete for the ball. This makes it easier to contest the opponent, but may also make Lofted Passes from your own half or lateral Lofted Passes less likely to go through than before.
・ Made adjustments so that, while using Match-up in close-range situations such as when the opponent is dribbling backwards, the controlled player is less likely to slow down and struggle to get close. Movement speed is increased when directional input is held towards the opponent at close range.
・ Made adjustments to reduce the tendency for opponents to keep possession too comfortably in central areas, by slightly reducing the distance between the midfield and defensive lines to make defending easier.
・ Reviewed the width of the defensive formation and made adjustments so that it is easier to concentrate in the centre. As a result, attacks through the middle may become less effective, while wide play may become more effective.
・ Made adjustments so that defenders react at a more appropriate time depending on the situation, as their reactions to slow long-range shots could be excessively delayed.

〇 Offence
・ Made adjustments to reaction timing when playing a short pass from behind to a player making a forward run, as attackers were reacting more quickly than defenders. This makes the risk of interceptions more appropriate.
・ Made adjustments to the reaction timing of defenders when defending against crosses, as previously attackers had the advantage in getting to the ball first, even if the cross was inaccurate. Now it will be slightly harder to receive crosses and, depending on the situation, will be harder to control body position even when successfully receiving the ball.
・ Fixed the issue where, after an errant pass, the cursor could switch to a player who was not the pass target, allowing them to react to and receive the ball sooner than intended.
・ Made adjustments to the judgement used for deceleration when making runs near the offside line, as players tended to slow down upon reaching the line, making it harder to break past defences.

・ Made adjustments to the movement routes of players with the Playing Style "Dummy Runner" or "Fox in the Box" when they run towards goal in anticipation of a cross. Previously, their routes could sometimes place them behind defenders and make it difficult to get in front. Routes have been reviewed depending on the situation so that they can get in front of defenders more easily.
・ Made adjustments so that players are less likely to decelerate depending on the situation when running towards goal in anticipation of a cross, as they tended to slow down near the offside line or in front of goal and could struggle to receive crosses in space or in front of defenders.
・ Reviewed the selection of support players during Pass Support, as in some cases a player further away would be chosen instead of a player already close to the ball holder, resulting in unnatural movement. This change makes it easier for players near the ball holder to continue providing support, and improves the ability to link passes.

〇 Goalkeeper
・ Fixed the issue where the goalkeeper may not face the ball correctly when moving to make a saving attempt against high balls, preventing saving actions such as a catch from being performed.
・ Fixed the issue where, when adjusting position to predict the opponent's shooting lane, the goalkeeper could move too close to the nearer post, overlap with the goalpost, or move outside the line.
・ Fixed the issue where, during a seamless Set Piece, the goalkeeper would unnecessarily turn and move toward the ball and be unable to return to the appropriate position quickly.
・ Made adjustments so that, in 1-on-1 situations in which the attacker has broken past the last defenders, the goalkeeper is less likely to stay deep, and instead is more likely to close down the opponent, depending on the situation.
・ Made adjustments so that the goalkeeper changes position more quickly in response to dribbles or lateral passes.
・ Made adjustments to improve the goalkeeper's decision-making when rushing out by taking the opponent's kick and trapping situations into greater consideration.
・ Made adjustments to improve the Bring Out the GK controls in 1-on-1 situations, as the goalkeeper could struggle to follow the opponent and be easily beaten. Reviewed destination selection and prediction so that the goalkeeper can track the opponent more effectively.
・ Fixed the issue where, when using Bring Out the GK controls with no player in possession, the goalkeeper could reach the destination too early for a bouncing ball, be unable to slow down, and run past the ball.
・ Fixed the issue where, when the goalkeeper performed an automatic clear, the clearance would not travel far enough and could be kicked to a nearby area unintentionally.
・ Made adjustments so that, for balls near the penalty area line, the goalkeeper will prioritise a clear depending on the situation, as making a saving attempt could result in a dangerous situation.
・ Reviewed the goalkeeper's pre-jump, saving range, and motion speed, and adjusted the balance of saving against mid-range and long-range shots. As a result, the scoring rate of mid-range and long-range shots will increase slightly.
・ Fixed the issue where a saving attempt could parry the ball towards the goal and result in an own goal.
・ Fixed the issue where the catching motion could continue even after the ball's behaviour changed due to making contact with another player.

〇 AI
・ Fixed an issue that could rarely occur where attacking players on the AI team would continue to keep the ball in an unnatural manner even after being tackled.
・ Made corrections to reduce the occurrence of an issue where players are unable to receive a pass.
・ Made corrections to reduce the occurrence of an issue where players are unable to receive a thrown ball during a seamless Set Piece.
・ Adjusted the frequency of each feint performed by the AI and its decision-making behaviour in line with the feint adjustments.
・ Fixed the issue where a player chasing the ball while a kick command is input could, after stumbling, move away without moving towards the ball.

〇 Controls
・ Fixed the issue where, after inputting a Direct Clear against a lofted ball, the clear could be cancelled unintentionally by a kick feint input, putting the defending side at a disadvantage. Kick feint inputs will no longer be accepted after inputting a Direct Clear against a lofted ball.

〇 Fouls
・ Reviewed the criteria for foul calls on Sliding Tackles from behind so that cards are shown more appropriately.
・ Made adjustments so that, when a Sliding Tackle is made inside the penalty area to stop an obvious goal-scoring opportunity, a red card is shown appropriately if it is judged that the player did not challenge for the ball.
・ Reviewed the criteria used to judge obvious goal-scoring opportunities for red card decisions, and made adjustments so that such situations are assessed more appropriately.
・ Reviewed the criteria for foul calls on Sliding Tackles and made adjustments so that fouls are judged more appropriately.

〇 Other Gameplay Enhancements
・ Reviewed the size and position of collision detection between players and the ball, as it was slightly larger than the visual representation and could result in contact being registered even when there was no visible collision.
・ Fixed the issue where, in rare cases, the ball could bounce in an unnatural direction after hitting the post.
・ Fixed the issue where, in rare cases, the ball could clip into a player or make repeated contact with their body when coming into contact with a player.

■ General Fixes Applied to Mitigate or Eliminate the Bugs Shown Below
・ In the opponent's game plan, player positions may not be displayed correctly.
・ After the match ends, the names of scoring players may only be displayed for up to 6 players.
 
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