eFootball™ v4.0.0資訊
各位球迷,大家好!
各大歐陸聯賽已經開幕,再次帶來新一季緊張刺激的球賽。
全新eFootball™更新亦會為新手和老手帶來更多刺激時刻和難忘回憶!
v4.0.0更新詳情如下。
遊戲相關更新
v4.0.0帶來重大遊戲性更新,重視每一名球員在場上的個人風格。我們考慮實際遊玩資料,社交媒體反響及其他資訊,以決定如何達成這目標。
我們相信這方面的努力會使遊戲中的球員更接近現實。每一名球員都能以自己的方式作出貢獻,代表每一名球員更有機會奠定隊中定位。
以下,我們將詳述遊戲性方面的更新。
新操作:精細盤球
「精細盤球」登陸eFootball™!
這操作比過往更容易使用,讓你在攻防對抗時有更多選擇。
進攻方將嘗試保持身體朝向對方龍門,使用小碎步盤球過人。球員的能力值將決定他在控球時的能力。
使用這操作,可盤球穿越狹窄空間,並在正面對抗時保住控球。
強化身體對抗能力值
球員身體碰撞時,「身體對抗」能力值較高的球員會有優勢。
留意體能強勁的球員,尋找適合自己風格的球員吧。
*v4.0.0更新將去除「護球」操作,球員將會自動使用身體護球。
新指令類型測試:智能輔助
新指令類型「智能輔助」現時推出測試版,在比賽中自動控制射門力度和盤球方向等方面,給予玩家支援。
把「智能輔助」設為「開啟」即可啟用,無須輸入困難指令,仍可進行驚人盤球和傳球,銜接世界級入球。 本功能仍處於測試階段,部份模式和活動或不可使用。
基於實際遊玩資料、問卷調查和社交媒體反響,我們將繼續改善該功能,並預計在確認平衡性後在更多模式和活動推行。我們期待聽到您的回饋!
球員成長更新
製作突破加成,培育理想球員
今後,配備「突破加成欄位」的球員將會登場。
玩家可消耗「隨機突破加成代幣」隨機製作17種常規突破加成其中之一並設置於該欄位。隨機突破加成代幣可透過活動獎勵等方式獲得。
想獲得特定突破加成時,可收集「自選突破加成代幣」。
自選突破加成代幣可透過釋出球員等方式獲得。
消耗100代幣即可選擇製作並給予球員的常規突破加成。
攻門 |
自由球 |
空中戰 |
傳球 |
帶球 |
技術 |
防守 |
對抗 |
敏捷 |
體格 |
守門 |
前鋒直覺 |
絕對封殺 |
體力無限 |
門神 |
傳中大師 |
球場幻想家 |
合約期限廢除
不少玩家表示希望能自由使用簽下的球員。
從今次更新開始,球員的合約期限將會廢除。今後,玩家將可自由使用球員,無需考慮合約期限!
合約已過期的球員也可再次使用。
自由球員成長
我們亦收到不少關於重設球員能力點分配的GP消耗方面的意見。因此,我們決定廢除該費用,讓玩家可自由調整球員。
自動能力點分配
球員在比賽中會獲得經驗升級。
升級時獲得的能力點用於提升球員能力值。
這稱為「能力點分配」。
這功能給予高度自由自訂球員,但也有不少玩家可能感到困難或麻煩。
「自動成長」功能便是為此而設。
本設定在球員升級時自動分配能力點,盡可能提升整體評價。
其他更新
免費使用所有球隊
讓玩家可使用真實球隊遊玩的線下模式「體驗比賽」已改名「友誼賽」。
玩家可使用遊戲中所有球會和國家隊。
此外,玩家也可自由調整賽事等級和比賽時間等比賽設定。
手機版新增天氣選項
手機版新增「雨天」和「下雪」天氣選項。
你可在不同模式享受比賽樂趣,我的聯賽、友誼賽,以及好友對戰。
磨練技術
本更新新增引導初出茅廬eFootball™玩家的功能!
「磨練技術」功能指導建設夢幻球隊的基本功,以及如何在比賽中使用基本指令。
齊來磨練技巧吧!
新增和變更功能
- ・ "Smart Assist", a new control option, has been implemented as a trial. This option provides automated help with the match controls. For example, it will control the power of a shot or adjust the direction of a dribble according to the situation.
- ・ Added "Competition Info" and "Records" to "My League". The former shows rankings for Goals Scored and Assists, while the latter shows season totals.
- ・ Added a "Time-limited" label to time-limited Badges.
- ・ Introducing players with "Booster Slot", a new feature that allows you to add a Booster via "Booster Crafting".
- ・ Player Progression reset no longer requires GP.
- ・ Added a new function to automatically allocate Progression Points in a way that will maximise the player's Overall Rating when levelling up.
- ・ "Trial Match" has been changed to "Exhibition" and now has all the teams and stadiums available for use.
- ・ A new tutorial including practical demonstrations has been added to guide you through your initial gaming experience.
- ・ "Skill Up", a fun and practical way to learn the match commands, has been added to "Missions".
- ・ The text languages "Greek", "Swedish" and "Dutch", and the commentary language "Greek" are no longer supported.
- ・ Players no longer have a contract duration.
- ・ Changed how the date and time of Notifications, Details, Help, etc. is displayed. Specifically, the date and time will be displayed according to the time zone setting of your game console.
- ・ "Smart Assist", a new control option, has been implemented as a trial. This option provides automated help with the match controls. For example, it will control the power of a shot or adjust the direction of a dribble according to the situation.
- ・ Added "Competition Info" and "Records" to "My League". The former shows rankings for Goals Scored and Assists, while the latter shows season totals.
- ・ Introducing players with "Booster Slot", a new feature that allows you to add a Booster via "Booster Crafting".
- ・ Player Progression reset no longer requires GP.
- ・ Added a new function to automatically allocate Progression Points in a way that will maximise the player's Overall Rating when levelling up.
- ・ "Trial Match" has been changed to "Exhibition" and now has all the teams available for use.
- ・ "Rain" and "Snow" can be selected as weather options in the Match Settings.
- ・ A new tutorial including practical demonstrations has been added to guide you through your initial gaming experience.
- ・ "Skill Up", a fun and practical way to learn the match commands, has been added to "Missions".
- ・ The referee will be shown as long as the Players Graphics is set to "Standard" or "High".
- ・ The quality of "Player Graphics" and "Stadium Graphics" can be set individually, allowing more freedom to choose the quality of each section of the match.
- ・ The text languages "Greek", "Swedish" and "Dutch", and the commentary language "Greek" are no longer supported.
- ・ Players no longer have a contract duration.
- ・ Changed how the date and time of Notifications, Details, Help, etc. is displayed. Specifically, the date and time will be calculated according to the time zone setting of your device.
新球季資料更新
- The team structures of the following leagues have been updated with data from the new season.
- ・ English League
- ・ English 2nd Division
- ・ Spanish League
- ・ Spanish 2nd Division
- ・ Italian League
- ・ Serie BKT (Italy)
- ・ Ligue 1 McDonald's (France)
- ・ Ligue 2 BKT (France)
- ・ Liga Portugal Betclic (Portugal)
- ・ Trendyol Süper Lig (Türkiye)
- ・ Eredivisie (Netherlands)
- ・ Belgian League
- ・ Danish League
- ・ Scottish Premiership (Scotland)
- ・ Swiss League
- ・ Liga BBVA MX (Mexico)
- ・ Hilux Revo Thai League (Thailand)
- The team structures of the following leagues have been updated with data from the new season.
- ・ English League
- ・ English 2nd Division
- ・ Spanish League
- ・ Spanish 2nd Division
- ・ Italian League
- ・ Serie BKT (Italy)
- ・ Ligue 1 McDonald's (France)
- ・ Ligue 2 BKT (France)
- ・ Liga Portugal Betclic (Portugal)
- ・ Trendyol Süper Lig (Türkiye)
- ・ Eredivisie (Netherlands)
- ・ Belgian League
- ・ Danish League
- ・ Scottish Premiership (Scotland)
- ・ Swiss League
- ・ Liga BBVA MX (Mexico)
- ・ Hilux Revo Thai League (Thailand)
更新和新要素
- ・ In-game assets and other data carryover process will be conducted when accessing the game for the first time after installing the version update.
- ・ Updated licences.
- ・ For 19 of the 20 clubs in the 2nd division of the Brazilian league, the club names, emblems and strips will be replaced with eFootball™ original designs.
- The following data have also been updated:
- ・ Team data
- ・ Player photos, graphics and data
- ・ Strips
- ・ Club emblems
- ・ Boots
- ・ Balls
- ・ Goalkeeper's Gloves
- ・ Stadium graphics
- ・ Pitch-side advertising boards
- ・ Media backdrops and corner flags
- ・ In-game assets and other data carryover process will be conducted when accessing the game for the first time after installing the version update.
- ・ Updated licences.
- ・ For 19 of the 20 clubs in the 2nd division of the Brazilian league, the club names, emblems and strips will be replaced with eFootball™ original designs.
- The following data have also been updated:
- ・ Team data
- ・ Player photos, graphics and data
- ・ Strips
- ・ Club emblems
- ・ Boots
- ・ Balls
- ・ Stadium graphics
- ・ Pitch-side advertising boards
- ・ Corner flags
- ・ Cinematics and animations
- ・ Commentary
- ・ Menu music
遊戲修正和調整
- Based on the various opinions we received in user interviews, surveys, etc., we have made gameplay adjustments and modifications in this update with a particular emphasis on "player characteristics" and "tactics".
- 〇 Dribbling
- ・ Improved response when making sharp turns during a Dash Dribble, such as 180-degree reversals.
- ・ Made changes so that when opposing players come into contact while attacking or defending, players with higher Physical Contact stats make better use of their abilities. In line with this, Shield command will no longer be available, and players will automatically attempt to protect the ball depending on circumstances.
- ・ Added Finesse Dribble controls that enable you to dribble with a fine touch while being aware of the direction of the goal.
- ・ The dribbling speed has been increased when performing a Sharp Touch directly forward during a Dash Dribble.
- 〇 Feints
- ・ Kick Feint motions have been added to increase movement directions and improve manoeuvrability.
- 〇 Traps
- ・ Fixed an issue where the player would sometimes be unable to stop in the attacking direction when using "Face the Opponent's Goal".
- ・ Fixed the issue where players landed unnaturally after jumping to trap the ball.
- ・ Implemented adjustments to alleviate the issue of players not being able to receive passes adequately.
- ・ Made changes so that if there is no trap direction input, the player traps in the direction he is currently facing, rather than automatically facing the goal. This makes it easier for the pass receiver to keep his body between the ball and defenders. It is still possible to trap the ball facing the opponent's goal by manually inputting that direction.
- 〇 Shooting
- ・ Fixed the issue where players performed unnatural backward headers when receiving the ball from behind or going for a headed shot with their back to goal.
- ・ Adjusted the conditions for taking shots while falling so that they are more appropriate.
- ・ Implemented adjustments so that accuracy goes up as heading strength is reduced when taking a Controlled Shot header.
- 〇 Heading
- ・ Fixed an issue where, when heading the ball, the player would sometimes head the ball in the opposite direction to the one they were heading it in.
- 〇 Kicking
- ・ Implemented adjustments to alleviate the decrease of kick accuracy after a long Dash Dribble.
- ・ Implemented adjustments to alleviate the issue where the player would move unnaturally when jumping to kick.
- 〇 Defence
- ・ Implemented adjustments to stop players from blocking the ball at unnaturally close distances when the opposing goalkeeper punts or throws it.
- ・ Fixed an issue where, when attempting to make a sharp turn while defending, the player would sometimes be able to make a quick turn without the effects of inertia.
- ・ Implemented adjustments so that a more suitable blocking motion will be triggered according to the situation.
- ・ Implemented adjustments so that only players with the "Blocker" skill can block a certain type of balls in the air.
- ・ Implemented adjustments so that when pressing the opponent from behind, the pressing player moves in a direction that makes it easier to get in front of the opponent.
- ・ Implemented adjustments so that AI controlled players will consider relative Physical Contact stats when deciding whether to perform a Shoulder Charge.
- 〇 Goalkeeper
- ・ Fixed an issue where the goalkeeper would sometimes be delayed in positioning and saving the ball after the attacking player performed a touch during Dribbling.
- ・ Fixed an issue where the opponent player may kick the ball when the goalkeeper drops the ball and then attempting to catch the ball.
- ・ Fixed an issue where the goalkeeper's response would sometimes be delayed when throwing the ball.
- ・ Added a goalkeeper motion where the goalkeeper leaps to block a high ball.
- ・ Added a goalkeeper motion where he stabs out his hands to stop a shot taken at close range to his body.
- ・ Added a punting motion that reduces the time to kick.
- ・ Added a saving motion when the goalkeeper is on the ground for faster save attempts.
- ・ Fixed an issue where the goalkeeper would sometimes charge out of goal and then clear the ball with a kick despite it seemed like he could collect the ball in his hands.
- 〇 AI
- ・ Fixed an issue where players with the role set to "DMF" would sometimes drop too far back behind the defence line.
- ・ Improved the positioning of players who run towards the goal when they are expecting a cross ball.
- ・ Improved the players' AI when the Team Playstyle is set to "Out Wide". Specifically, players that are close to the penalty box will be more likely to choose to run towards the goal when they are expecting a cross ball.
- ・ Fixed the issue where players running towards the goal in anticipation of a cross may end up running into the same position as other teammates.
- ・ Implemented changes to the players with the Playing Style "Target Man", where they will attempt to receive the ball more frequently even if they have a defender on their back.
- ・ Fixed an issue where players with the role set to "LWF" or "RWF" would sometimes move to the opposite side.
- ・ Fixed an issue where some players in the defending team would move in an unnatural way during a throw in. This issue was triggered if the attacking team had set their Attack/Defence Level to maximum, which caused the players forming the defence line to move forwards and backwards repeatedly.
- ・ Fixed an issue where the attacking side's full-backs would sometimes take an unnaturally high position during a throw in. This issue was triggered if the throw in occurred deep in the opposition's half.
- ・ Implemented adjustments so that when Attacking Shift Instructions (Short Corner) are applied, taller players and players who are strong in the air are less likely to be selected as players approaching the taker.
- ・ Fixed an issue where sometimes there were fewer defenders in front of the goal during free kick situations.
- ・ Adjusted the positioning of defending players to prevent them from getting too close to the touchline when a free kick is taken near to the touchline.
- ・ Adjusted the positioning of forward players when they are defending against an opponent that has the ball deep in the defending team's side. Specifically, they will take a lower position to help defend, while taking into consideration the balance of defence and the possible plays that can occur if their team wins back the ball.
- ・ Adjusted the positioning of off the ball players when the Team Playstyle is set to "Possession Game". Specifically, they will move to positions that will give the ball holder passing options, resulting in more offensive plays.
- ・ Adjusted the movement of offensive players that are moving towards the touchline. Specifically, these players will now be less likely to turn their backs towards the ball while moving.
- ・ Fixed an issue where players sometimes stopped running in an inadequate timing when trying to run behind the opponent's defence line.
- ・ Implemented adjustments to the AI of each Match Level in order to reduce their tendency to hold onto the ball excessively in attack. The mentality of the AI has also been calibrated in line with the overall gameplay adjustments. We will continue to implement adjustments based on play data to ensure that the difficulty balance for each Match Level is appropriate.
- 〇 Controls
- ・ Adjusted the time window that the defending side can pause the game before the attacking side takes a set piece during online matches.
- ・ The Power Gauge colour now becomes light blue for a Controlled Shot.
- ・ Adjusted the Power Gauge colour gradient when performing a Stunning Shot and Stunning Pass.
- 〇 Game Plan
- ・ Changed the information displayed in the Opponent Information screen to show their Sub-tactic, when applicable.
- ・ Increased the amount of information shown in the Game Plan for Co-op matches when using the view-only mode. New information includes Team Playstyle and Player Instructions, among others.
- 〇 Other Gameplay Enhancements
- ・ Fixed an issue where the cursor did not automatically change to the player receiving the pass in Co-op matches. This issue was triggered when there were no other users in the team.
- ・ A variety of other adjustments have been made to improve the overall match experience.
- Based on the various opinions we received in user interviews, surveys, etc., we have made gameplay adjustments and modifications in this update with a particular emphasis on "player characteristics" and "tactics".
- 〇 Dribbling
- ・ Improved response when making sharp turns during a Dash Dribble, such as 180-degree reversals.
- ・ Made changes so that when opposing players come into contact while attacking or defending, players with higher Physical Contact stats make better use of their abilities. In line with this, Shield command will no longer be available, and players will automatically attempt to protect the ball depending on circumstances.
- ・ Added Finesse Dribble controls that enable you to dribble with a fine touch while being aware of the direction of the goal.
- ・ The dribbling speed has been increased when performing a Sharp Touch directly forward during a Dash Dribble.
- 〇 Feints
- ・ Kick Feint motions have been added to increase movement directions and improve manoeuvrability.
- 〇 Traps
- ・ Fixed an issue where the player would sometimes be unable to stop in the attacking direction when using "Face the Opponent's Goal".
- ・ Fixed the issue where players landed unnaturally after jumping to trap the ball.
- ・ Implemented adjustments to alleviate the issue of players not being able to receive passes adequately.
- ・ Made changes so that if there is no trap direction input, the player traps in the direction he is currently facing, rather than automatically facing the goal. This makes it easier for the pass receiver to keep his body between the ball and defenders. It is still possible to trap the ball facing the opponent's goal by manually inputting that direction.
- 〇 Shooting
- ・ Fixed the issue where players performed unnatural backward headers when receiving the ball from behind or going for a headed shot with their back to goal.
- ・ Adjusted the conditions for taking shots while falling so that they are more appropriate.
- ・ Implemented adjustments so that accuracy goes up as heading strength is reduced when taking a Controlled Shot header.
- 〇 Heading
- ・ Fixed an issue where, when heading the ball, the player would sometimes head the ball in the opposite direction to the one they were heading it in.
- 〇 Kicking
- ・ Implemented adjustments to alleviate the decrease of kick accuracy after a long Dash Dribble.
- ・ Implemented adjustments to alleviate the issue where the player would move unnaturally when jumping to kick.
- 〇 Defence
- ・ Implemented adjustments to stop players from blocking the ball at unnaturally close distances when the opposing goalkeeper punts or throws it.
- ・ Fixed an issue where, when attempting to make a sharp turn while defending, the player would sometimes be able to make a quick turn without the effects of inertia.
- ・ Implemented adjustments so that a more suitable blocking motion will be triggered according to the situation.
- ・ Implemented adjustments so that only players with the "Blocker" skill can block a certain type of balls in the air.
- ・ Implemented adjustments so that when pressing the opponent from behind, the pressing player moves in a direction that makes it easier to get in front of the opponent.
- ・ Implemented adjustments so that AI controlled players will consider relative Physical Contact stats when deciding whether to perform a Shoulder Charge.
- 〇 Goalkeeper
- ・ Fixed an issue where the goalkeeper would sometimes be delayed in positioning and saving the ball after the attacking player performed a touch during Dribbling.
- ・ Fixed an issue where the opponent player may kick the ball when the goalkeeper drops the ball and then attempting to catch the ball.
- ・ Fixed an issue where the goalkeeper's response would sometimes be delayed when throwing the ball.
- ・ Added a goalkeeper motion where the goalkeeper leaps to block a high ball.
- ・ Added a goalkeeper motion where he stabs out his hands to stop a shot taken at close range to his body.
- ・ Added a punting motion that reduces the time to kick.
- ・ Added a saving motion when the goalkeeper is on the ground for faster save attempts.
- ・ Fixed an issue where the goalkeeper would sometimes charge out of goal and then clear the ball with a kick despite it seemed like he could collect the ball in his hands.
- 〇 AI
- ・ Fixed an issue where players with the role set to "DMF" would sometimes drop too far back behind the defence line.
- ・ Improved the positioning of players who run towards the goal when they are expecting a cross ball.
- ・ Improved the players' AI when the Team Playstyle is set to "Out Wide". Specifically, players that are close to the penalty box will be more likely to choose to run towards the goal when they are expecting a cross ball.
- ・ Fixed the issue where players running towards the goal in anticipation of a cross may end up running into the same position as other teammates.
- ・ Implemented changes to the players with the Playing Style "Target Man", where they will attempt to receive the ball more frequently even if they have a defender on their back.
- ・ Fixed an issue where players with the role set to "LWF" or "RWF" would sometimes move to the opposite side.
- ・ Fixed an issue where some players in the defending team would move in an unnatural way during a throw in. This issue was triggered if the attacking team had set their Attack/Defence Level to maximum, which caused the players forming the defence line to move forwards and backwards repeatedly.
- ・ Fixed an issue where the attacking side's full-backs would sometimes take an unnaturally high position during a throw in. This issue was triggered if the throw in occurred deep in the opposition's half.
- ・ Implemented adjustments so that when Attacking Shift Instructions (Short Corner) are applied, taller players and players who are strong in the air are less likely to be selected as players approaching the taker.
- ・ Fixed an issue where sometimes there were fewer defenders in front of the goal during free kick situations.
- ・ Adjusted the positioning of defending players to prevent them from getting too close to the touchline when a free kick is taken near to the touchline.
- ・ Adjusted the positioning of forward players when they are defending against an opponent that has the ball deep in the defending team's side. Specifically, they will take a lower position to help defend, while taking into consideration the balance of defence and the possible plays that can occur if their team wins back the ball.
- ・ Adjusted the positioning of off the ball players when the Team Playstyle is set to "Possession Game". Specifically, they will move to positions that will give the ball holder passing options, resulting in more offensive plays.
- ・ Adjusted the movement of offensive players that are moving towards the touchline. Specifically, these players will now be less likely to turn their backs towards the ball while moving.
- ・ Fixed an issue where players sometimes stopped running in an inadequate timing when trying to run behind the opponent's defence line.
- ・ Implemented adjustments to the AI of each Match Level in order to reduce their tendency to hold onto the ball excessively in attack. The mentality of the AI has also been calibrated in line with the overall gameplay adjustments. We will continue to implement adjustments based on play data to ensure that the difficulty balance for each Match Level is appropriate.
- 〇 Controls
- ・ Adjusted the time window that the defending side can pause the game before the attacking side takes a set piece during online matches.
- ・ The Power Gauge colour now becomes light blue for a Controlled Shot.
- ・ Adjusted the Power Gauge colour gradient when performing a Stunning Shot and Stunning Pass.
- ・ Adjusted the input to perform the "Call for Pressure" and "Bring Out the GK" commands when using a virtual pad. This was done to reduce the occurence in which these commands were performed unintentionally.
- 〇 Game Plan
- ・ Changed the information displayed in the Opponent Information screen to show their Sub-tactic, when applicable.
- ・ Increased the amount of information shown in the Game Plan for Co-op matches when using the view-only mode. New information includes Team Playstyle and Player Instructions, among others.
- 〇 Other Gameplay Enhancements
- ・ Fixed an issue where the cursor did not automatically change to the player receiving the pass in Co-op matches. This issue was triggered when there were no other users in the team.
- ・ A variety of other adjustments have been made to improve the overall match experience.
以下問題的修正或緩和
- ・ In [Shop] > [Packs], some Pack names are displayed incorrectly under certain circumstances.
- ・ The eFootball™ League-related Badges "Reach Division 1", "Reach Division 2" and "Reach Division 3" have "24-25" displayed instead of "23-24".
- ・ Adding an Xbox Profile to Controller 7 or 8 and setting "Cooperative play with AI" to ON when creating a Match Room in Co-op VS AI Events may result in the screen freezing mid-match.
- ・ In the Match Room of Co-op PvP Events, after the Owner selects [To Match] and the timer reaches 0 seconds while a user other than the Owner is viewing the Match History screen, the user who has the Match History screen open will be unable to progress to Matchmaking and the game will become inoperable.
- ・ The eFootball™ League-related Badges "Reach Division 1", "Reach Division 2" and "Reach Division 3" have "24-25" displayed instead of "23-24".
- ・ In the Match Room of Co-op PvP Events, after the Owner selects [To Match] and the timer reaches 0 seconds while a user other than the Owner is viewing the Match History screen, the user who has the Match History screen open will be unable to progress to Matchmaking and the game will become inoperable.
- ・ Unable to configure "In-Match Roles" in the Game Plan of matches that use Authentic Teams. This issue is triggered if the chosen team has less than 23 players registered in the Game Plan.
- ・ The wrong opponent player may be shown as being the Targeted Player of an Individual Instruction during a PvP match. This was triggered if an Individual Instruction was set in the pre-match Game Plan.