F J Posted June 11, 2021 Share Posted June 11, 2021 I had create a topic for Researcher discuss but I want the opinion of who just play too: For me is kind strange that all other attributes are "how well/good the player is doing it" and for GK attributes we have tendencies, it's not just confuse to judge but I think it can confuse who just play too If I would have to "create" GK Attributes these ones I would use and here the descriptions: Aerial Balls - how good the GKs will handle with an aerial ball , ie, make the right decision whether to keep his position or go out to get it (whether holding or punch ) and in the right moment Catching - How good the GKs is when make a save triying to catch the ball, a higher rating will presume that he will be less likely to rebound when trying to catch a ball and keep in his hands. Punching - how good he is punching the ball, a high rating will make the GK conced less dangerous rebound, punching the ball out of pitch or in a opposite direction from a rival player. Kick Distance - Will keep the logic of "Kicking" attribute but with a different description to not have doubts One on Ones - keep the same logic Reflexes - keep the same logic GK Eccentricity - keep the same logic Throwing - keep the same logic And create the PPMs: GK - "Rushing out often" - will work together to "GK Eccentricity" to define how far he will doing it "GK - Rushing out rarely" "GK - Punch the ball often" "GK - Try to hold the ball often when makes a save" this two last to differentiate GKs that have more willingness then "normal" to do these movments Link to post Share on other sites More sharing options...
SI Staff Abdullah Patel Posted July 1, 2021 SI Staff Share Posted July 1, 2021 Thanks for taking the time to input your request, we appreciate it Link to post Share on other sites More sharing options...
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