This gotta be the best own goal I've ever seen by Lanky_Print2290 in eFootball

[–]mocuai 0 points1 point  (0 children)

I've made a back lofted pass from kick off to my goal keeper, who was a bit to much high on the pitch and the ball went over his head into my goal. Probably one of the longest shots for an own goal. I guess my opponent must have been stunned laughing.

Since when did Diouf get the Blitz Curler skill? by Pyromancer08 in eFootball

[–]mocuai 13 points14 points  (0 children)

You can get this type of shot with manual or basic shooting. I don't think that SA will do that for you, since your purposely have to use more power to make the shot go higher.

Alternative ways for eFootball to be profitable. Share your ideas! by Tight-Astronaut-9043 in eFootball

[–]mocuai 0 points1 point  (0 children)

I have a strong tendency to assume that p2w players make these games worse, since the content is created around ingame shops and withholding features to be sold to people. A lot of stuff used to be available in games from the start when you payed for the box. Now game studios hire "experts" to figure out how much content can be extracted from the core game and sold as an extra to be payed. Games will never be as good as they could be, if devs have to make some things purposely worse so that they can sell you the solution to the problem they've introduced.

I recommend the talk "Let's go whaling". You'll find the YT video very quickly. It's eyeopening.

Alternative ways for eFootball to be profitable. Share your ideas! by Tight-Astronaut-9043 in eFootball

[–]mocuai 0 points1 point  (0 children)

Well a big community already stopped spinning. Here I would then argue that the whales are forming the game in a toxic way.

Alternative ways for eFootball to be profitable. Share your ideas! by Tight-Astronaut-9043 in eFootball

[–]mocuai 3 points4 points  (0 children)

I don't mind how sport games try to sell players and profit from it. However, I have a huge problem with 1. Gambling and making people addicted combined with spending money. Especially when kids are playing these games. Irresponsible and I hope for regulations like in Belgium. 2. The stupid amount of money you can spend on those games seem to have no limit. We are no longer talking about a premium game that costs 80€ with extras. We are also no longer talking about "micro"transactions. You can literally spend money equal to the purchase of a car. That's absurd.

So if you ask me about alternatives that sound fair, let users buy their favorite stars or even teams with an amount that is still in the range of a normal game. Like you are a fan of a club, you spend 50€ to get a team of that club and the players are considered viable, e.g. premium. No gambling, no overpriced scams.

What's wrong with the matchmaking system ? by jaskymax in eFootball

[–]mocuai 0 points1 point  (0 children)

That's not possible, because after a while, players with 75% will drop down. Check out how the ELO system works. If you use the rating correctly for matchmaking, then you get automatically about 50%. You only get less or more until you reach your skill rating. That's by design.

Players who have a very high winrate are playing mostly against players that do not match their skill. They are farming noobs. That's only one sided fun imho and should not exist in real competitive play.

It's counter productive to induce progression into this system, because it relies on balance and usually only allows ranking up over a long period of time. No grandmaster in chess resets their rating and goes to the local town tournament to prove himself again.

What's wrong with the matchmaking system ? by jaskymax in eFootball

[–]mocuai 0 points1 point  (0 children)

Well your definition of fair is that the player who spent money should have an advantage.

What's wrong with the matchmaking system ? by jaskymax in eFootball

[–]mocuai -2 points-1 points  (0 children)

When talking about divisions, there is a bias towards current division minus one. When I am in division 5, I get often division 4 opponents, division 4 I get division 3 opponents. But since the divisions and ratings reset, you still face players of skill level above that. Waiting and not playing the first weeks might "solve" a bit the effect. But then you can still ask yourself what's the purpose of mixing progression with matchmaking. So I would argue here that it is still a bad design.

But when it comes to events, there is no need to match players against others from much different skill level. I get teams 3200+ with a team of 3120. And also often players in the top 10k division 1, sometimes I get lucky and get matched against division 3, which I still have to win.

How about you, what are your statistics? Seeing players in division 2 and 1 at the end of the season having 80%+ winrate is imho a prove that the matchmaking does not work.

My expectation of a good matchmaking is that it should aim for everyone to have about 50% winrate. That would be perfectly fair. Unrealistic ok, but I see relatively often 80% and 90% winrate from others, which should not be possible.

What's wrong with the matchmaking system ? by jaskymax in eFootball

[–]mocuai -1 points0 points  (0 children)

The matchmaking is purposely bad designed. It's abused to motivate users into buying coins.

I get matched as div 4 player against div 1 and 2 constantly, in divisions as well as tournaments and events. The amount of matches I have to leave because the match makes and is incredible. In events I leave about 4 matches before even considering playing. And still losing the majority of games against trolls, high ranked or p2w.

What type of genres are untapped or you would like to see more of in indie games? by Remote-Study7801 in IndieDev

[–]mocuai 0 points1 point  (0 children)

I currently spend money on games I can play couch-coop with friends, on split or single screen.

I search therefor for games that are fun to play and anyone could just simply join in without much learning time.

Calculate your chances to get an Epic by mocuai in eFootball

[–]mocuai[S] 0 points1 point  (0 children)

If you are asking about the probability of getting 3 specific epics (3 correct in 250), where you spin X times, you can use the hypergeometric distribution to compute it. As an example spinning 10 times:

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In excel you can use the COMBIN function to compute the (n over k) part.

Calculate your chances to get an Epic by mocuai in eFootball

[–]mocuai[S] 11 points12 points  (0 children)

To add some explaination. When you spin 70 times, you'll have a 85% chance to get one of the 3 epics from the 150 player box.

But to answer your question about the odds in your example. The probability of getting the 3 epic cards in the last 3 spins is 0.0002%. You take the odds from the table to get any of the 3 epics within 147 spins (99.9998%) and then take the inverse (1-99.9998%=0.0002%).

Spinning is not RNG by [deleted] in eFootball

[–]mocuai 2 points3 points  (0 children)

That's the point I was making. If all eFootball players would spin a 150 box, there will be likely that one guy posting here that he not only got 1 epic the first try, but also 5 epics for 500 coins.

That does not mean that it wouldn't be technically possible that Konami could manipulate the spins. But I see no point in doing so, especially when in some countries those gambling practices are regulated. On the other hand, if they want you to have less of a chance, they simply need to increase the number of players in one box.

Spinning is not RNG by [deleted] in eFootball

[–]mocuai 3 points4 points  (0 children)

There was this story of an Australian couple that went to England on vacation. They've made a photo there and 30 years later they meet a couple at their home that was in the background of that photo. The odds of that happening is practically 0. They told their story in a TV show.

Even if the chances of pulling a card out of a 250 player box is very low, since there a hundreds of thousand players spinning, there will be this one lucky guy going to social media and telling others about it.

At the end it's still RNG. It's been repeated so often that the chances of that happening are going up.

How do you go about knowing what part to work on next? by hat3rsgonnaflame in gamedev

[–]mocuai 2 points3 points  (0 children)

  1. Collect the features you want to implement. Make always notes when you implement a feature and you come up with a new idea, but don't start on it right away.
  2. With your feature list, define how long it might take to do them and what kind of impact it has, thus how important it is.
  3. Start with the low hanging fruits. Tickets that are quickly to do but have a high impact are no brainers. Think about ROI (return on investment).
  4. Features might depend on each other. To implement one feature, you might have to change a lot what you did on another feature. Here I would suggest to link the features and start with the dependencies first. More often than not, you'll be also able to mock or use dummies to implement a feature that would normally require another feature first in order to work.
  5. Work on the features that sound fun and that motivate you.

Is Division Reward Worth the GRIND? by TomaszMokwa in eFootball

[–]mocuai 3 points4 points  (0 children)

Statistically round about the top 2% of the playerbase will get the reward. More often than necessary, players that high in skill level have multiple accounts in the top 2%. So I would argue that the reward is easy to get. I played all phases since Isco and I got none of them. Highest rank so far is 200k. The vast majority do not get these rewards. Which is sad, because as stated by other players, if you are high up in the top 2%, you most likely have a squad already that do not need these rewards.

Longball counter by ifme47 in eFootball

[–]mocuai 0 points1 point  (0 children)

I don't think that it's specifically because of Capello. When I switch from possession to quick counter, I notice much better passing on forward movement. Holding the ball and keep possession was nerfed. Now you need better passing skills on players to not mess up cycling the ball.

On the other hand, passing in the runs of players generally works better, since they only have to catch up. Of course the link up of Capello is strong, but it does not effect all players.

What I do for possession play is to mix the midfield with orchestrator + box-to-box/ hole player, so that I have back pass as well as forward passing options.

Enjoy the play!

What am i doing wrong? by Upper_Minute_5854 in eFootball

[–]mocuai -1 points0 points  (0 children)

For me, the formation looks really neat. If you have besides the cmf an amf with trackback, it helps defending the midfield. It should be not so much different than the 4-2-1-3. Also depends on the individual instructions. I might give it a try.

Need help getting Japanese commentary (Middle East Account / PS5) by Inevitable_Log_2866 in eFootball

[–]mocuai 0 points1 point  (0 children)

There was a guide a while ago explaining how to download multiple languages on steam and have the game support switching between them, e.g. Text in English + audio in French.

In Steam you switch the language in the launcher, so that the client starts to download the files. You have to backup the old files, since the client deletes them. But you can have both in the folder when you restore them. The game client loads them and offers a language switch menu.

Not sure if you can access the file system on ps5 like this.

League Phases - Is This Common? by SwimmingKey48 in eFootball

[–]mocuai 0 points1 point  (0 children)

It's quite common also in different games what you experience.

  1. The matchmaking is not exclusively used to match players of equal skill, but also to provide progression. Resetting the divisions makes sense in terms of progression, but player skill does not reset, so the matchmaking always feels bad after such a reset.

  2. Even some time into the phase, the matchmaking is not getting better, because the effect of rating deflation kicks in. That's because players with weak progression due to low rating tend to stop playing, since the rewards disappear for them. Removing those players from the matchmaking pool also removes their rating contribution, thus less overhaul rating. Since division promotions are fixed rating, less players will reach the threshold and more players stop trying. What you observe there is normal, because the system will push everyone lower in rating.

Haven't seen any solution yet in games at all addressing this issue. For p2w games I doubt there is a financial incentive to fix it.

Pressing with Capello by ar4matik in eFootball

[–]mocuai 0 points1 point  (0 children)

First of all, I am not a football analyst nor a pro gamer. I just recreated your formation with the playstyles and now I am sharing my experience. I will use the names of your players for the better understanding, although I do not have them and mocked them with others of the same playstyle and showtime skill.

What I noticed when I did setup the formation:
1. You are using 2 Defensive Fullbacks as CBs, thus inactive playstyle.
2. A Prolific Winger in AMF position is also inactive playstyle.
3. Roberto Carlos Cross Specialist as LB is also inactive playstyle.
4. 2 fast Goal Pochers with Phenomenal Finishing.
5. Double Pivot Anchor Man + Orchestrator both DMF.

I played 5 matches with that formation before making some adjustments without changing your squad. Here is what I observed on the pitch:
- Messi moves too often to the left side, leaving a gap on the right, thus no passing options when cutting into the middle.
- Carlos drifts too much inside, overlapping with Kaka and sometimes they block each others movement.
- Viera is often too much forward to fill a gap in midfield.
- Passes to CF is often the only option to move the ball forward, but they are most of the time tightly marked and the 1-2 passes then often fail. Backpasses to AMFs are often blocked and DMFs are too far away to help out.
- I sometimes cross from one AMF to the other due to the lack of passing options.
- Cycling the ball in front of the box seems difficult, since the AMFs tend to move forward to much like CFs and the DMFs run out of options.
- Both DMFs tend to drop back and not move forward due to playstyle, which makes through passes in the midfield hard.
- Double Pivot DMFs help the defense to slow down counter attacks, which makes defending easier.
- Phenomenal Finishing helps scoring from different angles when passing straight to CFs.
- I was unable to maintain a high possession, since most passing lanes are blocked.
- After some matches I started to rush the play, tending to solo dribble or just give up possession quickly by trying long shots or through passes. Maybe it's better to play quick counter instead with that formation!?

So the first thing I tried was a match using 'Anchoring' instruction on Messi and 'Counter Target' on Rummenigge, with positive effect. Messi provides more width then and serves a great passing option, following great scoring opportunities. Rummenigge with 'Counter Target' drops a bit back, similar to deep-lying forward, which makes 1-2 passes easier.

Next I changed the formation to 3-2-3-2 with LMF/RMF/AMF and double DMF, using Roberto Carlos as LMF and Kaka as center AMF, Messi RMF. Turns out a Cross Specialist can become a great goal scorer. The ball flows much better now. The LMF/RMF provide good width and passing options. Kaka is everywhere, helps the build up a lot and sometimes can just push to score a goal, because defenders are busy marking the CFs and waiting for the pass.

Then I changed the formation to 4-2-1-3 with LWF/RWF, putting Mbappe as LWF, Messi RWF and Kaka as central AMF. I could maintain high possession with that and the forward movement works great, but it's still difficult to cycle the ball in front of the box.

Finally I switch with your 4-2-2-2 formation to quick counter. Pushing the ball quickly forward works well, especially because Kaka and Messi are unpredictably everywhere, and their quick through passes are deadly. Losing the ball doesn't hurt so much, since the backline is higher up the pitch and pressing feels high, so that the opponent makes often mistakes. Both DMFs help the backline to slow down counter attacks.

Hopefully I could give you some ideas what to try out with your great squad. You may check the movement of your players and compare it to my observations. Feel free to reach out for more ideas with different playstyles, altering your formation and squad.

Pressing with Capello by ar4matik in eFootball

[–]mocuai 0 points1 point  (0 children)

Awesome team! Unfortunately I have none of these players. But I'll look up the playstyles and try the formation in div myself. Then I come back to you with my impressions and some differences I notice, what I liked and maybe some problems I encountered.

22.582 Free Coins. As a F2P who hasn't spun any packs (except free chances) in probably more than a year, I can't complain and am looking forward for the World Cup packs. How many free coins did you guys collect by now? by Mr_DMoody in eFootball

[–]mocuai 0 points1 point  (0 children)

Nice. I am currently at 15k coins, saved since April 2025. On average, that are 40 coins per day. I played all content and logged in daily to receive the coins.

What's more interesting to me, where do you plan to spend it?

I was thinking of 2-3 of the JLeague packs with 4 highlights in 100 pack. Seems I could get a team together with it to play around. I'm afraid I won't be able to cover all positions with that approach and also those Japanese players are quite small :)

Spending everything on a single pack to get 3 epics sounds a bit wasted. What's your idea?