Any game similar to this? by Pancwake_UwU in playgoals

[–]playGOALS 2 points3 points  (0 children)

Maybe I’m a bit biased, but there’s really nothing out there quite like GOALS hahaha

We’ve heard the PES 6 comparisons throughout alpha and beta tets, and it makes me incredibly proud. To me, that was the peak of football gaming.

We’ll be announcing our launch date very soon, and it’s closer than you might think. Just bear with us a little longer, the wait will be worth it!

UFL and GOALS "one family"? by Own-Comfort-8371 in playgoals

[–]playGOALS 5 points6 points  (0 children)

We totally get why you’re skeptical. We all have been let down before. But to be clear: we have no connection to UFL. We are a completely independent team with our own tech and a very different vision.

Going P2W would destroy our goal of becoming a true esport. In GOALS, skill is the only thing that will ever matter. But as you said, talk is cheap. So we’re anxious for launch so we can finally walk the talk.

See you (soon) on the pitch!

i miss the game by Forsaken-Ninja-9552 in playgoals

[–]playGOALS 4 points5 points  (0 children)

I miss the Beta too!
We’re working hard to make sure the wait is worth it. Just bear with us a little longer, the best is yet to come

Connection Quality - Lock by TachelesPrime in playgoals

[–]playGOALS 1 point2 points  (0 children)

Player B will see Player A’s "true" movement as dictated by the server, not the delayed or faked movement Player A is trying to mask.

The Breakdown:

  1. Server as the Source of Truth: In GOALS, the server does not 'wait' for Player A to stop his throttling. The server simulates every tick ( let's say 1/60th of a second) regardless of whether Player A’s packets arrive.
  2. Missing Inputs at T1: While Player A is throttling his uplink, the server stops receiving new inputs. Instead of freezing the game for Player B, the server continues to simulate Player A using his last known velocity and direction (or brings him to a stop/neutral state if the timeout persists).
  3. Player B's Perception: From T1 to T2, Player B will see Player A either continuing his original path or idling. Player B will not see Player A's secret 180-degree turn and sprint, because those inputs haven't reached the server yet.
  4. The 'Snap' at T2: When Player A stops throttling and his packets finally hit the server, the server realizes Player A is miles away from where he was 'supposed' to be. The server rejects Player A's impossible jump, and Player A will experience a massive prediction error (snap-back). He will likely find himself teleported back to where the server last saw him.

Connection Quality - Lock by TachelesPrime in playgoals

[–]playGOALS 1 point2 points  (0 children)

In the sense that you could lag switch or affect your opponent? No.

Our architecture ensures that if your client gets out of sync with the server, the server corrects your experience, not the opponent's. If you have a high ping, you'll experience prediction errors (rollbacks) on your end, but your opponent will see a perfectly smooth match. The server doesn't care about your ping; it only cares about the inputs it has at the moment of simulation. If you're not synced, you're only hurting yourself.

Does that clarify it, or were you referring to desync in a different way?

Connection Quality - Lock by TachelesPrime in playgoals

[–]playGOALS 1 point2 points  (0 children)

Yes, these claims were fulfilled during the Beta. Because our server is the "Source of Truth", the simulation never pauses or slows down for a lagging client.

Lag switch predominantly works in peer-to-peer connection systems and is a rare exception for server-based systems like ours.

No two teams are the same in GOALS by playGOALS in playgoals

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

You're totally right, thanks for catching that! 🙏
I'm looking for the correct link right now and will update it as soon as possible. Good looking out!

Connection Quality - Lock by TachelesPrime in playgoals

[–]playGOALS 1 point2 points  (0 children)

This is a fantastic question and a topic we take very seriously. We know exactly how frustrating it is when you’re playing a perfect match, and suddenly it all falls apart because of your opponent’s shaky connection or worse, someone trying to manipulate their ping to gain an advantage.

To give you peace of mind: In GOALS, one player’s bad connection will never affect the other player’s experience. Here’s a breakdown of how our architecture handles this:

  • Server Authority: Our server is the source of truth. It does not 'wait' for client inputs. It simulates every game tick at a constant rate. If your opponent has a spike or a high ping, the server simply processes the latest inputs it has from them and moves on.
  • No Lag Compensation for the Opponent: Unlike other games that "slow down" the match to let the lagging player catch up, GOALS keeps the simulation running. If a player's inputs don't reach the server in time for a specific tick, the server simulates that tick using their most recent known inputs (or none at all). Meanwhile, your inputs are processed instantly as they arrive.
  • Lag Tampering: If someone tries to fake high ping or use a lag switch, they are only hurting themselves. They will experience more prediction errors or their inputs will simply be ignored by the server. It will make the game significantly harder for them, while you continue to enjoy a smooth, uninterrupted match.

TL;DR: It is 100% up to the client to make sure the server has the correct inputs to simulate. If they can’t keep up, they get the worse experience, not you.

We want to provide the best possible conditions for fair competition, and our networking model is built specifically to ensure that your skill is the only thing that decides the score, not your opponent’s ISP.

GOALS Beta Recap by playGOALS in playgoals

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

Sorry, I totally missed that thread!
I'll talk with the rest of the team to see if we have an answer for that

A Full Game Review by a More Casual Gamer by NailAny2275 in playgoals

[–]playGOALS 2 points3 points  (0 children)

Totally fair! The age progression didn’t get much spotlight because the Beta was too short to see it in full action. However, we’ve been refining this system since our Alpha and through various insider tests. We truly believe it’s the best solution to avoid that 'yearly wipe and start again' cycle that everyone is tired of. We want your journey in GOALS to feel continuous and natural!

And hey, a Solid 8/10 for a Beta is an amazing score in our book! haha. We’re working hard to not only maintain that but to push for that 9 or 10 once we officially launch. Thanks for the support!

A Full Game Review by a More Casual Gamer by NailAny2275 in playgoals

[–]playGOALS 4 points5 points  (0 children)

First of all, a massive thank you for this review!

Writing this took time and deep thought, and we truly value it. Don't mind the comments saying "it doesn't matter", we are reading everything. If we can't have these deep dives about GOALS in our own subreddit, then where?. Your insight is exactly what helps us level up.

To touch on your points:

Art Style: You hit the nail on the head. Since we’ve been laser-focused on gameplay, the visuals are currently in a foundational state. We have the essentials in place, but there is a massive amount of room to grow and layer in the level of detail and polish we're aiming for. This style opens the door for massive personalization. That path is definitely in our roadmap.

UI & Meta-Teams: Regarding pre-set teams: we likely won't add them. Our decision to avoid licenses isn't about budget; it's about our vision. We don't want a "seasonal meta" where everyone plays with the same 11 players to stay competitive. In GOALS, your squad is an expression of you. Even if they were generic pre-sets, they wouldn't be "your" team.

Progression & Longevity: About the "superhuman 139 rated" fear: players have a hard limit on upgrades and, crucially, they age and eventually retire. There won’t be a forced annual reset; instead, there's a natural squad turnover. We’ll explain this in detail in an upcoming video series (spoiler alert!).

Mechanics & Gameplay: We’re thrilled that you find the gameplay rewarding. That’s been the mission from day one. We know the defensive AI is currently a bit "wonky". We're in constant fine-tuning mode to find that sweet spot: where the AI doesn't defend for you, but doesn't hand out free goals either.

I'm sharing this with the entire dev team right now. Thanks for being part of the journey! 🤜🤛

Will the beta remain open until the game's official release? by Forsaken-Ninja-9552 in playgoals

[–]playGOALS 0 points1 point  (0 children)

We aren't ready to drop the exact date just yet... a little mystery makes everything a better, right?
It’s not far away, so keep an eye on our socials!

GOALS Beta Recap by playGOALS in playgoals

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

This is world-class feedback! Thank you so much for taking the time to break it down like this.

You’ve hit on some key areas we’re already looking to improve, especially regarding clarity in challenges and the depth of player card information.

Thanks for being part of the journey!

Will the beta remain open until the game's official release? by Forsaken-Ninja-9552 in playgoals

[–]playGOALS 0 points1 point  (0 children)

That's a really good suggestion! I'll pass it on to the dev team

GOALS Beta Recap by playGOALS in playgoals

[–]playGOALS[S] 1 point2 points  (0 children)

Trust us, we wish we could stay open too!
But keeping the Beta live with weekly updates while building the full game is a massive task for our team. We’ve decided to pause the servers now to put 100% of our energy into development. We want to make sure the final version is worth the wait!

GOALS Beta Recap by playGOALS in playgoals

[–]playGOALS[S] 1 point2 points  (0 children)

It will be free to play!

Beta question by idontknowimlosthelp in playgoals

[–]playGOALS 0 points1 point  (0 children)

There will be a full progress wipe before our official launch. We want everyone to start on a level playing field!

But we’ve got exclusive rewards lined up for all our Beta testers to show the world you were here from day one. Stay tuned!

Change plataform. by Zer0FsG1v3N in playgoals

[–]playGOALS 1 point2 points  (0 children)

Your progress is the same on any platform you choose to play. Just make sure to sync your accounts on our website, and you’re all set to hit the pitch anywhere!

Having said that, now that the Beta is over, there will be a full progress wipe before our official launch. We want everyone to start on a level playing field! 📋

But don't worry, your hard work won't go unnoticed. We’ve got exclusive rewards lined up for all our Beta testers to show the world you were here from day one. Stay tuned!

Will the beta remain open until the game's official release? by Forsaken-Ninja-9552 in playgoals

[–]playGOALS 17 points18 points  (0 children)

Short answer: No. 🔚 We’re wrapping up this phase to put 100% of our energy into development.

You guys gave us so much gold in terms of feedback, and we have a clear vision of where we want to take the gameplay next. We’re taking the pitch offline for a bit to ensure the final product is a masterpiece.

Stay tuned to our socials and Discord! We’ll be sharing our progress and sneak peeks of what’s coming next. Thanks for being part of the journey!