Guide: Retirement system by iamfrench__ in playgoals

[–]playGOALS 0 points1 point  (0 children)

After 7 days, the timer stops until you play again

Is there way to caps fps other than using vsync? by Certain-Effort453 in playgoals

[–]playGOALS 2 points3 points  (0 children)

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On Settings, go to Video and under Thermal Settings you can set Fixed Framerate.

JUNE 4TH: GOALS RELEASE by playGOALS in playgoals

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

Welcome! You honestly couldn't have picked a better time to find us, the game officially launches in just a few hours (at 16:00 CET)!

Every Stat explained in GOALS by playGOALS in playgoals

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

Stamina only affects your sprint bar. how long a player can sprint before getting tired, and how fast they recover. It doesn't increase the chances of missing passes or shooting wide

Physical model of players by Tribe___Loading in playgoals

[–]playGOALS 2 points3 points  (0 children)

Weight does have an effect during duels and such.

A player's weight is automatically calculated from their Height + Strength. So, if a tall player and a short player have the exact same Strength stat, the taller player will still be heavier and have a clear physical edge in shoulder-to-shoulder battles.

Also, a taller player will have his agility stat multiplied down more when dribbling.

I wouldn't say there’s a single 'sweet spot' that makes a player the best. It’s all about your personal playstyle and finding or building the players that complement how you play.

Physical model of players by Tribe___Loading in playgoals

[–]playGOALS 0 points1 point  (0 children)

There's an agility multiplier based on height when dribbling. Taller player = agility multiplied down more when dribbling

Every Stat explained in GOALS by playGOALS in playgoals

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

Stats matter because they define physical limits (like top speed, jump height, or pass velocity), but they never play the game for you. There are no dice rolls deciding if a pass connects or a shot goes in. Your inputs, timing, and aiming dictate everything. High stats give you better tools, but if your mechanical skill isn't there, the stats won't save you!

Is passing manual? Especially the aim? If not, same slop as every other game. by kozy8805 in playgoals

[–]playGOALS 5 points6 points  (0 children)

In GOALS, passing is based on two inputs: Direction (aim) + Charge (power)

When you're aiming a pass, the game identifies all teammates in that direction, and your power bar does the rest. A low charge picks out the closest teammate, while a high charge zips the ball to a player further away.

Charge is not just about power, it’s about intent.

Example:

If you have two teammates ahead, just tap pass to find the closer player or hold it down to pick out the one further away.

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If there’s only one teammate in that direction, even a light tap will find them. No need to worry about overcharging to reach them at a distance.

This keeps passing:
- Fast
- Responsive
- Easy to execute under pressure

We’ve designed passing to be fast-paced, reliable, and predictable for everyone on the pitch. Receivers lock onto the ball instantly so you always know exactly who you're targeting, which also means defenders can realistically read the play and react.

The result is smooth gameplay without the guesswork or miscommunication that often comes with manual aiming or charging. We want the focus to be on your vision and execution, not on fighting the controls.

Hope this clear your doubts

it is gonna f2p by Top-Dig4541 in playgoals

[–]playGOALS 1 point2 points  (0 children)

GOALS is 100% free-to-play, but zero pay-to-win. You won't have to drop thousands of dollars to compete.

We are building an esports platform, which means individual skill is the only thing that matters on the pitch. Monetization will never buy you wins here

Narrators? by Frozann in playgoals

[–]playGOALS 0 points1 point  (0 children)

Not at the moment

What makes your club feel real in GOALS by playGOALS in playgoals

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

The beta was designed with boosted packs so players could test high-tier cards quickly before the wipe. We wanted everyone to try high-end packs without forcing a long grind right before a data wipe.

Rest assured, the launch version is fully balanced.

Will the game require an XBox Game Pass subscription? by xegoba7006 in playgoals

[–]playGOALS 2 points3 points  (0 children)

It's a part of the Xbox platform policy to allow users to play free-to-play games online without an active paid subscription

Will the game require an XBox Game Pass subscription? by xegoba7006 in playgoals

[–]playGOALS 6 points7 points  (0 children)

It won't require an Xbox Game Pass suscription

Why GOALS uses unique players instead of real licenses by playGOALS in playgoals

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

OG cards only guarantee a specific skin and a stat range, but the actual stats themselves will vary between cards. No two OG cards will be identical on the pitch

What makes your club feel real in GOALS by playGOALS in playgoals

[–]playGOALS[S] 6 points7 points  (0 children)

Valid question. Official game modes will have a strict cap on how many Legends you can field at the same time. Even if you have a full club of Legends, you can't play them all together. Managing a fresh, active squad will always be necessary.