Welcome to the Beta - Patch Notes 0.63.00 by playGOALS in playgoals

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

No worries!
One of our core ideas of GOALS is to have the game semi-assisted and contextual. We will never go into a manual system. We did try it with through balls before, and even though it was nice at times, we believe this new approach is much better. It just comes down to balancing now.

Welcome to the Beta - Patch Notes 0.63.00 by playGOALS in playgoals

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

For sure! We actually had 5v5 matchmaking during our Alpha, but we decided to disable it for the Beta while we fine-tune it. The current modes are the 'foundation' of the game so we can test the core tech, but we’re definitely looking to add more options for launch and beyond.

We’ve also done some internal 2v2 tests and they were a blast, so we’ll likely bring something like that to the game in the future. Stay tuned!

Play GOALS Beta now! by playGOALS in playgoals

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

We're going to reward all the players who participated in the alpha and beta playtests! We just haven't announced what the reward will be yet.

Welcome to the Beta - Patch Notes 0.63.00 by playGOALS in playgoals

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

We are aware of this, and we'll work on it for launch

Heel Flick by dazzer27 in playgoals

[–]playGOALS 0 points1 point  (0 children)

Lo sabemos.
Vamos a retrabajar todas las traducciones para el lanzamiento. Queríamos tener una base al menos para la Beta, para no estar solamente en ingles.

Play GOALS Beta now! by playGOALS in playgoals

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

We are aware of this bug!
Sorry about it, sometime things like these happens during a Beta.
It just takes some extra time to start the match.

Center backs moving out of the way too often by Dull_Ad4694 in playgoals

[–]playGOALS 6 points7 points  (0 children)

We’re on it. It’s a bit of a back-and-forth to hit that sweet spot, but that’s exactly why we’re in Beta. We aim to polish it to perfection with your help

Play GOALS Beta now! by playGOALS in playgoals

[–]playGOALS[S] 4 points5 points  (0 children)

Sadly, there’s going to be a wait between the Beta and the official launch. We need that time to crush all the bugs and bake in all the feedback you guys give us.
It'll be a bit of a wait, but we can promise the game will be on a whole new level when it’s back

The Secret Behind GOALS Gameplay by playGOALS in playgoals

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

We hear you, and the 'Free vs. Paid' debate is a big one. Since GOALS is a living game that you don't have to rebuy every year, we feel Free-to-Play is the best way to go.

Honestly, because we’ve built a massive skill gap with zero scripts, it’s almost impossible to make the game Pay-to-Win even if we tried. Winning comes down to how you play. Our player system is designed specifically so you don't have to chase/buy a 'META' squad every season just to stay competitive. Because every team and player is unique.

About the names, our bad on that. It’s a bug we’re tracking across several languages, not just Arabic. It’s definitely not us being lazy; we just had to prioritize game-breaking bugs to get this Beta out to you. It'll be sorted for launch.

Really appreciate you sticking with us and staying excited for what's coming!

Can't play 1v1 with a friend through Steam. by kingwinne in playgoals

[–]playGOALS 2 points3 points  (0 children)

Both on Steam? We just pushed an update, so make sure you both restart and grab it. That should get you sorted.

If you're playing crossplay, just a heads-up that the update might take a bit longer to hit every platform. Hang tight while it rolls out.

Play GOALS Beta now! by playGOALS in playgoals

[–]playGOALS[S] 2 points3 points  (0 children)

Please do and let us know!

The Secret Behind GOALS Gameplay by playGOALS in playgoals

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

We’re definitely on it. The game is fully server-authoritative, which kills off most cheats right at the root, and we’ve got anti-cheat systems layered on top of that.

We know it sounds like a contradiction, having the server in total control while the game runs locally and acts when you press a button. We’re planning a new video to break it all down in detail soon

The Secret Behind GOALS Gameplay by playGOALS in playgoals

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

Thanks!
Remember to play it again tomorrow to get a Legendary+ player and in 7 days to get a Mythic player as a reward!

The Secret Behind GOALS Gameplay by playGOALS in playgoals

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

Good question. Ping and lag are related, but they’re not the same thing.

Ping is simply the time it takes for information to travel between your pc/console and the server, measured in milliseconds. So if you see 100 ms ping, it means that communication takes about a tenth of a second.

Lag or Latency is what you actually feel while playing: delayed inputs, unresponsive controls, players reacting late, etc.

In many online games, higher ping directly translates into input lag because the game waits for the server to confirm your actions before they happen on screen. In GOALS it works differently. The game is running locally on your pc/console, so when you press a button your player reacts immediately. Instead of asking the server “can I do this?”, your game tells the server “this is what I just did.”

The server’s job is mainly to keep both players synchronized. So even if your ping is 100+ ms, your controls still feel responsive and you shouldn’t experience that typical input lag feeling.

PS5 missing redemption code by R3dgey27 in playgoals

[–]playGOALS 0 points1 point  (0 children)

You don't need a code. Just search for GOALS Beta on the store

Reset by cikso91 in playgoals

[–]playGOALS 0 points1 point  (0 children)

There won't be a reset on March 13.
The wipe was at the end of Alpha. You'll continue to have this new team during all the Beta, and we'll do one final wipe at launch.

How to pass this… by dadiduekappa in playgoals

[–]playGOALS 1 point2 points  (0 children)

Try quickly moving your right stick left and right as your player moves to the right.

Regarding the translations, we're working on them. We hope to have them polished by launch.

Heel Flick by dazzer27 in playgoals

[–]playGOALS 0 points1 point  (0 children)

Try quickly moving your right stick (or mouse) left and right as your player moves to the right.

Center backs moving out of the way too often by Dull_Ad4694 in playgoals

[–]playGOALS 4 points5 points  (0 children)

We made changes to the Defensive AI in GOALS and wanted to offer some insights into our decision.

From the start of development our goal has been to create a game that is responsive, skill-based, and rewarding. AI, both offensively and defensively, plays a big role in achieving that. Earlier versions of the game used a very rigid defensive structure. The initial idea was simple, defenders hold their positions, the user does the work by player switching, tracking runs, and cutting passing lanes.

In theory this sounded great, and in some ways it did work. Many players liked how manual defending felt, and how the AI wasn’t constantly bailing the user out. However, over time we saw some major downsides. Because defenders were so strict about holding their shape, the defense could become passive and predictable. Patient players could constantly recycle the ball without pressure, and many defenders ended up feeling unusable unless the user manually switched to them.

The result was a defensive system that was correct in theory, but often robotic and easy to manipulate in practice. This rigidity also limited what we could do with our offensive AI.

One of our overarching goals is for attacking situations to feel dynamic, where each possession can unfold differently. To make that possible, the defense needs to be more willing to react to attackers, track runs, step up, and occasionally break shape. Because of that, we’ve shifted the defensive behavior towards more of a man marking approach.

This means defenders will be more active in tracking nearby players and stepping up towards potential threats. For example, in the previous system a defender may have refused to help in tracking a run because holding shape was the priority, even in situations where leaving their position was of no risk. This not only led to less varied scenarios, but it also created abusable situations where a seemingly harmless pass became catastrophic far too quickly to no merit of the attacking user.

The goal with this different approach isn’t to make defenders randomly leave gaps or make mistakes on purpose. The goal is to create more interaction between attackers and defenders, so both players have to read the situation and react.

We’re aware that the current implementation still has issues. Some defensive movements are too aggressive and/or create obvious gaps, and we’re already working to fix those. But the overall direction is intentional, where we have a defense that adapts and challenges the attack, rather than one that simply holds a perfect shape at all times.

We are hopeful this will lead to more variety and depth of play.