Sentences with phrase «creative player improving»

FYI that something isn't our most creative player improving his defense.

Not exact matches

they have moved forward as well because they have improved their creative potential with players like Arnautovic, Afellay, Shaqiri, Bojan — they can create and play.
whatever you think of ramsey... and in my books he is a decent b2b but certainly not top class... he is not going to control the area between edge of box and centre line which is what all great DMs do... nor has coquelin proved that to me... he is a guttusso type player and has improved massively in that role... not convinced it is what will take us to challenging for titles however which is why a cavalho type DM is a needed addition especially as arteta and flamini are obviously not up to the task... but have always said that wengers job is to get best out of ozil santi and wilshere who are the real creative world class strengths of this squad... they need protection behind them and options in front... at moment the real worry is that wenger will continue to use mertesakher at CB and fail to bring in quality striker... so the song remains the same... without quality DM and attacking option we will be trying to retain 3rd place and reach qf of cl
he score goals he is supposed to on miss other simple one i will give you this his work rate had improve but when we play team that play all eleven men behind the ball his he creative enough are just a opportunist player.
On the course he's a creative shotmaker, a superb wedge player and a much - improved putter.
Even if you think he's a good player (which I don't, though I acknowledge this season he's clearly worked hard to improve his game) Walcott isn't going to work in a 3 -4-3 any time soon, as (a) he can't really play well as a center forward, at least not anywhere close to consistently, and (b) the wide forwards in this system really need to be creative, especially when the midfield two consists of Xhaka and Coquelin, and the Ox isn't out there as a wing back who can create on the dribble.
The very first time we talked about the concept, there were so many creative and exciting ideas — like giving players the ability to punch cars and wield new improved weapons — and we didn't want to hold Frank back in any way.
As a game that's based on LEGO building as its core, we have spent our time this patch on improving the building tools by tweaking their functionality and adding features to improve and enhance players ability to be creative with LEGO.
With the release of Knack 2, SIE Japan Studio has succeeded in making a better game than its predecessor with improved combat and creative platforming to keep players fully engaged from start to finish.
«We're thrilled with how community - informed development has helped us improve the player experience in The Long Dark, providing us with invaluable feedback and significant development resources with which to achieve our full vision for our exploration - survival experience,» said Raphael van Lierop, Hinterland Studio founder and creative director, and director of The Long Dark.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
According to Creative Director Mac Walters, the team improved both the shooter and RPG elements, creating a balance that will allow players to have more freedom than ever.
In addition to this, Sports Interactive have worked with another SEGA studio, Creative Assembly, to improve the animations of players as well as the variety of stadiums, the pitch and the differences between players.
Time and time again, creative freedom significantly improves the underlying game and its longevity by leveraging on the player knowing best what he / she wants.
a b c d e f g h i j k l m n o p q r s t u v w x y z