Not exact matches
He must not be sold.He's also better than a lot
of Chelsea youngsters.That's not enough basis for him to be sold.At top form he's better than Pedro, Moses and Willain.These are
players whose main strength is dribbling and he tops them there no doubt.I remember him in one season having the highest dribble success rate percentage in the EPL.All he needs is to develop a
level of consistency.A lot
of their youngsters have potential but most won't be good as the Ox.The Ox himself has not reached full potential yet.He hasn't developed a
certain level of consistency.Him also being a squad
player is because
of those above him.Those above him are all quality
players.This won't be smart business at all.He's just going to destroy himself in another club and after being patient with him we are now deciding to sell him?
World class
players have a
certain level of consistency, which Alexis doesn't have at the moment.
And considering how we expect
certain levels from
certain players well then I reckon Ox is being harshly treated, he was poor but I expect more
of Ozil Bellerin Giroud Walcott as these are starting
players.
I think it's more than just about buying
players, the whole mentality
of english teams needs to change and also this rule that a
certain number
of players must be home grown is lame as english
players are not world class they're just not talented enough to be competing at the elite
level!
There are maybe one or two individuals who have gone a bit overboard in their disdain for
certain players but we're all fans and all want the
players to play to the
level they're capable
of.
We have just lacked that extra bit
of quality and I just can not understand how Wenger can keep faith in
certain players when it's obvious they just do not have what it takes to take us to the next
level.
I'm an avid follower
of our loanees, but with me there are definitely
levels of curiosity in how
certain players are doing.
Let's face it goalkeepers tend to march to the beat
of a different drum and Szczesny certainly fell into that category, but most
of his antics were relatively harmless and simply reflected a
certain level of immaturity that isn't uncommon for someone thrust into the limelight at such a young age... lord knows we've seen that happen with numerous
players throughout the years and very few were ever banished for such behaviour... the only on - field action that drove me crazy was his inability to take a deep breath and not try to rush the play with an ill - timed throw at
certain points in the game when common sense suggested holding the ball and slowing things down... the fact that he continued to do this probably had a lot to do with the glaring lack
of coaching time spent with the goalkeepers... ultimately he made the fateful decision to take his frustrations out into the public sphere and paid dearly for it... in the end, his services were wanted by several
of the best Italian squads, which is significant considering the historical importance placed on the defensive side
of the ball in Serie A... all I know is that if someone asked me to pick the most athletically gifted goalkeeper we have had in our squad since the arrival
of Wenger, without hesitation, he would be my pick and for that reason his departure is more than a little disappointing... what else is new though
«At a club like Borussia Dortmund, all the
players are also
of a
certain level,» the Dutch coach began.
If the team is not performing well it is a factor
of a couple
of things, sure the manager plays a big part (transfer windows policy, tactics) but the
players also have to perform to the
level required at Arsenal: sure we could have better
players at
certain positions but talent we're not lacking across the field.
I understand what you're saying bounty hunter, but I feel like the week prior to big games should be enough time to at least tweak our formation slightly or employ a
certain tactic, whether it's counter attack with less possession or playing with two strikers up top instead
of the lone striker, I would hope that
players at the
level required for arsenal would be able to adjust to this as it seems I tend to hear other teams coming away from big wins uttering phrases like «we worked on the manager's ideas this week and executed them well», I cant remember our
players saying this for a while.
I think there's a
certain level of defeat in the
players» minds.
«
Players work hard to get to a
certain level, some might not be able to get to the stage
of playing Arsenal, United and Liverpool on a regular basis.
This being when a
player has reached a
certain level of maturity — say from 20 onwards.
Those
of you that have played football in a team to a
certain level will know just how much
of an effect these sorts
of moany
players have with their constant sniping and bellyaching in the dressing room - it leads to hassle and a poorly performing team.
«And there's something that should make us think — if a young
player has a
certain level of ability they go abroad.»
Although unable to sign
players to tryout contracts during the course
of the regular season, they have begun to dip deep into the Rocket to pluck out
certain players they deem worthy
of testing at the NHL
level.
Unlike his Dutch adversary, Klopp may not be a manager who seeks victory through smothering opponents with possession but he too requires a
certain level of slickness from his
players on the ball and coherency from his team as a group in order for his own tactics to be effective rather than wasteful and chaotic.
After all, there has been massive
level of wasteage,
of time, money and patience, over the past season - and - a-half, and there is a
certain vulgarity to spending over # 250 million on
players only to plead for more cash in order to continue building a team that may never be truly finished.
And while Guardiola demands a
certain level of effort from his
players, can he convince the likes
of Raheem Sterling, David Silva and Kevin de Bruyne to track back as often as they will need to tomorrow?
At
certain moments, I would like to put in
players that don't change the
level of the team and I think we're there.»
Another relative novice at international
level, the Angolan born Portuguese
player has only four senior caps but looks
certain to add to this at the World Cup as he looks set to sit in front
of the back four.
All
of us involved in youth sports - from parents, to coaches, from athletic trainers to school athletic directors to the athletes themselves - have a responsibility to do what we can to make contact and collision sports safer, whether it by reducing the number
of hits to the head a
player receives over the course
of a season (such as N.F.L. and the Ivy League are doing in limiting full - contact practices, and the Sports Legacy Institute recently proposed be considered at the youth and high school
level in its Hit Count program), teaching football
players how to tackle without using their head (as former pro football
player Bobby Hosea has long advocated), changing the rules (as the governing body for high school hockey in Minnesota did in the aftermath
of the Jack Jablonski injury or USA Hockey did in banning body checks at the Pee Wee
level), or giving serious consideration to whether athletes below a
certain age should be playing tackle football at all (as the American Academy
of Pediatrics recommend).
There are specific maps and
levels designed for a
certain task or mission you are assigned to but the
levels are beautifully crafted and made where each section
of it is tailored to give the
player a scare
of unexpected enemies and / or side task that you can complete.
Another cool element
of Doom are glory kills and when you reduce the health
of your enemies to a
certain level, they will flash blue which informs the
player that they can perform a melee execution.
Outside
of Turf War, the multiplayer modes that
players can head into after reaching a
certain level expands thanks to Ranked Play.
Many
of these changes relate to Capcom rebalancing
certain new mechanics now they've seen how
players at all
levels are using them.
In a properly cryptic fashion,
certain yellow key missions need to be taken while others ignored if the
player wants to reach the true ending with their chosen patriarch unless they want to finish up the story mode quickly and start anew (carrying over character
levels and other important stats,
of course).
The challenge
levels are set inside a VR arena and challenge the
player to complete the
level within a
certain amount
of time and with limited abilities.
Unfortunately this is the main drawback
of the gameplay as it's quite unimaginative and although there's a considerable amount
of hours available to the
player, each
level feels quite the same with similar puzzles rebadged with different graphics such as requiring the
players to stand on
certain pressure points or use their abilities to progress in the «maze».
It's incomprehensible in 2019 that
certain things like LED lighting, safety features such as blind side alert and rear cross traffic and XM radio are not even offered until you climb up 3 - 4 trim
levels of a new near luxury
player in a field that favors SUV's.
Players only need to pass a
certain number
of levels before moving to the next stage
of grief, but as they get more difficult skipping a
level may not always help.
You need to reach a
certain level to craft some pieces
of clothing (no end date)- new set
of Daily Log - in Bonuses is now live, allowing
players to get the following: Leaf Ticket x1, paper x3, sea throw x3, 1 000 Bells, hip essence x1, Calling Card x1, preserves x3, honey x3, river throw net x3, and hip essence x1 (available until March 12)
Rather than opting for the standard difficulty settings, Transistor allows
players to select limits as they
level up, which makes
certain aspects
of the game harder in exchange for slightly more experience points from battle.
Sitting for hours grinding
levels or farming for materials is a large part
of certain types
of gameplay, and this imbues the
player with a sense
of dedication and delayed gratification.
If a
player of the opposing faction meets
certain criteria (i.e. not more than 5
levels below, or not even one
level below if
level capped at 80), then a
player should gain a substantial amount
of honor & money lootable from the corpse.
The
levels often require a bit
of imagination and it keeps the
player guessing as to how to get through
certain areas.
Players can choose between one
of four classes, each
of which
level up after clearing
certain squares, and these determine your attacks.
There are also optional tasks that
players can accomplish in each
level, such as getting a
certain amount
of kills in a
certain amount
of time or finding special items in each
level that will further increase BunnyLord's approval rating.
For example, a
player finishing normal mode
of MKO would typically have his stats
leveled to a
certain point.
The Gamepad sees use for its motion controls to add a
certain level of player connection to specific events, as well as cleverly show multiple angles at times.
A top -
level Gears
Of War
player should exhibit
certain attributes: accuracy, dexterity, quick thinking, and communication.
Players can see the full skill tree from the outset, with the latter abilities being locked off by
level requirements or because a
certain number
of points haven't been acquired yet.
The
player doomed to failure is the one that stubbornly sticks to methods that have seen success in the past, with
certain levels here going so far as to switch which character you're in control
of partway through... sometimes multiple times.
Many Bonus Objectives require the
player to collect a
certain amount
of coins within a
level.
So what you end up with is a futuristic racer that drops the
player into a fantasy world with a
certain level of interaction.
-- Nintendo previously made Zelda games by making small areas and connecting them together — For Breath
of the Wild, the team first had to figure out what needed to be placed on the map — Groups were created out
of the over 300 devs to work on specific sections
of the world — Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care
of horses to raise their stats — Can call horses over to you, but horses need to be within a
certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted
players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in th
players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and
level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas
of interest — 100
of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style
of weapon has a unique set
of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you —
Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in th
Players can see the ending without seeing everything from the story — A
certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the world
Despite the lack
of plot, there are still a number
of narrative elements (in the loosest form
of the word) in the forms
of things like
player scoreboards, high scores, stars for completing a
level in a
certain way, and the progression from one
level to the next.
At the start
of each
level, the
player is given a
certain amount
of crystals, which can be spent to build walls and buildings, as well as train soldiers.
Tapping the right shoulder button during
certain special moves triggers the EX version
of the attack.In an effort to help
players of all
levels understand the game's base juggling system, Injustice throws in the universal feature
of ground bouncing overheads and forced wall bounce attacks for extending juggles; the latter
of which opens up another layer to damage dealing: Stage Transitions.