Everyone who has played any game online, whether this is a first person shooter or a football game, will agree that one of the most frustrating things that can happen is when a player pulls the plug on the game. In effect, a player either kills his console or pulls out the internet wire. Either way this cheating would often result in no one having a win recorded. EA sports have tried to counter this by encouraging players to finish games, by adding the “did not finish multiplier” to the game. The “did not finish multiplier” is basically a way in which EA sports can penalise those who don’t finish.

After a player finishes a game on FIFA 14 Ultimate Team a multiplier value is added onto the FUT Coins he receives. This multiplier changes, growing in size or falling, depending on whether or not the player sees through games right to the end, or stops playing. The multiplier sets in straight away after a player finishes just one game. The multiplier will also keep growing as long as the player continues to finish matches without pulling the plug. However there is a multiplier cap of 1.75x – Once you reach this figure it will not progress any further. However if you quit, or unluckily lose connection to the EA servers is will reset back to zero.

It would seem that the multiplier is a great way to ensure that players are good sports man. EA sports also claim that the multiplier will not penalise players if there are underlying problems with the online servers used to hook up players. Of course this is great in theory, but is unlikely that you would be able to prove it to EA if they don’t happen to pick up a problem you suffered from. The multiplier is also a great way to start pulling in large amounts of coins as it increases substantially over a period of time making all matches profitable. Multipliers will also work in combination with FUT Coin Boosts that can be bought from the EASFC Catalogue. The FUT Coin Boosts will award a set amount of coins (e.g. 1000 or 2000 coins) per completed game within Ultimate Team. However these boosts will expire after a set number of matches completed. To find out this duration just visit the EASFC catalogue and switch to the Ultimate Team tab. Here you will also see how many FIFA points it will cost to purchase them or award them to a friend. Gifting a EASFC catalogue item to a friend is also an Xbox achievement so it doesn’t hurt to achieve this whilst in the catalogue.

So far this article has outlined how the “did not finish multiplier” acts to incentivise players to finish games. What has not been mentioned to heavily however is how the did not finish multiplier punishes those who still decide to pull the plug on matches. As was talked about the value of the “did not finish multiplier” keeps on increasing for each game a player plays. This meant in simple terms that a draw could become fairly profitable for a player if a player never quit a game. If a player does quit a game however the multiplier resets to a value of zero hence will wipe out a players progress.

Furthermore, EA Sports have been trying to combat FIFA Autobuyers this year with a number of changes to their hugely popular web application. Most recently EA have switched off the transfer market feature within the web app because of the strain the autobuyers are having on their infamous servers. However this has not gone unnoticed by the casual FUT player. In fact a lot of disgruntled users have taken to the EA Forums to express their dissatisfaction and also replying to EA’s tweets with rage.

But what impact does this cause to autobuyers? Has turning off the web app transfer market affected them?

Essentially it has done nothing. Developers of these autobuyers have simply started using the iOS and Android transfer market which is arguably more stable than the web app was in returning results.
As some of you might have noticed when trying to log into the phone applications that it says you are disconnected from the FIFA Ultimate Team servers and you need to ‘retry’ to connect to their servers. After a few attempts you will connect. This is because a cap has been introduced to the amount of connections that can connect to their servers. Essentially when one connection dies (User A logging off) then User B will be able to connect.