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Old 12-02-2015, 01:47 AM   #3209
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Re: FIFA 16 OS Community Sliders

Thanks for the updates to the sliders after the patch. I just logged on and the new patch downloaded. At this point, new patches have me thinking "here we go, again..." instead of having me excited for potential fixes. It's not easy being perfectionists like we are here on OS... lol.

I will give these sliders a whirl a bit later, as I'm currently enthralled in Madden 16 again. When I do, I will be sure to stream on Twitch so that others may view/contribute to the testing.

Cheers
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Old 12-02-2015, 01:52 AM   #3210
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Re: FIFA 16 OS Community Sliders

1.04 will go down in history as one of the more perplexing and, yes, disappointing updates in FIFA history for me.

Regardless of the results, stats, sliders, doesn't matter - I always ask myself at the end of a game, win or lose - "Was that fun?"

With 1.03, about 85% of the time, I was answering, "Yes!"

With 1.04, that ratio is maybe 25%. Seriously. That's going to be tough to fix with sliders. 1.04 was a major gameplay update and I can't help but say what we all might be thinking, fellas: this patch was NOT for us. They may have changed gameplay for UT or for online matches, but they sure as hell didn't do this for our benefit. I was extremely happy with FIFA 16, now I'm just...happyish. It's still better than FIFA 15, by orders of magnitude, but 1.04 has really been a step back IMO.
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Old 12-02-2015, 02:20 AM   #3211
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Re: FIFA 16 OS Community Sliders

Quote:
Originally Posted by Gnemi
1.04 will go down in history as one of the more perplexing and, yes, disappointing updates in FIFA history for me.

Regardless of the results, stats, sliders, doesn't matter - I always ask myself at the end of a game, win or lose - "Was that fun?"

With 1.03, about 85% of the time, I was answering, "Yes!"

With 1.04, that ratio is maybe 25%. Seriously. That's going to be tough to fix with sliders. 1.04 was a major gameplay update and I can't help but say what we all might be thinking, fellas: this patch was NOT for us. They may have changed gameplay for UT or for online matches, but they sure as hell didn't do this for our benefit. I was extremely happy with FIFA 16, now I'm just...happyish. It's still better than FIFA 15, by orders of magnitude, but 1.04 has really been a step back IMO.
Agreed with this 100%. Such a shame. Unfortunately I expect this to be the case until they implement microtransactions into career mode. Career mode doesnt make EA money, FUT does. Thats who this patch is for and it comes at our expense.
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Old 12-02-2015, 02:28 AM   #3212
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Re: FIFA 16 OS Community Sliders

Quote:
Originally Posted by Matt10
I updated the OP to reflect the initial thoughts with modifying Set F. Bear in mind, set F was not created within the couple hours the patch has been out. I've had the patch since last week on the PC, so have had a lot of hours on it - have also had reaper and gnemi testing as well. The more "hands' we have on this, the better - so we can figure out what to adjust, and what doesn't need adjusting. I know there are issues with this patch update, but 16 is still a solid game, we can get the most out of it - I'm confident of that.

12/1/15: SET D as a base will not work for this patch update. The patch update 1.04 has resulted in much more direct play by the CPU (like it did in FIFA 15 for legendary difficulty), which is going to take a bit of an overhaul.

Things to look out for, and adjust accordingly:
  • CPU Directness (forward passing)
  • User defense backing off/turning around
  • Overall chaotic pace of play
  • Defenders not meeting attackers at all.

SET F
World Class/Legendary, 10-15 Mins, Semi/Manual
Slow/Normal (User Preference), Legacy or Tactical Defending

Sprint Speed- 40/40 - Just following the consensus of the majority's enjoyment of lower Sprint speed, but not so low jogging animation dominates.

Acceleration- 49/48 - Early testing on this, but Reaper discovered that a discrepancy in favor of the User does not result in bursting, or dominating the CPU through dribbling. You will be able to get past the CPU with the proper players and their ratings - but no, do not take your CB and hope to shred the CPU's defense. The value of 50/49 works well as well. The only reason we are at 49/48 is simply for the fact testing is so early and it was noticeable that the user's players were more "within themselves" defensively. Meaning they were not over pursuing angles, and not over-committing positions throughout the match. The jury of course is still out.

Shot Error- 55/55 - Personal preference, but have not had many complaints. If I could sell this I would pay attention to the shot variety from the CPU and user. Before there was mention that the CPU doesn't use finesse shooting, well now you see it quite a bit - and some of the close chances are breath-taking to watch at times. No professional football player can strike the ball perfect, everytime. Look on youtube and find your favorite player, and you will find them with blooper reels a plenty.

Pass Error- 55/55 - Seems to be the majority's vote here as it still allows missed passes, but not so impactful on crosses. Does attribute, obviously, towards passing percentages being high - but it's tough call as without it the CPU does not seem to threaten the user.

Shot Speed- 51/51 - Relevant to the GK ability being lower, this allows a little bit more of a dynamic save mechanic with deflected balls versus just cushioned saves or even cushioned diving saves, etc. A hard shot should be met with a hard deflection, depending on shot location of course.

Pass Speed- 40/40 - Jury is still out on this, testing has not been done on higher levels for too long, so still wanting to explore a bit here. OP drilled passing is not as apparent this patch because the animation is much smoother than before (camera keeps up with pass), but the thought pattern is the lower pass speed may allows the CPU's direct attack to be contained slightly.

Injury Freq - 66/66 - No changes here, have not done any research/testing.
Injury Severity- 40/40 - No changes here, have not done any research/testing.
GK Ability- 10/10 - Found that 10 is right in the sweet spot of allowing shots to go in, but also allow the keeper to make reaction saves which are indicated by the animation of the ball not hitting their hands at times. In addition it makes the reactions look less predictable whereas on higher values before the keepers hands would come up the second the shooter made contact with the ball, before direction was even established.

Marking- 50/50 - Jury still out here. Trying to figure out what is the balance between proper pressure/coverage and the thresholds of ADD (Attention Deficit Defending, where the players are trying to mark those around them versus the ball carrier when needed).

Run Frequency- 45/45 - Still exploring here as well. Before the patch, the value did work towards the run amounts (frequency), but also the run types (check to the ball, runs away from the ball, streaks, diagonal runs, etc). This recent patch update, however, seems to only push towards the run amounts. This makes players looks more stagnant than before when the values are lowered. Again though, still researching - so these initial findings could be off the mark.

Line settings have to compliment several other values, from Sprint, Accel, Marking, Run Frequency and FB Positioning.

Line Height- 50/50 - Still researching here as well. The higher the height, the defensive line is still not meeting the attackers. This is public enemy #1 that creates a chain reaction of issues.

Line Length- 45/45 - Same here, still researching. Increasing the length has resulted in very large gaps that makes the matches heavily end-to-end based, without any proper build up. The CPU, for example, sends the ball up to the forward and the forward turns on a dime to face the defensive line that is still has 3-5 yards to make up to meet him. Lowering the value may be the answer, but there are some issues such as improper field coverage/pressure that can arise from there. It's all a matter of finding what is going to compliment these line values.

Line Width- 55/55 - Width is a tricky value as well because this patch update is bringing in the FBs to overlap even further than before. This is pushing the outside midfielders to the sidelines by default, and not tucking inside, or just slightly out, of the box properly. This creates a misleading amount of players defending inside the box - which just makes the whole experience slightly off because the midfielder seems to be oblivious to what is going on inside the attacking area.

FB Positioning- 50/50 - Still researching here as well. In the past we'd give a bump to FB, but with the way the patch is working - it may need to go lower. Of course, it's relative to run frequency and line settings, so it could be a sensitive value to adjust on its own.

FT Control- 50/50 - This patch update has created much more bad touches than before, even on 50. Increasing the value has always seemed to backfire as the CPU tends to play "hot potato" and the user end up having more Loose Ball ADD (where they continue running, despite the ball being an inch away). Jury is still out, but Reaper's finding to keep it at default has seemed to lessen the loose ball ADD. It was tested as well on values of 1/1 that seemed to have lessened the effect. Of course, this needs to be looked at as the patch has already, clearly, produced some forms of placebo effects

*PowerBar is personal preference*
Okay, so Twitch was very fun tonight once we started looking into some values.

Accel: 49/47 (previous 49/48)
*We gave the CPU 2 notches lower and wanted the speedsters to really stand out, but not to the point you can sprint through entire defense. Face up dribbling can be hit or miss, as it should be.*

Pass Error: 40/40 (previous 55/55)
*Yes, the weird one that stands out. However, at higher values it had seemed like the CPU didn't really care who they passed to or in what manner. Basically it seemed that they were not focused on keeping possession - but only on how to attack the quickest way possible. Along with the line setting adjustments, the lower pass error of 40 really brings in a purposeful attack by the CPU. They will take their time, they will use the width of the pitch, and they be less about direct attacking - and more about building up to the attack. You must be disciplined in your defending here.*

Height: 52/52 (previous 50/50)
*An increase in height always is necessary because the defensive line just sits too far back as it is. Slight increase for now, we will see how it looks further in testing.*

Length: 51/50 (previous 45/45)
*A discrepancy in length because adjusting marking can be an ADD-fest unfortunately. So creating a slight line increase for the user pushes the players slightly closer together - but not so close that the positions are compromised.*

Width: 50/50 (previous 55/55)
*The issue found on 55/55 is the FB was pushed up to the sidelines on attacks when the ball is deep at the top of the box. On defense, the outside midfielders were running into their FB, and not tucked in enough goal-side, resulting in some very open play at the top of the box.*

FB: 40/40 (previous 50/50)
*On default the FBs really get up the pitch. This results in some very easy counters running back, but also makes attack more direct - resulting in an end to end match.*

FT: 70/70 (previous 50/50)
*Thank goodness we can raise this up. The pressure to perform is still there (despite the pass error value) and you can still put proper pressure on the CPU to make things happen. Matches now come down to your skill and not being cheated by the CPU*

-------------------
So there you go, the update that may spark some controversy. Put it this way, if you were on Reaper's stream last night, he was going into full on REAPER mode with Set F - then eventually made the adjustments, and the man was QUIET - not even sure if he complained to the ref at all, lol.
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Last edited by Matt10; 12-02-2015 at 02:41 AM.
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Old 12-02-2015, 02:48 AM   #3213
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Re: FIFA 16 OS Community Sliders

Quote:
Originally Posted by Matt10
Okay, so Twitch was very fun tonight once we started looking into some values.

Accel: 49/47 (previous 49/48)
*We gave the CPU 2 notches lower and wanted the speedsters to really stand out, but not to the point you can sprint through entire defense. Face up dribbling can be hit or miss, as it should be.*

Pass Error: 40/40 (previous 55/55)
*Yes, the weird one that stands out. However, at higher values it had seemed like the CPU didn't really care who they passed to or in what manner. Basically it seemed that they were not focused on keeping possession - but only on how to attack the quickest way possible. Along with the line setting adjustments, the lower pass error of 40 really brings in a purposeful attack by the CPU. They will take their time, they will use the width of the pitch, and they be less about direct attacking - and more about building up to the attack. You must be disciplined in your defending here.*

Height: 52/52 (previous 50/50)
*An increase in height always is necessary because the defensive line just sits too far back as it is. Slight increase for now, we will see how it looks further in testing.*

Length: 51/50 (previous 45/45)
*A discrepancy in length because adjusting marking can be an ADD-fest unfortunately. So creating a slight line increase for the user pushes the players slightly closer together - but not so close that the positions are compromised.*

Width: 50/50 (previous 55/55)
*The issue found on 55/55 is the FB was pushed up to the sidelines on attacks when the ball is deep at the top of the box. On defense, the outside midfielders were running into their FB, and not tucked in enough goal-side, resulting in some very open play at the top of the box.*

FB: 40/40 (previous 50/50)
*On default the FBs really get up the pitch. This results in some very easy counters running back, but also makes attack more direct - resulting in an end to end match.*

FT: 70/70 (previous 50/50)
*Thank goodness we can raise this up. The pressure to perform is still there (despite the pass error value) and you can still put proper pressure on the CPU to make things happen. Matches now come down to your skill and not being cheated by the CPU*

-------------------
So there you go, the update that may spark some controversy. Put it this way, if you were on Reaper's stream last night, he was going into full on REAPER mode with Set F - then eventually made the adjustments, and the man was QUIET - not even sure if he complained to the ref at all, lol.
As it appears on the OP:

SET F - with 12/2/15 adjustments in RED.
World Class/Legendary, 10-15 Mins, Semi/Manual
Slow/Normal (User Preference), Legacy or Tactical Defending

Sprint Speed- 40/40 - Just following the consensus of the majority's enjoyment of lower Sprint speed, but not so low jogging animation dominates.

Acceleration- 49/47 (previous 49/48)
*We gave the CPU 2 notches lower and wanted the speedsters to really stand out, but not to the point you can sprint through entire defense. Face up dribbling can be hit or miss, as it should be.*

Shot Error- 55/55 - Personal preference, but have not had many complaints. If I could sell this I would pay attention to the shot variety from the CPU and user. Before there was mention that the CPU doesn't use finesse shooting, well now you see it quite a bit - and some of the close chances are breath-taking to watch at times. No professional football player can strike the ball perfect, everytime. Look on youtube and find your favorite player, and you will find them with blooper reels a plenty.

Pass Error: 40/40 (previous 55/55)
*Yes, the weird one that stands out. However, at higher values it had seemed like the CPU didn't really care who they passed to or in what manner. Basically it seemed that they were not focused on keeping possession - but only on how to attack the quickest way possible. Along with the line setting adjustments, the lower pass error of 40 really brings in a purposeful attack by the CPU. They will take their time, they will use the width of the pitch, and they be less about direct attacking - and more about building up to the attack. You must be disciplined in your defending here.*

Shot Speed- 51/51 - Relevant to the GK ability being lower, this allows a little bit more of a dynamic save mechanic with deflected balls versus just cushioned saves or even cushioned diving saves, etc. A hard shot should be met with a hard deflection, depending on shot location of course.

Pass Speed- 40/40 - Jury is still out on this, testing has not been done on higher levels for too long, so still wanting to explore a bit here. OP drilled passing is not as apparent this patch because the animation is much smoother than before (camera keeps up with pass), but the thought pattern is the lower pass speed may allows the CPU's direct attack to be contained slightly.

Injury Freq - 66/66 - No changes here, have not done any research/testing.

Injury Severity- 40/40 - No changes here, have not done any research/testing.

GK Ability- 10/10 - Found that 10 is right in the sweet spot of allowing shots to go in, but also allow the keeper to make reaction saves which are indicated by the animation of the ball not hitting their hands at times. In addition it makes the reactions look less predictable whereas on higher values before the keepers hands would come up the second the shooter made contact with the ball, before direction was even established.

Marking- 50/50 - Jury still out here. Trying to figure out what is the balance between proper pressure/coverage and the thresholds of ADD (Attention Deficit Defending, where the players are trying to mark those around them versus the ball carrier when needed).

Run Frequency- 45/45 - Still exploring here as well. Before the patch, the value did work towards the run amounts (frequency), but also the run types (check to the ball, runs away from the ball, streaks, diagonal runs, etc). This recent patch update, however, seems to only push towards the run amounts. This makes players looks more stagnant than before when the values are lowered. Again though, still researching - so these initial findings could be off the mark.

Line settings have to compliment several other values, from Sprint, Accel, Marking, Run Frequency and FB Positioning.

Height: 52/52 (previous 50/50)
*An increase in height always is necessary because the defensive line just sits too far back as it is. Slight increase for now, we will see how it looks further in testing.*

Length: 51/50 (previous 45/45)
*A discrepancy in length because adjusting marking can be an ADD-fest unfortunately. So creating a slight line increase for the user pushes the players slightly closer together - but not so close that the positions are compromised.*

Width: 50/50 (previous 55/55)
*The issue found on 55/55 is the FB was pushed up to the sidelines on attacks when the ball is deep at the top of the box. On defense, the outside midfielders were running into their FB, and not tucked in enough goal-side, resulting in some very open play at the top of the box.*

FB: 40/40 (previous 50/50)
*On default the FBs really get up the pitch. This results in some very easy counters running back, but also makes attack more direct - resulting in an end to end match.*

FT: 70/70 (previous 50/50)
*Thank goodness we can raise this up. The pressure to perform is still there (despite the pass error value) and you can still put proper pressure on the CPU to make things happen. Matches now come down to your skill and not being cheated by the CPU*

*PowerBar is personal preference*
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Old 12-02-2015, 04:19 AM   #3214
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Re: FIFA 16 OS Community Sliders

What are the obvious sliders to tweak if you're finding that you're not getting enough chances on goal?

Am I right in saying that lowering Line Height so the CPU defense doesn't meet your attack so quickly and also lowering Marking might create a bit more space?
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Old 12-02-2015, 04:26 AM   #3215
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Re: FIFA 16 OS Community Sliders

Hi Matt,

"Pass Error: 40/40 (previous 55/55)
*Yes, the weird one that stands out. However, at higher values it had seemed like the CPU didn't really care who they passed to or in what manner. Basically it seemed that they were not focused on keeping possession - but only on how to attack the quickest way possible. Along with the line setting adjustments, the lower pass error of 40 really brings in a purposeful attack by the CPU. They will take their time, they will use the width of the pitch, and they be less about direct attacking - and more about building up to the attack. You must be disciplined in your defending here.*"

i totally agree with this point, cpu passes are more fluid, the dynamic of their build play looks more flexible, more human, 5 stars teams are playing like 5 stars team, anyway, i must quote you regarding defence in this case, cpu is more creative now, not more dangerous but more creative.

also, sprint should be 45, imo
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Old 12-02-2015, 04:35 AM   #3216
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Re: FIFA 16 OS Community Sliders

Played 2 games with the current set on new patch and it was actually pretty good. I actually enjoy the directness of the cpu. Attack and shot variety for cpu still seems good, I kind of like the seemingly increased error in all around play. Balls actually getting kicked out of bounds and whatnot.

My biggest concern right now is the cpu having a combined 3 fouls in 2 games, one of which was a derby game. Really hope we aren't back to no fouls again.

Also not sure the cpu will be able to hold me scoreless with the current set.
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