Seeing teams carved up by a simple pass to the forward, who then waits for a sprinting midfielder, everytime, isn't realistic either.
The lower pass error forces them to build up. It's not the be all, end all, though. It just means that we are getting inside the head of the CPU players - and what their triggers are. What is the logical reason they would be less attack-attack on a lower pass error? The answer, to me, is that they are geared for a target percentage so the safest pass is to where there are not as many players around.
Here's the beauty of why pass error at 40 worked at lower accelerations. The players can't keep up with the pace of the pass, and cannot react fast enough (acceleration is just as much as the reaction slider than anything). The dilemma with acceleration lowered is 1. bursting, and 2. fatigue (For user) conservation.
So, that is why the sliders are built around to compensate for the lower pass error.
Keep in mind, everyone, pass error at 40 is the start - has anyone tried going higher but under 50? (49 comes to mind).
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Several times we ask in this thread to provide feedback and then if you had an issue, what was the value you changed. This is not a right or wrong answer - but a chance to get feedback and open lines of communication. Often times I see posts, not to mention threads, that go against the art of collaboration and legitimate community aspect of what is done on this thread. Every single value in here is a product of what feedback has been received throughout the thread, and throughout Twitch streams. It's not like one person jumped in and posted their set - then said, have at it.
So, please keep that bolded part in consideration when joining in on the testing, feedback is great - but also needs a proposed solution alongside. Thanks as always!