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FIFA 18 OS Community Sliders

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Old 09-12-2017, 01:31 PM   #1
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FIFA 18 OS Community Sliders

Welcome to another year of the Operation Sports Sliders thread. This is a collaboration space for us to work on a set together, and build off of the experiences that this year's version of FIFA presents. Yes, we are aware of the updates that EA releases, and will adapt as required. We are focused on providing a sim/realistic experience. This thread moves FAST, so please refer to this original post if you need the current sliders, or sliders that are in beta for testing.

Since most of the time we are testing the values of previous sets, you will see the same value twice if it is currently in beta testing status. This will be marked red in this format: "BetaV3" (Beta Version 3). There will be an explanation of the values as well as the credits when sets are finalized.

FIFA 18 Operation Sports Sliders | Version 3
World Class/Legendary, 10-15 Mins, Slow Speed
as of 10/14/17


Sprint Speed - 51/50 - The idea of a slight increase for the user is so the user is not constantly barged off the ball by the CPU. Also allows the user players to react better to loose balls, etc. Increases good chance of physicality as well.

Acceleration - 50/50 - Has been no reason to change this value as it is continuing to be solid.

Shot Error - 52/52 - Good mix of efforts from distance, shots on target, and wayward shots. Adjust as necessary, and minutes chosen.

Pass Error - 55/55 - Solid balance here of bad passes, good passes, driven passes and varied crossing. Best part is that the pass values do not affect variety.

Shot Speed - 50/50 - Happy with this value as lower will look too floaty, and higher will be a bit of a rocket. Shot error has a role to play as well.

Pass Speed - 45/30 - One of the elements to get the game playing on an even level playing field. The user's defense is just too passive by default, unlike the CPU defense which is ultra aware and react well. Lowering the CPU's pass speed allows the user's defenders to react to the ball much better, and with the adjustment to the length below it lets everything come together nicely. Remember, the driven pass is still used by the CPU, so if the value is at 30, a driven pass can look like a true 50.

Injury Frequency - 50/50 - Still being looked at, no set value just yet.

Injury Severity - 50/50 - Same as above, still being looked and no set value yet.

GK Ability - 42/42 - No real complaints here. It has room to go lower, but too low and the GK will duck below shots when he should be staying upright.

Marking - 50/50 - Happy to be able to move this up for the user from the previous 40 value. With the adjustments to the lines, the even marking now lets the CTT's to take place and bring in a bit more individuality from a defensive point of view. The CPU's auto-passing is lessened, so the user's defense has a fighting chance in the defensive third instead of being dominated constantly.

Run Frequency - 50/50 - Does what it should, and is still a bit strange to have it this high. Lowering will sometimes cause more tiki-taka rather than a more controlled approach, so higher pass % that way. As Orion always says, keeping it closer to default does allow the CTT's to stick out a bit more, so we'll go with that unless things go awry.

Height - 52/50 - Gives the user just a slight bump in their defensive presence. The CPU plays like they're on a 60 height because of how well they react to the ball, so again we need to balance things here.

Length - 50/50 - Love this change. Oddly enough it's a basic one, but we've been all over the map, and the concept is simple. Lowering the value under 50 seems to promote more passive play by the User's teammate AI. The thinking here is that the defensive line places a priority for the midfielders to go mark the forwards. So once the forwards get past the midfield, like they do on lower lengths, the midfielders are dropping into the position of the defenders, so the as a result - the defenders don't have a big emphasis to do anything. With the length increase, we now see an increase in attention and reaction. In addition, the increased length lets the players to "meet" and thus create more physicality. More players in the passing lanes is always a catalyst for more variety as well.

Width - 48/48 - Have kept this value for a bit. Don't want to go too wide because then it takes players out of those passing lanes, and the CPU will just pass the ball forward as quick as possible.

FB Positioning - 50/50 - One of those values that is a bit temperamental, and can affect the value of run frequency. Would be a bit of a balancing act, and the CTT's seem to control the way teams attack anyways, so no need to look into this area too far.

FT Control - 55/55 - Good balance of bad touches, touches under pressure and with the user's Sprint at 51, it allows the user to have a fighting chance in 50/50 challenges. Can see some great tussles and physicality as a result.

Our Number 1 RULE: PLEASE DO NOT POST YOUR OWN SLIDER SET. The base is posted here in the Original Post, please provide feedback and suggested tweaks (and why) from it directly. Thank you.

Notes/Summaries/Findings/etc :

Spoiler


Official Previous Versions:

Spoiler

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Last edited by Matt10; 10-14-2017 at 06:35 PM.
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Old 09-12-2017, 01:40 PM   #2
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Re: FIFA 18 OS Community Sliders

Ball is still small and delay on the buttons only played 2 games tho lol


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Old 09-12-2017, 01:44 PM   #3
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FIFA 18 OS Community Sliders

Positioning is good, game looks good, feels nice on the ball, also the car stayed back with the instruction for a change


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Old 09-12-2017, 02:08 PM   #4
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Re: FIFA 18 OS Community Sliders

Quote:
Originally Posted by Aaron458f
Ball is still small and delay on the buttons only played 2 games tho lol


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That's disappointing, but expected. Not enough people thought it was an issue. Out of sight, out of mind, I guess :P

Quote:
Originally Posted by Aaron458f
Positioning is good, game looks good, feels nice on the ball, also the car stayed back with the instruction for a change


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Nice to hear the CDM (I'm assuming that's what you meant?) staying back. Hopefully CTT's are working well so krebs can do his magic.
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Old 09-12-2017, 02:11 PM   #5
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Re: FIFA 18 OS Community Sliders

Also, in case anyone asks, the demo doesn't seem to have sliders, but we can at least start addressing what to look at if need to. Good to play default as well as the goal is always stay close to default, unless absolutely something stands out.
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Old 09-12-2017, 02:13 PM   #6
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Re: FIFA 18 OS Community Sliders

Yeah meant cdm auto correct lol @matt10


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Old 09-12-2017, 02:49 PM   #7
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Re: FIFA 18 OS Community Sliders

Quote:
Originally Posted by Aaron458f
Ball is still small


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This is a bummer. Esp considering I saw in a Madden patch they addressed the size of the ball.

Playing pes demo really made me see how small the ball in FIFA is.

Frustrating, but can't wait to get my hands on it tonight

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Old 09-12-2017, 03:39 PM   #8
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Re: FIFA 18 OS Community Sliders

What, two weeks before Christmas and you've already flipped out the shopping list for dinner. hah

No condemnation though,
i like the excitement.
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