hi new person here looking at the slider thread and reading im confused where is everyone now and looking at is it still the lastest version and what area of focus to improve if possible . or are we waiting on the latest patch to come to consoles before refocusing where to fix so to speak . be gr8 if i knew , i could try and help . thankyou in advance
Timestamp: 12/8/2018 --- 1:19 AM CST 11/17/2018: Set Version 6, Beta 1 (V6B1) created and posted.
√ Breaking protocol a bit here, and pushing what has been tested on stream, with some slight adjustments based on feedback. Decided to go ahead and post it, so when console crew gets the patch update, they will be ready to go. I have tested on current console patch and it works just fine.
So, here are the areas we are focusing on for Version 6 Beta 1.
► Address shape and behavior by CPU attack. Needed to get more congestion in the center of the pitch and at the top of the box.
► Determining the balance with pass error in regards to quality of ball physics and logical decision making from CPU.
► Ensuring that the ease down the sidelines is lessened.
► Length is much lower, but not so low that players instantly retreat to preset positions, and are not so compressed that it is half-field ball.
Please read through my explanations, and do not forget to read the RULES before posting feedback.
FIFA 19 OS Sliders - Set V6B1
Difficulty: Pro, World Class, Legendary, Ultimate Time: 10-15 minute halves Speed: Slow Controls: Any
►Sprint Speed: 35/35
- Good value where there is still enough speed, but animations are much more controlled. Also good physicality is recognized.
►Acceleration: 50/50
- No changes here.
►Shot Error: 55/55
- No changes. Shot error here to help with more contextual shooting animations and still maintain separation between elite and mediocre players.
►Pass Error: 52/52
- Lowered pass error a bit to improve the ball physics overall. Got tired of always seeing the ball dip down so soon. CPU still makes bad passes and forced passes.
►Shot Speed: 49/49
- Lowered because gameplay is a bit slower, so the previous high shot speed seems out of sync to the happenings on the pitch.
►Pass Speed: 45/45
- The patch update increased pass speed just a bit than before, so lowering it makes sense. Cannot go too low because it will feel lethargic throughout the pitch, and the only fix is significantly lowering the pass error to compensate.
►Injury Frequency: 65/65
- Lowered this value back what we have used in the past. Always open to testing.
►Injury Severity: 15/15
- Lowered this value back what we have used in the past. Always open to testing.
►GK Ability: 50/50
- Lowered GK here because shot speed is back to under 50.
►Marking: 50/50
- A value that we have been all over with. Hard to adjust as it does not control how much sooner a player is marked, but also in what direction. Go too high, paired with an aggressive CTT, it can cause more harm than good. Better safe than sorry here.
►Run Frequency: 1/1
- No change. Less runs the better. They will be made of course.
⦿ The Height, Length and Width (HLW) values are significant this year with the CTT's. We are still treading quite carefully here on veering too far away from default unless absolutely necessary.
►Height: 65/65
- No chage. This allows the defensive mindset to go "forward" and not sit back when the opposition is in a threatening position. The shape will still drop back per the CTT, but it will not result in a direct drawback animation that was seen on lower values.
►Length: 35/35
- The biggest difference is a subtle reduction in line length to regain that shape in the midfield, which brings inthe the other line values. As mentioned, do not want to go too low because that will result in players retreating to their preset positions on 50/50 balls, not to mention it just looks strange to get that compact each match. After a while, it feels the same, regardless of the team you are facing. Found that 35 is a good balance between proper compression and decompression.
►Width: 49/49
- Needed more congestion in the center of the pitch, but also enough that the sidelines are not constantly used as an outlet. Good to see the sideline still defended properly though.
►FB Positioning: 35/35
- Lowered the FB position because height is higher, and length is lower, so it's naturally compressed and the FB is involved by default. Can't go too high or they will be caught upfield and it will be an attempt at exploits each attack.
►FT Control: 60/60
- No change. I've said it before, but this patch update is a fantastic one for the active first touch control. It brings in such a sense of random occurrences that were not previously in the game. A 50/50 ball truly feels like one now that anyone can win.
Timestamp: 12/8/2018 --- 1:19 AM CST 11/17/2018: Set Version 6, Beta 1 (V6B1) created and posted.
√ Breaking protocol a bit here, and pushing what has been tested on stream, with some slight adjustments based on feedback. Decided to go ahead and post it, so when console crew gets the patch update, they will be ready to go. I have tested on current console patch and it works just fine.
So, here are the areas we are focusing on for Version 6 Beta 1.
► Address shape and behavior by CPU attack. Needed to get more congestion in the center of the pitch and at the top of the box.
► Determining the balance with pass error in regards to quality of ball physics and logical decision making from CPU.
► Ensuring that the ease down the sidelines is lessened.
► Length is much lower, but not so low that players instantly retreat to preset positions, and are not so compressed that it is half-field ball.
Please read through my explanations, and do not forget to read the RULES before posting feedback.
FIFA 19 OS Sliders - Set V6B1
Difficulty: Pro, World Class, Legendary, Ultimate Time: 10-15 minute halves Speed: Slow Controls: Any
►Sprint Speed: 35/35
- Good value where there is still enough speed, but animations are much more controlled. Also good physicality is recognized.
►Acceleration: 50/50
- No changes here.
►Shot Error: 55/55
- No changes. Shot error here to help with more contextual shooting animations and still maintain separation between elite and mediocre players.
►Pass Error: 52/52
- Lowered pass error a bit to improve the ball physics overall. Got tired of always seeing the ball dip down so soon. CPU still makes bad passes and forced passes.
►Shot Speed: 49/49
- Lowered because gameplay is a bit slower, so the previous high shot speed seems out of sync to the happenings on the pitch.
►Pass Speed: 45/45
- The patch update increased pass speed just a bit than before, so lowering it makes sense. Cannot go too low because it will feel lethargic throughout the pitch, and the only fix is significantly lowering the pass error to compensate.
►Injury Frequency: 65/65
- Lowered this value back what we have used in the past. Always open to testing.
►Injury Severity: 15/15
- Lowered this value back what we have used in the past. Always open to testing.
►GK Ability: 50/50
- Lowered GK here because shot speed is back to under 50.
►Marking: 50/50
- A value that we have been all over with. Hard to adjust as it does not control how much sooner a player is marked, but also in what direction. Go too high, paired with an aggressive CTT, it can cause more harm than good. Better safe than sorry here.
►Run Frequency: 1/1
- No change. Less runs the better. They will be made of course.
⦿ The Height, Length and Width (HLW) values are significant this year with the CTT's. We are still treading quite carefully here on veering too far away from default unless absolutely necessary.
►Height: 65/65
- No chage. This allows the defensive mindset to go "forward" and not sit back when the opposition is in a threatening position. The shape will still drop back per the CTT, but it will not result in a direct drawback animation that was seen on lower values.
►Length: 35/35
- The biggest difference is a subtle reduction in line length to regain that shape in the midfield, which brings inthe the other line values. As mentioned, do not want to go too low because that will result in players retreating to their preset positions on 50/50 balls, not to mention it just looks strange to get that compact each match. After a while, it feels the same, regardless of the team you are facing. Found that 35 is a good balance between proper compression and decompression.
►Width: 49/49
- Needed more congestion in the center of the pitch, but also enough that the sidelines are not constantly used as an outlet. Good to see the sideline still defended properly though.
►FB Positioning: 35/35
- Lowered the FB position because height is higher, and length is lower, so it's naturally compressed and the FB is involved by default. Can't go too high or they will be caught upfield and it will be an attempt at exploits each attack.
►FT Control: 60/60
- No change. I've said it before, but this patch update is a fantastic one for the active first touch control. It brings in such a sense of random occurrences that were not previously in the game. A 50/50 ball truly feels like one now that anyone can win.
Thank you Matt and to all who tested much appreciated
Just played a few games CM with the new set on legendary....very challenging games, with allot of play in midfield....each game is a huge midfield battle and very little space is given anywhere on the field. Teams hold their shape well, and as a result there is very few breakaway in each game. I'm also seeing CPU taking allot more long range shots, which is great. The structure of both teams is very realistic....I'm loving this set....great job
Just played a few games CM with the new set on legendary....very challenging games, with allot of play in midfield....each game is a huge midfield battle and very little space is given anywhere on the field. Teams hold their shape well, and as a result there is very few breakaway in each game. I'm also seeing CPU taking allot more long range shots, which is great. The structure of both teams is very realistic....I'm loving this set....great job
Just played a kickoff match with the newest sliders, and it felt great.
I thought the 35 sprint and 45 pass spd might seem too sluggish, but it didn't.
The flow and shape looked spot on, had a nice congestion near both penalty areas, not much midfield but I guess it's ok with these teams, as they were both in 433
there was a penalty by the CPU on a sliding tackle that resulted in a direct red card.
And Salah completely whiffed a long pass from the GK, which was nice for variety regarding 1st touches