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FIFA 19 OS Community Sliders

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Old 09-19-2018, 12:44 AM   #1
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FIFA 19 OS Community Sliders

Welcome:
What can I say, but "Welcome" to another year of the beauty that is the FIFA Operation Sports Sliders thread. If you are here, it means you are after one thing, and that is realism in FIFA. It has been quite the journey in getting FIFA to play realistic, and some will say it is a pursuit that is never-ending, and they would probably be right. Despite that sentiment, this thread gets created, and we dig in to find different ways to make this game as great as it can be.

Brief History and Origin:
People ask me how this idea was started. It basically came down to myself and good friend Orion, who were working on our own FIFA sliders separately. Someone in one of my Twitch streams made the suggestion to maybe collaborate. I had not thought if that would be possible considering I didn't really know his approach, and if he knew mine. This difference of approach though allowed there to be a good balance in the sets we created. I would always test the absolute thresholds, while Orion would stay within/near default values. This ended up working great, and we have been working together since FIFA 15.

How we test:
Always in Career Mode. You are investing in sliders for a reason, and most of the time that is to play in Career Mode. So, it only makes sense to test in that same environment. With so many values to be looked at, and those values being in 1 point increments, it is very easy to come up with multiple versions of sliders. We will always test on Default first, then identify the main areas to look at. From there, it's about collaborating and finding workarounds for those problem areas. With sliders, it is always a balancing act, fix one thing - potentially break the next.

Version Format:
As I said this thread moves fast, and versions get updated. My goal is to always make less versions, but we're at the mercy of 1) EA's updates, and 2) Our own curiosity in determining the best values.

This year, I will be using the format in which the Version number is determined first, then a Beta number follows. For example, the first version will be Version 1, Beta 1; so it will read as : "V1B1", and down the road Version 6, Beta 2 will read "V6B2". As soon as it is determined that the version is "final", it will simply, for example, be called Version 6 Final, or "V6Final". I will make sure the OP is updated in a log format, so everyone is on the same page.

Helpful Reminders:
As always, remember that the thread moves very fast. I will do my best to update this Original Post as much as possible. I have learned a lot about how to be the "project manager" of this whole thing, so if I do not respond to every post, it is either because it got lost in the shuffle, or that replying to it would deter the thread from achieving the goal of establishing a slider set.

The Main Rules of the Thread:
1. Do not post your own full set. This deters the entire thread. All slider values are relative to one another, so if we see a value like 30 pass speed with a line length of 70, then that's not relevant to someone using a 50 pass speed with a line length of 35. It's better to leave it out of the thread, and create your own.

2. Feedback in Animation. The Match Stats only give so much information. Telling us the CPU has 99% passing is not helpful. Were they passing the ball through the backline the entire time? Details are important, and throughout the years I have asked for details in animations. What this means is simply "What do you see"? Is the CPU having that high passing because your defending players are too slow? Too far away? Too wide? In the end, VIDEO NEVER LIES, so if you have video to provide - please do so. That will save so much time and less of a Q&A.

3. We are not your customer service. This is a collaboration space. Noone is being paid here by EA. Provide feedback because you want to help, not because you feel entitled to let us do all the hard work and you sit back and criticize.

4. Respect eachother. Thankfully, we have not run into this issue as much, but there have been times where it's close. First, regarding myself, I am the project manager here. What that means is I am going for a goal, and discussion about conspiracies, theories or ET is not going to be helpful. Secondly, we all have opinions and some know how to filter them, some do not. There is a message there, so do not get offended if someone disagrees with you. We love the game, and just want what is best for it - so keep it civil!
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Changelog & Updates:

10/19/2018: Set Version 2, Beta 3 (V2B3) created and posted.
10/14/2018: Set Version 2, Beta 2 (V2B2) created and posted.
10/11/2018: Set Version 2, Beta 1 (V2B1) created and posted.
10/10/2018: Post patch 1.02 is now out for all platforms. DEFAULT SLIDERS suggested for now.
10/03/2018: Post patch 1.02. Advised to use DEFAULT sliders for now. Enjoy.
9/28/2018: Set V1B4 created and posted (multiple adjustments)
9/27/2018: Set V1B3 created and posted (multiple adjustments)
9/23/2018: Set V1B2 created and posted (adjustment to marking from 40 to 48)
9/22/2018: Set V1B1 created and posted
9/18/2018: Created FIFA 19 OS Slider thread
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Timestamp: 10/19/2018 --- 8:48 AM CST
10/19/2018: Set Version 2, Beta 3 (V2B3) created and posted.

√ Another solid set of feedback from everyone. I think there were some standouts from the likes of @archanax @EvertonianSteeler that should be acknowledged. Sorry if I forgot anyone, but those two come to mind. Of course there were realtime feedback from streamers and posters on the thread. Thank you again, I cannot tell you how essential it is to receive feedback relative to the set.

With that said, the set is taking a bit of a change. The reason for this is because there were some areas lacking, and some areas that we had not really considered to be essential to maintaining the identity of teams. I think that the goal for V2B2 was to establish a good shape of the midfield, but that goal resulted in a limitation of team identity and overall variety that this year's FIFA has to offer. Frankly, we handicapped it a bit too much.

So, here are the areas we are focusing on for Version 2 Beta 3.

►More resistance in the midfield.

►More variety in CPU's attack.

►More separation between skill players and positions.
I think we had to bite the bullet of several areas, and defer to user preferences in some. As always, the power of suggestion is very strong, and it is easy to derail the thread. Take caution and discretion when providing suggestions relative to the set.

Please read through my explanations, and do not forget to read the RULES before posting feedback.

FIFA 19 OS Sliders - Set V2B3
Difficulty
: Pro, World Class, Legendary, Ultimate
Time: 10-15 minute halves
Speed: Slow
Controls: Any

Sprint Speed: 50/50
- This is honestly a user preference. If you like the more solid feel of players, lower the Sprint value under 50. If you want the referee to look at the contact more, increase the value. I've kept it simple and placed it at default of 50.

Acceleration: 50/50
- (V2B2) No changes here, and to be honest, it most likely will not be lowered like in previous years. Reason being is the fatigue is always affected (unfortunately) and the feel of the game just becomes very sluggish and out of sync. The animation that starts is what I call "locomotion" as in the player is revving up in order to move in any direction. Looks strange. Keeping it at 50.

Shot Error: 53/53
- (V2B2) We tested this from 52 to 55. The value of 52 introduced a lot more post hits, and some unrealistic rocket goals, which was a bit unfortunate. The value of 55 seems to be the threshold, but paired up with the shot speed (below), the shooting became too tame and the GK was able to catch more than deflect.

Pass Error: 58/58
- We bring back the value of 58 here because pass speed has increased. As I've said, when you increase pass error, pass speed also needs to be increased. This balances the quality and accuracy of passes accordingly.

Shot Speed: 49/49
- (V2B2) This was a surprising value to be honest. Something felt off with the way the keeper interacted with the ball. They would dive underneath the flight of the ball when struck. So a medium height shot, and the keeper dives underneath it. In addition, the save animations were limiting with the high shot speed as you rarely see one handed saves. The main animation would be the two arms outstretched that you rarely see IRL. Now, with it at 49, goodness...what amazing save animations. The keeper reacts are so much better. There is a true sense of getting solid contact on the ball, and when you score those worldies, it feels extremely rewarding.

Pass Speed: 52/52
- As mentioned above regarding Pass Error. This value has to be raised a bit to compensate for the pass error. As it stands, the passing in the game does not have any risk/reward to it, especially as pass error is increased. The thought of underpowering a pass should not be a concern, rather a pass that is inaccurate due to the pressure of pace would be more believable. Any real match we watch, the pressure to perform is a product of the ball bouncing and attempting to control it. If the pass speed remained at 50, with a pass error of 58, there is not difficulty in controlling a "soft" ball versus one that is alive. This is why the pass speed of 52 is recommended. If you really have issues with it, feel free to adjust, but also lower pass error to compensate.

Injury Frequency: 65/65
- (V2B2) Thanks to Aaron's suggestion on this one. Good balance of walk-offs and injuries needing to be subbed out right away.

Injury Severity: 10/10
- (V2B2) Thanks to Aaron's suggestion on this one. Good balance of walk-offs and injuries needing to be subbed out right away.

GK Ability: 51/51
- Just a slight bump to the keeper ability here. Some questionable save animations and decision making by the keeper. The value did not go so high that it would result in unrealistic animations since the shot speed remains at 49.

Marking: 60/60
- Tested this value from scaled 51 to 80 with multiple teams' CTTs. The most controlled value was at 60. Ironically, the values in the 50's caused more ADD (Attention Deficit Defending) than expected. This is a good balance in allowing enough aggression for balanced teams, and providing the over-the-top gegenpress teams to also remain within their identity, but it is not so much that you can easily pass around them. The adjustments to Run Frequency and Length help to support this as well.

Run Frequency: 50/50
- Always a value that gets so much attention. There is a strong belief here that the CTT's continue to dominate, and the value of run frequency further supports that. I would say do not judge this book by its cover because it does in fact make for a lot of variety, but also some strong identity to teams. You will see build up, you will see quick counters, you will see teams bombarding up the pitch. I think this is the part in which I said that we were losing the identity of teams because we had handicapped them. You will know which team your playing, and how they want to attack you. Embrace it, and leave this value alone.

⦿ 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: 50/50
- Even though this value remains, it was not without testing. Probably the most frustrating of the HLW is this height. In the past we could move it up as we pleased, but this year, it just introduces too many issues to the defensive line. You introduce the defensive line too early when raising it, and they drop back way too far when you reduce it. This is 100% a CTT value that dominates, so again, our suggestion is to leave it alone.

Length: 50/50
- In hopes to get better shape, we had this previously under 50. While it looked great at 45, the problem was the theme of each match was User Defensive 3rd vs CPU's Defensive 3rd, all that midfield by the center circle became ignored. The reason is for every possession, the other team would drop back, no matter what CTT was used. You can see this by simply testing goal kicks for the CPU. The GK will not kick the ball past the halfway line, because they are preparing for a pass that does not require to reach the other side of the pitch. This is why the comments about frustrating tiki-taka and the lack of variety from CPU would dominate the thread. It's true, because we limited the CPU, and User, on what was possible. Extending the length was one thing, but is another reason marking was used to "control" the length as well, so it is not constantly end to end. There is so much variety here, and another nod to EA for getting CTTs a priority this year.

Width: 49/49
- Just another slight bump here, but going into the 50's and now the field becomes open, and compensations must be addressed. The difference between 49 to 50 is minimal, but it takes that passing sequence in the middle of the pitch from being regular, to the CPU actually trying to break you down with using the sidelines when required. The pass error at 58 helps this, but it's important to have the proper compression in certain spots. A note as well to the FBs, yes they will tuck in. It's an unfortunate programming by EA.

FB Positioning: 0/0
- The FB will get up the pitch, do not worry about that. They will respect the instructions given and drop back when necessary. The value at anything above 0 seemed to create more chaos, including how the CPU would face up 1v1. The goal here is to limit the FBs tendency to mark a midfielder, who is tucked in, on their own, and release to drop back into their formation. The good thing this year is that the FBs are programmed to be so involved in the attack already, so you do not see an immediate retreat like in years' past when we had to have this value fairly high.

FT Control: 72/72
- Honestly, this is another personal preference, however the importance on getting the variety is also making the ball remain alive. This is why pass speed at 52, and FT at 50, still works great, but from my testing is that on 72, I am seeing the same great animations that I had seen on 40 such as shirt grabbing, clumsy tackles and referee recognition. I am not saying this is the holy grail of fouls, but the pros outweigh the cons. You can still make some incredible first touches in this game with the value this high. It will truly make players stand out.
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Streamers (Twitch, YouTube, etc): Please message me or post in the thread to be added!
http://twitch.tv/matt10l
- On this one you can type in !sliders in the chatbox, and the most recently streamed set will show.

https://www.youtube.com/c/Matt10L_SimSnobsFC
https://www.youtube.com/channel/FulhamFocus
https://www.twitch.tv/laxing_
https://www.twitch.tv/Goblue81188
https://www.twitch.tv/Aaron458f
https://www.twitch.tv/Velocityy

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Version Logs:
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Set Version 2 Beta 2

Spoiler



Set Version 2 Beta 1

Spoiler



Set Version 1 Beta 4

Spoiler


Set Version 1 Beta 3:

Spoiler


Set Version 1, Beta 2:
Spoiler


Set Version 1, Beta 1:
Spoiler

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FIFA OS Sliders Archive:

FIFA 18 OS Sliders
FIFA 17 OS Sliders
FIFA 16 OS Sliders
FIFA 15 OS Sliders
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Last edited by Matt10; 10-19-2018 at 10:34 AM.
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Old 09-19-2018, 04:16 AM   #2
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Re: FIFA 19 OS Community Sliders

Here we go again! Welcome back lol

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Old 09-19-2018, 08:56 AM   #3
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Re: FIFA 19 OS Community Sliders

Welcome back..can not wait for streams to start. Hope all are well.
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Old 09-19-2018, 09:37 AM   #4
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Re: FIFA 19 OS Community Sliders

I'll be keeping an eye on this thread...

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Old 09-19-2018, 11:48 AM   #5
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Re: FIFA 19 OS Community Sliders

Streaming on the PC:

https://www.twitch.tv/matt10l
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Old 09-19-2018, 12:48 PM   #6
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Re: FIFA 19 OS Community Sliders

Quote:
Originally Posted by Matt10
Streaming on the PC:

https://www.twitch.tv/matt10l
Looking forward to hear your review of the full release.

A couple things I'm most concerned about after playing the demo: ball size, players being overly responsive and animations doing impossible things, is it satisfying scoring or is it still too easy, does the ball bounce when passing or slide across the pitch, does the CPU play too much first touch passing game.

I think my biggest issue is that after playing PES, when playing FIFA it doesn't feel like I'm controlling real footballers. Part of that is the stick figure player models with super fast leg movement and I don't expect that to have changed. But in the beta players weren't so overly responsive, they had more weight to them, and movement in general felt more realistic. Any changes to that?

Cheers. Fingers crossed that this is gonna be a good year.
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Old 09-19-2018, 03:45 PM   #7
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Re: FIFA 19 OS Community Sliders

Itís like the run up to Christmas for me . Getting excited reading about what has been found before I can try it next Friday morning.


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Old 09-19-2018, 04:10 PM   #8
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Re: FIFA 19 OS Community Sliders

Quote:
Originally Posted by adoptedscouse
Itís like the run up to Christmas for me . Getting excited reading about what has been found before I can try it next Friday morning.


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Me too. I am so pumped.

The game will undoubtedly have it's flaws, but I have so much fun playing every year. Really looking forward to the added immersion via the Champions League.

(And Europa League for year 1 Arsenal LOL)

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