►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!
2/26/2019: Set Version 9, Beta 1 (V9B1) created and posted. Very slight modification from V8B1. 1/14/2019: Set Version 8, Beta 1 (V8B1) created and posted. Very slight modification from V7B1. 12/20/2018: Set Version 7, Beta 1 (V7B1) created and posted. Credit to Dbaja22 for subtle change in values. 12/8/2018: Set Version 6, Beta 1 finalized to Final (V6F) created and posted. 12/8/2018: Set Version 6, Beta 1 (V6B1) created and posted. 11/27/2018: Set Version 5, Beta 1 (V5B1) created and posted. 11/17/2018: Set Version 4, Beta 1 (V4B1) created and posted. 11/12/2018: Set Version 3, Beta 1 (V3B1) is still in effect post-patch. Please test with it. 11/3/2018: Set Version 3, Beta 1 (V3B1) created and posted. 10/30/2018: Set Version 2, Beta 3 (V2B3) is still in effect post-patch. Please test with it. 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
--------------------
-------------------- Timestamp: 2/26/2019 --- 6:32 PM CST 2/26/2019: Set Version 9, Beta 1 (V9B1) created and posted. Slight modifications to shape from Version 8 Beta 1.
√ The overall base that version 7 and 8 brought continues here, with some slight modifications to Height and Width, and the marking from version 8 goes back from 55 to 50.
Please read through my explanations, and do not forget to read the RULES before posting feedback.
FIFA 19 OS Sliders - Set V9B1
Difficulty: Pro, World Class, Legendary, Ultimate Time: 6-15 minute halves Speed: Slow or Normal Controls: Any
►Sprint Speed: 35/35
- No changes. 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: 58/60
- No changes. Slight increase in shot error allows much more of a less on rails approach to shooting. Seen some contextual animations of the players' body angles and positioning. Still plenty of wonder goals are a possibility. Adjust as you see fit.
►Pass Error: 52/56
- No changes. A good suggestion to increase pass error here as it helps the AI logic in their passing. We know a higher pass error will make this happen, but there is always a chance of it affecting some basic play. Thankfully, this adjustment finds a good balance overall.
►Shot Speed: 49/49
- No changes. We raised this value to get the shots in sync. Before at 47, the keeper was starting to save shots before they even reached him. Made for some strange animations and goals conceded. Considering how high we have shot error, there needs to be some power in shots - even if wild - because the chances of powerful wild shots happening IRL are higher than constant soft shots.
►Pass Speed: 45/45
- No changes. 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
- No changes. Lowered this value back what we have used in the past. Always open to testing.
►Injury Severity: 15/15
- No changes. Lowered this value back what we have used in the past. Always open to testing.
►GK Ability: 50/50 (from 49/49)
- This patch update resynced the keeper animation to react in-time, and was no longer early or late. When the value is lowered, we get a late response, and when raised, it is an early response, to the shot speed. Wanting to keep the good physics of 49, we want to reduce the flailing about by defaulting back to 50.
►Marking: 50/50 (from 55/55)
- Dropped this value a bit to help with the over-marking and losing shape that seemed to have occurred a lot. Adjusting height and width will also further support this change, not to mention the CTTs being able to take over when needed.
►Run Frequency: 0/0
- No changes. We have tend to keep this at a singular value to avoid any disruption in code that 0 seems to cause at times (0 usually means to cancel something out), but in testing, this does make runs a bit smarter and paired up with the pass values, there is less directness in passing by the CPU.
⦿ 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 (from 65/65)
- Had to adjust this one quite a bit to get things less cramped between the defensive line and midfield. Started to see the outside midfielders tuck too narrow, thus giving up width and made it quite easy to switch the field.
►Length: 34/35
- This was the subtle change. Basically I had seen that the CPU was instantly trying to exploit the USER constantly. It was direct driven passes to the forwards ala FIFA 17, and was getting tiresome. This was due to the fact that the USER's midfielders were too tight, regardless of marking, and being nudged out of position due to momentum alone. With this value discrepancy it creates the impact of the USER's midfield being in front of the ball.
►Width: 55/55 (from 49/49)
- Again, it gets a bit narrow, even with the adjustment to height and the marking. The width allows proper overlaps by the fullbacks as well.
►FB Positioning: 35/35
- No changes. 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: 70/71
- Raised this value as the higher FT brings in a sense of making the ball more alive. We have pass speed fairly low already, so every trap is perfectly cushioned at lower FT values. Makes for a bit of a "soft" game versus any kind of human element that the matches should require. Makes a good difference in creating a lot of random occurrences like footy tends to do. The discrepancy here is to address the CPU's ability to tackle perfectly foot-to-ball and hopefully the discrepancy helps more silly fouls to happen. This is not proven and simply something I would like us to look at.
--------------------
-------------------- 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.
--------------------
-------------------- Version Logs:
--------------------
[b]Set Version 8, Beta 1[b]
Spoiler
Timestamp: 1/14/2019 --- 5:57 AM CST 1/14/2019: Set Version 8, Beta 1 (V8B1) created and posted. Very slight modification fro V7B1.
√ Version 7, beta 1, was the best we got this game. I believe there was just one very very slight area to look at, which was the midfield. This update to Version 8 was subtle, but significant as it has allowed the CPU to play a lot less direct, and the user not constantly be bombared with driven passes.
Please read through my explanations, and do not forget to read the RULES before posting feedback.
FIFA 19 OS Sliders - Set V8B1
Difficulty: Pro, World Class, Legendary, Ultimate Time: 6-15 minute halves Speed: Slow or Normal Controls: Any
►Sprint Speed: 35/35
- No changes. 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: 58/60
- No changes. Slight increase in shot error allows much more of a less on rails approach to shooting. Seen some contextual animations of the players' body angles and positioning. Still plenty of wonder goals are a possibility. Adjust as you see fit.
►Pass Error: 52/56
- No changes. A good suggestion to increase pass error here as it helps the AI logic in their passing. We know a higher pass error will make this happen, but there is always a chance of it affecting some basic play. Thankfully, this adjustment finds a good balance overall.
►Shot Speed: 49/49 (from 47/47)
- Raised this value to get the shots in sync. Before at 47, the keeper was starting to save shots before they even reached him. Made for some strange animations and goals conceded. Considering how high we have shot error, there needs to be some power in shots - even if wild - because the chances of powerful wild shots happening IRL are higher than constant soft shots.
►Pass Speed: 45/45
- No changes. 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
- No changes. Lowered this value back what we have used in the past. Always open to testing.
►Injury Severity: 15/15
- No changes. Lowered this value back what we have used in the past. Always open to testing.
►GK Ability: 49/49 (from 50/50)
- With the shot speed raised, we needed to get things back in sync. Lowering the GK Ability has allowed the GK to find the path of the ball, adjust to it, and let the ability go from there. Seen some of the best animations that FIFA can produce here.
►Marking: 55/55
- No changes. The importance with marking increased is to make up for space that the lower length value presents. This keeps players from retreating too soon into their set positions, but still respecting the ball carrier to maintain their shape - depending on CTTs of course.
►Run Frequency: 0/0
- No changes. We have tend to keep this at a singular value to avoid any disruption in code that 0 seems to cause at times (0 usually means to cancel something out), but in testing, this does make runs a bit smarter and paired up with the pass values, there is less directness in passing by the CPU.
⦿ 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 changes. 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: 34/35 (from 35/35)
- This was the subtle change. Basically I had seen that the CPU was instantly trying to exploit the USER constantly. It was direct driven passes to the forwards ala FIFA 17, and was getting tiresome. This was due to the fact that the USER's midfielders were too tight, regardless of marking, and being nudged out of position due to momentum alone. With this value discrepancy it creates the impact of the USER's midfield being in front of the ball.
►Width: 49/49
- No changes. 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
- No changes. 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: 70/71 (from 60/60)
- Raised this value as the higher FT brings in a sense of making the ball more alive. We have pass speed fairly low already, so every trap is perfectly cushioned at lower FT values. Makes for a bit of a "soft" game versus any kind of human element that the matches should require. Makes a good difference in creating a lot of random occurrences like footy tends to do. The discrepancy here is to address the CPU's ability to tackle perfectly foot-to-ball and hopefully the discrepancy helps more silly fouls to happen. This is not proven and simply something I would like us to look at.
Set Version 7, Beta 1
Spoiler
(credit: @Dbaja22 for video)
Timestamp: 12/20/2018 --- 10:02 PM CST 12/20/2018: Set Version 7, Beta 1 (V7B1) created and posted.
√ With Version 6 serving as a final set, we are looking to improve upon it to solidify even further, and also adjust for the most recent update in patch 1.07. Thanks goes to @Dbaja22 for adjusting the values in a subtle way that can be appreciated as it keeps the integrity of the current set, and improves the AI decision logic with the ball, while also aiding in some physics of the shot and goalkeeper movements.
Please read through my explanations, and do not forget to read the RULES before posting feedback.
FIFA 19 OS Sliders - Set V7B1
Difficulty: Pro, World Class, Legendary, Ultimate Time: 6-15 minute halves Speed: Slow or Normal Controls: Any
►Sprint Speed: 35/35
- No changes. 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: 58/60 (from 55/55)
- Slight increase in shot error allows much more of a less on rails approach to shooting. Seen some contextual animations of the players' body angles and positioning. Still plenty of wonder goals are a possibility. Adjust as you see fit.
►Pass Error: 52/56 (from 52/52)
- A good suggestion to increase pass error here as it helps the AI logic in their passing. We know a higher pass error will make this happen, but there is always a chance of it affecting some basic play. Thankfully, this adjustment finds a good balance overall.
►Shot Speed: 47/47 (from 49/49)
- Much lower than it has been before. For a sped up game, in general, FIFA needs to be toned down. This adjustment has made the ball still look like it is flying, and it's backed up by the keeper's reactions.
►Pass Speed: 45/45
- No changes. 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
- No changes. Lowered this value back what we have used in the past. Always open to testing.
►Injury Severity: 15/15
- No changes. Lowered this value back what we have used in the past. Always open to testing.
►GK Ability: 50/50
- No changes. Lowered GK here because shot speed is back to under 50.
►Marking: 55/55 (from 50/50)
- The importance with marking increased is to make up for space that the lower length value presents. This keeps players from retreating too soon into their set positions, but still respecting the ball carrier to maintain their shape - depending on CTTs of course.
►Run Frequency: 0/0 (from 1/1)
- We have tend to keep this at a singular value to avoid any disruption in code that 0 seems to cause at times (0 usually means to cancel something out), but in testing, this does make runs a bit smarter and paired up with the pass values, there is less directness in passing by the CPU.
⦿ 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 changes. 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
- No changes. 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
- No changes. 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
- No changes. 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 changes. 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.
Set Version 6 Final
Spoiler
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.
Set Version 5 Beta 1
Spoiler
Timestamp: 11/27/2018 --- 10:57 PM CST 11/17/2018: Set Version 5, Beta 1 (V5B1) created and posted.
√ Patch update was just released for consoles, PC has had it for a little longer. Was able to test various thresholds, so already knew what we were going to be looking for coming in. Used a lot of values that had been suggested throughout the last several pages as well.
So, here are the areas we are focusing on for Version 5 Beta 1.
► Re-establishing the shape of Version 4 Beta 1. Getting that sense of post up positioning by midfielders due to pressure from defenders.
► Finding best error and speeds to benefit the changes that post-patch has brought, in particular making the ball speed just a tad faster.
Please read through my explanations, and do not forget to read the RULES before posting feedback.
FIFA 19 OS Sliders - Set V5B1
Difficulty: Pro, World Class, Legendary, Ultimate Time: 10-15 minute halves Speed: Slow Controls: Any
►Sprint Speed: 40/40
- We've evened this value up to get the best sense of physicality and momentum, but also no need to create that discrepancy so the CPU does not "give up" on plays. This is not needed, however if it will not significantly alter the set has a sprint speed discrepancy.
►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: 55/58
- A bump in error for the CPU to help their decision making with the ball a little less automatic.
►Shot Speed: 51/51
- No changes. Shot error is higher. Seeing some great animations for saves, but also the deflections are no longer "cushioned" deflections off hard shots - the ball is truly alive when deflected.
►Pass Speed: 50/50
- This patch update has increased the pass speed a bit, which was badly needed. As a result, we can "normalize" the value back to 50.
►Injury Frequency: 70/70
- Thanks to Aaron and jrn suggestion on this one. Good balance of walk-offs and injuries needing to be subbed out right away.
►Injury Severity: 35/35
- Bumped this slightly to allow a bit more walk-offs and significant injuries.
►GK Ability: 60/60
- Found that the keepers were still wailing too easily and completely missing the ball at times. Bumped this value up to compensate.
►Marking: 50/50
- No change. Normalized value because higher marking of any kind was starting to hurt defensive assignments. Dropped down to 50 and it is much better, closer to a zonal look, and will help bring in the midfield.
►Run Frequency: 1/1
- No change. Round and round we go, huh? Previously value was 50, and now we've dropped all the way down to 1. The reason for 1 is the same reason it always ends up being 1, which is too many runs off the ball = hectic. The players will still get up the pitch, and they will still honor the CTT chosen, but it will be more subtle than just letting a CAM have the ball, and 6-7 runs are made in full sprints off the ball.
⦿ 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
- Another bump to height here from 55 to 65. 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: 45/45
- The hope was this could remain the same, but unfortunately the game is just very wide open at default 50 now. The players are pushed out of position and it makes it easier to send passes to forwards that sit in the safe gap of the midfielder and defender. Dropping this value down has now brought in more build up to be necessary and more congestion in the midfield.
►Width: 52/52
- The adjustment to height and length means that width also has to go. Too low and the center midfielders run over eachother which can expose the spaces left open.
►FB Positioning: 45/45
- No changes. Able to adjust this value with the height increase. The value of 0 FB was good pre-patch, but it also resulted in a very rigid defensive line, and a reluctant movement by the FB to overlap unless instructed, or to get into the defensive third to cover. Hot topic this year remains them going for a walk about the pitch, but it's better than it was for sure. There is still that odd occasion though.
►FT Control: 60/60
- 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.
Set Version 4 Beta 1
Spoiler
Timestamp: 11/17/2018 --- 4:57 PM CST 11/17/2018: Set Version 4, Beta 1 (V4B1) created and posted.
√ Really solid feedback the last couple of pages regarding post patch and using V3B1. Overall, the set still plays good, but just needed some subtle tweaks to solidify it.
So, here are the areas we are focusing on for Version 3 Beta 1.
►Tad bit more resistance in the midfield, especially on the sidelines and center.
►With more resistance, the pace of play has some more variety.
Please read through my explanations, and do not forget to read the RULES before posting feedback.
FIFA 19 OS Sliders - Set V4B1
Difficulty: Pro, World Class, Legendary, Ultimate Time: 10-15 minute halves Speed: Slow Controls: Any
►Sprint Speed: 40/45
- Kudos to Balla here for determining a good value that creates a sense of the CPU not giving up on chasing, and also just enough of a low value that ensures the user is more "solid", which should then result in the CPU's momentum to cause more physicality.
►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: 55/55
- No changes. Goal to just slightly to improve the ball physics. On 55 the ball does not dip as quickly in the air like it does on 58.
►Shot Speed: 51/51
- No changes. Shot error is higher. Seeing some great animations for saves, but also the deflections are no longer "cushioned" deflections off hard shots - the ball is truly alive when deflected.
►Pass Speed: 52/52
- No change. 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: 70/70
- Thanks to Aaron and jrn suggestion on this one. Good balance of walk-offs and injuries needing to be subbed out right away.
►Injury Severity: 30/30
- No change. Thanks to Aaron and jrn suggestion on this one. Good balance of walk-offs and injuries needing to be subbed out right away. Some longer injuries as well.
►GK Ability: 55/55
- No change. The big thing with keepers in this game is that they flail on shot attempts, especially headers. Need the keeper to stay firm and prepare for shots, versus instantly reacting and letting the goal in.
►Marking: 50/50
- No change. Normalized value because higher marking of any kind was starting to hurt defensive assignments. Dropped down to 50 and it is much better, closer to a zonal look, and will help bring in the midfield.
►Run Frequency: 1/1
- No change. Round and round we go, huh? Previously value was 50, and now we've dropped all the way down to 1. The reason for 1 is the same reason it always ends up being 1, which is too many runs off the ball = hectic. The players will still get up the pitch, and they will still honor the CTT chosen, but it will be more subtle than just letting a CAM have the ball, and 6-7 runs are made in full sprints off the ball.
⦿ 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: 55/55
- Significantly improved the resistance in the midfield. Finally this is the patch we've been waiting for to allow a modification in height to create this effect. Lowering length was the initial thought, but turned out to cause more harm than good. With the slightly higher height, it pushes all the lines forward to meet - and result in better shape throughout.
►Length: 50/50
- No change, these are notes from previous set. 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
- Able to adjust this to a good under 50 value so the middle of the pitch isn't 1-3 passes forward each time. Clogs the center a lot more, which means more passes to the side to break down teams. Good variety per CTT's as well.
►FB Positioning: 45/45
- Able to adjust this value with the height increase. The value of 0 FB was good pre-patch, but it also resulted in a very rigid defensive line, and a reluctant movement by the FB to overlap unless instructed, or to get into the defensive third to cover. Hot topic this year remains them going for a walk about the pitch, but it's better than it was for sure. There is still that odd occasion though.
►FT Control: 55/55
- A bit of a rabbit hole, but this looks to be the final resting place for the FT debacle. There are those that tried the 40 FT, and let me remind you that is a value not intended to address the first touch at all, but more so the behavior of 50/50 getting stuck in to tackles, etc. With that said, the idea behind 55 is pretty straight forward. Slows the game down just slightly, and creates a bit more random play, relative to the pass speed value.
Set Version 3 Beta 1
Spoiler
Timestamp: 11/3/2018 11/3/2018: Set Version 3, Beta 1 (V3B1) created and posted.
√ Good feedback the last couple of days. Much appreciated to those who provided the feedback and made some suggestions to look into. The goal of the stream was to establish animations and ensure they are in-sync and logical to what is happening on the pitch
There are some significant changes, but the emphasis is to still focus on team identity.
So, here are the areas we are focusing on for Version 3 Beta 1.
►Return of midfield and shape.
►Less bombarding runs off the ball.
►Contextual animations and logic based on stats/ratings.
Please read through my explanations, and do not forget to read the RULES before posting feedback.
FIFA 19 OS Sliders - Set V3B1
Difficulty: Pro, World Class, Legendary, Ultimate Time: 10-15 minute halves Speed: Slow Controls: Any
►Sprint Speed: 49/49
- Determined that the best synced animation of player-to-ball is at 49. This brings awareness to where the ball is, but also has that solid feel of the player base, versus feeling like they are skating at times on 50 and 50+.
►Acceleration: 50/50
- No changes here.
►Shot Error: 55/55
- Raised shot error here to help with more contextual shooting animations and still maintain separation between elite and mediocre players.
►Pass Error: 55/55
- Dropped just slightly to improve the ball physics. On 55 the ball does not dip as quickly in the air like it does on 58.
►Shot Speed: 51/51
- Raised this value because shot error is higher. Seeing some great animations for saves, but also the deflections are no longer "cushioned" deflections off hard shots - the ball is truly alive when deflected.
►Pass Speed: 52/52
- No change. 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
- No change. 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
- No change. Thanks to Aaron's suggestion on this one. Good balance of walk-offs and injuries needing to be subbed out right away.
►GK Ability: 55/55
- The big thing with keepers in this game is that they flail on shot attempts, especially headers. Need the keeper to stay firm and prepare for shots, versus instantly reacting and letting the goal in.
►Marking: 50/50
- Normalized value because higher marking of any kind was starting to hurt defensive assignments. Dropped down to 50 and it is much better, closer to a zonal look, and will help bring in the midfield.
►Run Frequency: 1/1
- Round and round we go, huh? Previously value was 50, and now we've dropped all the way down to 1. The reason for 1 is the same reason it always ends up being 1, which is too many runs off the ball = hectic. The players will still get up the pitch, and they will still honor the CTT chosen, but it will be more subtle than just letting a CAM have the ball, and 6-7 runs are made in full sprints off the ball.
⦿ 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
- No change, these are notes from previous set. 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
- No change, these are notes from previous set. 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: 50/50
-The FB debacle is still strong in this update, so there is no point in lowering the width since the FB will still overlap when instructed. The importance here is to also make sure midfielders are not overrunning or overmarking their zone, which leads to simple passes forward.
►FB Positioning: 0/0
- Same note as before. 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
- Same note as before. 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.
Set Version 2 Beta 3
Spoiler
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.
Set Version 2 Beta 2
Spoiler
Timestamp: 10/14/2018 --- 7:23 AM CST 10/14/2018: Set Version 2, Beta 2 (V2B2) created and posted.
√ Thanks everyone for the fantastic feedback on V2B1. I think, as a base, we definitely got somewhere.
Over the course of the last couple days, we have been tested vigorously, to say the least. We learned A LOT about what we can, and can't do, regarding these sliders. The most important item to take away is how powerful the Custom Team Tactics (CTTs) are this year. Values such as Marking and Height are very difficult to adjust for.
We knew this day would come where the CTTs started to dominate, and have to be taken as a priority, so depending on how you look at it this is good for FIFA in general. Teams have identity, that is clear as day.
What we needed to focus on in this Beta 2 set was the following:
►More middle of the field, midfield.
►Better coverage down the sidelines.
►CPU decision making.
►CPU clinical shooting.
►Overall physicality.
I believe we have accomplished the above quite well. It took some learning, and couple 10+ hour streams. Nod to @Aaron458f , @Laxing_ , @lhsballa11 , @Velocityy , @QB , and anyone else I forgot, for streaming and providing realtime feedback of video.
Please read through my explanations, and do not forget to read the RULES before posting feedback.
FIFA 19 OS Sliders - Set V2B2
Difficulty: Pro, World Class, Legendary, Ultimate Time: 10-15 minute halves Speed: Slow Controls: Any
►Sprint Speed: 44/45
- The importance here is to find the most physical interactions, even if a foul is not called. In addition, the discrepancy is created so that the CPU does not give up when chasing the user down. By default, there is a bit of an advantage for the CPU, but the user also has an advantage in being able to run off the rails with super cancel, shifting from side to side, and knocking the ball ahead. The animations smooth out here as well, which is always welcomed in FIFA. While Beta 1's Sprint Speed at 51 was good in terms of reactions, we couldn't get on with it for too long as the players started to look like they were playing on ice.
►Acceleration: 50/50
- 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
- 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: 55/55
- There is a lot of love for 58, and that is understandable. This is definitely still in play. The main issue that I found with 58 was that the pass speed is also important. If you increase the pass error, the speed of the passes will naturally slow down. This makes for some very laboring and soft gameplay. In addition, the long balls are not of Pro quality. Regardless of stats, most players can kick the ball fairly far in the air. It's a bit unrealistic to see the ball sent up in the air, and knuckle downwards like a Ronaldo free kick.
○ Personal Preference: I am playing with it at 52. I like this value because it keeps a strong sense of quality passes on the ground and through the air. It also does not affect crossing as much. Had hesitations because I thought the tiki-taka would show up, but that's mainly to due with run frequency.
►Shot Speed: 49/49
- 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: 50/50
- No adjustments here as this is the best balance. As you increase pass error, you may want to look into increasing pass speed to compensate. Overall though, no issues with it being at 50.
►Injury Frequency: 65/65
- 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
- Thanks to Aaron's suggestion on this one. Good balance of walk-offs and injuries needing to be subbed out right away.
►GK Ability: 50/50
- No need to be adjusted. It seems to mainly control the aggression of the keeper. I think FIFA 19's keepers are really solid this year, and any adjustments are personal preference.
►Marking: 50/50
- Went down from 54 on this one because the lines are tighter, and in general, we found the man marking to be too much. While it made for some good aggression, it made it overall too "sticky". As in, the LB would follow a CDM as far back as possible, forcing the CB to cover the flanks higher up the pitch, etc. It's a great concept, but this is one of those values that needs to be left alone. CTTs also have to be considered here as there is an increase in aggression depending on the chosen tactic, and if paired up with an additional marking mechanic, it just becomes too much and chaotic. Note, there are definitely some teams (Chelsea, Dortmund, for example) that seem to be "hardcoded" and cause chaos on their own regardless of slider values. I would advise to accept that there are a select few CPU teams that are just geared that way, and it would be advised to not test sliders against these teams as that feedback can be pretty skewed. Part of my 3 hour stream was mainly playing against Chelsea (as Arsenal), and safe to say, it was frustratingly educational.
►Run Frequency: 25/25
- We dropped this down from 45 to 25 to help with the runs off the ball. It's not only for that though, as we did try it at varying values including 50+, but it also affects the FB running, relative to the FB positioning value chosen (below). In hopes of not messing up a good thing (sidelines, FB not getting too tucked consistently), I've opted to leave this value at the happy medium of 25, which was well tested and received positive feedback. I would say this is a higher value than what the OS community usually prefers, but whenever we test below, or especially the usual 1/1, the gameplay became tiki-taka and direct. Since a marking value is too sensitive to compensate, it's better to leave it how it is at 25.
⦿ 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
- We tested this to the max. Balla will tell you that we had it as high as 85, and it just creates so many issues. The shape could look great one minute, then fall apart the next. You could have a super high line in CTTs, and in sliders, but your CB is following an attacker deep into the box. Too many compensations are needed when adjusting height. There is a specific animation that comes up as well where the players are seemingly playing an offside trap at random, and they speed ahead of a runner, making it very easy to sprint past. Safe to say, we're leaving this one alone.
►Length: 45/45
- The reason we've gone away from the discrepancy here is because whenever a discrepancy is involved, it requires discrepancies in every other area of HLW and even marking + run frequency. Too many to count, and too many variables, that could happen, with it. There are enough rabbit holes (fouls!) to go down, and this one needs to be respected as is. In terms of lowering length to 45 is that it provides a solid midfield look where the CDM still gets in front of the attacker, and cuts off those passes to them. With the adjustment to width (below), the midfield is more packed, and passing the ball forward has more risk and reward, as it should be.
►Width: 48/48
- Thankfully not as sensitive as a value, but still has a lot of power in establishing consistency. We stayed at 50, and got as high as 85 on this value. The idea finally came to me to just lower it under 50 and see what happens. Surprisingly, paired with the other line values and FB positioning, it allowed the middle of the pitch to be a midfield, and also gave enough coverage on the sides. Marking is lowered at 50, so there is not as high of a chance of the FB getting too tucked in consistently, and it also brings in those runs into the box to be more central versus constantly backpost or late. This was the value that completed the Beta 2 set.
►FB Positioning: 48/48
- Honestly, we had to get the FB's under control. It's not necessarily that they were going too far up the pitch, it's more so that where they were on the attacks were then getting them stuck in transition to mark a forward or midfielder, resulting in being tucked in too much, and essentially transitioning as a CDM - who has to make up for their side of the field right away. With this very small adjustment, it now does not bring them in as quickly, which helps with a more patient attack, but also does not allow them to "lock on" to a player as soon as a transition happens. They still get up the pitch if your instructions allow it, and they still get up the pitch if you send them on a manual run. Really makes for some great sideline play, and respects the modern day of the importance of a good FB.
►FT Control: 50/50
- Keeping this one simple. Technically, the higher you go in pass error, the more you want to go up in FT control, so it compliments the pass speed lowered. FIFA's big thing is the touch this year, and there is no surprise that we haven't quite determined the best value here. All sliders are relative, so a pass speed of 40 and FT control of 100, does not necessarily make sense. Keeping it simple, but feel free to provide feedback on it, relative to the set of course.
○ Personal Preference/testing: You may have seen it on my streams, but I am currently testing a lower first touch control value. Currently it is at 40/40, but needs more exploration. The working theory here is that a 40/40 approach instills a sense of perfect on both User and CPU. This means that because both User and CPU are geared to be perfect, they do not back out of a 50/50 challenge. This creates incredible battle for the ball. I have seen some animations that I've never seen in FIFA before. From grabbing players by the sides, shoulders, hugging, clumsy tackles, rewarding dribbles to fouls, center backs chopping down attackers. So many great animations cannot be ignored. So, this is why I'm exploring it. Let me make one thing very clear:this is not a pursuit to get more FOULS. Fouls are a rabbit hole, and the power of suggestion, especially on this thread, rocks the boat right into the water. So, this is not a pursuit for fouls, but a pursuit for taking advantage of all the unseen animations. I've always been about animations, so when I see new ones, I'm going to fully discover as much as possible.
Set Version 2 Beta 1
Spoiler
Timestamp: 10/11/2018 --- 7:46 AM CST 10/11/2018: Set Version 2, Beta 1 (V2B1) created and posted.
√ Good day yesterday in feedback on DEFAULT values and then streaming. Watched a lot of those who streamed, so that is much appreciated. Remember to let us know when you are streaming so the collaboration can continue, and I can add you to the OP.
As I've said, DEFAULT plays quite well, but that does not mean there is not room to improve certain areas. We were focused on the following:
►More congestion in midfield.
►Fouls being recognized.
►Error values.
I would say 2 out of the 3 of those were addressed, leaving more error values to still collect feedback and adjust accordingly. Put simply, we ran out of time to test all the error values.
This set is Version 2 because we are post-patch now, and it only makes sense to start a new version as a result. Like I said before, it's not 100% yet, but it's a good BASE. Please read through my explanations, and do not forget to read the RULES before posting feedback.
FIFA 19 OS Sliders - Set V2B1
Difficulty: Pro, World Class, Legendary, Ultimate Time: 10-15 minute halves Speed: Slow Controls: Any
►Sprint Speed: 51/51
- Raising this value above 50 has allowed a lot more physicality, but primarily prevents the CPU from giving up defending. So they will chase the user down as much as they can, and perform some desperation moves. In addition, the reaction times are much better with it higher. This has been the case since FIFA 16 when we had it at 52 (but 48 acceleration), so it is no surprise it works again as FIFA bases a lot of decisions off of speed.
►Acceleration: 50/50
- 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: 50/50
- Was not tested.
►Pass Error: 58/58
- This value is the highest that FIFA 19 can go right now without being ridiculous. The CPU can still make good crosses, and flub them as well. The importance of pass error is to ensure that the user and CPU maintain a sense of identity of their star players. A center-back cannot make a threaded through ball look easy, but a skilled CAM should be able to. Same goes with crosses and lobbed passes over the top. I think we can move this value a bit lower than 58 though as things can get a bit hectic with it too high.
►Shot Speed: 50/50
- Was not tested.
►Pass Speed: 50/50
- Was not tested.
►Injury Frequency: 50/50
- Was not tested.
►Injury Severity: 50/50
- Was not tested.
►GK Ability: 50/50
- Was not tested.
►Marking: 54/54
- This value is so sensitive this year. Too high and you get man-marking all over the pitch, too low and you get dumbed down and out of position. CTTs do matter here, but not as much since the tactics really have 2 options: "Balanced" and "pressure on touch" , so I think we have some wiggle room. I do believe 54 is the highest we can go though, which is not necessarily a bad thing.
►Run Frequency: 45/45
- This could very well go down, but we've only slightly lowered it here. This year, the value of run frequency may hold a lot more to keeping sets in-sync as it does affect how players are positioned. Post-patch, the runs off the ball aren't as bombarding forward as previous updates, but it's still there. With the pass error value used, the decision making could be less forward-forward as a result though.
⦿ The Height, Length and Width (HLW) values are significant this year with the CTT's. We are treading quite carefully here on veering too far away from default unless absolutely necessary.
►Height: 50/50
- Another sensitive value. Was not tested in any significance.
►Length: 50/49
- Just a very slight discrepancy here to lessen the CPU's directness. It brings in better positioning for the CPU defensively as well, then back the other way for the User. Could consider evening it up, but for now, we'll test with this discrepancy.
►Width: 50/50
- Another sensitive value, but the only reason I would consider moving this one higher is to get the CBs wider in transition. As it stands, at 50, the CBs are super tight to each other in transition, which opens up either side of the pitch. In addition, the FBs are incredibly tucked in at times, which again promotes a lot of issues. The hesitation to adjust this too much is the nod to CTTs again, but if the base of 50 is wrong to begin with, it may force our hand to adjust this value.
►FB Positioning: 50/50
- Was not tested.
►FT Control: 49/50
- The working theory here is that the CPU has perfect tackling capability. They get foot-to-ball contact so easily, and if that is consistent, the fouls will never be called, regardless how violent they tackle the user. This theory may not hold up, but from a lot of testing on my own, it's been pretty consistent. Again, though, it's FIFA, and you just never know with physicality and what the referee perceives as a foul.
Set Version 1 Beta 4
Spoiler
√ Such incredible feedback these last couple pages, thank you so very much for those of you taking the time to report your findings. It gives us an idea of what we need to look for, and how to go about it. I think this V1B4 set is really going to be one that makes a lot of individuals happy as it is much more "traditional", which will allow the team tactics to make all the difference.
I was actually on the wrong track in using the threads of old to determine base sets and theories here. FIFA 19 is not like a lot of FIFA's that I have seen. It has a lot of identity, a lot of unique characteristics and plenty of subtlety. I wouldn't say it is like a fine wine or anything like that, but I have learned that this game needs to breathe a little bit. This means that this set was built with that in mind. Keeping the line values simple, but enhancing the feel of the game to support it.
Here is the set, with my explanation:
FIFA 19 OS Sliders - Set V1B4
Difficulty: Pro, World Class, Legendary, Ultimate Time: 10-15 minute halves Speed: Slow Controls: Any
►Sprint Speed: from 45/46 to 25/25*
- V1B4: This value is left to 25 because it is the best feeling value out of all of them. Probably the most physical feeling, without being too hyper. So this is a recommendation. HOWEVER, you may absolutely use any value you would like here. I have tested every range possible, and there is no problem in using any value of your choosing. If you do provide feedback, please provide what Sprint value you choose. Obviously, it would be best to develop a final set from the listed values, but it is by no means frowned upon to use your own Sprint settings. If it gets more fouls - we're all for it .
►Acceleration: 50/50; Legendary/Ultimate you can use 50/49
- Found that in order to compete on Legendary and Ultimate team, that the CPU's acceleration just had to be lowered. Too much cheating and it wasn't very realistic to play where the CPU wins every loose ball, every pass and scores at will. Still a good challenge here.
►Shot Error: 52/52
- Raised a bit more, and has more room to go up, but for now it is good here. The CPU can definitely strike the ball well, sometimes too well. I personally like 53, but that may change as I get more matches in.
►Pass Error: from 60/60 to 55/55
- V1B4: The reason we're coming back to 55 here is because the pass speed is lowered just slightly, and with the lines the way they are, it will be necessary to have more precise passing.
►Shot Speed: from 48/48 to 50/50
- V1B4: Raised this because I got a bit tired of seeing a lot of shots caught when a deflection would have been more realistic. Also some really nice slight deflections by the keepers.
►Pass Speed: from 57/57 to 55/55
- V1B4 Again, because of the lines being adjusted here, the pass speed had to be lowered. just slightly, but not so much that the ball physics are laboring. The ball is no longer seeming to be on a waterlogged pitch, but has some true slickness applied to it - especially in those winter night matches or UEFA competitions.
►Injury Frequency: 70/70
- Just a bump of significance to see if we get more injuries during the game. Would be nice if it were this easy .
►Injury Severity: 60/60
- Same as Injury frequency, some depth the CM would be added when star players get injured.
►GK Ability: 48/48
- As mentioned above, this adjustment helps the 48 shot speed look more realistic, and the keeper can still make some blinding saves.
►Marking: from 55/55 to 50/50
- V1B4: Again, we've kept it simple here. Let the tactics take over. High press teams will high press accordingly, but it is the line settings that will allow their aggression to be rewarded properly versus being held to poor programming logic. Instead of touching marking to make more aggression, we've just ensured that the coverage of the field, relative to the tactics chosen, are responsive enough to be a challenge.
►Run Frequency: 1/1
- Always a value that we say we aren't going to drop, but each time it is just a core issue of the game itself where it is acceptable to bombard players forward.
►Height: from 75/75 to 55/55
- V1B4: We've scrapped the lines from VB3 overall. I personally tried to make it work, but what I realized was that each match started to feel similar, regardless of opponents or tactics. One of those values was with line height. The only reason this is increased is to get the defensive line to put pressure on the most advanced player sooner. Even just a helpful nudge backwards can make all the difference in the world, and I feel this was a significant value in the set.
►Length: from 35/35 to 50/50
- V1B4: Compactness was achieved in V1B3, but it was too much. It became defensive third to defensive third, with no resistance from box to your own defensive third. Teams that are set to high pressure would not start pressuring until you crossed the halfway line. It just wasn't realistic, and I think we tried too hard to manufacture pressure, without letting the tactics breathe as they should. This length allows full field coverage, and it is a thing of beauty with the combination of values. Note: the aggressive teams are aggressive for a reason, they will leave gaps, but they will also recover well.
►Width: from 75/75 to 50/60
- V1B4: Lines are simpler now, and this one was simply about overcoming an issue where the outside backs were way too narrow, almost playing CDM role at times. Giving the CPU the option of more width here is to ensure they have full coverage of that width, versus being stuck to a certain limit, which would prevent the defensive line from getting wide enough in covering the flanks. As a result, it will not be as easy to just send the ball down the sidelines each time, without being challenged. The discrepancy allows the default marking value and team tactics to take over as well, so there is no need to change the user's width as we can easily take our players off rails, unlike the CPU.
►FB Positioning: 50/50
- I learned a lot about this value over the last couple of days, and realized that it's best to leave this at 50. The reason being is the tactics/instructions will take over, there's no point in fiddling with it. I did test it, with these line settings, at different values and each time it just causes chaos. Whether it be from the CPU's attacking directly, or the transition, it didn't matter. Safe to keep it at 50 then.
►FT Control: from 55/55 to 65/65
- V1B4: Another value that was brought back up, and the reason for this was to further enhance the pressure to perform. You will not see super ridiculous traps, but not everyone will have the softest of touches when a driven pass comes in hot at the players' shins. With the pass speed, this value truly stands out - and makes the unpredictable nature of the beautiful game truly have a chance of showing up.
Set Version 1 Beta 3:
Spoiler
√ More good feedback as we move through the betas. This one is a bit different, but it may look familiar for history buffs again. It is based on the old "Set E" from FIFA 16 in which length was dropped down significantly to allow a midfield to return. In addition, this allows us to raise the marking value to help the close down. No more needing to constantly chase down the sidelines, or be chased down the sidelines. This also allows different formations to not be preferred over others. Such as a game may feel good on V1B2 when the CPU is using a 4-5-1, but when they use a 4-3-3 it may feel wide open. Now, the consistency of a midfield is there, and the CPU is not constantly trying to exploit and go forward the entire time. This may lead to more physicality, and hopefully fouls, but at this point we really want to have some solid chess-matches. I think this set delivers it.
Here is the set, with my explanation:
FIFA 19 OS Sliders - Set V1B3
Difficulty: Pro, World Class, Legendary, Ultimate Time: 10 minute halves Speed: Slow Controls: Semi
►Sprint Speed: from 51/50 to 45/46
- V1B3: CPU gets the advantage this time and that is to help the collision and momentum against a user. Lowering the Sprint, in general, allows the physicality to be there, but then creating the discrepancy means that the CPU will stay in the fight longer (not give up and let you run past them) and also when they barrel through you, it could be a good chance for the ref to call a foul - or advantage.
►Acceleration: 50/50; Legendary/Ultimate use 50/49
- Found that in order to compete on Legendary and Ultimate team, that the CPU's acceleration just had to be lowered. Too much cheating and it wasn't very realistic to play where the CPU wins every loose ball, every pass and scores at will. Still a good challenge here.
►Shot Error: from 51/51 to 52/52
- V1B3: Raised a bit more, and has more room to go up, but for now it is good here. The CPU can definitely strike the ball well, sometimes too well. I personally like 53, but that may change as I get more matches in.
►Pass Error: from 55/55 to 60/60
- V1B3: This goes up a bit more because we've increased pass speed. Simple as that. No issues with crosses.
►Shot Speed: 48/48
- Lowered this value because the shots were way too powerful on default. It'd be one thing if it were a powerful shot, but the keeper also doesn't look quite right in their saves when this happens. At 48, they still shoot with venom, and adjustments to the goalkeeper are made to accommodate this change.
►Pass Speed: from 45/45 to 57/57
- V1B3 FIFA 19 needs more "pop!" in the ball. It's a bit lethargic and I always say it's like a waterlogged pitch. Raising the pass speed helps a bit, so that's what we did. Cannot go too high here as that creates an immediate outlet for the CPU to go into "bypass the user's midfield" mode.
►Injury Frequency: 70/70
- Just a bump of significance to see if we get more injuries during the game. Would be nice if it were this easy .
►Injury Severity: 60/60
- Same as Injury frequency, some depth the CM would be added when star players get injured.
►GK Ability: 48/48
- As mentioned above, this adjustment helps the 48 shot speed look more realistic, and the keeper can still make some blinding saves.
►Marking: from 40/40 to 55/55
- V1B3: For the first time, we were able to modify the marking value to be above 50. This is a welcomed change because while the under 50 values was good in concept (under 50 = more zonal), it struggled in execution, with lack of pressure defensively and not marking players in the box. This increase is marking is only possible with the line adjustments to follow below.
►Run Frequency: 1/1
- Always a value that we say we aren't going to drop, but each time it is just a core issue of the game itself where it is acceptable to bombard players forward.
►Height: from 65/60 to 75/75
- V1B3: Significant increase here because the defensive line was quite disconnected to the midfielders. Once the midfield was bypassed, the forwards were able to turn and face the defensive line. While not as bad as past FIFA's, it's still some legacy coding going on.
►Length: from 45/50 to 35/35
- V1B3: The goal to lower length here is to get that compactness back, which introduces the midfield again. All the other values came afterwards to further enhance it. The thing I like about this length is that it feels more like a 45 because it's not as spread out as you would think. The real test here was to try it with different teams and formations, each 4-3-3, 4-5-1, 3-5-2 and 4-4-2 passed the test. From there it was more about determining the look of aggressive to passive team tactics defensively, which also passed the test. Note: the aggressive teams are aggressive for a reason, they will leave gaps, but they will also recover well.
►Width: from 52/52 to 75/75
- V1B3: Significant bump again, but led to the set really shining now. First off, FIFA 19's width of 50 (default) is more like a 30. The outside backs tuck in far too much, and get sucked out of position as a result. Even bumping it to 75, without adjusting marking to 55, they would try to tuck in too close to the CB. With this adjustment, paired with the length and height + marking, it now allows the outside backs to not only stay wide in the attack, but also stay goal-side in defense. In some scenarios using a 4-3-3, you may see the outside midfielder mark the FB a bit tighter, but that is because of length + marking. The good thing is they will stay goal-side defending, and also get wide in the midfield, then buckle down into the box as the attack goes deeper.
►FB Positioning: from 100/100 to 50/50
- V1B3: I learned a lot about this value over the last couple of days, and realized that it's best to leave this at 50. The reason being is the tactics/instructions will take over, there's no point in fiddling with it. I did test it, with these line settings, at different values and each time it just causes chaos. Whether it be from the CPU's attacking directly, or the transition, it didn't matter. Safe to keep it at 50 then.
►FT Control: from 65/65 to 55/55
- V1B3: Bump this down because we increased pass speed. The touches will naturally be a bit more deflections versus subtle touches. Exceptional players will still have great touches on the ball regardless.
Set Version 1, Beta 2:
Spoiler
Set Version 1 Beta 2: "V1B2"
√ Some good feedback so far on Version 1, beta 1, so with Version 2 it's just about sorting out the marking on both ends. I've bolded the change.
Here is the set, with my explanation:
FIFA 19 OS Sliders - Set V1B2
Difficulty: Pro, World Class, Legendary, Ultimate Time: 10 minute halves Speed: Slow Controls: Semi
►Sprint Speed: 51/50
- Giving the user a small advantage so they are not chased down due to catch up bug constantly.
►Acceleration: 50/50; Legendary/Ultimate use 50/49
- Found that in order to compete on Legendary and Ultimate team, that the CPU's acceleration just had to be lowered. Too much cheating and it wasn't very realistic to play where the CPU wins every loose ball, every pass and scores at will. Still a good challenge here.
►Shot Error: 51/51
- Raised just slightly because too many shots on frame, resulting in upwards to 10+ saves a match. Good variety in shots as well.
►Pass Error: 55/55
- Raised this one up to create a sense of hesitation with the ball, but also freeing it up as much as possible, especially under pressure.
►Shot Speed: 48/48
- Lowered this value because the shots were way too powerful on default. It'd be one thing if it were a powerful shot, but the keeper also doesn't look quite right in their saves when this happens. At 48, they still shoot with venom, and adjustments to the goalkeeper are made to accommodate this change.
►Pass Speed: 46/46
- Always a big one, but this time it serves the purpose of purely passing speed. At driven pass speed, the ball looks to be fine, but with the adjustments to FT control, this driven pass will not be the only way the CPU has to attack you.
►Injury Frequency: 70/70
- Just a bump of significance to see if we get more injuries during the game. Would be nice if it were this easy .
►Injury Severity: 60/60
- Same as Injury frequency, some depth the CM would be added when star players get injured.
►GK Ability: 48/48
- As mentioned above, this adjustment helps the 48 shot speed look more realistic, and the keeper can still make some blinding saves.
►Marking: from 40/40 to 48/48
- V1B2: Continuing with the under 50 values, but this one works well at 48 where it's not so tight that the defender stays on a certain player the whole time, they play more of a zonal look. 40 was a bit too low, and it was indicated further when doing a skill move on a player, and that defending player would just freeze. Since going to 48, it's much better, and defender doesn't freeze - but tries to recover.
►Run Frequency: 1/1
- Always a value that we say we aren't going to drop, but each time it is just a core issue of the game itself where it is acceptable to bombard players forward.
►Height: 65/60
- Discrepancy like we did in FIFA 16, this allowed there to be more of a midfield pushed into the opponent's attack as a result.
►Length: 45/50
- This further enhanced the length of the pitch to be compressed as both teams' defensive line served as the outer walls. Midfield is back with this set up.
►Width: 52/52
- Adjusting for the width that gets lessened as length is increased.
►FB Positioning: 100/100
- This helps with transition plays, and also allows the FB to get as far as possible to the endlines.
►FT Control: 65/65
- There needs to be a sense of fighting for the ball, not every touch is going to be perfect. Not every trap should be perfect.
Set Version 1, Beta 1:
Spoiler
Set Version 1 Beta: "V1B"
√ Right, I've had a lot of time with the game, and it's no surprise a set has already come out. I feel this is a solid base to work with. For those who are history buffs, you may recognize most values derive from our FIFA 16 OS Sliders final set. Anyone who loves FIFA knows that FIFA 16 is one of the best versions of the game, so it is always a good sign that values from that game are being applied here.
Here is the set, with my explanation:
FIFA 19 OS Sliders - Set V1B
Difficulty: Pro, World Class, Legendary, Ultimate Time: 10 minute halves Speed: Slow Controls: Semi
►Sprint Speed: 51/50
- Giving the user a small advantage so they are not chased down due to catch up bug constantly.
►Acceleration: 50/50; Legendary/Ultimate use 50/49
- Found that in order to compete on Legendary and Ultimate team, that the CPU's acceleration just had to be lowered. Too much cheating and it wasn't very realistic to play where the CPU wins every loose ball, every pass and scores at will. Still a good challenge here.
►Shot Error: 51/51
- Raised just slightly because too many shots on frame, resulting in upwards to 10+ saves a match. Good variety in shots as well.
►Pass Error: 55/55
- Raised this one up to create a sense of hesitation with the ball, but also freeing it up as much as possible, especially under pressure.
►Shot Speed: 48/48
- Lowered this value because the shots were way too powerful on default. It'd be one thing if it were a powerful shot, but the keeper also doesn't look quite right in their saves when this happens. At 48, they still shoot with venom, and adjustments to the goalkeeper are made to accommodate this change.
►Pass Speed: 46/46
- Always a big one, but this time it serves the purpose of purely passing speed. At driven pass speed, the ball looks to be fine, but with the adjustments to FT control, this driven pass will not be the only way the CPU has to attack you.
►Injury Frequency: 70/70
- Just a bump of significance to see if we get more injuries during the game. Would be nice if it were this easy .
►Injury Severity: 60/60
- Same as Injury frequency, some depth the CM would be added when star players get injured.
►GK Ability: 48/48
- As mentioned above, this adjustment helps the 48 shot speed look more realistic, and the keeper can still make some blinding saves.
►Marking: 40/40
- Very important that we loosened up the players from their magnetic fields. With the marking at 40, this will now allow the formation, tactics and instructions to take place.
►Run Frequency: 1/1
- Always a value that we say we aren't going to drop, but each time it is just a core issue of the game itself where it is acceptable to bombard players forward.
►Height: 65/60
- Discrepancy like we did in FIFA 16, this allowed there to be more of a midfield pushed into the opponent's attack as a result.
►Length: 45/50
- This further enhanced the length of the pitch to be compressed as both teams' defensive line served as the outer walls. Midfield is back with this set up.
►Width: 52/52
- Adjusting for the width that gets lessened as length is increased.
►FB Positioning: 100/100
- This helps with transition plays, and also allows the FB to get as far as possible to the endlines.
►FT Control: 65/65
- There needs to be a sense of fighting for the ball, not every touch is going to be perfect. Not every trap should be perfect.
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.
It’s like the run up to Christmas for me . Getting excited reading about what has been found before I can try it next Friday morning.
Sent from my iPhone using Operation Sports
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.