►Welcome:
Once again, welcome to the OS Community sliders thread for FIFA. This is FIFA 20 now, which makes it 6 years of slider collaborations. I believe last year's FIFA 19 sliders thread was one of our most successful as we finished all necessary testing and set creating by February, and never needed to adjust any further as a whole.
►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.
Similar to last 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!
--------------------
--------------------
Changelog & Updates:
Timestamp: 4/27/2020 | 8:09 PM CST --- Updated Harder Legendary Set run frequency from 20/20 to 5/10. The finding was that the higher marking + RF was pulling the defending players out of position too easily, make it a bit less resistance through certain channels. OP updated.
Timestamp: 4/23/2020 | 5:52 PM CST --- Over a month ago, and things are quite different for a lot of us. For one, Ultimate Difficulty is completely worthless - to the point that I've removed it from this update (it's in the archives). I believe most, if not all, are working from home - or at least spending a lot more time at home. This means more career mode, right? Personally, I've actually been able to get going a lot on my own career mode, which is something I haven't been able to do for a number of FIFA iterations.
So, this update is one that I have been wanting to do for quite a while. I mentioned it in the thread, but I receive about 3-5 messages a day asking about different suggestions on playing with our sliders. The top two questions are "What do I need to do if playing on [] minutes?" and "How can I make the game more challenging/harder?" I've given a bit of my insight individually, but now it is time to offer it in a more structured form. No matter what suggestions you can make, it is human nature to want an itemized list of "exactly" what is being used. Of course we always recommend personal preferences, but the goal here is to create that baseline - then adjust as you see fit (as always!).
With that said, here are 3 versions of the OS Sliders. Each version addresses a possible solution to those who are looking for the current set, a harder set and a set that is customized for those who play on under 10 minutes. If you look through the values, you will see that the base of the OS slider set is still there, and the values presented have been suggested throughout the thread by others and myself in various outlets (this thread, social media, youtube videos, reddit, etc).
FIFA 20 Operation Sports Sliders |||Version 3, Harder Legendary and Shorter Halves Set||
Controls: Manual/Semi/Assisted, Handball On (including PKs)
► Note that there has been good reception in turning off "Pass Block Assistance", which has helped keep the user's defensive line in-sync, making things less chaotic.
Explanation of each value listed in Spoilers:
Version 3 - Work in Progress Set
Spoiler
♦♦♦ Goal: This is the set that anchors the other ones. It is the base of what we have had for a number of months now. Some subtle adjustments to make for even better gameplay than before are in place now. The goal is to get a good balance of build up and necessary tactical adjustments when called upon.♦♦♦
Sprint - 48/52
► The adjustment of Sprint to be in favor of the CPU is primarily based on their tendency to jockey at random when faced in 1v1 situations down the sidelines or when facing an opposing center-back. This has been a [reported] bug for a while to EA, but still has not been fixed. As a result, we have to keep the CPU in the game, and as a result, Sprint and Acceleration go in favor of the CPU.
Acceleration - 50/51 | 50/52 for Pro and World Class difficulty - or for harder Legendary
► As mentioned in the Sprint section, we have to keep the CPU in the game due to the jockey bug that seems to occur in 1v1 situations. In addition, the slight acceleration discrepancy in the CPU's favor makes it a bit more challenging overall. As the user we will always have the advantage due to the ability to get off the rails of programming (super-cancel for a lot of us), which the CPU does not have.
Shot Error - 70/70
► This value was reviewed and kept the same as it has been. Really good teams will have variety with their shots on target, but the odd scuffed shot will not be left for just poor quality players - as we want to humanize the CPU here. The combination of shot speed adjusted and GK ability makes for some incredible shooting interactions.
Pass Error - 55/55
► No reason to change this value as it has brought the best balance on the ball between scuffed passes and gorgeous balls over the top. Truly a good way to separate the exceptional players for the rest of the pack.
Shot Speed - 50/50
► This value got a one point increase because it was starting to become noticeable of how often the GK could catch the ball and how shots started to feel softer and softer - especially with such a high shot error at 70. With this return to normal value of 50, the shot variety can stand out.
Pass Speed - 50/50
► No need to change this value as 50 remains a strong one when relative to the entire movement of the pitch and the significance in passing error. Driven passes this year are tame compared to previous years, and when paired up with the pass error - it definitely makes passing forward more of a risk/reward situation - as it should be.
Injury Freq - 90/90
► Still brings enough variety as before.
Injury Sev - 40/40
► Again, enough variety and nothing so consistent between multiple users at this point.
GK Ability - 40/40
► A more significant drop here from 49, however because the shot speed has increased, we need a more reactive look to the keeper versus a psychic look that higher values had caused. FIFA's programming is cause and effect, the GK animations are programmed based on the shot animation. We do not want the keeper to start moving as soon as the foot makes contact without even seeing the direction, so this adjustment brings in that sense of just a slight hesitation (and often times reflex) to make some amazing saves - but also more rewarding scoring.
Marking - 72/72
► This value is so important to the set. It's been tried at 71, 70 and below, and with the structure of how defensive resistance is built in FIFA (man marking vs zonal), the value of 72 has to be kept. If we think about all previous FIFA versions and how we had begged for the defenders to meet the attackers, or the midfielders to follow the players into the box, we'd be foolish to ignore the benefits of this value set. It's not to say 72 is absolute, but it is the safest value without needing to raise too much else. Note: I have changed this value for the other two sets, in particular the Harder Legendary Sliders because, frankly, if you try them - you will want some type of defensive relief as the resistance is quite strong).
Run Frequency - 5/5
► A slight bump, but a significant result. This brings in the runs off the ball, especially in crossing positions, so it will make the CPU cross and it will also bring in those players to get on the end of the crosses.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. In the past, we could adjust these values to achieve a lot of the shape we are looking for. However, this year of FIFA 20 in particular is in favor of referring to the team tactics to dominate the HLW more than anything. With that said, this version of the sliders has an aim to get more midfield play and adhere properly to different formations/tactics available.
Height - 51/51
► Have played around with this value as well, but there is no need to change from the 51 that has been in place for a while.
Length - 46/45
► A very slight change is creating a discrepancy in favor of the user. This allows the the user's defensive positioning of the midfield to sit just a bit higher to block the forward passing lanes that often resulted in the CPU moving the ball from side-to-side and easily passing to their forward. With this change, they will now to use proper outlets such as pushing all the way to the opposite midfielder or sending a ball over the top - or even playing backwards.
Width - 48/48
► Another value that does not get any change because of the strength in narrowing the pitch defensively. It keeps every player goal-side as best as possible, with the exception being FBs in a 5-back formation, who stay too wide in that instance. Unfortunately, adjusting for that value can ruin the composition of the set, so it's better to leave as is until FIFA's tactical programming can improve their defending logic.
FB Pos - 5/5
► Another slight bump here to allow the fullbacks up the pitch just a bit more, but not so high that they are in constant exposure for counter-attacks and switches over the top. Remember, their positioning is also based highly on team tactics and individual instructions. For example, set your FBs to overlap if you want them to get further up the pitch in the attack.
FT Control - 70/70
► With the increase in run frequency, it was clear that the CPU started to get into tiki-taka passing. This needed to be addressed through the first touch control so they can take just a bit more time to settle the ball before moving on. Of course, exceptional players will stand out more with this value raised - but again, humanizing the players is the goal, so no player is exempt.
Harder Legendary Set
Spoiler
♦♦♦ Goal: This set is aimed for those better players who can punish the CPU and absorb punishment all the same. It allows the user to hone in on their stick skills, but still have a requirement to adjust tactics accordingly.♦♦♦
Sprint - 48/52
► Similar to the Version 3 set, the intent is to have the CPU at an advantage, and ensure they can stay in the game as much as possible.
Acceleration - 50/52
► Similar to the Version 3 set as well, the CPU has the advantage, but we as users can jump off the rails anytime. Still does not mean that one will be dominated eitherway though.
Shot Error - 60/55
► The shot error is in favor of the CPU because we want them to punish us in the positions they should. Lowered the same value for the user because this still needs to be realistic, and not completely lopsided.
Pass Error - 55/50
► CPU's value at 50 allows the attack to be a bit more fine-tuned, but just because a lower value is placed, it does not mean that there will be perfect passing throughout. In certain instances, the lower the value, sometimes the less innovation they will exhibit. The crispness of passing is there though, so there will be less scuffed passes compared to higher values. In addition, the crossing capability of the CPU is at a higher level.
Shot Speed - 50/50
► Same concept as the Version 3 set in which a higher shot speed will result in more slight deflections, and frankly, a higher chance for goals. With the shot error value though, of course it can create the wild shot as well.
Pass Speed - 50/50
► Just a simple value that doesn't need to be touched because adjusting it one way or another can impact the gameplay overall.
Injury Freq - 90/90
► Still brings enough variety as before.
Injury Sev - 40/40
► Again, enough variety and nothing so consistent between multiple users at this point.
GK Ability - 40/40
► The keeper has to react to shots and have more reflexes compared to over-anticipating them as it would be on higher levels. Keepers in this scenario are always under pressure to perform. Did not feel there needed to be a discrepancy on either case because of how the flow of the match should reward good attacks or scoring opportunities.
Marking - 70/70
► Because there is more time defending the CPU's attacks, it would be beneficial to balance both sides out when attacking. There is still a sense of risk/reward in passing forward, but there is also that risk of moving players out of positions defensively.
Run Frequency - 5/10
► Updated run frequency from 20/20 to 5/10. The finding was that the higher marking + RF was pulling the defending players out of position too easily, make it a bit less resistance through certain channels. OP updated.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. In the past, we could adjust these values to achieve a lot of the shape we are looking for. However, this year of FIFA 20 in particular is in favor of referring to the team tactics to dominate the HLW more than anything. With that said, this version of the sliders has an aim to get more midfield play and adhere properly to different formations/tactics available.
Height - 51/51
► Have played around with this value as well, but there is no need to change from the 51 that has been in place for a while.
Length - 46/48
► Following the theme at play, the CPU gets the advantage up the pitch, but not so much that the user doesn't have midfield positioning to block off the lanes. It is the run frequency that will anchor the chances as a result, and this is what creates that necessity for a higher level stick skill capability.
Width - 48/48
► No need to adjust this, but as mentioned 5-back formations do not result in the fullback to stay tucked in as much as they could, or should.
FB Pos - 5/5
► Allows the fullbacks up the pitch just a bit more, but not so high that they are in constant exposure for counter-attacks and switches over the top. Remember, their positioning is also based highly on team tactics and individual instructions. For example, set your FBs to overlap if you want them to get further up the pitch in the attack.
FT Control - 60/50
► A lower FT Control may result in the CPU to pass the ball about much more, and at pace, so again, the user has to be concerned with their positioning overall - and ensure they aren't over-committing players one way or the other.
Shorter Halves Set
Spoiler
♦♦♦ Goal: The focus here is to pack in as much realism as possible, but still ensuring those who prefer less minutes (4-8) can get the base experience of the OS sliders set. Granted, the balance of realism, challenge and convenience, is a tough task - but I think the base of the set is strong that only a couple values should need to be addressed.♦♦♦
Sprint - 50/50
► Leaving this value at default to ensure there is a fine balance between difficulties. The key point to balance it out will be the acceleration discrepancy in favor of the CPU.
Acceleration - 50/52
►A common theme to making the CPU engaged and forcing them to stay there. With time so much lower, it's important that there is still a challenge, but not so overbearing that it doesn't feel realistic per the sides chosen.
Shot Error - 55/55
► More shots on target is the goal here, but shot error is a fairly sensitive value this year that the odd poor strike can still be present.
Pass Error - 52/52
► Ensuring that there remains a crispness to the passing because time constraints mean we need more movement overall.
Shot Speed - 50/50
► Same as the other sets, it has the chance to be quite powerful, but shot error can be the modifier - although the shot error in the 50's is not as impactful compared to higher values.
Pass Speed - 50/50
► No need to change this value either because the error value is not significant enough that it will make that much of a difference to player passing capabilities.
Injury Freq - 90/90
► Still brings enough variety as before.
Injury Sev - 40/40
► Again, enough variety and nothing so consistent between multiple users at this point.
GK Ability - 40/40
► The keeper has to react to shots and have more reflexes compared to over-anticipating them as it would be on higher levels. Keepers in this scenario are always under pressure to perform. Did not feel there needed to be a discrepancy on either case because of how the flow of the match should reward good attacks or scoring opportunities.
Marking - 62/62
► A jump down in the marking to allow just tad less resistance. The kicker here though is that the higher run frequency will push players into those marking positions as is, so there is no need to move the defending players out of position by raising marking to such a significant value.
Run Frequency - 40/40
► As mentioned, the run frequency is raised because we're at a time constraint, but at the same time the marking is lower - so defending players aren't pulled out of position as much from those runs off the ball.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. In the past, we could adjust these values to achieve a lot of the shape we are looking for. However, this year of FIFA 20 in particular is in favor of referring to the team tactics to dominate the HLW more than anything. With that said, this version of the sliders has an aim to get more midfield play and adhere properly to different formations/tactics available.
Height - 51/51
► Have played around with this value as well, but there is no need to change from the 51 that has been in place for a while.
Length - 46/45
► A very slight change is creating a discrepancy in favor of the user. This allows the the user's defensive positioning of the midfield to sit just a bit higher to block the forward passing lanes that often resulted in the CPU moving the ball from side-to-side and easily passing to their forward. With this change, they will now to use proper outlets such as pushing all the way to the opposite midfielder or sending a ball over the top - or even playing backwards.
Width - 48/48
► Another value that does not get any change because of the strength in narrowing the pitch defensively. It keeps every player goal-side as best as possible, with the exception being FBs in a 5-back formation, who stay too wide in that instance. Unfortunately, adjusting for that value can ruin the composition of the set, so it's better to leave as is until FIFA's tactical programming can improve their defending logic.
FB Pos - 10/10
► A good raise for the fullbacks as we need them a bit higher up the pitch. This does create a bit more of a counter-attack approach, but the defensive line should remain intact - not to mention the higher acceleration in favor of the CPU will place defending players in good spots to challenge.
FT Control - 55/55
► Just a bit on the low side here for both as it's enough to balance out the attacks, and ensure 50/50 balls can go to either User or CPU.
--------------------
-------------------- 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:
--------------------
Previous All Versions and Streamed Sets:
Version 2 Final, Ultimate (discontinued)
Spoiler
Changelog & Updates:
Timestamp: 3/2/2020 | 10:58 AM CST --- Some subtle changes to get more resistance in the midfield by raising marking to 72 (from 52) and Width to 48 (from 44). Also addressing some of the most recent patch updates with shot error.
--------------------
--------------------
FYI: Values changed from previous set are in red. As sets finalize, I will try to provide credit to the notes on specific values that those have tested, or made specific slider value recommendations.
Please adjust to what you see fit. We all play the same game, but we interpret our experiences differently. Just keep in mind that experience with one team may differ completely with another. So if you are to make a suggestion, please note of how it will be taken with a grain of salt simply because, in sliders, sample size and variance are paramount, yet often overlooked.
FIFA 20 Operation Sports Sliders |||Pro, World Class & Legendary || Version 2
World Class/Legendary, 10 -15 minutes, Slow or Normal speed Controls: Manual/Semi/Assisted, Handball On (including PKs)
► Note that there has been good reception in turning off "Pass Block Assistance", which has helped keep the user's defensive line in-sync, making things less chaotic.
Sprint - 48/48
► Reviewed this value, and it still holds strong post patch update. Gives a bit of weight to the players as expected, and contributes to a tad more manageable pace at times.
Acceleration - 50/50 | 50/52 for Pro and World Class difficulty or for harder Legendary
► Still doing what it needs to do at 50's a piece, but also serving as a good tool to build a harder version of the set.
Shot Error - 70/70
► Determined that the shot error needed to go up after the increase in accuracy through the patch updates. Seems to hold up well for Pro thru Legendary as well.
Pass Error - 55/55
► Keeping error where it's at, mainly because Pass Speed has been increased. Was seeing less zip on passes, which made touches very soft and overall the game started to feel "soft" - as if physical contact was frowned upon. Pass error is key and it is important to get the variety we need. Pair that up with custom team tactics working on anything but Ultimate difficulty, we're in good shape.
Shot Speed - 49/49
► No changes here, still in good standing. Some slight save deflections still occur, especially when the ball is well struck. Good variety of shot velocity when paired with the shot error value as well.
Pass Speed - 50/50
► Lowered the pass speed from 52 to 50 simply because at 52 the CPU would try to play a bit too quick between the lines, and even too many perfect passing sequences at times, despite the error increase. Good balance here of regular passes and driven passes.
Injury Freq - 90/90
► Found that this value does create more injuries in game, but relative to the severity, the injuries are not as significant.
Injury Sev - 40/40
► Have been all over the place with this, and based on the frequency, this value did need to be raised as it was just not significant under 35. In addition, the same type of injuries were happening such as broken toes or shoulder injuries after a fall.
GK Ability - 49/49
► No issues with the game still at 49. The very slight delayed response to the shots helps slight deflections, and the keepers are not catching everything. Still prone to the occasional mistake as well.
Marking - 72/72
► Quite the big jump, but I was seeing less resistance in the midfield to the top of the box all around. The best indicator I could find to validate this value was that the defending players stuck with their mark a bit longer. Sure it doesn't look zonal, but it does present a tad bit more resistance than before.
Run Frequency - 2/2
► No changes to this as we still get the check to the ball, the streaking runs, the inside runs, etc. Good mix is the key and there's no real need to change this unless you are really low minutes of play (under 8 minutes).
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. In the past, we could adjust these values to achieve a lot of the shape we are looking for. However, this year of FIFA 20 in particular is in favor of referring to the team tactics to dominate the HLW more than anything. With that said, this version of the sliders has an aim to get more midfield play and adhere properly to different formations/tactics available.
Height - 51/51
► Spent a bit of time in reviewing this value to see if it would contribute more to get a tighter midfield. While it does that, the risk is too great because as soon as the midfield is beat, that's it - it's basically 4 v 2 against the CBs. The reason for this is because the midfielders do not track back when height is raised in significance. When it's raised like that, they are basically aimed to be warped forwards for initial confrontation, but not much else. Keeping this value exactly where it's at.
Length - 45/45
► No change with length as it continues to create the compression we have been seeing throughout the slider set. It still builds the midfield, and creates the illusion of some type of zonal coverage in the right spots.
Width - 48/48
► Just to build a bit more shape and less over or under committing to one side of the pitch. At 44 there were times in which the opposing midfielder is too tight to the center, making it easy to pass right through to the sides.
FB Pos - 2/2
► A slight raise here to a very sensitive value. Even having it at 5/5 created chaos, especially when team tactics enforce a FB overlap. The transition became very one way - basically down the sides, so this value needs to be kept under 5. At 2/2, there is just enough balance for when the FBs are inline, if not slightly ahead, of the attacking defensive line, and once the center circle is passed, they perform their given instructions.
FT Control - 52/52
► This value was lowered to help with the increase in pass speed to 52. Throughout most leagues, first and second touches are good, but it is the pass type that should determine what those players can handle - and how they can stand out.
FIFA 20 Operation Sports Sliders ||| Ultimate Difficulty
Ultimate, 10 -15 minutes, Slow or Normal speed Controls: Manual/Semi/Assisted, Handball On (including PKs)
Sprint - 48/48
Acceleration - 52/50 (Previous: 50/50)
► As always, acceleration is the best tool to adjust difficulties. More importantly, for Ultimate difficulty, the discrepancy created here will ensure the user is on the same level as the CPU. Yes, acceleration does affect fatigue levels (higher = more drained, lower = less drained), but it is still important to create this balancing act.
Shot Error - 65/85 (Previous: 65/65)
► For the record, shot error at 65 has been incredible. However, for Ultimate difficulty, it might as well be 25. This value gets a significant rise, uncomfortably so, because the balance of the patch update to address shots on target and inflating CPU stats has been unfortunate. With it at 85, we now see the miss-kicks and wayward shots, but still have that ruthless finishing in front of goal.
Pass Error - 55/65 (Previous: 55/55)
► Just a slight bump here to ensure the pass speed at 48 still works, but not so high that every pass is under-hit. Turned out quite well to be honest, and still maintains plenty of variety.
Shot Speed - 49/49
Pass Speed - 48/48
► No changes here, but had to be addressed because I had tested with this raised to 50 and 52, but it made the CPU quite clinical in breaking any defensive shape right down.
Injury Freq - 90/90
Injury Sev - 40/40
GK Ability - 49/49
Marking - 50/50
Run Frequency - 2/2
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. In the past, we could adjust these values to achieve a lot of the shape we are looking for. However, this year of FIFA 20 in particular is in favor of referring to the team tactics to dominate the HLW more than anything. With that said, this version of the sliders has an aim to get more midfield play and adhere properly to different formations/tactics available.
Height - 51/51
Length - 45/45
Width - 42/42
FB Pos - 1/1
FT Control - 55/70 (Previous: 55/55)
►CPU gets the bump here because again, it's about attacks and not getting worn down from the same short passing all over the place. In addition, the patch update has increased the tendency for the CPU to dribble forward more often, and more aggressively, this value will lessen the effectiveness of that behavior.
Version 2, Beta 1
Spoiler
Changelog & Updates:
Timestamp: 2/3/2020 | 12:00 PM CST --- Posting a beta set, in February. I think a lot of what the Original set had applies just fine, and no need to change a whole bunch. With that said, there are some items that do need attention. Feedback throughout the thread has been a bit mixed on what post patch has done - has it made Legendary, for example, easier or harder? The answer I couldn't find was what specifically was making it easier or harder, so that is why this took a bit of time to come up with adjustments. They are a bit more "obvious" in a sense, but that's not necessarily a bad thing.
The longest last bit of testing was just to ensure the various formations and tactics were intact with the sliders.
--------------------
--------------------
FYI: Values changed from previous set are in red. As sets finalize, I will try to provide credit to the notes on specific values that those have tested, or made specific slider value recommendations.
Please adjust to what you see fit. We all play the same game, but we interpret our experiences differently. Just keep in mind that experience with one team may differ completely with another. So if you are to make a suggestion, please note of how it will be taken with a grain of salt simply because, in sliders, sample size and variance are paramount, yet often overlooked.
FIFA 20 Operation Sports Sliders |||Pro, World Class & Legendary || Version 2, Beta 1
World Class/Legendary, 10 -15 minutes, Slow or Normal speed Controls: Manual/Semi/Assisted, Handball On (including PKs)
► Note that there has been good reception in turning off "Pass Block Assistance", which has helped keep the user's defensive line in-sync, making things less chaotic.
Sprint - 48/48
► Reviewed this value, and it still holds strong post patch update. Gives a bit of weight to the players as expected, and contributes to a tad more manageable pace at times.
Acceleration - 50/50 | 50/52 for Pro and World Class difficulty or for harder Legendary
► Still doing what it needs to do at 50's a piece, but also serving as a good tool to build a harder version of the set.
Shot Error - 68/68 | 65/60 World Class
► Shooting in FIFA continues to be a joy, and increasing shot error has made the experience even better. With the patch update focusing on improving the shot error on its own, it was important to find the right balance in raising the value to counteract the patch update.
Pass Error - 55/55
► Keeping error where it's at, mainly because Pass Speed has been increased. Was seeing less zip on passes, which made touches very soft and overall the game started to feel "soft" - as if physical contact was frowned upon. Pass error is key and it is important to get the variety we need. Pair that up with custom team tactics working on anything but Ultimate difficulty, we're in good shape.
Shot Speed - 49/49
► No changes here, still in good standing. Some slight save deflections still occur, especially when the ball is well struck. Good variety of shot velocity when paired with the shot error value as well.
Pass Speed - 52/52
► It's a bit odd that the pass speed has changed a bit. The passing seems slower, but softer in a way. It makes the game a bit sticky and feels like the ball gets stuck to a player, then they move with the ball and run into another player. Raising the pass speed past 50 has actually helped create that random play and ensures that the ball is a separate entity. Helps with crosses into the box as well.
Injury Freq - 90/90
► Found that this value does create more injuries in game, but relative to the severity, the injuries are not as significant.
Injury Sev - 40/40
► Have been all over the place with this, and based on the frequency, this value did need to be raised as it was just not significant under 35. In addition, the same type of injuries were happening such as broken toes or shoulder injuries after a fall.
GK Ability - 49/49
► No issues with the game still at 49. The very slight delayed response to the shots helps slight deflections, and the keepers are not catching everything. Still prone to the occasional mistake as well.
Marking - 52/52
► A bit of a raise here to help with the resistance, primarily on the sidelines and the defenders reaching the forwards in transition. As always, careful with raising this value too much as it starts to become more about getting sucked out of position versus actually posing any resistance.
Run Frequency - 2/2
► No changes to this as we still get the check to the ball, the streaking runs, the inside runs, etc. Good mix is the key and there's no real need to change this unless you are really low minutes of play (under 8 minutes).
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. In the past, we could adjust these values to achieve a lot of the shape we are looking for. However, this year of FIFA 20 in particular is in favor of referring to the team tactics to dominate the HLW more than anything. With that said, this version of the sliders has an aim to get more midfield play and adhere properly to different formations/tactics available.
Height - 51/51
► Spent a bit of time in reviewing this value to see if it would contribute more to get a tighter midfield. While it does that, the risk is too great because as soon as the midfield is beat, that's it - it's basically 4 v 2 against the CBs. The reason for this is because the midfielders do not track back when height is raised in significance. When it's raised like that, they are basically aimed to be warped forwards for initial confrontation, but not much else. Keeping this value exactly where it's at.
Length - 45/45
► No change with length as it continues to create the compression we have been seeing throughout the slider set. It still builds the midfield, and creates the illusion of some type of zonal coverage in the right spots.
Width - 44/44
► This patch update brought back what we saw in FIFA 19 where the FBs were tucked in a bit tight in transition, resulting in them practically playing CDM roles at times. Widening out this value just a bit, but was paired with the marking value raised to 52 in order to ensure the resistance on the sides and middle of the pitch remain strong.
FB Pos - 2/2
► A slight raise here to a very sensitive value. Even having it at 5/5 created chaos, especially when team tactics enforce a FB overlap. The transition became very one way - basically down the sides, so this value needs to be kept under 5. At 2/2, there is just enough balance for when the FBs are inline, if not slightly ahead, of the attacking defensive line, and once the center circle is passed, they perform their given instructions.
FT Control - 52/52
► This value was lowered to help with the increase in pass speed to 52. Throughout most leagues, first and second touches are good, but it is the pass type that should determine what those players can handle - and how they can stand out.
Final Version 1
Spoiler
Changelog & Updates:
Timestamp: 1/24/2020 | 4:54 PM CST ---
It's been a while, but with the Ultimate difficulty issue creeping up, I think it's time to bring in a Beta set. Here are my proposed changes for Ultimate difficulty only:
Timestamp: 12/1/2019 | 12:14 AM CST ---
Figured I'd have some fun with Premiering the Explanation video on YouTube. Here's the link and embedded player:
It is set for 8 AM CST. Feel free to join in. This is a fun time for all and a big celebration for the OS community. Enjoy!
Timestamp: 11/25/2019 | 10:08 AM CST --- I believe there's been enough sample size with the adjustment to Sprint 48 and FB at 1 to bring it into Version 2, Beta 4. As a PC player, I've been using the patch 1.08 as well, and there are no real significant issues that will require the change to sliders. I will say that we can use Slow, and we can use Pro/WC difficulties with an acceleration discrepancy. It provides an adequate challenge, which is a tribute to the shape of the set overall.
I've mentioned this a couple times in the thread, but I do believe the set is ready for the first explanation video. Even for the console guys who do not have the patch update, I can be confident in saying there will be little impact to the slider set because we have essentially patch-proofed it for this go around.
--------------------
--------------------
FYI: Values changed from previous set are in red. As sets finalize, I will try to provide credit to the notes on specific values that those have tested, or made specific slider value recommendations.
Please adjust to what you see fit. We all play the same game, but we interpret our experiences differently. Just keep in mind that experience with one team may differ completely with another. So if you are to make a suggestion, please note of how it will be taken with a grain of salt simply because, in sliders, sample size and variance are paramount, yet often overlooked.
FIFA 20 Operation Sports Sliders |||World Class & Legendary
World Class/Legendary, 10 -15 minutes, Slow or Normal speed Controls: Manual/Semi/Assisted, Handball On (including PKs)
Sprint - 48/48 | (Previous 50/50)
► Gradually lowered this value to resync with the pass speed at 48. This change ensures that the players are not moving faster than the ball and also allows just a bit more of a solid feel to the players, especially in sprinting motion.
Acceleration - 50/50 | 50/52 for Pro and World Class difficulty
► This is a good value to create a discrepancy if the user is finding gameplay too easy. Just raise the value in favor of the CPU. This is the best suggestion for those on Pro or World Class difficulty.
Shot Error - 65/65
► It's incredible what shot error can produce this year. Have seen some absolute world class finishing, and have seen some very poor attempts. I think the emphasis of not only scoring as a reward, but also the event of a solid strike on goal. There really are some great ball physics when this value is tested to its limit.
Pass Error - 55/55
► There was feedback about this value being too high because the CBs started to make terrible contact on simple passes forward. This adjustment does address that, however it also allows the pass game to open up in the right spots. Both user and CPU can take full advantage of their highly rated players, or be cautious with poor players. This also helps the crossing to be a bit more dynamic in that it can be a really poor cross out of bounds, or it can be vicious curler that finds the head of a striker or oncoming midfielder.
Shot Speed - 49/49
► This value took a while to research because it's important that the GK stays in-sync with the shot at hand, and that the shots on frame are not incredibly weak (relative to the shooter's rating + shot error) that the keeper just catch it easily. In addition, this value with a raised shot error always produces the best shooting ball physics that FIFA has to offer. It just gives more time for the end-user to see the flight of the ball versus just a rocket that gets missed with the blink of the eye.
Pass Speed - 48/48
► This patch update has seemingly helped the animation in receiving the ball on lower pass speeds. No longer are the receivers running towards the ball constantly, they are letting it drift into their path. This good because it will naturally slow down the tempo a bit, and also allow for the ball to stay in the air just a bit longer.
Injury Freq - 90/90
► Found that this value does create more injuries in game, but relative to the severity, the injuries are not as significant.
Injury Sev - 40/40
► Have been all over the place with this, and based on the frequency, this value did need to be raised as it was just not significant under 35. In addition, the same type of injuries were happening such as broken toes or shoulder injuries after a fall.
GK Ability - 49/49
► Tried to lower this value to find some slightly less incredible saves. Happy balance of just lowering it slightly so that the GK still has the capability to pull off saves, but not so much that the variance of shot speed/error isn't feeling like a chore. Can't go too low with this value as the GK's can start to do some odd animations such as diving underneath the flight of the ball or dive too soon.
Marking - 50/50
► Marking was too passive on 49 unfortunately. Put it back to the safety of 50. Still seeing good crossing as well, so it confirms it must have been the run frequency originally.
Run Frequency - 2/2
► May have jumped the gun a bit with 5/5 because the long runs were there, but it was too much at any given time - making games feel end to end for the wrong reasons. Felt like each team was a counter-attacking one. Dropped this one down to an arbitrary number of 2/2, but can't be upset with it as it brings in a good balance of checking to the ball mixed with long runs. Variety of runs are there as well which will result in different types of passes.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. In the past, we could adjust these values to achieve a lot of the shape we are looking for. However, this year of FIFA 20 in particular is in favor of referring to the team tactics to dominate the HLW more than anything. With that said, this version of the sliders has an aim to get more midfield play and adhere properly to different formations/tactics available.
Height - 51/51
► Just raising height to compensate for the lowered marking value. This will allow the lines of confrontation (midfield meeting midfield, defender meeting forward) take place a bit sooner if marking were the only value changed.
Length - 45/45
► This is the first change to the HLW core because the height value is just too volatile this year, so it must be compensated to create a bit more compression by lowering length. This value could only be lowered to where it is because of the significant change to FB.
Width - 42/42 | (Previous: 40/40)
► Just a very slight adjustment here to get the outside backs and wingers positioned a touch or two wider than they were on 40, where they were getting sucked inside too early. This will make the switch-field long ball a tad more difficult, but not impossible. It also still maintains the cohesion in the center of the park defensively and at the top of the box.
FB Pos - 1/1 | (Previous: 0/0)
► Raised this value just slightly because at 0/0 the FBs would stay back just a bit too much. As a result, they would not be in an advanced position during the transition to meet the winger sooner. This very slight adjustment was impactful enough that it makes the game less end to end dribbling down the wings.
FT Control - 55/55
► A subtle adjustment, but this value does not only control poor first touches, it also controls dribble accuracy in tight spots. Good to see the CPU, and user, stumble out of bounds due to a bad touch, or go in hard on a challenge because they lost the 50/50 ball. Paired up with the adjustment to Pass Speed, this one is just enough to stand out.
FIFA 20 Operation Sports Sliders ||| Ultimate Difficulty
Ultimate, 10 -15 minutes, Slow or Normal speed Controls: Manual/Semi/Assisted, Handball On (including PKs)
Sprint - 48/48
Acceleration - 52/50 (Previous: 50/50)
► As always, acceleration is the best tool to adjust difficulties. More importantly, for Ultimate difficulty, the discrepancy created here will ensure the user is on the same level as the CPU. Yes, acceleration does affect fatigue levels (higher = more drained, lower = less drained), but it is still important to create this balancing act.
Shot Error - 65/85 (Previous: 65/65)
► For the record, shot error at 65 has been incredible. However, for Ultimate difficulty, it might as well be 25. This value gets a significant rise, uncomfortably so, because the balance of the patch update to address shots on target and inflating CPU stats has been unfortunate. With it at 85, we now see the miss-kicks and wayward shots, but still have that ruthless finishing in front of goal.
Pass Error - 55/65 (Previous: 55/55)
► Just a slight bump here to ensure the pass speed at 48 still works, but not so high that every pass is under-hit. Turned out quite well to be honest, and still maintains plenty of variety.
Shot Speed - 49/49
Pass Speed - 48/48
► No changes here, but had to be addressed because I had tested with this raised to 50 and 52, but it made the CPU quite clinical in breaking any defensive shape right down.
Injury Freq - 90/90
Injury Sev - 40/40
GK Ability - 49/49
Marking - 50/50
Run Frequency - 2/2
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. In the past, we could adjust these values to achieve a lot of the shape we are looking for. However, this year of FIFA 20 in particular is in favor of referring to the team tactics to dominate the HLW more than anything. With that said, this version of the sliders has an aim to get more midfield play and adhere properly to different formations/tactics available.
Height - 51/51
Length - 45/45
Width - 42/42
FB Pos - 1/1
FT Control - 55/70 (Previous: 55/55)
►CPU gets the bump here because again, it's about attacks and not getting worn down from the same short passing all over the place. In addition, the patch update has increased the tendency for the CPU to dribble forward more often, and more aggressively, this value will lessen the effectiveness of that behavior.
Version 2, Beta 3 (V2B3)
Spoiler
Changelog & Updates:
Timestamp: 11/17/2019 | 10:42 AM CST --- From more playing, it looks like an amendment to V2B3 needs to be made. Marking will go back to 50 because 49 was just too passive, despite the good zonal look. Then a decent change here is RF from 5 to 2. Arbitrary numbers bug me, but not when they produce some different animations and sequences. At 2 there was a nice balance of long runs into the box with some checking to the ball. In addition, something I had not seen before in 20, was a pass into space for the CPU forward to run onto. Very nice.
Timestamp: 11/17/2019 | 4:35 AM CST --- I am really quite happy with how the base of V2B2 has turned out. It has an actual midfield to play around compared to default values. I think it may be just a tad too narrow, so I've made some adjustments there. In addition, I wanted to review certain elements such as pass types and crossing chances. This was reviewed by adjusting certain run frequencies and marking values, paired up with modifying some other distinct values like height. All quite subtle updates I must say, but still have a significant impact - which is a common theme for FIFA 20's sliders experience so far.
Moving fast, I know, but it is with good intentions to get this game playing pretty realistic, where it allows. As a result, here is Version 2, Beta 3.
--------------------
--------------------
FYI: Values changed from previous set are in red. As sets finalize, I will try to provide credit to the notes on specific values that those have tested, or made specific slider value recommendations.
Please adjust to what you see fit. We all play the same game, but we interpret our experiences differently. Just keep in mind that experience with one team may differ completely with another. So if you are to make a suggestion, please note of how it will be taken with a grain of salt simply because, in sliders, sample size and variance are paramount, yet often overlooked.
FIFA 20 Operation Sports Sliders ||| Version 2, Beta 3 (V2B3)
World Class/Legendary/Ultimate, 10 -15 minutes, Slow or Normal speed Controls: Manual/Semi/Assisted, Handball On (including PKs)
Sprint - 50/50
► Have tried this at lower values, but there are significant sync issues with the animations such as players running around a ball in 50/50 situations, or significant momentum shifts that affect 1v1 unfairly. Can also affect the physicality in some sense because the true contact is not registered as high as compared to 50 sprint.
Accel - 50/50
► No need to change because it affects stamina directly when lowered. This is a good value to create a discrepancy if the user is finding gameplay too easy though. Just raise the value in favor of the CPU.
Shot Error - 65/65 | (Previous 58/60)
► It's incredible what shot error can produce this year. Have seen some absolute world class finishing, and have seen some very poor attempts. I think the emphasis of not only scoring as a reward, but also the event of a solid strike on goal. There really are some great ball physics when this value is tested to its limit.
Pass Error - 55/55 | (Previous 58/60)
► There was feedback about this value being too high because the CBs started to make terrible contact on simple passes forward. This adjustment does address that, however it also allows the pass game to open up in the right spots. Both user and CPU can take full advantage of their highly rated players, or be cautious with poor players. This also helps the crossing to be a bit more dynamic in that it can be a really poor cross out of bounds, or it can be vicious curler that finds the head of a striker or oncoming midfielder.
Shot Speed - 49/49 | (Previous 50/50)
► This value took a while to research because it's important that the GK stays in-sync with the shot at hand, and that the shots on frame are not incredibly weak (relative to the shooter's rating + shot error) that the keeper just catch it easily. In addition, this value with a raised shot error always produces the best shooting ball physics that FIFA has to offer. It just gives more time for the end-user to see the flight of the ball versus just a rocket that gets missed with the blink of the eye.
Pass Speed - 48/48
► This patch update has seemingly helped the animation in receiving the ball on lower pass speeds. No longer are the receivers running towards the ball constantly, they are letting it drift into their path. This good because it will naturally slow down the tempo a bit, and also allow for the ball to stay in the air just a bit longer.
Injury Freq - 90/90
► Found that this value does create more injuries in game, but relative to the severity, the injuries are not as significant.
Injury Sev - 40/40
► Have been all over the place with this, and based on the frequency, this value did need to be raised as it was just not significant under 35. In addition, the same type of injuries were happening such as broken toes or shoulder injuries after a fall.
GK Ability - 49/49
► Tried to lower this value to find some slightly less incredible saves. Happy balance of just lowering it slightly so that the GK still has the capability to pull off saves, but not so much that the variance of shot speed/error isn't feeling like a chore. Can't go too low with this value as the GK's can start to do some odd animations such as diving underneath the flight of the ball or dive too soon.
Marking - 50/50 | (Previous 49/49 in V2B3, amended)
► Marking was to passive on 49 unfortunately. Put it back to the safety of 50. Still seeing good crossing as well, so it confirms it must have been the run frequency originally.
Run Freq - 2/2 | (Previous 5/5 in V2B3, amended)
► May have jumped the gun a bit with 5/5 because the long runs were there, but it was too much at any given time - making games feel quite end to end for the wrong reasons. Felt like each team was a counter-attacking one. Dropped this one down to an arbitrary number of 2/2, but can't be upset with it as it brings in a good balance of checking to the ball mixed with long runs. Variety of runs are there as well which will result in different types of passes.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. In the past, we could adjust these values to achieve a lot of the shape we are looking for. However, this year of FIFA 20 in particular is in favor of referring to the team tactics to dominate the HLW more than anything. With that said, this version of the sliders has an aim to get more midfield play and adhere properly to different formations/tactics available.
Height - 51/51 | (Previous 50/50)
► Just raising height to compensate for the lowered marking value. This will allow the lines of confrontation (midfield meeting midfield, defender meeting forward) take place a bit sooner if marking were the only value changed.
Length - 45/45
► This is the first change to the HLW core because the height value is just too volatile this year, so it must be compensated to create a bit more compression by lowering length. This value could only be lowered to where it is because of the significant change to FB.
Width - 42/42 | (Previous: 40/40)
► Just a very slight adjustment here to get the outside backs and wingers positioned a touch or two wider than they were on 40, where they were getting sucked inside too early. This will make the switch-field long ball a tad more difficult, but not impossible. It also still maintains the cohesion in the center of the park defensively and at the top of the box.
FB Pos - 0/0
► Scaled this value to above 50 and below 50, did this in 5 pt increments and the true different wasn't seen until it was at the lowest value of 0. All this does is provide an outlet backwards, and it does not at all hinder the FB/WB from going on a run up the sidelines. It is very strongly based on team tactics and individual instructions. Paired up with the adjusting HLW, now there is a bit more time to defend, and a bit more emphasis to maintain good possession in the attacking thirds of the pitch.
FT Control - 55/55
► A subtle adjustment, but this value does not only control poor first touches, it also controls dribble accuracy in tight spots. Good to see the CPU, and user, stumble out of bounds due to a bad touch, or go in hard on a challenge because they lost the 50/50 ball. Paired up with the adjustment to Pass Speed, this one is just enough to stand out.
Version 2, Beta 2 (V2B2)
Spoiler
Timestamp: 11/16/2019 | 4:02 AM CST --- I know many were liking the default HLW, and I did as well. However, it really started to show some issues with the center of the pitch and based on different tactical strategies, it just didn't hold up. It also kept certain formations to look wonky because FIFA has some shortcomings tactically - in particular dealing with defending as a 3-back.
So, I took advantage of a night to myself (no sick kids), and really wanted to focus on getting some more resistance through the middle of the pitch. I realized that because 90% of the teams have their central midfielders set to Cover Wing that it would be a losing battle to constantly expand the HLW values in order to get proper width and coverage. So through a lot of trial of all sorts of combinations, I think it's starting to show what I'm looking for. It's not only for traditional 4-3-3, 4-4-2 or 4-2-3-1 formations either, it's applicable and significantly tested in 3-5-2, 5-3-2, 5-4-1 and 3-4-3 formations.
So, here is Version 2, Beta 2. Please give it a go. I read through all the feedback since the most recent patch update came out, and watched videos of those using the sliders.
--------------------
--------------------
FYI: Values changed from previous set are in red. As sets finalize, I will try to provide credit to the notes on specific values that those have tested, or made specific slider value recommendations.
Please adjust to what you see fit. We all play the same game, but we interpret our experiences differently. Just keep in mind that experience with one team may differ completely with another. So if you are to make a suggestion, please note of how it will be taken with a grain of salt simply because, in sliders, sample size and variance are paramount, yet often overlooked.
FIFA 20 Operation Sports Sliders ||| Version 2, Beta 2 (V2B2)
World Class/Legendary/Ultimate, 10 -15 minutes, Slow or Normal speed Controls: Manual/Semi/Assisted, Handball On (including PKs)
Sprint - 50/50
► Have tried this at lower values, but there are significant sync issues with the animations such as players running around a ball in 50/50 situations, or significant momentum shifts that affect 1v1 unfairly. Can also affect the physicality in some sense because the true contact is not registered as high as compared to 50 sprint.
Accel - 50/50
► No need to change because it affects stamina directly when lowered. This is a good value to create a discrepancy if the user is finding gameplay too easy though. Just raise the value in favor of the CPU.
Shot Error - 58/60
► There is a slight change here because it felt like the CPU's shooting at 62 was a bit overdone at times. The discrepancy does help as the CPU seems to be a bit more clinical compared to the user's input. Overall, FIFA 20 does well in respecting this value.
Pass Error - 58/60
► Honestly this value was reviewed significantly as well. The biggest issue with lowering this too much is just how automatically in-sync the CPU becomes. They instantly connecting so much better, and go forward immediately. When I had initially reviewed this value, it was with a higher Run Frequency, and even as I adjusted the RF, it seemed to not effect the CPU's desire to go forward. As soon as the pass error value was returned to the 58/60, the humanizing aspect of the CPU was back. They were a bit more cautious with their passes, a bit more error prone in certain spots. Passes that they would normally drill forward, or slide a through ball that should be a 50/50 were no longer chosen, relative to their rating/ability. This is a core value of the set, and I would advise to be quite careful with adjusting it.
Shot Speed - 50/50
► This value was reviewed quite a bit as well, in particular because shots had previous seemed to be a bit of a rocket ball. The issue with lowering this value is that the GK was more out of sync. In what should be a full powered shot, the GK would act like it was a lob on frame, and their animation would reflect that. The error value chosen should be more than enough to offset the power of strikes - which is the lesser of two evils in this case.
Pass Speed - 48/48 | (Previous 50/50)
► This patch update has seemingly helped the animation in receiving the ball on lower pass speeds. No longer are the receivers running towards the ball constantly, they are letting it drift into their path. This good because it will naturally slow down the tempo a bit, and also allow for the ball to stay in the air just a bit longer.
Injury Freq - 90/90
► Found that this value does create more injuries in game, but relative to the severity, the injuries are not as significant.
Injury Sev - 40/40
► Have been all over the place with this, and based on the frequency, this value did need to be raised as it was just not significant under 35. In addition, the same type of injuries were happening such as broken toes or shoulder injuries after a fall.
GK Ability - 49/49
► Tried to lower this value to find some slightly less incredible saves. Happy balance of just lowering it slightly so that the GK still has the capability to pull off saves, but not so much that the variance of shot speed/error isn't feeling like a chore. Can't go too low with this value as the GK's can start to do some odd animations such as diving underneath the flight of the ball or dive too soon.
Marking - 50/50
► This has been a frustrating value because it is not just based on how tight, but also how wide the players are marked. It is a very sensitive value, which is in-line with a lot of the slider values this year, that has so many possible variables to consider (CTTs, formation, instructions, etc). Best to keep it as is unless the HLW would be modified (which they aren't).
Run Freq - 1/1
► As mentioned earlier, the higher the value we went with this just made things a bit all over the place. The runs off the ball, initially, are fine, but it is the secondary runs that are the most impactful. For example, when the CPU passes the ball to a forward, the runs from a center midfielder will be significantly into the box, and that would be fine if the opposing midfielder started to run with them, but the problem with FIFA 20's defensive midfield DNA is that it just doesn't have the capability to bring a midfielder to run with them, or properly hand them off. As a result, through passes right down the middle are quite easy to perform, and the same type of cut-back, slotted passes, one time shot - attacks happen much more often. With the value at 1/1, you see just enough that players show to the ball, and still respect the CTTs of running off the ball and away towards certain parts of the pitch. As always, adjust as you see fit, but remember the note above about sample size + variance.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. In the past, we could adjust these values to achieve a lot of the shape we are looking for. However, this year of FIFA 20 in particular is in favor of referring to the team tactics to dominate the HLW more than anything. With that said, this version of the sliders has an aim to get more midfield play and adhere properly to different formations/tactics available.
Height - 50/50
► Raising height just does what it always does, which is throws the midfield out of position. However, and this is significant, the value isn't really affected directly via sliders, but more so tactics.
Length - 45/45 | (Previous: 50/50)
► This is the first change to the HLW core because the height value is just too volatile this year, so it must be compensated to create a bit more compression by lowering length. This value could only be lowered to where it is because of the significant change to FB.
Width - 40/40 | (Previous: 50/50)
► A significant change here, but it was badly needed. Too often the outside back, or wingback, wold stay quite wide that they'd be marking nothing. When there would be something to mark, they would mark head-on, instead of keeping their width goal-side to prepare for the cross, etc. In regards to the midfield, this significantly reduces the middle passing lanes, so it does not feel like every attack is a through ball away from a shot on target. It allows the width of the pitch to be used as a building block versus a source for constant counter-attack.
FB Pos - 0/0 | (Previous: 50/50)
► Scaled this value to above 50 and below 50, did this in 5 pt increments and the true different wasn't seen until it was at the lowest value of 0. All this does is provide an outlet backwards, and it does not at all hinder the FB/WB from going on a run up the sidelines. It is very strongly based on team tactics and individual instructions. Paired up with the adjusting HLW, now there is a bit more time to defend, and a bit more emphasis to maintain good possession in the attacking thirds of the pitch.
FT Control - 55/55 | (Previous: 50/50)
► A subtle adjustment, but this value does not only control poor first touches, it also controls dribble accuracy in tight spots. Good to see the CPU, and user, stumble out of bounds due to a bad touch, or go in hard on a challenge because they lost the 50/50 ball. Paired up with the adjustment to Pass Speed, this one is just enough to stand out.
Version 2, Beta 1 (V2B1)
Spoiler
Changelog & Updates:
Timestamp: 11/4/2019 | 7:52 AM CST --- I've posted Version 2, Beta 1. As much as I, and others, have tried to adjust significant values (such as HLW, marking, sprint/acc), it seems to hurt more than help. So you will see a lot of values similar to the previous "Default set".
There are no real issues that stand out from a slider perspective. However, from a difficulty perspective, World Class does have issues when playing against a team with any kind of pressure built into their tactics. The reason for this is they just seem to over-commit their positioning, thus making it very easy to move around them and send through balls into threatening areas.
I know there has been feedback previously about runs off the ball being stagnant. That's not necessarily a bad thing for FIFA, but if you must change it, be careful of going too high. Honestly, I would suggest going no higher than 5 RF. Personally, and from previous feedback, I will be using the 1/1 as that seems to give the best of both worlds.
Each value has been reviewed via feedback in this thread, and I've provided an explanation for each change where applicable.
--------------------
--------------------
FYI: Values changed from previous set are in red. Also, as sets finalize, I will try to provide credit to the notes on specific values that those have tested, or made specific slider value recommendations.
Also, please adjust to what you see fit. We all play the same game, but we interpret our experiences differently. Just keep in mind that experience with one team may differ completely with another. So if you are to make a suggestion, please note of how it will be taken with a grain of salt simply because, in sliders, sample size and variance are paramount, yet often overlooked.
FIFA 20 Operation Sports Sliders ||| Version 2, Beta 1 (V2B1)
World Class/Legendary/Ultimate, 10 -15 minutes, Slow or Normal speed Controls: Manual/Semi/Assisted, Handball On (including PKs)
Sprint - 50/50
► Have tried this at lower values, but there are significant sync issues with the animations such as players running around a ball in 50/50 situations, or significant momentum shifts that affect 1v1 unfairly. Can also affect the physicality in some sense because the true contact is not registered as high as compared to 50 sprint.
Accel - 50/50
► No need to change because it affects stamina directly when lowered. This is a good value to create a discrepancy if the user is finding gameplay too easy though. Just raise the value in favor of the CPU.
Shot Error - 58/60 | (Previous: 58/62)
► There is a slight change here because it felt like the CPU's shooting at 62 was a bit overdone at times. The discrepancy does help as the CPU seems to be a bit more clinical compared to the user's input. Overall, FIFA 20 does well in respecting this value.
Pass Error - 58/60
► Honestly this value was reviewed significantly as well. The biggest issue with lowering this too much is just how automatically in-sync the CPU becomes. They instantly connecting so much better, and go forward immediately. When I had initially reviewed this value, it was with a higher Run Frequency, and even as I adjusted the RF, it seemed to not effect the CPU's desire to go forward. As soon as the pass error value was returned to the 58/60, the humanizing aspect of the CPU was back. They were a bit more cautious with their passes, a bit more error prone in certain spots. Passes that they would normally drill forward, or slide a through ball that should be a 50/50 were no longer chosen, relative to their rating/ability. This is a core value of the set, and I would advise to be quite careful with adjusting it.
Shot Speed - 50/50
► This value was reviewed quite a bit as well, in particular because shots had previous seemed to be a bit of a rocket ball. The issue with lowering this value is that the GK was more out of sync. In what should be a full powered shot, the GK would act like it was a lob on frame, and their animation would reflect that. The error value chosen should be more than enough to offset the power of strikes - which is the lesser of two evils in this case.
Pass Speed - 50/50
► Again, another value that gets a significant amount of time to review. The concept of lowering the value just does not make sense because of what it does to the receiving player's animations. The receiver starts to run towards the ball more often than they should. This looks like each pass is under-hit, and essentially a "hospital pass" - basically setting up the receiver to get clobbered if they don't get there fast enough. In addition, when lowering this value, the deflections are also affected as they become very "soft" and the ball has less of a chance to become a true 50/50 ball.
Injury Freq - 90/90 | (Previous: 75/75)
► Found that this value does create more injuries in game, but relative to the severity, the injuries are not as significant.
Injury Sev - 40/40 | (Previous: 25/25)
► Have been all over the place with this, and based on the frequency, this value did need to be raised as it was just not significant under 35. In addition, the same type of injuries were happening such as broken toes or shoulder injuries after a fall.
GK Ability - 49/49 | (Previous: 50/50)
► Tried to lower this value to find some slightly less incredible saves. Happy balance of just lowering it slightly so that the GK still has the capability to pull off saves, but not so much that the variance of shot speed/error isn't feeling like a chore. Can't go too low with this value as the GK's can start to do some odd animations such as diving underneath the flight of the ball or dive too soon.
Marking - 50/50
► This has been a frustrating value because it is not just based on how tight, but also how wide the players are marked. It is a very sensitive value, which is in-line with a lot of the slider values this year, that has so many possible variables to consider (CTTs, formation, instructions, etc). Best to keep it as is unless the HLW would be modified (which they aren't).
Run Freq - 1/1 | (Previous: 0/0)
► As mentioned earlier, the higher the value we went with this just made things a bit all over the place. The runs off the ball, initially, are fine, but it is the secondary runs that are the most impactful. For example, when the CPU passes the ball to a forward, the runs from a center midfielder will be significantly into the box, and that would be fine if the opposing midfielder started to run with them, but the problem with FIFA 20's defensive midfield DNA is that it just doesn't have the capability to bring a midfielder to run with them, or properly hand them off. As a result, through passes right down the middle are quite easy to perform, and the same type of cut-back, slotted passes, one time shot - attacks happen much more often. With the value at 1/1, you see just enough that players show to the ball, and still respect the CTTs of running off the ball and away towards certain parts of the pitch. As always, adjust as you see fit, but remember the note above about sample size + variance.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. In the past, we could adjust these values to achieve a lot of the shape we are looking for. However, this year of FIFA 20 in particular is in favor of referring to the team tactics to dominate the HLW more than anything.
Height - 50/50
► Raising height just does what it always does, which is throws the midfield out of position. However, and this is significant, the value isn't really affected directly via sliders, but more so tactics.
Length - 50/50
► Same as above, going too low with this and the positioning looks good from a static point of view, but once in motion, it is clear to see that players get confused on how to defend. In knowing how complacent FIFA is to providing a zonal marking system, it would be counterproductive to put players "closer" to each-other, just for the sake of a good looking position. Even at 50 length, the players can get quite close to each other, but at least they have more opportunity to properly decompress and both sides can "meet" properly in the midfield.
Width - 50/50
► The only adjustment here was minimal, and it ended up hurting more than helping. Against balanced teams, it works to raise this value, but once the pressure teams show up, it becomes another easy pass around because of the additional width provided. In addition, the outside midfielders do not come into the box on crosses, and will opt to stay wide, which can also force the FB to stay just as wide. This skews the numbers in the box, and will create the same type of attacks down the wings and in crosses.
FB Pos - 50/50
► No adjustments here because tactics definitely control this value, but the slider value is receptive as well. There are just too many variables that can come into play with this as each tactic has its intended behavior the FB position. It's better to defer to the tactics in this case, versus adjusting for variance and sample size. For example, if you have a formation of a 5-3-2 with wingbacks, then yes your WB/FB will get up the pitch much higher, and even be in-line with the outside midfielder. It does not mean that you need to lower FB slider, it means you need to reassess the formation/tactics/instructions.
FT Control - 50/50
► Again, no adjustments necessary here. I know some will go against it, which is fine, but most footballers know how to control the ball with a silky soft touch. It is the pass speed and error that creates the unpredictability with the ball. In FIFA 20, the pass speed is much higher, as a base, compared to FIFA 19 - so the control of the ball is more varied based on what is happening in the match.
DEFAULT SET
Spoiler
Changelog & Updates:
Timestamp: 11/2/2019 | 5:14 PM --- Working on a beta set based on all feedback post-patch. Aim is to have something posted before end of weekend. Keep feedback on current OP set and default.
Timestamp: 10/20/2019 | 10:01 AM --- Lifting "ban" of Slow Speed, but only Legendary difficulty for now. No real significant issues, and upon review, data may have been skewed as significantly customized slider values were being used the last time Slow was tested outright. Have tested a bit yesterday and tomorrow on slow, and nothing stands out as negative. Only hesitation is World Class overall because of issues with random DAA and bursting. Needs more testing though, and of course is based on personal play style.
Timestamp: 10/18/2019 | 10:46 AM --- Version 1.05 allows us to step back and test default a bit more. For now, I am recommending using normal speed. For high pressure teams, please be aware of how they play on World Class as there are some issues with over-committing too often. Makes for open gaps. This is another reason a lot of values are default to ensure that we do not over-balance the sliders and veer too far away from the design of FIFA 20. I am learning that this game is very sensitive and will try to re-balance itself in order to combat changes, leaving a lot of frustration as values are adjusted.
It is very early days though, so other values may change. However, I wanted to get something out there to start as a BASE. Please adjust as you see necessary, but please explain why. Do not post full sets per the rules .
Default Set is posted, some minor changes, as explained.
--------------------
--------------------
FYI: I will try to provide credit to the notes on specific values that those have tested, or made specific slider value recommendations. Also, since some values were used from our FIFA 17 sliders, the "user" given credit is "FIFA17 OS".
FIFA 20 Operation Sports Sliders ||| DEFAULT SET
World Class/Legendary/Ultimate, 10 -15 minutes, Slow or Normal speed Controls: Manual/Semi/Assisted, Handball On (including PKs)
Sprint - 50/50
►No adjustments necessary yet.
Accel - 50/50
►No adjustments necessary yet.
Shot Error - 58/62
►CPU just doesn't miss the way the user can. 80% shot accuracy is too high.
Pass Error - 58/60
►Good mix of passes and miscommunication type of passes. Have played with this value a lot but also used paired with various HLW. It wasn't until using default HLW that those type of miscommunication passes show up. A good sign.
Shot Speed - 50/50
►No adjustments necessary yet.
Pass Speed - 50/50
►No adjustments necessary yet.
Injury Freq - 75/75
►Still Testing.
Injury Sev - 25/25
►Still Testing.
GK Ability - 50/50
►No adjustments necessary yet.
Marking - 50/50
►No adjustments necessary yet.
Run Freq - 0/0
►Lowers the run amounts, but runs happen in a linear fashion no matter what values you choose. This a value I am still looking at because I want to see run variety versus, hold up, and run off the ball to pass.
Height - 50/50
►No adjustments necessary yet.
Length - 50/50
►No adjustments necessary yet.
Width - 50/50
►No adjustments necessary yet.
FB Pos - 50/50
►No adjustments necessary yet.
FT Control - 50/50
►No adjustments necessary yet.
Timestamp: 10/15/2019 | 12:02 PM --- Because the patch update is significant in changes. We're going to address this on default sliders. So, everyone please approach with default sliders. Let the thread determine what needs to be addressed from there. After that, we'll start our way back, if necessary, to the values of V1B1.
Timestamp: 10/7/2019 | 8:00 AM --- Posted Gameplay Video (Preview), Credits, and modified name of set to Version 1, Beta 1 (V1B1).
Timestamp: 10/6/2019 | 4:36 PM --- Posted most recently suggested set. Will stream later.
FIFA 20 Operation Sports Sliders ||| VERSION 1, BETA 1 (V1B1)
World Class/Legendary/Ultimate, 10 -15 minutes, Slow speed Controls: Manual/Semi/Assisted, Handball On (including PKs)
Sprint - 45/45
►Just to help solidify the foot planting a bit. Can notice on fouls how the feet stay grounded relative to the tackle. (Credit: darroe01, dcg239, FIFA17 OS)
Accel - 50/51
►Slight bump discrepancy for the CPU which will help with those 1v1 challenges. (Credit: FIFA17 OS)
Shot Error - 54/54
►Good variety of shots paired up with the lower shot speed. Elite players will stand out, but also be realistic with pressure to perform. (Credit: jrnlgrn, Aaron458f)
Pass Error - 60/60
►If not raising this value, the CPU just becomes very automatic with their passing. It's a bit mindless at times, and especially at the top of the user's box. Play with a low league team and you will see a significant difference compared to using an elite team.
Shot Speed - 49/49
►Lowered this slightly to help the speed up animations in shots. Makes for some really cool ball flight paired up with the GK ability.
Pass Speed - 42/42
►Lowered this value reluctantly but makes for a really nice flow to the game. Not so low that the players have to constantly run towards the ball either, but enough that it calms things down just a bit. (Credit: dcg239)
Injury Freq - 75/75
►Tested this on my own but with some good guidance by jrn. Felt that we saw a lot of good injuries on contacts that were and weren't fouls. Some blatant ones as well which was nice to see the player get up and argue with the referee. (Credit: jrnlgrn, NorthLdN)
Injury Sev - 20/20
►Solid mix of the types of injuries. From players getting their hand stepped on to your usual shoulder injuries. Mix of walk offs and subs. (Credit: jrnlgrn, NorthLdN)
GK Ability - 48/48
►Just helping a tad bit delayed reaction and not covering so much of the goal. Emphasis to mix the keeper's decisions. (Credit: NorthLdN)
Marking - 70/70
►This was the biggest difference because I was so reluctant to change it, let alone raise it. I've gone from 0 to 85, just completely all over. Finally referred to our older FIFA 17 OS sliders, forget which version, and punched in this value along with a couple others, in particular the HLW.
Run Freq - 1/1
►Enough was enough in resisting us changing this value to the 1/1 that we always do. The higher runs just wasn't working, especially in the user's defensive third where the CPU would tiki-taka + through pass into the box constantly. Plenty of variety, so don't worry there.
Height - 55/55
►Feel good about this because it's the best balance that the CTT's are still honored, but not so high that the midfield is pushed out of position. Defensive third shape, paired up with the Length and Width, is good here.
Length - 45/45
►Checks out as well here because it compresses the shape in the right spots, and the marking pulls players to their assigned zone. In addition the runs into the box are not super deep that the defensive line is compromised to be breached each time. It still happens due to...FIFA 20...but it's not as bad as before.
Width - 58/58
►They key here is just overall width, but most importantly the defensive line separation from eachother to get into that 1v1 position.
FB Pos - 55/55
►Oddly enough, I feel like this value helped significantly in completing the set because it still allows overlap, but not so much that it's over-commited to the point a counter can easily exploit the CBs.
FT Control - 55/55
►This one is key to compliment the pass error and pass speed. It creates some brilliant 50/50 balls of course. (Credit: NorthLdN)
Gameplay Preview:
Spoiler
Timestamp: 9/28/2019 | 3:07 PM --- Subtle updates to the set to allow both sides to breathe a bit more identity into their players. Raised pass error just slightly and marking went back up because under 50 value was too passive. The pass error alone has made the biggest change in the way the CPU attacks. Quite happy with those subtle adjustments. Enjoy!
Timestamp: 9/25/2019 | 11:09 PM --- We had a good time on default, and just needed to make some small changes to get the lines a bit better. In addition, introducing the Sprint discrepancy allows the CPU to not give up as easily, not to mention more physicality. The lower marking also allows a more zonal look, while making clumsy challenges for more fouls chances. Not too many far from default adjustments as we do want to give everyone plenty of time with the game at default to experience the game. Then, acknowledge the changes here and provide feedback accordingly. Thanks!
Timestamp: 9/25/2019 --- Updated streamed set to "Default" sliders. The previously streamed set is listed in archive OP now under "Version Logs". We are currently playing Default Sliders. I've detailed my thoughts for each individual slider value and what we can possibly address. Please provide your thoughts in the same format if possible. If you agree with my assessment, simply mark "Agreed".
In addition, we reviewed the set up yesterday with playing default (no reverts) and playing reverts with user only, then CPU only, then both.
Default (no revert) - plays great, CPU challenging in spots. Feel that lines are broken a bit too easy, so less of midfield play.
User only revert - plays good as well, CPU reacts and adjusts well. Still feel a bit easy to attack them, they also seem a bit linear in their attacks.
CPU only revert - still plays good, easier to exploit some spots, but much calmer play and maintaining shape.
User/CPU revert - to me, it's the best version of this game. Everything seems to be more in-sync tactically. There is a sense of purpose with the ball, and defending as well. Even if we establish sliders, I'd still recommend this as an option.
Agreed on waiting on sliders until after official release. It will not hurt to at least explore, which I've done on my own a significant amount of time since previously trying to "fix" the defending issues before the Volta patch.
I did adjust some values yesterday, and even then it just didn't feel necessary when using the User/CPU revert. I think our goal will be to try to create that same feeling for users on "default (no revert)", which I'm sure the majority of users will be.
Player Revert Instructions - an extra way to balance gameplay
Spoiler
Timestamp: 9/23/2019 --- As I mentioned earlier, we had a breakthrough tonight. However, it's not slider related, it's primarily the base of the gameplay related.
The working theory here is that EA coded the game under a squad/team sheet with default instructions set up. However, when they started pushing updates, or even releasing the game, they modified the default instructions. As a result, the game is coded and out of sync. This is why we see these terrible defensive issues:
As a result of these findings, we approached it similar to how I have approached PES in the past. Basically, using a rubberband type of logic where what I set for the user, the CPU responds. Instead of sliders, it is the player instructions. So, at the start of the match, I paused the game, went into my player instructions and click "X" to Reset All Players to Default. Yes, this does mean the player instructions revert to default, and custom instructions are no longer applicable. This is a workaround, and by no means, hopefully, a permanent solution.
Once this is done for the User side, simply play the game. Try to burst past the CPU and recreate the videos above. It will be much more difficult. You may need to experience this on Legendary or Ultimate vs using World Class or below because lower difficulties can have certain exploits, etc. At the time of this post, I spent more time using Legendary.
Before:
After:
One additional, and highly recommended, enhancement to this is one in which the user would need to have a second controller (console) or keyboard (PC), so the same can be done in the match for the CPU side. Simply switch sides, then navigate to the player instructions > "Reset All Players to Default". Once done, go back to switch sides back to no team selected.
That's it. That is the big find. It is proven on the twitch stream tonight, and has been exhausted to isolate certain triggers that may, or may not, be effective. I will say when both the User and CPU are Reset...it is by far one of the most fun experiences I've had with default FIFA since the prepatch beta. You will be able to tell instantly of the better lines, the more resistance, the entire environment of play rises to another level.
Please be aware that you must make the reset change to each gameplan (Ultra Defensive to Ultra Attacking) and reset those player instructions. The reason for this is because the CPU will instantly go back to their old defensive ways as you move/up the gameplans.
I know as I type this it is release day for FIFA 20, and maybe a patch will come with it. There has been a post made already by EA: https://fifaforums.easports.com/en/d...ameplay#latest which could mean the findings today are null and void. However, I will genuinely feel at peace that the issue has been solved from pure determination. It has been a brutal, multiple hours in testing everything related to gameplay sliders, and this was truly a last resort. Please enjoy FIFA 20. There is a lot of potential when the game is in-sync as a whole. I hope the provided workaround allows you to experience incredibly gameplay like I have.
Note: We will have a slider set as we learn of patch updates and if these issues are addressed outright versus using another workaround.
Timestamp: 9/21/2019 --- Posted currently streamed set. Not ready for a version just yet.
9/19/2019: Created FIFA 20 OS Slider thread
Timestamp: 9/19/2019 --- Currently playing FIFA 20 DEFAULT sliders as always. Please note in posts what stands out, and what may need to be considered. Thanks.
Timestamp: 9/28/2019 | 3:07 PM --- Subtle updates to the set to allow both sides to breathe a bit more identity into their players. Raised pass error just slightly and marking went back up because under 50 value was too passive. The pass error alone has made the biggest change in the way the CPU attacks. Quite happy with those subtle adjustments. Enjoy!
Here are the current streamed FIFA 20 Sliders (as of 9/28/19 ) :
World Class/Legendary/Ultimate, 10 -15 minutes, Slow speed Controls: Manual/Semi/Assisted, Handball On (including PKs)
Sprint - 50/52 (previous: 50/50)
►Discrepancy is going to allow the CPU to not give up, and be more physical in challenges as well. This works well for World Class as the CPU tends to not fight as hard on default.
Accel - 50/50
►Same as above, but Sprint is easier to accept as Acceleration adjustment will impact fatigue negatively as fatigue will be more conserved.
Shot Error - 52/52 (previous: 50/50)
►Raised this value to help less shots on target. No issues with keeper saves either.
Pass Error - 52/52 (previous: 50/50)
►Raised this value to get a bit more purpose by the CPU. At 50 they were just aimlessly passing forward, which resulted in a siege upon the user's goal, no matter who the team. Raising this value up slightly has allowed more measured approaches to the attack, and let standout players shine.
Shot Speed - 50/50
►I feel this can go down as there are a lot of rocket shots. Paired up with the right error value though, it might be okay to keep as is. I feel we would need to adjust the GK Ability as well as they do make some tremendous saves as is.
Pass Speed - 50/50
►At times the CPU can put some pace on the ball, sometimes the camera can't keep up on driven passes as well. Despite what EA say in the description of the slider value, it does affect long balls as well, so do keep that in mind.
Injury Freq - 50/50
►They definitely occur at higher values. I have tested at 100, and the muscle injuries are almost automatic. Could be considered in attempt for more physicality of course.
Injury Sev - 50/50
►Also tested this at 100, all players will be carted off in this scenario. So, we're true to value it seems.
GK Ability - 50/50
►The keepers do make some fantastic saves. They also tend to punch the ball out for safety a lot too. Not sure if that is a bother, but something to be considered. May fall a bit down a rabbit hole if the goal is to reduce that animation if so. Have tested shot speed at 49 and 48, both seem to allow the keeper to remain in sync.
Marking - 50/50 (previous: 48/48)
►Raised this value back up because the 48 value was just too passive. Very easy to pass among the midfield without being challenged. Adjustment to 50 keeps the CTTs in check, and can transfer throughout different aggression/tactical levels.
Run Freq - 50/50
►Have to be a bit cautious here as the value lowered can mean less runs of course, but can result in higher passing percentages, and possibly the same type of attacks.
Height - 60/60 (previous: 50/50)
►Raised this value again to get the lines pushed up just a bit. More meeting and overlapping the midfielder versus keeping at bay and not interacting.
Length - 50/50
►We do tend to lower this to get a more compact shape, however have to be cautious about how it relates to not only the length, but height and even the FB positioning as they tend to go forwards quite a bit, which can make for easy exploit down the wings on counters. Have to also be cautious as the lower this goes, the less distance the CPU will try to cover in their long ball attempts/goal kicks etc.
Width - 50/50
►I feel the pitch is well covered sideline-to-sideline on default. Initially the concern was the FB not tucking in or getting goal side sooner. Since that seems to have been fixed, there may not be a concern here.
FB Pos - 50/50
►Can be tricky here as it directly controls how the CPU will attack. Too high and they will look to exploit with counters, too low and the FB won't be an option, making attacks feel the same. CTT's do a play a role as well.
FT Control - 50/50
►I feel this value can go up a tad as trapping the ball is pretty easy on default. I know it's relative to the pass speed and error, but even driven passes are still being trapped pretty clean. As we know, more of this can lead to more 50/50 balls, but it is another version of FIFA, so it would require a bit of research.
Timestamp: 9/25/2019 | 11:09 PM --- We had a good time on default, and just needed to make some small changes to get the lines a bit better. In addition, introducing the Sprint discrepancy allows the CPU to not give up as easily, not to mention more physicality. The lower marking also allows a more zonal look, while making clumsy challenges for more fouls chances. Not too many far from default adjustments as we do want to give everyone plenty of time with the game at default to experience the game. Then, acknowledge the changes here and provide feedback accordingly. Thanks!
Here are the current streamed FIFA 20 Sliders (as of 9/25/19 ) :
World Class/Legendary/Ultimate, 10 -15 minutes, Slow speed Controls: Manual/Semi/Assisted, Handball On (including PKs)
Sprint - 50/52 (previous: 50/50)
►Discrepancy is going to allow the CPU to not give up, and be more physical in challenges as well. This works well for World Class as the CPU tends to not fight as hard on default.
Accel - 50/50
►Same as above, but Sprint is easier to accept as Acceleration adjustment will impact fatigue negatively as fatigue will be more conserved.
Shot Error 52/52 (previous: 50/50)
►Raised this value to help less shots on target. No issues with keeper saves either.
Pass Error - 50/50
►Have seen various passing percentages. Nothing lower than 70% yet, but it is good to see that stat line is more in-line with what is actually happening on the field. Have to be careful with adjusting too as crosses are more impacted this year. In addition, I've noticed it's similar to how FIFA 14 went when you adjust the value to be higher, the ball starts to bobble much earlier.
Shot Speed - 50/50
►I feel this can go down as there are a lot of rocket shots. Paired up with the right error value though, it might be okay to keep as is. I feel we would need to adjust the GK Ability as well as they do make some tremendous saves as is.
Pass Speed - 50/50
►At times the CPU can put some pace on the ball, sometimes the camera can't keep up on driven passes as well. Despite what EA say in the description of the slider value, it does affect long balls as well, so do keep that in mind.
Injury Freq - 50/50
►They definitely occur at higher values. I have tested at 100, and the muscle injuries are almost automatic. Could be considered in attempt for more physicality of course.
Injury Sev - 50/50
►Also tested this at 100, all players will be carted off in this scenario. So, we're true to value it seems.
GK Ability - 50/50
►The keepers do make some fantastic saves. They also tend to punch the ball out for safety a lot too. Not sure if that is a bother, but something to be considered. May fall a bit down a rabbit hole if the goal is to reduce that animation if so. Have tested shot speed at 49 and 48, both seem to allow the keeper to remain in sync.
Marking - 48/48 (previous: 50/50)
►Lowered this a bit to get the lines a bit more intact. Depending on CTT's, some teams just use man marking and highly aggressive, so the lines can get broken at times. This does allow for more clumsy challenges in 1v1 situations as well.
Run Freq - 50/50
►Have to be a bit cautious here as the value lowered can mean less runs of course, but can result in higher passing percentages, and possibly the same type of attacks.
Height - 60/60 (previous: 50/50)
►Raised this value again to get the lines pushed up just a bit. More meeting and overlapping the midfielder versus keeping at bay and not interacting.
Length - 50/50
►We do tend to lower this to get a more compact shape, however have to be cautious about how it relates to not only the length, but height and even the FB positioning as they tend to go forwards quite a bit, which can make for easy exploit down the wings on counters. Have to also be cautious as the lower this goes, the less distance the CPU will try to cover in their long ball attempts/goal kicks etc.
Width - 50/50
►I feel the pitch is well covered sideline-to-sideline on default. Initially the concern was the FB not tucking in or getting goal side sooner. Since that seems to have been fixed, there may not be a concern here.
FB Pos - 50/50
►Can be tricky here as it directly controls how the CPU will attack. Too high and they will look to exploit with counters, too low and the FB won't be an option, making attacks feel the same. CTT's do a play a role as well.
FT Control - 50/50
►I feel this value can go up a tad as trapping the ball is pretty easy on default. I know it's relative to the pass speed and error, but even driven passes are still being trapped pretty clean. As we know, more of this can lead to more 50/50 balls, but it is another version of FIFA, so it would require a bit of research.
"Previous Streamed Set"
Timestamp: 9/21/2019 --- Posted currently streamed set. Not ready for a version just yet.
Here are the current streamed FIFA 20 Sliders (as of 9/21/19 ) :
World Class, 10 -15 minutes, Slow speed
Controls: Assisted, Handball On (including PKs)
Sprint - 25/35
►Discrepancy has helped with the DAA (defensive angle animation) and give up by defenders. Paired up with accel, we get a good amount of physicality.
Accel - 49/49
►As mentioned above, this value helps the DAA and give up by the defenders. Calms the game down a bit as well.
Shot Error 50/50
►No adjustments outstanding here yet because the shot error is pretty solid out of the box. Will determine if needs adjusting relative to free kicks, because those are very easy.
Pass Error - 50/50
►No adjustments yet, but will keep an eye out how it impacts decision making by the CPU. Saw a couple backheel sequences last night that were concerning, so that may be enough to raise slightly.
Shot Speed - 49/49
►Good change here to help the crazy speed that happens on 50. Keeper is in sync as well.
Pass Speed - 50/50
►Lovely ball physics this year. Do not think pass speed needs to be adjusted.
Injury Freq - 50/50
►Not explored yet. Haven't seen any injuries yet.
Injury Sev - 50/50
►Not explored yet. Haven't seen any injuries yet.
GK Ability - 50/50
►No changes yet.
Marking - 58/58
►Changed this to help the CBs in particular to react to the play. On default they are very passive.
Run Freq - 1/1
►May look into this a bit more, but as usual, game calms down with less runs (there are still plenty) when lowered.
Height - 25/25
►Big change here discovered last night when seeing the legacy FIFA issues of height pushing the midfielders out of position. This is why there was a lot of defensive ADD going on initially. CTTs are respected for height, so even at 0, the CTT overrides the value. This value at 25 just lets the midfield to take shape a bit more.
Length - 48/48
►Slight lowering to compact things a bit. May look into this just a tad more as we move along. Have raised and lowered it respectively in other attempts - but not tested with this current set.
Width - 45/45
►Gradually lowered as the outside back was staying too wide defensively. Much better than FIFA 19's positioning, but still has its issues. With the high marking, the FB can stay too wide in waiting for the other FB to overlap, so this adjustment keeps them goal-side a bit longer. Naturally tightens the midfield as well.
FB Pos - 50/50
►No adjustments yet.
FT Control - 65/65
►Gradually raised to help some more loose balls. Nothing crazy. Helps to see variety and stand out in controlling the ball.
Hoping we get an EA Access this weekend. I haven’t touched the demo, as I heard it’s nowhere near the final product.
EA need to blow me away this year, I bought the “other” game, and am having a freaking blast with it.
Excited to hear from you all again.
I’ve tentatively got the champions edition pre ordered so my streams will start from the 24th.
Yeah I’ll be picking mine up on the Friday as I don’t pre order things anymore don’t see the need to as not fussed by having it 3 days early and I prefer a hard copy incase it’s pants lol but no doubt we will be here for months of fun and updates from EA, hopefully they have pulled there finger out abit more and not just copied and pasted the game lol