EA SPORTS FC 24 OS Community Sliders

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  • Si_dra
    Rookie
    • Oct 2023
    • 55

    #931
    Re: EA SPORTS FC 24 OS Community Sliders

    Originally posted by Dinner
    Am I the only one that's actually enjoying this game? Playing on World Class, slow gameplay, semi-manual controls as Villa. I can't just run through everyone like I could on 23, having to do a lot of build up and backpassing, a mix of results but no more than 3 goals per game. Feels realistic and satisfying. I couldn't stand 23, to me this is a huge improvement.
    Hey. No you're not the only one. I just decided to try some FIFA games after playing PES for years. 23 was fun and I just bought 24 a couple days ago. Been enjoying it so far, although the new update made it way harder and the CPU is kinda OP now. I do like the balance tho cuz I can try and run past defenders if I'm using fast players but they can still stop me.
    All my matches end 1-0/0-0/1-1/0-1. I think that's pretty good.

    Comment

    • Matt10
      Hall Of Fame
      • Apr 2006
      • 16622

      #932
      Re: EA SPORTS FC 24 OS Community Sliders

      Originally posted by Urkaun
      https://youtu.be/prfyquRWxMc?feature=shared

      Some weird things in this vid. First, their striker just stands still in my box and lets me take the ball from him. Secondly, my right wing-back just sprints unopposed nearly 80 yards and scores. This is on Legendary Slow with V5 beta sliders. Not a fan of 52/52 Marking at all. I went back to 50/50 Marking and replayed the game and couldn’t replicate this. This isn’t CB jockey either. Notice how the CPU defenders keep up with me the entire time. The left-back did a weird animation where it looked like he was going to close me down then he hesitated and let me run. There were a few weird instances of CPU doing some weird marking on 52/52.
      From a slider perspective, we can't adjust values for the sake of these one-offs. Never ever seen that before and can't recreate no matter how many times I try. Who specifically are you using and playing against? Leg slow, so 51/51 acc?

      Can you do this with any other teams? We are not seeing any of this behavior with marking - and we spent a lot of time with it at 50 and highest of 55.

      Try the 70/65 height, which will most likely be in V5, to see how the defenders go towards the ball.
      Youtube - subscribe!

      Comment

      • Matt10
        Hall Of Fame
        • Apr 2006
        • 16622

        #933
        Re: EA SPORTS FC 24 OS Community Sliders

        --------------------
        --------------------
        Changelog & Updates:

        Small reduction to CPU height from 70 to 65 to help with DAA seen on WC. Started to see this with lower quality, aggressive CTT type teams that would just sprint past the player with the ball.



        Timestamp: 10/28/2023 | 11:51 PM CST -- The most recent title update for FC24 really set things back a bit. Our main focus is the usual in addressing CB jockey and DAA. While DAA is harder to adjust for, CB jockey had to be addressed with increase sprint and acceleration on some difficulties. This is primarily on the slow game-speed.

        There is a need to get more sample size, and as a result we want to provide the Version 5 beta to be reviewed. Each value was looked at and adjusted as necessary. I have included a brief explanation of values for V5 beta sliders. It would take too much time to go over each difficulty, so the explanation is a general one aimed to explain decision making. Please not that the value sin parentheses are from V4. Also, some topics such as DAA and CB jockey go without explanation - please research or ask questions on what they are if needed:

        see 10/29 update for V5 beta 2 above, this is disregarded in spoilers now:
        Spoiler


        Sprint - this value was addressed for the slow-pace accordingly to help with the CB jockey behavior that was starting to show up on lower sprints.

        Acceleration - significant discrepancy for the World Class slow-pace to help with DAA recovery.

        Pass Error - Reduced to help with decision making and less "topped" passes that tend to happen by the CPU. Also lowered for user to help with more height in long balls.

        Shot Speed - increased for World Class only to help with save animations, deflections and free kicks.

        Pass Speed - lowered as it seemed there was too much ball speed post-patch

        Injury Frequency - increased to allow more injuries

        Injury Severity - increased to allow more range of injury types and scenarios (walk-off, sub, etc).

        GK Ability - bumped to help with improving the keeper animations. Still on the fence about this value as it is relative to shot speed, which will vary per difficulty.

        Marking - slight bump to help the anticipation defensively

        Run Frequency - dropped a to allow less positions for cutback lanes, but also help with runs into the box for crosses

        Line Height - bumped quite a bit to help with upfield pressure and introducing CBs to cover for FBs when necessary

        Line Length - Slight bump to help spread positioning out a bit to put pressure in between the gaps. Also helps with attacking variety, etc.

        Line Width - Left this value alone for now. Very sensitive as we tried it at 50 and it just creates too many issues from the FB positioning in the defensive line, to the defensive line spreading out too far in general. Thankfully the slight bump in marking and length has helped the wide play to be a bit more challenging without needing to adjust width.

        FB Positioning - Untouched, still defer to tactics/instructions

        FT Control - remains at 100, no need to adjust

        --------------------
        --------------------
        Thanks to discord testers: bman, laxing_ , Hapa90, jrn, TopSide, atsmash
        --------

        --------------------
        Youtube - subscribe!

        Comment

        • MRapide
          Rookie
          • Oct 2022
          • 109

          #934
          Re: EA SPORTS FC 24 OS Community Sliders

          Originally posted by Matt10
          --------------------
          --------------------
          Changelog & Updates:

          Small reduction to CPU height from 70 to 65 to help with DAA seen on WC. Started to see this with lower quality, aggressive CTT type teams that would just sprint past the player with the ball.



          Timestamp: 10/28/2023 | 11:51 PM CST -- The most recent title update for FC24 really set things back a bit. Our main focus is the usual in addressing CB jockey and DAA. While DAA is harder to adjust for, CB jockey had to be addressed with increase sprint and acceleration on some difficulties. This is primarily on the slow game-speed.

          There is a need to get more sample size, and as a result we want to provide the Version 5 beta to be reviewed. Each value was looked at and adjusted as necessary. I have included a brief explanation of values for V5 beta sliders. It would take too much time to go over each difficulty, so the explanation is a general one aimed to explain decision making. Please not that the value sin parentheses are from V4. Also, some topics such as DAA and CB jockey go without explanation - please research or ask questions on what they are if needed:

          see 10/29 update for V5 beta 2 above, this is disregarded in spoilers now:
          Spoiler


          Sprint - this value was addressed for the slow-pace accordingly to help with the CB jockey behavior that was starting to show up on lower sprints.

          Acceleration - significant discrepancy for the World Class slow-pace to help with DAA recovery.

          Pass Error - Reduced to help with decision making and less "topped" passes that tend to happen by the CPU. Also lowered for user to help with more height in long balls.

          Shot Speed - increased for World Class only to help with save animations, deflections and free kicks.

          Pass Speed - lowered as it seemed there was too much ball speed post-patch

          Injury Frequency - increased to allow more injuries

          Injury Severity - increased to allow more range of injury types and scenarios (walk-off, sub, etc).

          GK Ability - bumped to help with improving the keeper animations. Still on the fence about this value as it is relative to shot speed, which will vary per difficulty.

          Marking - slight bump to help the anticipation defensively

          Run Frequency - dropped a to allow less positions for cutback lanes, but also help with runs into the box for crosses

          Line Height - bumped quite a bit to help with upfield pressure and introducing CBs to cover for FBs when necessary

          Line Length - Slight bump to help spread positioning out a bit to put pressure in between the gaps. Also helps with attacking variety, etc.

          Line Width - Left this value alone for now. Very sensitive as we tried it at 50 and it just creates too many issues from the FB positioning in the defensive line, to the defensive line spreading out too far in general. Thankfully the slight bump in marking and length has helped the wide play to be a bit more challenging without needing to adjust width.

          FB Positioning - Untouched, still defer to tactics/instructions

          FT Control - remains at 100, no need to adjust

          --------------------
          --------------------
          Thanks to discord testers: bman, laxing_ , Hapa90, jrn, TopSide, atsmash
          --------

          --------------------
          Are people finding slow speed with the larger pace and acceleration discrepancies is still preferable to normal with closer values for the user and AI? I've personally preferred closer values in previous years but haven't had a shot to play over the past week and a half. I'm curious if there are starting to be more people that are using both speeds lately, vs what I think was heavier usage of slow at the start of the game cycle.

          Comment

          • Si_dra
            Rookie
            • Oct 2023
            • 55

            #935
            Re: EA SPORTS FC 24 OS Community Sliders

            Originally posted by MRapide
            Are people finding slow speed with the larger pace and acceleration discrepancies is still preferable to normal with closer values for the user and AI? I've personally preferred closer values in previous years but haven't had a shot to play over the past week and a half. I'm curious if there are starting to be more people that are using both speeds lately, vs what I think was heavier usage of slow at the start of the game cycle.
            I'm no expert on this but I'd say slow pace w/discrepancy works better than normal pace without it. I started playing with the sliders + normal pace on FIFA 23 but it felt like having the same speed made it easier for me to run past the CPU players. I was afraid of playing slow pace cuz I feared it'd be too difficult due to the discrepancy, but then I gave it a shot and it was actually pretty good. It's still possible to run past it but it's way more difficult and depends on the players. And also, it gives you more room to use your player's pace/acceleration more efficiently.

            Comment

            • jei
              Rookie
              • Oct 2022
              • 72

              #936
              Re: EA SPORTS FC 24 OS Community Sliders

              Originally posted by Urkaun
              https://youtu.be/prfyquRWxMc?feature=shared

              Some weird things in this vid. First, their striker just stands still in my box and lets me take the ball from him. Secondly, my right wing-back just sprints unopposed nearly 80 yards and scores. This is on Legendary Slow with V5 beta sliders. Not a fan of 52/52 Marking at all. I went back to 50/50 Marking and replayed the game and couldn’t replicate this. This isn’t CB jockey either. Notice how the CPU defenders keep up with me the entire time. The left-back did a weird animation where it looked like he was going to close me down then he hesitated and let me run. There were a few weird instances of CPU doing some weird marking on 52/52.
              I had the same thing, only not in the penalty area, but in front of it. The player stands like this for a while, then makes a dash to the side, trying to swing your defender. At least once every 20 matches I see this, marking 50, it’s just part of the gameplay) Do you play on PS5? Without connecting to servers and deleting the dls file? I’ll just look at the speed of your game and understand that on my slow legendary players move more slowly. It’s simply unrealistic for one player to run across the entire field like that) Most matches ended 1:0, 0:0, 1:2. It is rare when you manage to score 3 goals or more. Well, it was version 4.

              So far I've played one match on version 5. It's noticeably different from version 4. We'll test it) Thanks Matt and team!

              After the last patch, I encountered this problem: at the start of a new season or a new coach’s career, the game simply crashes. I don’t play in English) As a result, it only works when connected to EA servers, or in English) It’s impossible to even load a career save without connecting to the server. Well, since I play without connecting to the server, so that the gameplay is less jerky and fast, now I play in English I hope this will be fixed with the next patch. Maybe it will help someone.

              Comment

              • Si_dra
                Rookie
                • Oct 2023
                • 55

                #937
                Re: EA SPORTS FC 24 OS Community Sliders

                Just did some testing to the V5 Beta 2 and it works fine. But sadly, this crap is unplayable due to the update that was released a couple days ago. Gameplay was perfectly spot-on (IMO) with the V4 on the game version before 28th.
                Now it's just impossible to play. I'm playing career mode with Crystal Palace on World Class with Slow Pace, my attackers have ~80 pace and yet struggle to beat freaking ~60 pace Blackpool FC players on runs for through balls.
                As it was mentioned, it feels like my players are "stuck on the mud" or as if there was something weighing them down or something. The CPU just knocks the ball and runs like prime mbappé down the wing no matter what their pace is.
                Passing is also weird. There are some cases where the CPU goes nuts and starts doing pinpoint passes at lightspeed, whereas my players always kick the ball at the same speed.


                I'm kinda starting to regret having spent so much on my first FIFA game in ages. Never expected something like this to happen. It's just so demotivating man.

                Comment

                • whyalwaysjimbo
                  Just started!
                  • Oct 2023
                  • 3

                  #938
                  Re: EA SPORTS FC 24 OS Community Sliders

                  Something I've always wondered and I'm sorry if this has been previously covered, but what's the reason for the discrepancy in, for example sprint speed between user and CPU? Does this not put the CPU at an advantage because they are effectively faster than my players so would always win in a sprint race?

                  Comment

                  • Cobra1204
                    Rookie
                    • Oct 2022
                    • 41

                    #939
                    Re: EA SPORTS FC 24 OS Community Sliders

                    Originally posted by Dbaja22
                    That's what I was thinking. If they feel like they are ' Stuck in the Mud ' , that means there's more of a weight feel added n that's exactly what I personally want. But I think the guy meant that as in they just stand around n are slow to react with no urgency ? I have not downloaded the latest update . I'm still playing on previous version

                    Sent from my LM-G850 using Tapatalk
                    just a stupid quick question. I constantly play offline and never connect to servers. to then actually decide to update the game i just need to connect to servers right?

                    Comment

                    • kaasupoltin
                      Rookie
                      • Aug 2016
                      • 12

                      #940
                      Re: EA SPORTS FC 24 OS Community Sliders

                      No more specific sliders for under 8mins halves?

                      Comment

                      • Ranx86
                        Rookie
                        • Oct 2018
                        • 76

                        #941
                        Re: EA SPORTS FC 24 OS Community Sliders

                        Thanks for your work Matt. We don’t know how lucky we are!

                        One thing I’ll say to others is once Matt has worked his magic on V5 and you are happy with the way the game plays out, I’d suggest DISCONNECTING your PS/Xbox whatever platform from the internet. This will avoid any future updates potentially screwing with the latest slider set. Once the new sliders are finalised then reconnect and adjust to the new set. Disconnect from internet REPEAT

                        Comment

                        • NorbertArsenal
                          Rookie
                          • Nov 2020
                          • 199

                          #942
                          Re: EA SPORTS FC 24 OS Community Sliders

                          Guys, I just played a game with the V5 sliders on PC at world class slow speed. I really liked the game, even though I am also very critical. I haven't seen a passive cpu, DAA or CB Jockey. One match can be a non-mèrv tax. How many games do these things come up? Do you have to play at least 5 games, or does it vary? Maybe it has to do with tactics? Maybe those who have passive tactics, that team plays more passively? Anyway, based on one match, I liked the games with the V5 sliders.
                          Last edited by NorbertArsenal; 10-30-2023, 07:05 AM.

                          Comment

                          • hecbel
                            Rookie
                            • May 2022
                            • 311

                            #943
                            Re: EA SPORTS FC 24 OS Community Sliders

                            Originally posted by whyalwaysjimbo
                            Something I've always wondered and I'm sorry if this has been previously covered, but what's the reason for the discrepancy in, for example sprint speed between user and CPU? Does this not put the CPU at an advantage because they are effectively faster than my players so would always win in a sprint race?
                            sometimes because DAA or CB Jockey (this is explained on the 1st page 1st post) and sometimas also because we find 50/50 is just easy

                            Comment

                            • sonicadv27
                              Rookie
                              • Oct 2023
                              • 25

                              #944
                              Re: EA SPORTS FC 24 OS Community Sliders

                              I seriously question doubling down on the Line Height increase. And Line Width being 35 still makes no sense to me.

                              I understand we're mainly trying to make CDMs track back but even if we do achieve that they still don't engage, so the problem still remains. No amount of HLW fiddling will solve the problem.

                              Instead, i think players should just try to adapt to that issue and start moving their CDMs manually and using them to put pressure on the ball carrier rather than selecting their defenders to do so. I've personally been doing just that, while putting Line Width at 40 and Line Height at 50 and to be honest i've been much more sucessful at stopping attacks.

                              Plus, i'm no longer reinforcing the CPU's tendency to play through the wing, which is something already slightly encouraged by real football by design and further incentivised by EA's CPU AI. Decreasing Line Width to something as low as 35 and moving the defenders up the pitch with Line Height at 70 (!!!) adds a third layer of incentive for the CPU to always play on the wing. Additionally, given how poorly the CPU controlled player-defenders track runs and cover space means any incursion from the wing by the CPU is absolutely lethal.

                              I think the overall slider config we have right now is a bit misguided. We shouldn't try to make the game "harder", we should instead make the game play like something aproximating real football. And real football doesn't mean 20 men absolutely cramping the midfield in a shoddy way to decrease the number of goals, when in fact, it will only mean the CPU has yet another reason to rely on cutbacks.

                              Also, what's with the increase to CPU speed and acceleration? The CPU already has an advantage on fixed-speed acceleration bursts that no human player can reproduce. They also catch up in a manner user controlled players cannot. Is it only to make the game harder? If someone really wants a harder game they should just play on a higher difficulty, no need to introduce yet another artificial CPU advantage, the game already has a lot of those (rigged headers on both boxes, random acceleration bursts, etc.)

                              One final note: Goal keeper AI is screwed up and totally RNG based. Why not crank the GK ability to avoid the instances of GKs moving their arms away from the ball to let it in? I've been experimenting with GK ability values above 80 and right now 90 seems about right for me. Goals feel earned, GK mistakes still happen but them letting balls in on purpose happens way, way less frquently.
                              Last edited by sonicadv27; 10-30-2023, 08:46 AM.

                              Comment

                              • Urkaun
                                Rookie
                                • Aug 2021
                                • 159

                                #945
                                Re: EA SPORTS FC 24 OS Community Sliders

                                Originally posted by Matt10
                                From a slider perspective, we can't adjust values for the sake of these one-offs. Never ever seen that before and can't recreate no matter how many times I try. Who specifically are you using and playing against? Leg slow, so 51/51 acc?

                                Can you do this with any other teams? We are not seeing any of this behavior with marking - and we spent a lot of time with it at 50 and highest of 55.

                                Try the 70/65 height, which will most likely be in V5, to see how the defenders go towards the ball.
                                I will try the 70/65 Line Height but I don’t understand why you’ve done a complete 180 on Marking. Previously you said going higher than 50/50 produces weird defensive behaviour and you were right, it absolutely does.

                                I played several games using the V5 beta sliders and replayed each game; one with 52/52 Marking and one with 50/50 Marking. The difference is significant. And they’re not ‘one-offs’ or isolated incidents. My video was just one example I recorded on my phone.

                                I’m not trying to argue but I feel this is the same situation as 5/5 Sprint Speed. Myself and others said there was severe examples of CB jockey on 5/5 Sprint Speed and provided videos of it but you just said ‘I can’t replicate so it’s a one-off’. It was only when one of the testers experienced it on his stream did you address it but it was a problem for weeks.

                                Comment

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