EA SPORTS FC 24 OS Community Sliders

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  • JulianP
    Rookie
    • Mar 2020
    • 122

    #1381
    Re: EA SPORTS FC 24 OS Community Sliders

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

    Timestamp: 11/18/2023 - Version 6 Complete

    Shortly after releasing Version 5, we found ourselves really enjoying the game, and the resistance throughout the pitch was felt. Something was missing though, and that was the ball physics and the ball being alive. Meaning, it just didn't feel like the ball was to be controlled, it was more so being absorbed - a term I've used in the past. Balla (goblue) mentioned that he was loving the set, but had pass speed at 42, and we became intrigued as there is always a want to have better ball physics without experiencing the FIFA like speed. Once we used the pass speed, it felt great, it provided animations we hadn't seen before and from there, version 6 started to take shape.

    The main focus was to get pass speed at 42 to work within the set and look good on the eyes. As lower pass errors were used in Version 5, we had to balance the increased pass speed with a higher pass error value. This way, we reintroduce what we saw in FIFA 23, a more calm CPU attack, and a more realistic weight to the ball. While physics and FIFA are usually defied rather than honored, the ball was alive at least enough that it didn't feel like a flat volleyball everytime it made contact with the players' feet.

    Once pass speed was sorted, it was onto the next issue. This one was pretty significant for the slow-speed users. I have to thank Ukraun for his continued observation on the Sprint Speed and how it was important to pretty much accept that following concept:
    The dribbler is always at 50 speed. So the defending player will be at the Sprint Speed value, meaning if we have the CPU at a 35 Sprint, and the user is dribbling the ball, the user will always have the advantage as we are actually at 50 Sprint. This is why it can be easy to use R1 dribble past the CPU, or cut across the field to beat multiple players. So raising their Sprint Speed value to 50+ ensures these game breaking events happen less.

    I've kept that concept somewhat out of the limelight because I didn't want to cloud the thread with these arbitrary "labbing" experiments that end up making things more chaotic to getting a set done. However, the truth is this concept is one that has to be respected and in a way the slow-speed users have to accept that in order to get an actual challenge, the CPU has to have the advantage in Sprint. So, that is why there are values on the slow-pace section of Sprint 20/55 (World Class), 40/50 (Legendary) and we evened it up for Ultimate at 40/40.

    The higher Sprint will do what it is supposed to do. It helps with the CPU's defensive reaction, their interest in 50/50 balls, their recovery when they get caught out of position. They are a real challenge overall, and it is not in a bad way. You can still out-sprint the CPU, you can still take advantage of their poor defensive angles (DAA) and you can still absorb some pretty vicious challenges depending on the player.

    Moving on, the next value was to further confirm the Height, Length and Width values were on point. To be honest, the testers told me to stop, and I didn't stop. I work as a quality engineer in my day job, so not reviewing something final without doing some form of regression testing (making sure everything still works after new values are inputted) is just not in my DNA. However, I can go a bit overboard because I want to see something immediately, so I use a significant value from the "original" to see that change. The original that I always come back to his the HLW of Version 4 (50/35/49), but the more we played with something near it, the more it was clear that the Version 5 values resulted in much more fun and appreciate for the little things throughout the pitch. It was so clear how much more resistance was felt, especially on the wings, compared to using a lower height and increased length, so there was no turning back.

    Once that was sorted, we wanted to reintroduce the fullbacks so they aren't instantly retreating all the way back to a preset shape, or they don't overlap in full, etc. Basically we bumped FB positioning to get more variety in the attack, but also in the counter - such as from a center back trying to clear the ball opts to send a ball long towards the wings because the fullback is recovering from his advanced position.

    After we felt pretty good there, the next was just to make sure the shot speed looked realistic. For me, it was to the point I couldn't keep up with the ball on 50 shot speed. Several times the camera could not even keep up with the shot's velocity. So, dropping this value to 49 shot speed has allowed us to see the velocity in shots a tad bit more, and that makes a difference because when you score screamers, you get to see it hit the back of the net rather than just have the camera quickly pan back.

    With shot speed adjusted, it's important to note that GK ability is going to be affected. We were seeing a lot of shots get pushed up into the air, and then recovered by the GK in the same sequence. This is just highly unrealistic, and became a real eye sore. Other issues with the keeper have been the keeper saving "behind" their dive, which may have further confirmed shot speed is too high at 50.

    Regardless, a lower shot speed should help animations. The worry is understandable that it will not be as easy to score screamers against the GK, but this is not the case at all. Just earlier, Brad had a heck of a goal: https://clips.twitch.tv/PleasantBrai...aimL387LYDJMlj

    Overall, we are ecstatic with this set. The ball physics stand out, the resistance through the pitch is there. The variety that stems from that resistance is something that makes you just want to play another game after another game.

    We hope you do just that - enjoy the Version 6 sliders!! Thanks

    Previous Version 6 beta testing
    Spoiler


    --------------------
    --------------------
    Thanks to discord testers: bman, laxing_ , Hapa90, jrn, TopSide, atsmash, Aaron458f, goblue8118, QB,Urkaun
    --------

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    The Sprint Speed ​​catches my attention.

    I thought the game was fine at 20/20. I'm afraid it will be too fast now.

    Comment

    • CalCPFC
      Rookie
      • Nov 2023
      • 103

      #1382
      Re: EA SPORTS FC 24 OS Community Sliders

      Originally posted by Falken
      I swear, every time you post the new sets is like a mini Christmas eve.

      Really enjoyed the upped pass and shot error in v6 beta 1, found it led to not just better, varied gameplay but way more accurate passing stats compared to real life. Very excited to see what you've cooked up this time around.
      Couldn’t agree more it’s a great feeling seeing Matt and everyone that helps come out with a updated slider set!

      Comment

      • MRapide
        Rookie
        • Oct 2022
        • 109

        #1383
        Re: EA SPORTS FC 24 OS Community Sliders

        Originally posted by JulianP
        The Sprint Speed ​​catches my attention.

        I thought the game was fine at 20/20. I'm afraid it will be too fast now.
        Just a quick reminder that the sliders are just guidance. Each person can adjust - or not adjust - based on what's fun for them. If 20/20 sprint speed feels great for you, then enjoy it. Or give the new values a shot, and see which you prefer. There's nothing wrong with going with some differences.

        It's probably worth mentioning what Matt has said before - that the sliders are naturally for an 'average" of playstyles, so each person may see or feel things a little differently. For example - even with the question around ball carrier sprint speed vs the slider value over recent years, each person may still experience this differently. When I use lower league teams, the poor dribbling and ball control really slows my players speed on the ball, so the ball carrier differential isn't as obvious. If I use higher rated teams, the difference seems to be felt more since they don't have that handicap. Similarly, if you're a player who primarily passes the ball, you may feel it less than a player who really likes dribbling at defenders and finds it too easy to exploit that speed difference.

        Hopefully the sliders give everyone a fantastic base to start from - and a much better game than what we see at launch on default. From there, some people may get some extra benefit from tweaking a little to suit their playstyle and career mode set ups.

        Comment

        • hecbel
          Rookie
          • May 2022
          • 311

          #1384
          Re: EA SPORTS FC 24 OS Community Sliders

          I can't understand why there are people who complain or disagrees with some of the values that Matt and the team changes each time they provide a new version of the set. Like they can't stick to other's values, or you feel the need to play with whatever last set says.

          Just try it mate, and if you don't like it, stick with what you like. This is a negotiable thing, not like EA changing gameplay with tittle updates.

          Comment

          • Ranx86
            Rookie
            • Oct 2018
            • 76

            #1385
            Re: EA SPORTS FC 24 OS Community Sliders

            New set playing brilliantly. I was a bit wary with pass speed at 42/42 but with the pass error increases for user & AI it works.

            Great job guys 👏

            Comment

            • M4NUN1T3D
              Just started!
              • Mar 2018
              • 4

              #1386
              Re: EA SPORTS FC 24 OS Community Sliders

              I haven't played this game yet but does Legendary AI cross the ball again (and do it well)? because that's something they weren't doing it past two games. Or should I stick to world class?

              Comment

              • togurosan
                Rookie
                • Jan 2023
                • 25

                #1387
                Re: EA SPORTS FC 24 OS Community Sliders

                For some reason, FC24 flattened out pretty quickly for me...
                I went back to Fifa15 on PS5 for some saves
                My old beloved players are still in it... Totti, Ibra, Rooney, Robben, Ribery, Van Persie, Özil, Pogba, Verratti, Aguero, Xavi, Iniesta, Ramos, Pepe, Bale, Hazard......
                Prime Barca, Prime Real... Cool PSG, Bayern, Chelsea, Man City...
                No fake names here yet (Piemonte Calcio, Naples, Roma FC, Latium.... )
                There is no wasted dynamic potential in having everyone be 90+ after a few seasons
                Even the Russian championship is included, if I remember correctly, but if I'm wrong, sorry, but Zenit is definitely included (I loved Hulk)
                There is no unrealistic budget, the players cost 30-40 million euros.
                There are no unrealistic management expectations and no layoffs.....
                To me, these are invaluable parts of the game
                I'm trying to create a realistic signature that matches my real-time 1v1 saves 🙂
                After playing a few matches, I have to say that the gameplay is very pleasant. Thanks to the old engine, you can't see a single ball passing through your legs. There are no unrealistic movements.
                I played FC24 on ultimate level, the toilet is also difficult for me here The physics are completely different. I just love it right now....
                Of course, I will use Matt10's Fifa15 sliders here as well, once I master this gameplay a bit better
                I hope you continue to enjoy Fc24 and good gaming everyone.

                Comment

                • oldkingclancy86
                  Rookie
                  • Nov 2021
                  • 5

                  #1388
                  Re: EA SPORTS FC 24 OS Community Sliders

                  Really enjoying the speed and feel of the game on Legendary Default speed. The sliders have gone some way to correct the annoyances that this game serves up.

                  One thing I'm curious about is if there is a general issue with shooting and shooting animations? For context I'd been updating my sliders as v5 progressed but I reverted back to 50 for shot error and speed as I felt there were a few too many random poor shots (mainly things I felt were unfairly taken out my control, especially on manual shooting when I've done everything right) for my liking. So I've been playing most recently on v6 beta 1 but with 50 for both shooting sliders.

                  My query/concern is that I find that too often the "wrong" animation is triggering when I shoot. I want to do a normal laces shot and feel like the player is positioned correctly but they will do an awkward instep or weird stabbed toe poke/chip hybrid, there's often no backlift with these and it looks off to me. It's mildly reminiscent of FIFA 21 (I think) where it seemed to default to toe pokes and outside of the foot shots unless you really exaggerated the players body position. It also feels like it's very difficult to keep the ball low with any power. Unless I feather touch the button it seems like anything above 1/3 power floats up to chest height and is an easy save.

                  It's making finishing quite difficult as, if you have a right footed player running forward slightly to the right of goal for example, it's almost impossible to shoot back across the keeper into the far bottom corner. It doesn't seem possible to get the required combination of power and trajectory.

                  Comment

                  • g98smith
                    Rookie
                    • Nov 2022
                    • 193

                    #1389
                    Re: EA SPORTS FC 24 OS Community Sliders

                    I think the reduction in Shot Power to 49 is a welcome change. Understand why the GK Ability thus has to come down to 55 too, but does this bring back the GK punts as more of an issue again? I’m seeing quite a few underhit. Was this one of the reasons RF was raised back to 20/20, as I think coach mentioned previously the punts seem to be impacted by this value too. Or was that just for team tactics?

                    42 Pass Speed is great, really enjoying the varied animations and increase in under/over-hit CPU passes.

                    I played a handful of games this morning on the new set, for some reason the CPU were extremely aggressive - it felt like every team I came up against were playing on Constant Pressure (I checked the team tactics and they weren’t). Think it’s just one of those days. But I like the Shot Speed/GK Ability combo, feels much better.

                    Comment

                    • archi79
                      Rookie
                      • Mar 2023
                      • 179

                      #1390
                      Re: EA SPORTS FC 24 OS Community Sliders

                      Hundreds of people play FC 24 in this forum. Everyone has a different playing style and expectation. Some like fast games, some like me, slow. Some make accurate and fast passes, some slow and inaccurate... Some shoot like bullets, some are slower. Some play with pressure. Some people like to play in larger areas without pressure. Therefore, do not expect the sets here to appeal to everyone. In fact, these sets are a guide. Last year, while playing FIFA 23, all the sets suited me. This year, except for the initial set in FC 24, most of them did not suit me and I enjoyed it. However, I created my own set with what I learned from here. I changed what I took from the set here according to my own taste. And now, if I can spare time a day, there are times when I play 4 matches in a row. Because I have fun... Accept this set as a backbone and change it by trying the aspects that challenge you. For example, I use H quite differently in H/W/L. I still use RF between 8-10. These examples go on and on.
                      Last edited by archi79; 11-19-2023, 09:09 AM.

                      Comment

                      • sadler
                        Pro
                        • Sep 2017
                        • 513

                        #1391
                        Re: EA SPORTS FC 24 OS Community Sliders

                        Have these new sliders fixed slow being ‘faster’ than default and has the cpu been toned down? Previously on slow it was quick and the cpu created lots of chances.

                        Comment

                        • Falken
                          Rookie
                          • Dec 2022
                          • 46

                          #1392
                          Re: EA SPORTS FC 24 OS Community Sliders

                          Originally posted by sadler
                          Have these new sliders fixed slow being ‘faster’ than default and has the cpu been toned down? Previously on slow it was quick and the cpu created lots of chances.
                          I'd say so, 100%. Played about 10 games last night, could not put the controller down. The game plays better than ever on WC Slow for me now. Attacks are varied, AI is improved across the board, and both player and ball physics look and feel great.

                          Having experienced what you describe here with previous slider sets, along with what others have mentioned about World Class feeling a little too easy at times, I experimented with WC Default and Legendary Slow on the previous sliders.

                          Since Matt said this set was particularly made with WC Slow in mind I had to go back to it and it's a joke how well it plays now.

                          To be honest, at this point, the Day 1 version of the game is all but a distant (yet very fond) memory, but this V6 brings back the same emotions I felt when playing it for the first time.

                          Comment

                          • JulianP
                            Rookie
                            • Mar 2020
                            • 122

                            #1393
                            Re: EA SPORTS FC 24 OS Community Sliders

                            Try the new version of Sliders. I like the changes, the only thing I don't like is the sprint speed. I notice the game is very fast, the players have no weight.

                            I returned to 20/20 sprint speed to enjoy the game more.

                            Comment

                            • Matt10
                              Hall Of Fame
                              • Apr 2006
                              • 16622

                              #1394
                              Re: EA SPORTS FC 24 OS Community Sliders

                              Originally posted by MRapide
                              Just a quick reminder that the sliders are just guidance. Each person can adjust - or not adjust - based on what's fun for them. If 20/20 sprint speed feels great for you, then enjoy it. Or give the new values a shot, and see which you prefer. There's nothing wrong with going with some differences.

                              It's probably worth mentioning what Matt has said before - that the sliders are naturally for an 'average" of playstyles, so each person may see or feel things a little differently. For example - even with the question around ball carrier sprint speed vs the slider value over recent years, each person may still experience this differently. When I use lower league teams, the poor dribbling and ball control really slows my players speed on the ball, so the ball carrier differential isn't as obvious. If I use higher rated teams, the difference seems to be felt more since they don't have that handicap. Similarly, if you're a player who primarily passes the ball, you may feel it less than a player who really likes dribbling at defenders and finds it too easy to exploit that speed difference.

                              Hopefully the sliders give everyone a fantastic base to start from - and a much better game than what we see at launch on default. From there, some people may get some extra benefit from tweaking a little to suit their playstyle and career mode set ups.
                              Yeah well said. I can't really add too much to that, and you make a good point about the quality of player dribbling. We test with all sorts of teams and a big thing is about if we can exploit R1 dribbling as an example. It just depends on who you play against as well, like a team that sits deep, or chooses to be really aggressive. On World Class, slow, that's pretty much a recipe for DAA that now has to be accounted for.

                              Originally posted by hecbel
                              I can't understand why there are people who complain or disagrees with some of the values that Matt and the team changes each time they provide a new version of the set. Like they can't stick to other's values, or you feel the need to play with whatever last set says.

                              Just try it mate, and if you don't like it, stick with what you like. This is a negotiable thing, not like EA changing gameplay with tittle updates.
                              100% - sliders are a base and these aren't personal preferences at all. Once you know what you like, and what you want to see, go enjoy. We have enough testers on the discord and we have a good group of regulars here who provide crucial feedback. Don't get into slideritis like I can - and results in me never starting a "real" career mode.

                              Originally posted by Ranx86
                              New set playing brilliantly. I was a bit wary with pass speed at 42/42 but with the pass error increases for user & AI it works.

                              Great job guys 👏
                              Glad you like it. The pass speed is just incredible. Has to be paired with the errors though as that 42 can quickly turn into a 52!

                              Originally posted by M4NUN1T3D
                              I haven't played this game yet but does Legendary AI cross the ball again (and do it well)? because that's something they weren't doing it past two games. Or should I stick to world class?
                              They cross relative to their tactics and based on the position they want to exploit. The best thing about playing this year is that the game isn't as predictable. One match the CPU may choose to cross from all over, the next they'll try through balls at the top of your box. There have been many times I've prepared to defend the cutback, and they end up crossing instead.

                              Personally, I like World Class more at slow because it's similar to last year on FIFA 23 where we can use the CPU Sprint value to fine-tune difficulty.
                              Youtube - subscribe!

                              Comment

                              • Matt10
                                Hall Of Fame
                                • Apr 2006
                                • 16622

                                #1395
                                Re: EA SPORTS FC 24 OS Community Sliders

                                Originally posted by g98smith
                                I think the reduction in Shot Power to 49 is a welcome change. Understand why the GK Ability thus has to come down to 55 too, but does this bring back the GK punts as more of an issue again? I’m seeing quite a few underhit. Was this one of the reasons RF was raised back to 20/20, as I think coach mentioned previously the punts seem to be impacted by this value too. Or was that just for team tactics?

                                42 Pass Speed is great, really enjoying the varied animations and increase in under/over-hit CPU passes.

                                I played a handful of games this morning on the new set, for some reason the CPU were extremely aggressive - it felt like every team I came up against were playing on Constant Pressure (I checked the team tactics and they weren’t). Think it’s just one of those days. But I like the Shot Speed/GK Ability combo, feels much better.
                                The RF wasn't to help with the GK. It was just to get players moving into the box rather than a hesitate animation where they'd just hold back even though the ball was advancing already.

                                For the punts, to be honest, we kind of just stopped in trying to get our cake and eat it too with GK as it's just too random. We either deal with a high GK value that means keepers save everything under the sun, or we get them to react somewhat realistically and relative to the shot speed.
                                Youtube - subscribe!

                                Comment

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