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FIFA 18 OS Community Sliders
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09-12-2017, 02:31 PM | #1 |
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FIFA 18 OS Community Sliders
Welcome to another year of the Operation Sports Sliders thread. This is a collaboration space for us to work on a set together, and build off of the experiences that this year's version of FIFA presents. Yes, we are aware of the updates that EA releases, and will adapt as required. We are focused on providing a sim/realistic experience. This thread moves FAST, so please refer to this original post if you need the current sliders, or sliders that are in beta for testing.
Since most of the time we are testing the values of previous sets, you will see the same value twice if it is currently in beta testing status. This will be marked red in this format: "BetaV3" (Beta Version 3). There will be an explanation of the values as well as the credits when sets are finalized. -------------------- 3/24/18: Version 1.10 Update released. FIFA 18 Operation Sports Sliders | Version 1.10 Update World Class/Legendary, 10-15 Mins, Slow Speed as of 3/24/18 Sprint Speed - 45/48 - Need this discrepancy so the player marking the ball carrier doesn't give up too soon. The user can always start their sprint over, but the CPU is at the mercy of this setting which results in them slowing up, and often times being beaten. I believe why there is a bit more open play here - and in favor of the user. Acceleration- 50/50 - Wanted true fatigue back. Animations seem much smoother as well since putting these back to 50. Shot Error - 50/50 - Clarification on this one just because I had made the recommendation for 49/49, but shooting became too clinical, and still some posts hit. May have to live with it, but for now, we'll go back to 50/50 per the previous set. Pass Error- 50/50 - Pass Error gets a look here to actually help the CPU be a bit more mindful of their passing. More possession versus just going forward as quickly as possible. While this isn't the answer alone, it definitely has shown to have helped in combination of the slider set. Shot Speed- 51/51 - Very slight bump here because there were many powerful shots that were being cushioned instead of deflected. Nice to see some venomous strikes and creating that sense of anything can happen as a result. Note, pay attention to keeper save animations, in particular backward save animations (where they jump backwards to save powerful shots). This has been my hesitation with increase shot speed in the past. Pass Speed - 48/48 - update 3/7: Looking into Pass speed + Sprint Speed relevant to the DAA and Locomotion animations. Injury Frequency - 64/64 - less players walking off the pitch, and more recovering from injuries. Credit to @mark0r . Injury Severity - 4/4 - still plenty of severe injuries and variety of injuries. Credit to @mark0r . GK Ability - 48/48 - Lowered this just a tad to stop the ridiculous saves, but more importantly, the constant need for the GK to try to intercept every cross. If the cross is high and floaty, then sure, but if it's driven, it shouldn't mean the GK can anticipate it so quickly. Can't go too low on this value as it can result in the GK dropping underneath the flight of the ball when attempting to save. Marking - 52/52 - Good suggestion for a slight increase here, and with the length discrepancy + change to width, we should see a bit better coverage throughout the pitch. Run Frequency - 1/1 - As mentioned in the preview, this is just something that tends to happen no matter what. Throughout all final sliders, we always end up here. The concept is that a 50/50 RF is like a 70/70, and a 20 is like a 40, so 1 is really like a 10. If that means nothing, then consider it more so the amount of runs and the positions. I like to think that 1/1 means that 1 forward makes the streaking run, and the other makes a check to the ball run. So if you have 2/2 it's two forwards who run at a streak. Go up higher to like a 10/10, now it's an unlimited amount of players that can run on these streaks, which causes a lot of issues and that constant end-to-end action. Just a bit more hesitation is the goal here. It's not perfect, and definitely needs to be looked at. I know there are some who hate the lower run frequency and feel that handicaps the runners, but I would say give it a shot and report back your findings. As always, video of the players off the ball - and their runs - would be the best way for us to diagnose what may be going on. Height- 60/60 - Like I said, it is a solid patch update, but it still leaves the user's defenders not meeting the attackers early enough. So, there is a necessary bump in height, length and marking. This is actually working out quite well and actually feels like all players are in-tune with where the ball is. Granted, there is not much that can be done with the driven pass to the CPU striker, but at least when it does occur, there is a defending player nearby. Did not want to raise this too high as the higher it goes, the more exposed the defensive line will be and the less the CTT's will come into play. The higher marking value alone should allow them to move forward more, so there is no need to overdue it and risk things becoming linear. The best part about this patch update is that no longer are the midfielders "pushed" out of position due to the higher height. They will now remain compressed if needed, which really looks great when the numbers are built in defense properly. Makes for a proper defensive third stand or attack - depending which side of the ball you're on of course. Length - 42/44 - Length discrepancy makes an appearance here to help spread out the CPU players a tad defensively. DAA seems to be caused by indecision on who is going to mark the ball carrier. Get them too close (compressed) and there is more chance for confusion. Benefit of increasing length as well brings in a sense of hesitation going forward and the hope is to always signify a bit of resistance (passing lanes blocked) that the CPU can feel. Width - 50/50 - Back and forth here, but it's tricky with each update. The DAA seems to rear its ugly head when the DMF and FB do not know who to mark, and it results in the indecision. The DMF will follow the ball carrier as far as possible, but the second they release it, the FB is is out of position. I do think the CPU's discrepancy in Sprint will help matters though as well so whoever is chasing the ball carrier, they don't give up too soon. FB Positioning - 50/50 - FB's were getting up the pitch too quickly, and running into the midfield, not to mention being able to be found very easily with a switch ball. FT Control - 55/55 - Another slight bump here, and it's looking much better. Always tricky when we lower pass speed. The game gets "soft", so we have to compensate with a higher chance of error and more "bobble" of the ball. Pressure to perform is created, but not in an artificial way that every player has terrible control. There is a threshold as well here for those that play with handballs on as go too high and the ball will just fly up to the players hands. Good way to get fouls, bad way to enjoy the game for the most part. If anyone tests this value in particular, pay attention to whether or not the CPU starts to play "Hot potato" where they want to get rid of the ball instantly - regardless of their position, or position of possible recipients. ------------------- Looking for the Previous Official Version from Patch Update 1.07? Click the Spoilers at the bottom of the page. **************************** Here is FBC's set up video as well, that uses the sliders from 1.07: **************************** Best way to provide feedback: Here are some questions you can ask yourself, and answer for us... What made it so easy?**************************** Our Number 1 RULE: PLEASE DO NOT POST YOUR OWN SLIDER SET. The base is posted here in the Original Post, please provide feedback and suggested tweaks (and why) from it directly. Thank you. Referee List Thanks to jamesbeaver and hunkerdownuga for providing this list of Referees in FIFA. Fouls are a hot topic, as always, for any soccer video game; and there seems to be a big correlation of Fouls to Referee strictness: Code:
NAME CARD STRICTNESS FOUL STRICTNESS ----------------------------------------------------------- Abdulmajeed Al-Reshedi Lenient Strict Afonso Secretario Average Strict Afonso Soveral Average Strict Alessandro Vecchioccina Strict Average Alexey Borochovsky Strict Average Alvaro Arias Romera Strict Average An-Jol Park Strict Strict Andriy Markinov Average Strict Ansgar von Hauenstein Strict Strict Baptiste Alacoque Strict Average Benoit Taillade Average Strict Buk-Choi Choi Strict Lenient Daniel Soengas Bello Average Strict Dario Nuessli Average Strict Derek Milborrow Strict Average Dietmar Schonlebe Strict Average Dobroslav Dzmura Strict Average Dong-Kyoo Choi Average Strict Elias Monteiro Flavio Strict Average Ernesto Colombano Strict Average Esben Schjonberg Average Strict Eufemio Lafranchi Strict Average Fabrice Madoulet Strict Average Francisco Caldejos Strict Lenient Fuad Al-Rishani Strict Strict Gokberk Topaloglu Strict Average Greg O’Millend Strict Lenient Guido Pantaloncini Average Strict Guilherme Santoso Strict Average Gustavo Apollonio Average Strict Henry McDillon Strict Average Heribert Allmaier Strict Strict Ian Lowcroft Strict Average Ignacio Muniz Villate Strict Strict Ireneusz Iglikowski Strict Strict Jascha Zurheide Average Strict Jefferson Robertford Strict Average Joep Druppers Average Strict Klemens Pilegaard Strict Strict Lasse Lagerroth Strict Average Lauro Leopardi Strict Strict Loic Dacquigny Strict Strict Ludger Falck Strict Average Lukas Papwick Average Strict Lutz Gersthofer Strict Average Luuk Hoebacke Strict Average Manuel Rui Barbosa Strict Strict Nikodem Dworaczyk Strict Strict Ozgur Ozturkmek Average Strict Pat Framlow Strict Lenient Pedro Orteguilla Strict Strict Philippe Daboussier Average Strict Pim Ploegmakers Average Strict Pim van Tillburgh Average Lenient Ramon Alcanto Average Strict Rodolfo Costinha Strict Average Shane McDonnelly Average Strict Steffen Schwurbel Strict Average Thorvald Oedegaard Strict Lenient Torjus Loken Strict Average Valente Larrazabal Strict Strict Viggo Toksvig Strict Average Wesley Vangorten Strict Average Wilson Mountland Average Strict Xavier Aguilar Ramirez Strict Strict Zachariasz Krzywicki Average Strict
Spoiler
1.09 update - Version 8.0 beta[/b][/color] - After some feedback regarding DAA (defensive angle animation) and locomotion (players running backwards then forwards when receiving the ball, etc), we need to look into changing the following to isolate: Sprint Speed: 45/45 (previous 42/42) Pass Speed: 48/48 (previous 45/45) 3/3/18: 1.09 update - Version 7.5 beta Not many changes yet from V7B, but what has changed is a good start. The issue that I am seeing with 1.09 is that the game is geared for high counter attack and quick passes to the forward. What was adjusted, even within minor scales, has helped the tempo a bit better. For me, I still think there is a lot of room to wiggle and discover some other triggers. In particular, I need the physicality back. The ref is not recognizing the collision detection as well, and the CPU is back to making fantastic tackles. The other area is I'm also wanting to get some runs into the box at better points. As it stands, the runners are barely getting into the box before the ball is crossed. The cross quality is poor and looping, which is aimed at the players' head instead of the path in front of them. Here are the changes, which are reflected in Red in the Version 7.5 (V75B) set: Pass Speed - 45/45 (from 50/50) - lowering pass speed means lowering pass error. Was nice to see some whipped in crosses, but still not as much as I'd like to see. Pass Error - 52/52 (from 55/55) - Probably the lowest we can go here without getting too much ping pong. Next is to time the runs into the box, and most of all, get the physicality back. 2/7/18: 1.08 update - Version 7 beta Okay, guys. Here's the Beta Version 7 (1.08 patch update). Some values remain, which means I've just left their description from the previous set. Overall, this patch update has been a great feel patch and reminds me a lot of FIFA 16. The slider values seem to be respected more and true to their scaling. Have tested several other values, but these are the ones that made the cut for me. Please provide feedback as best as you can. Video is always best, but let's remember that animations are the most important to determine some issues, should they come about. Thanks as always, everyone. FIFA 18 Operation Sports Sliders | Version 7.5 Beta (1.09 Update) World Class/Legendary, 10-15 Mins, Slow Speed as of 3/3/18 Sprint Speed - 50/50 - Had to bump this up because the lower sprint and acceleration were in part in creating the 1) slidey animation and 2) the backpedal, followed by forward pedal. Acceleration - 50/50 - See above for sprint. Also wanted true fatigue back. Animations seem much smoother as well since putting these back to 50. Shot Error - 50/50 - Clarification on this one just because I had made the recommendation for 49/49, but shooting became too clinical, and still some posts hit. May have to live with it, but for now, we'll go back to 50/50 per the previous set. Pass Error - 52/52 (from 55/55) - Probably the lowest we can go here without getting too much ping pong. Next is to time the runs into the box, and most of all, get the physicality back. Shot Speed - 50/50 - Same as above for Shot Error. Feel like I saw a lot more backward save animations with the higher shot speed. Pass Speed - 45/45 (from 50/50) - lowering pass speed means lowering pass error. Was nice to see some whipped in crosses, but still not as much as I'd like to see. Injury Frequency - 64/64 - less players walking off the pitch, and more recovering from injuries. Credit to @mark0r . Injury Severity - 4/4 - still plenty of severe injuries and variety of injuries. Credit to @mark0r . GK Ability - 50/50 - Had to get this back to 50. Honestly, I feel that the GK animations must be in sync with the shot speed + error chosen. This is why I feel the GK made so many more saves at a lower value. They would be late in reacting, yet somehow still get their gloves to the ball. Marking - 60/60 (previous 50/50) - While the defending was quite good at 50/50, it was primarily defending side-to-side, as in covering space from sideline to sideline, and not actually going towards the ball carrier. This is a product of two-fold, marking + line length, so both received a bump. Tested the marking value to help with the goal-kicks and throw-ins to be better marked as well. With the adjustment to the lines, this marking value of 60 seems to allow the best of both worlds of tight matches and wide open counter-attacking matches, depending on how you, or the CPU, choose to play. Run Frequency - 20/20 (previous 20/22) - Just a slight bump here. During testing, we tried it at 35/35 and that was a bit too back and forth. The patch update helped runs off the ball significantly, and the best part is the values are actually being respected. Meaning if you go 100 RF, you will see multiple runs, and if you go ZERO, you will see less. In the past updates, this would be determined by the line settings and the run frequency value, so it is nice to be able to see that the update has allowed the run frequency to be in-line with the chosen value. 20/20 still allows enough runs into the box, but not so much that it leaves the midfield completely exposed for a counter attack. Height- 60/60 (previous 55/55) - Like I said, it is a solid patch update, but it still leaves the user's defenders not meeting the attackers early enough. So, there is a necessary bump in height, length and marking. This is actually working out quite well and actually feels like all players are in-tune with where the ball is. Granted, there is not much that can be done with the driven pass to the CPU striker, but at least when it does occur, there is a defending player nearby. Did not want to raise this too high as the higher it goes, the more exposed the defensive line will be and the less the CTT's will come into play. The higher marking value alone should allow them to move forward more, so there is no need to overdue it and risk things becoming linear. The best part about this patch update is that no longer are the midfielders "pushed" out of position due to the higher height. They will now remain compressed if needed, which really looks great when the numbers are built in defense properly. Makes for a proper defensive third stand or attack - depending which side of the ball you're on of course. Length- 42/42 (previous 40/40) - A very slight bump here from 40. The higher we go in length, the more we have to be careful of the spacing endline to endline. We want to ensure there is still a midfield to get through, and it's not going to just be driven pass after driven pass like in previous patch updates. Bumping just 2 spots form 40 to 42 has also allowed the gaps to be filled by the midfielder's in the passing lanes, while still maintaining the great variety that has been seen in this patch update as a whole. Width- 50/50 (previous 60/60) - If anything, this is the one value, relevant to the marking, that needs extra attention. The reason is we know that FIFA is designed to be defensively narrow (FB's covering CB's, etc), so please keep an eye on the positioning of the FB's in defensive positions. Keep in mind, if we go too wide with this, the outside midfielders can also get caught out and not make a run into the box, thus never really getting "deep" enough into the attack. Keeping this value at a "stock" 50 also allows the CTT's to stick out and allow different formations to play out as intended. FB Positioning - 50/50 - FB's were getting up the pitch too quickly, and running into the midfield, not to mention being able to be found very easily with a switch ball. FT Control - 50/52 (65/65) - There really is no need to raise this higher. The pass error value + speed seems to be respected here, and you get a lot of individuality among players and their control. The discrepancy here is just a test to see if we can manufacture more fouls. The concept is fairly simple, the higher error of foot-to-ball contact, the more chance of a physical collision detected and hopefully an opportunity of a foul. Full disclosure, this is something I personally test with each patch update as the logic seems to be sound, but it's just one of those things that EA do not quite respect from a slider value standpoint in general. We need a foul slider for sure . ----- Okay, the more I play this update, the more I like it. It's not without some needed, but good, adjustments though. First, width has to go from 60 to 50. The patch update has widened out players even more, so no need to keep the 60. Dropping it back down to 50 has brought back the sense of a crowded midfield. Really like this much more because you don't have to widen out the pitch so often. What I also like about this patch update is that the FB's are overlapping properly again. They are not just staying right past the halfway line, but instead are following the tactics properly and getting involved in the attack. The second adjustment that is needed is the marking from 52 to 55. I agree with everyone that has posted regarding this, and it's nice to see that it can be translated to this patch update. The little bump in marking allows a bit more awareness throughout the pitch and, thankfully, very little ADD as that can creep up. The other value that can go up is run frequency. I remember Orion always said the the closer we keep the Run Frequency to default, the closer in-line we are with the CTT's. Now, while that doesn't 100% apply to FIFA 18 as a whole, mainly because FIFA 18 is a split of multiple patch updates, it does apply to this patch update in a way. I tried the value of 50, and eventually settled on 35. This patch update didn't bring back chaos on 50 like it has in the past, instead it brought back a lot more positional movements, such as players actually gradually getting into position. The main reason I didn't use 50, 45, 40, is because the forwards get past the defensive line too soon, thus resulting in the choice of wingers/backs not to cross the ball because our relative height is 55. All over the place here, but lastly I think Shot error actually has room to go....down. This is highly rare for me because I don't want every shot to be on target by low quality teams, etc. Most of all, I want the 5-6 posts a match to stop. I saw way too many in 3 consecutive matches that enough was enough. So I lowered it to 49, and it has been perfect. CPU is not super clinical like you would expect, and not constantly hitting the post either. I have seen absolutely wild, shots by the CPU that got closer to the corner flag than the goal. It's so random, and I have really enjoyed the last 10 matches I played in using it. Last value to change was FT Control from the 65 to 50 again. Seeing poor touches relative to the player and best of all the drilled passes can be make or break decisions, especially as lowering the width value makes those tougher to come by. So, in summary, my testing for this 1.08 patch update is the following from the OP: Shot Error: 49/49 Marking: 55/55 Run Frequency: 35/35 Width: 50/50 FT Control: 50/50 12/10/17: 1.07 update Updated OP and released video for 1.07 update slider set. ---------- FIFA 18 Operation Sports Sliders | Version 6.2 Beta (V6.2B) World Class/Legendary, 10-15 Mins, Slow Speed as of 12/2/17 *red indicates currently testing* Sprint Speed - 50/50 - Had to bump this up because the lower sprint and acceleration were in part in creating the 1) slidey animation and 2) the backpedal, followed by forward pedal. Acceleration - 50/50 - See above for sprint. Also wanted true fatigue back. Animations seem much smoother as well since putting these back to 50. Shot Error - 50/50 - Too many posts hit before, even on 51. Still happens, but can't go under 50. Pass Error - 55/55 (previous 52/52) - As suggested, we bumped this up from 52 and it's great to see the CPU being more humanized, but definitely not losing its attacking prowess or variety in play. Shot Speed - 50/50 - Same as above for Shot Error. Feel like I saw a lot more backward save animations with the higher shot speed. Pass Speed - 50/50 - Big difference here. Yes, driven pass will be attempted, but not always successful. Takes some getting used to as well, but at least it keeps the ball alive and passing feels less labored now than before. Injury Frequency - 64/64 - less players walking off the pitch, and more recovering from injuries. Credit to @mark0r . Injury Severity - 4/4 - still plenty of severe injuries and variety of injuries. Credit to @mark0r . GK Ability - 50/50 - Had to get this back to 50. Honestly, I feel that the GK animations must be in sync with the shot speed + error chosen. This is why I feel the GK made so many more saves at a lower value. They would be late in reacting, yet somehow still get their gloves to the ball. Marking - 50/50 (previous 49/49) - Happy to bump this back up to a normal value of 50/50. No issues with positioning, and no over/under marking with weird animations. Run Frequency - 20/22 (previous 50/52) - As suggested, moved this down from 50/52, but keeping the 2 pt discrepancy for the CPU. This allows them get the crosses in and also promotes the same variety before. Overall, good balance with this lower run frequency - and of course seeing plenty of runs. Height- 55/55 (previous 65/65) - This had to go down from 65. With it at 65, it was too easy to get from defensive third to defensive third. The midfield was bypassed too easily, especially with the pass speed + length, etc. The real key with this value was also to help the crossing game. This now allows the CPU and User runs to be more timed into the box, and that can result in crosses into space, versus crosses that loop up in the air lazily and meet someone's head...head on. Length- 40/40 (previous 45/40) - Had to drop this back down to an even level. Think the 40/45 was working nicely, but eventually the CPU just started to get past the length too often. Now, evened out again, like version 5, there is a lot more midfield play. Building numbers defensively and offensively is real key now. Width- 60/60 (previous 50/52) - Anytime we raise width, there is always a concern that it's going to be too wide, and players won't stay goal-side. Well, FIFA is already designed to be more narrow, so raising the width here, relative to the height + length, just works. They real key was to ensure that the marking was less...magnetic. Noticed on 50 width that the players were just falling over eachother, and performing that weird backpedal/forwardpedal animation. At 60 width, we're now in a great spot, and there's also no need for a discrepancy since the HLW are all the same. FB Positioning - 50/50 - FB's were getting up the pitch too quickly, and running into the midfield, not to mention being able to be found very easily with a switch ball. FT Control - 65/65 (previous 50/50) - Had some hesitation with this suggestion, but upon review, it's great. You just never know what can happen. Elite players are humanized still, but not so much that it inhibits their class. The pass speed at 50 also keeps the ball alive, and when the CPU chooses a unrealistic driven pass, the recipient's first touch will determine the next action versus just automatically able to turn or pass off to a runner. Happy with this. FIFA 18 Operation Sports Sliders | Version 6 Beta (V6B) World Class/Legendary, 10-15 Mins, Slow Speed as of 11/26/17 *parentheses indicate previous set's value* Sprint Speed - 50/50 (42/42) - Had to bump this up because the lower sprint and acceleration were in part in creating the 1) slidey animation and 2) the backpedal, followed by forward pedal. Acceleration - 50/50 (49/49) - See above for sprint. Also wanted true fatigue back. Animations seem much smoother as well since putting these back to 50. Shot Error - 50/50 (51/51) - Too many posts hit before, even on 51. Still happens, but can't go under 50. Pass Error - 52/52 (54/54) - Helps the crosses and keeps the ball alive. Hesitant to raise this too much now. Shot Speed - 50/50 (51/51) - Same as above for Shot Error. Feel like I saw a lot more backward save animations with the higher shot speed. Pass Speed - 50/50 (42/42) - Big difference here. Yes, driven pass will be attempted, but not always successful. Takes some getting used to as well, but at least it keeps the ball alive and passing feels less labored now than before. Injury Frequency - 64/64 - less players walking off the pitch, and more recovering from injuries. Credit to @mark0r . Injury Severity - 4/4 - still plenty of severe injuries and variety of injuries. Credit to @mark0r . GK Ability - 50/50 (48/48) - Had to get this back to 50. Honestly, I feel that the GK animations must be in sync with the shot speed + error chosen. This is why I feel the GK made so many more saves at a lower value. They would be late in reacting, yet somehow still get their gloves to the ball. Marking - 49/49 (52/52) - The key to this set. I spent majority of the time changing the marking value. The test was ensuring the angles are taken properly by the teammate AI (secondary pressure) and also keeping the defending player in front of the ball carrier, without any animation of sliding from left to right and extra animation/momentum that gets player out of defensive positioning (basically, not giving up the position when facing up). Pressure throughout the pitch is still fine. Beating the CPU on a 1v1 can happen as well. Run Frequency - 50/50 (15/15) - Feel like there was much less direct play with raising this. However, need to make sure it doesn't become a full on attack every time. Always cautious with run frequency, but so far it's okay. Height- 65/65 (70/70) - Bumped down a bit to compensate for run frequency and helped runs into the box by the forwards (less going to the edge of the box to meet the crosser, and more so staying in the middle - and adjusting to the ball when it's crossed). Length- 45/40 (40/40) - Key discrepancy to create the User's midfield intercepting passes from the CPU. Tested by allowing CPU goal kicks that are not precision kicks, and more long goal kicks instead. When they would try the short/precision kicks, there would be a midfielder there to attempt to intercept. Width- 50/50 (48/48) - Bumped a bit to allow more width throughout the pitch, but also allow the FB's to get up and not get so central. Still have issues with players running into eachother defensively, so will have to keep an eye out if this can be increased slightly. FB Positioning - 55/60 (55/55) - Bumped for CPU since they have a lower Length. FT Control - 50/50 (65/65) - Bad touches still occur due to pass speed + pass error. 11/2/17 - Unfortunately, this is the patch that has hurt more than helped. We knew it was inevitable, but it really hurt a lot of what Set 4.2 and 4.3 had produced. It took a bit of patience, but Set 4.4 (yes, we're moving fast, and hoping one of these can just be called Set 5 when done) was created from confirmation of set 4.2 and 4.3 - not to mention Set 3 as well. In the end, it's about making sure the CPU respects the midfield and the User defense is not having defensive awareness issues such as turning their backs constantly (yes it still happens) and following runners. Please provide feedback to the set at hand. It's a frustrating process, but if you read this thread, and choose to test, then this is what has to be done. Thanks! 11/1/17 - Currently testing for Version4.3 Pass Speed: From 45/45 to 48/48 - The patch brought an overall slower pass speed; so this should allow us to move the value closer to default now. Have to look out for driven passes, but as long as the CPU mentality doesn't become forward-forward we should be in good shape. FB positioning: From 100/100 to 80/80 - The FBs are getting up the pitch a bit faster and earlier post patch. At 100 they were too close to the SMF, so we have room to reduce this value a tad. 10/30/17 - Quick note here. We have received great feedback about the current set. We definitely appreciate those who take the time to provide the feedback. However, please before posting, determine how this feedback is going to help us troubleshoot. Giving comments like "It is too easy", or "I scored [this many] goals", or "I beat every team"...literally does nothing for us. It provides so many variables that we as a community have no idea where to go. So what ends up happening? To be honest, the post is acknowledged, but we move on. If you want to provide feedback, it needs to be feedback that is helpful. Questions you can ask yourself, and answer for us... What made it so easy?I have not acknowledged these generic posts, because they are just too difficult to address, and rather than feeling like it's a collaboration, it becomes customer service. Please help the community by providing detailed feedback. FIFA 18 Operation Sports Sliders | Version 4.4 (Beta) World Class/Legendary, 10-15 Mins, Slow Speed as of 11/2/17 *parentheses indicate previous version* Sprint Speed - 45/45 - What a difference the lower Sprint does. Yes, we've known that it always tends to improve things, but at the cost of too much jogging animation. This year, it's much better and more contained. The lower sprint brings in much needed physicality and control over players. Acceleration - 50/50 - No change. Shot Error - 51/51 - Dropped down just a bit to compensate for all the posts hit. Pass Error - 55/55 (55/60) - Dropped it down for the CPU a tad. Just better quality in their short and long passes, not to mention crosses. Shot Speed - 50/50 - No change. Pass Speed - 48/48 - The patch brought an overall slower pass speed; so this should allow us to move the value closer to default now. Have to look out for driven passes, but as long as the CPU mentality doesn't become forward-forward we should be in good shape. Injury Frequency - 64/64 - less players walking off the pitch, and more recovering from injuries. Credit to @mark0r . Injury Severity - 4/4 - still plenty of severe injuries and variety of injuries. Credit to @mark0r . GK Ability - 50/50 - This was a pleasant surprise. GK is much more sync'd up with the shot at hand, letting their ratings really stand out. Haven't seen any ridiculous crazy saves like we tend to see on lower values. Definitely worth a shot to look at again. Seeing more goals that is for sure as well. Marking - 50/50 (58/55) - Ultra sensitive value again. Just like how it was in 1.01. Too high and things get chaotic, user's defensive line loses their awareness...the works. Need a little less chaos, and a bit more composure. Run Frequency - 30/30 (50/50) - I know guys love the 50 run frequency, and I didn't have any problems with it pre-patch. However, the second this was lowered to 30, instantly the CPU plays the ball around and instead of having another siege at my box. Relative to the increase in length for user below, this value makes sense and thankfully it does what it should. Height- 60/60 - Really want the HLW to work. Forcing the lines to get more compression against the CPU is so key to an enjoyable experience. It wasn't happening without the common siege at the top of the 18-yard box. At least with the HLW combination here, there is much more midfield and much better positioning overall. Length- 45/45 (40/45) - Forced to even these out. The length discrepancy forced the players to be completely out of sync. Pair that up with the higher marking, and it just continued a chain reaction of hurt and confusion by the defense; in particular the user's defense. Width- 52/52 - As determined a couple nights ago, we have to get better crosses. The width should allow the players to get into the box at a better time, and get on the end of some crosses now. In addition, this should help the defensive shape throughout the pitch, and not just at the top of the box or defensive third. FB Positioning - 80/80 (100/100) - The FBs are getting up the pitch a bit faster and earlier post patch. At 100 they were too close to the SMF, so we have room to reduce this value a tad. FT Control - 55/55 (65/65) - Another value I did not want to change, but too many ball warping through feet, etc. Also, the CPU would concede with poor touches in the backline that felt like charity for the user. FIFA 18 Operation Sports Sliders | Version 4.3 (Beta) World Class/Legendary, 10-15 Mins, Slow Speed as of 11/1/17 *parentheses indicate previous/current active version* Sprint Speed - 45/45 (50/50) - What a difference the lower Sprint does. Yes, we've known that it always tends to improve things, but at the cost of too much jogging animation. This year, it's much better and more contained. The lower sprint brings in much needed physicality and control over players. Acceleration - 50/50 - No change. Shot Error - 51/51 (52/52) - Dropped down just a bit to compensate for all the posts hit. Pass Error - 55/60 (52/52) - Adjusting pass speed means we can bump the pass error now. Many have said no issues with it previously in the 60's for CPU, and I would agree. I think our old beliefs of previous versions of FIFA are starting to take shape into this 18 version of FIFA. Pass error does not make the CPU inept or lacking attack, it depends highly on the pass speed. This is why it is always important to understand the concept that sliders are all relative. Shot Speed - 50/50 - No change. Pass Speed - 48/48 (45/45) - The patch brought an overall slower pass speed; so this should allow us to move the value closer to default now. Have to look out for driven passes, but as long as the CPU mentality doesn't become forward-forward we should be in good shape. Injury Frequency - 64/64 (40) - less players walking off the pitch, and more recovering from injuries. Credit to @mark0r . Injury Severity - 4/4 (45) - still plenty of severe injuries and variety of injuries. Credit to @mark0r . GK Ability - 50/50 (42/42) - This was a pleasant surprise. GK is much more sync'd up with the shot at hand, letting their ratings really stand out. Haven't seen any ridiculous crazy saves like we tend to see on lower values. Definitely worth a shot to look at again. Seeing more goals that is for sure as well. Marking - 58/55 (58/58) - Just had to drop this down a bit from 60 because the defending players were starting to switch roles too often. It still happens at times, but not as bad now. 55 Marking for CPU to allow them to release their marked assignments a bit sooner. Run Frequency - 50/50 (60/60) - With the increase at FB below, this makes sense to lower RF now. This isn't so low that the CPU plays very direct, and it's not exactly passive either. Still maintains A LOT of variety. Updated to 50 because lower than that and the CPU is even more direct. Height- 60/60 (52/50) - Really want the HLW to work. Forcing the lines to get more compression against the CPU is so key to an enjoyable experience. It wasn't happening without the common siege at the top of the 18-yard box. At least with the HLW combination here, there is much more midfield and much better positioning overall. Length- 40/45 (50/50) - Biting the bullet here, but relative to the adjustments at hand, this had to be done. There just has to be a discrepancy of significant value when it comes to the CPU's constant forward-forward attack. They still do it, it's built in, but at least with this combination of RF+Marking+HLW, it is starting to come together. Width- 52/52 (48/48) - As determined a couple nights ago, we have to get better crosses. The width should allow the players to get into the box at a better time, and get on the end of some crosses now. In addition, this should help the defensive shape throughout the pitch, and not just at the top of the box or defensive third. FB Positioning - 80/80 (100/100) - The FBs are getting up the pitch a bit faster and earlier post patch. At 100 they were too close to the SMF, so we have room to reduce this value a tad. FT Control - 65/65 (50/50) - Big fan of putting this back up because now the ball is loose again, and 50/50 balls are true. Love seeing the random occurrences that are dictate by how the ball bounces. FIFA 18 Operation Sports Sliders | Version 4.2 (Beta) World Class/Legendary, 10-15 Mins, Slow Speed as of 10/24/17 *parentheses indicate previous/current active version* Sprint Speed - 45/45 (50/50) - What a difference the lower Sprint does. Yes, we've known that it always tends to improve things, but at the cost of too much jogging animation. This year, it's much better and more contained. The lower sprint brings in much needed physicality and control over players. Acceleration - 50/50 - No change. Shot Error - 51/51 (52/52) - Dropped down just a bit to compensate for all the posts hit. Pass Error - 55/60 (52/52) - Adjusting pass speed means we can bump the pass error now. Many have said no issues with it previously in the 60's for CPU, and I would agree. I think our old beliefs of previous versions of FIFA are starting to take shape into this 18 version of FIFA. Pass error does not make the CPU inept or lacking attack, it depends highly on the pass speed. This is why it is always important to understand the concept that sliders are all relative. Shot Speed - 50/50 - No change. Pass Speed - 45/45 (45/35) - Thanks to Papinho for this suggestion. Relative to the change in Pass Error, this is a great feel with the ball. Nice to see some whipped in crosses, and some driven passes that are relevant to the positioning. I just love how we have now been able to get this to work. Injury Frequency - 64/64 (40) - less players walking off the pitch, and more recovering from injuries. Credit to @mark0r . Injury Severity - 4/4 (45) - still plenty of severe injuries and variety of injuries. Credit to @mark0r . GK Ability - 50/50 (42/42) - This was a pleasant surprise. GK is much more sync'd up with the shot at hand, letting their ratings really stand out. Haven't seen any ridiculous crazy saves like we tend to see on lower values. Definitely worth a shot to look at again. Seeing more goals that is for sure as well. Marking - 58/55 (58/58) - Just had to drop this down a bit from 60 because the defending players were starting to switch roles too often. It still happens at times, but not as bad now. 55 Marking for CPU to allow them to release their marked assignments a bit sooner. Run Frequency - 50/50 (60/60) - With the increase at FB below, this makes sense to lower RF now. This isn't so low that the CPU plays very direct, and it's not exactly passive either. Still maintains A LOT of variety. Updated to 50 because lower than that and the CPU is even more direct. Height- 60/60 (52/50) - Really want the HLW to work. Forcing the lines to get more compression against the CPU is so key to an enjoyable experience. It wasn't happening without the common siege at the top of the 18-yard box. At least with the HLW combination here, there is much more midfield and much better positioning overall. Length- 40/45 (50/50) - Biting the bullet here, but relative to the adjustments at hand, this had to be done. There just has to be a discrepancy of significant value when it comes to the CPU's constant forward-forward attack. They still do it, it's built in, but at least with this combination of RF+Marking+HLW, it is starting to come together. Width- 52/52 (48/48) - As determined a couple nights ago, we have to get better crosses. The width should allow the players to get into the box at a better time, and get on the end of some crosses now. In addition, this should help the defensive shape throughout the pitch, and not just at the top of the box or defensive third. FB Positioning - 100/100 (70/70) - Now the FB's are getting up the pitch, but even then they aren't getting all the way behind the defensive line, but they are getting up there and staying in transition. Thest best part is they recover from their runs nicely, but definitely not automatically glued back - which is usually the issue with a high line + lower than 50 length. The CPU will definitely test your FB's positioning, as is the case in most situations, but at least you won't be faced up against 1 striker the whole time. The CPU attack is completely changed as well. With more options in the attack, they actually use their teammates, passing back, sideways, etc. FT Control - 65/65 (50/50) - Big fan of putting this back up because now the ball is loose again, and 50/50 balls are true. Love seeing the random occurrences that are dictate by how the ball bounces. After the stream, I feel good enough to call these Version 4, but will defer to everyone to try first. As a result, we'll call it BetaV4.1 (Version 4.1 Beta). I have highlighted the changed values in red, and the v4 beta values in parentheses. FIFA 18 Operation Sports Sliders | Version 4.1 (Beta) World Class/Legendary, 10-15 Mins, Slow Speed as of 10/22/17 *parentheses indicate previous/current active version* Sprint Speed - 45/45 (50/50) - What a difference the lower Sprint does. Yes, we've known that it always tends to improve things, but at the cost of too much jogging animation. This year, it's much better and more contained. The lower sprint brings in much needed physicality and control over players. Acceleration - 50/50 - No change. Shot Error - 51/51 (52/52) - Dropped down just a bit to compensate for all the posts hit. Pass Error - 55/60 (52/52) - Adjusting pass speed means we can bump the pass error now. Many have said no issues with it previously in the 60's for CPU, and I would agree. I think our old beliefs of previous versions of FIFA are starting to take shape into this 18 version of FIFA. Pass error does not make the CPU inept or lacking attack, it depends highly on the pass speed. This is why it is always important to understand the concept that sliders are all relative. Shot Speed - 50/50 - No change. Pass Speed - 45/45 (45/35) - Thanks to Papinho for this suggestion. Relative to the change in Pass Error, this is a great feel with the ball. Nice to see some whipped in crosses, and some driven passes that are relevant to the positioning. I just love how we have now been able to get this to work. Injury Frequency - 45/45 (50/50) - This is one I'm just throwing out there. Haven't seen a crazy amount of injuries with it, and no random walk offs. Have to make sure though. Tried some of the other suggested, but too many injures, and those shoulder injuries started to be the common theme ala FIFA 16. Injury Severity - 40/40 (50/50) - This is one I'm just throwing out there. Haven't seen a crazy amount of injuries with it, and no random walk offs. Have to make sure though. Tried some of the other suggested, but too many injures, and those shoulder injuries started to be the common theme ala FIFA 16. GK Ability - 50/50 (42/42) - This was a pleasant surprise. GK is much more sync'd up with the shot at hand, letting their ratings really stand out. Haven't seen any ridiculous crazy saves like we tend to see on lower values. Definitely worth a shot to look at again. Seeing more goals that is for sure as well. Marking - 58/58 (60/60) - Just had to drop this down a bit from 60 because the defending players were starting to switch roles too often. It still happens at times, but not as bad now. Run Frequency - 45/45 (60/60) - With the increase at FB below, this makes sense to lower RF now. This isn't so low that the CPU plays very direct, and it's not exactly passive either. Still maintains A LOT of variety. Height- 60/60 (52/50) - Really want the HLW to work. Forcing the lines to get more compression against the CPU is so key to an enjoyable experience. It wasn't happening without the common siege at the top of the 18-yard box. At least with the HLW combination here, there is much more midfield and much better positioning overall. Length- 40/45 (50/50) - Biting the bullet here, but relative to the adjustments at hand, this had to be done. There just has to be a discrepancy of significant value when it comes to the CPU's constant forward-forward attack. They still do it, it's built in, but at least with this combination of RF+Marking+HLW, it is starting to come together. Width- 52/52 (48/48) - As determined a couple nights ago, we have to get better crosses. The width should allow the players to get into the box at a better time, and get on the end of some crosses now. In addition, this should help the defensive shape throughout the pitch, and not just at the top of the box or defensive third. FB Positioning - 100/100 (70/70) - Now the FB's are getting up the pitch, but even then they aren't getting all the way behind the defensive line, but they are getting up there and staying in transition. Thest best part is they recover from their runs nicely, but definitely not automatically glued back - which is usually the issue with a high line + lower than 50 length. The CPU will definitely test your FB's positioning, as is the case in most situations, but at least you won't be faced up against 1 striker the whole time. The CPU attack is completely changed as well. With more options in the attack, they actually use their teammates, passing back, sideways, etc. FT Control - 50/50 (55/55) - Oddly enough putting this back to 50 is showcasing more bad touches than before. I'm not sure if it is a combination of all the values, but it's nice to see some true ratings kick in for the lower caliber players vs higher caliber. This also affects the the player's dribbling as well. FIFA 18 Operation Sports Sliders | Version 2 10/14/17 -- Recap from last night's stream. Tested the following10/12/17 -- Added strawpoll to vote on BetaV3 included for Version 3 changes: PLEASE VOTE: Is BetaV3 good to go? Vote here: http://www.strawpoll.me/14136525 10/8/17 -- A long week playing with the patch update(s). The version 2 set still played well, but issues with the user defenders meeting the CPU attackers was a bit troublesome. We went a bit too extreme with beta testing, and that backfired a bit. Most recent BetaV3 values are in a better direction. Please provide feedback on them. 9/26/17 -- We used the base and turned it inside out. Exploring multiple values, and coming up with some great stuff. I think our goal to have something solid out by Friday should be on track. Please check it out and leave your feedback! World Class/Legendary, 10-15 Mins, Slow Speed Sprint Speed - 51/51 - Needs more testing, but the attempt here is to increase more physicality, but also to balance the slower animations due to pass speed decrease. Official Previous Versions:
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Version 6.2B becomes Version 6, which to those outside of this forum will know it as the 1.07 update. Good work everyone. Enjoy, and remember to adjust whatever value you see fit! FIFA 18 Operation Sports Sliders | Version 6 (1.07 Update) World Class/Legendary, 10-15 Mins, Slow Speed as of 12/10/17 Sprint Speed - 50/50 - Had to bump this up because the lower sprint and acceleration were in part in creating the 1) slidey animation and 2) the backpedal, followed by forward pedal. Acceleration - 50/50 - See above for sprint. Also wanted true fatigue back. Animations seem much smoother as well since putting these back to 50. Shot Error - 50/50 - Too many posts hit before, even on 51. Still happens, but can't go under 50. Pass Error - 55/55 - As suggested, we bumped this up from 52 and it's great to see the CPU being more humanized, but definitely not losing its attacking prowess or variety in play. Shot Speed - 50/50 - Same as above for Shot Error. Feel like I saw a lot more backward save animations with the higher shot speed. Pass Speed - 50/50 - Big difference here. Yes, driven pass will be attempted, but not always successful. Takes some getting used to as well, but at least it keeps the ball alive and passing feels less labored now than before. Injury Frequency - 64/64 - less players walking off the pitch, and more recovering from injuries. Credit to @mark0r . Injury Severity - 4/4 - still plenty of severe injuries and variety of injuries. Credit to @mark0r . GK Ability - 50/50 - Had to get this back to 50. Honestly, I feel that the GK animations must be in sync with the shot speed + error chosen. This is why I feel the GK made so many more saves at a lower value. They would be late in reacting, yet somehow still get their gloves to the ball. Marking - 50/50 - Happy to bump this back up to a normal value of 50/50. No issues with positioning, and no over/under marking with weird animations. Run Frequency - 20/22 - As suggested, moved this down from 50/52, but keeping the 2 pt discrepancy for the CPU. This allows them get the crosses in and also promotes the same variety before. Overall, good balance with this lower run frequency - and of course seeing plenty of runs. Height- 55/55 - This had to go down from 65. With it at 65, it was too easy to get from defensive third to defensive third. The midfield was bypassed too easily, especially with the pass speed + length, etc. The real key with this value was also to help the crossing game. This now allows the CPU and User runs to be more timed into the box, and that can result in crosses into space, versus crosses that loop up in the air lazily and meet someone's head...head on. Length- 40/40 (previous 45/40) - Had to drop this back down to an even level. Think the 40/45 was working nicely, but eventually the CPU just started to get past the length too often. Now, evened out again, like version 5, there is a lot more midfield play. Building numbers defensively and offensively is real key now. Width- 60/60 - Anytime we raise width, there is always a concern that it's going to be too wide, and players won't stay goal-side. Well, FIFA is already designed to be more narrow, so raising the width here, relative to the height + length, just works. They real key was to ensure that the marking was less...magnetic. Noticed on 50 width that the players were just falling over eachother, and performing that weird backpedal/forwardpedal animation. At 60 width, we're now in a great spot, and there's also no need for a discrepancy since the HLW are all the same. FB Positioning - 50/50 - FB's were getting up the pitch too quickly, and running into the midfield, not to mention being able to be found very easily with a switch ball. FT Control - 65/65 - Had some hesitation with this suggestion, but upon review, it's great. You just never know what can happen. Elite players are humanized still, but not so much that it inhibits their class. The pass speed at 50 also keeps the ball alive, and when the CPU chooses a unrealistic driven pass, the recipient's first touch will determine the next action versus just automatically able to turn or pass off to a runner. Happy with this. ///////// FIFA 18 Operation Sports Sliders | Version 5 World Class/Legendary, 10-15 Mins, Slow Speed as of 11/5/17 Sprint Speed - 42/42 - The patch update made players very, for lack of a better word, slidey...or loose. They just never seemed to set their feet. As a result, we decided to bite the bullett (as will be the theme) and lower the Sprint value to get more solidarity on the player's momentum and turn of direction. This, paired with lowering acceleration, has worked nicely. Acceleration - 49/49 - For the first time we are adjusting acceleration to a lower value. This is creating the much needed physicality throughout the pitch and is allowing the user to get past the defending CPU players in certain situations. In addition this also helps with the runs off the ball. That little bit of needing to revv up, allows the defending players just a second extra to gear for the attack. Shot Error - 51/51 - No change here. Pass Error - 54/54 - With the way the CPU tends to attack this patch update, this made the most sense. We started at lower error values from 50 and moved up. Yes, the CPU loves their driven passes, but at least now there is a little bit more error in some passes; not to mention the lines help the driven pass from being truly effective. Shot Speed - 51/51 - Just an extra added pop to the shots. Results in slight deflections by the keeper and lets headers really be powerful - also side footed shots. Pass Speed - 42/42 - The biggest mystery was pass speed. Here's the simple fact. The teammate AI does not react to a high pass speed. They just will not step forward or even acknowledge that a pass has occurred. On top of that, the CPU will use their driven pass when you raise this pass speed to 43, 44, 45 and so on. They even use it here on 42, but now at least the user's AI is actually aware of the ball and can react. This is the same concept as what we've had on the past with lower pass speeds in the 30's etc, but I would say that this is one of the most important elements of this set. Injury Frequency - 64/64 - less players walking off the pitch, and more recovering from injuries. Credit to @mark0r . Injury Severity - 4/4 - still plenty of severe injuries and variety of injuries. Credit to @mark0r . GK Ability - 48/48 - Always one of those values that needs some extra looks. When it's lower it seems that logically it should mean less superman saves. The thing is though that a lower GK sometimes results in the keeper diving backwards more often because they are not quite in sync with the shot at hand. Lowering their ability does introduce some chance of randomness when they have to kick the ball away though. So keep an eye out for this one overall. Marking - 52/52 - Still an extremely sensitive value. Too high and players are following runners everywhere. Too low and it's passive resulting in through pass central to a fallen asleep outside back. Good balance here at 52 where there is enough urgency to defend the player, but not so much that it over commits the position. Note that some less than stellar teams out there tend to suffer from issues with defending, especially when they are on a fairly high aggression in the CTT. So if you see instances in which the defending seemed suspect, please let us know. As I said though, marking is very sensitive. Run Frequency - 15/15 - With the new line values, this makes sense to lower the run frequency. Thankfully it doesn't make the CPU super direct like in did in previous patches, however the CPU forwards will cut off their streaking runs to check to the ball. Thankfully the pass speed matches this animation up and allows the defenders to at least be aware of what is going on. We had this value at 20 for a bit during the stream, but changed it to 15 due to the crossing issues from both user and CPU. The issue was that the forward was getting ahead of the defensive line and in an offsides position. Lowering the value allows the forward to time their run a bit better and get a good opportunity to have the ball played into their path versus behind them. Height- 70/70 - Huge difference for us here. This was a value that I feared would have to come into play. Mainly the issue with higher height is that players get "pushed' out of position, so you have to constant compensate with a lower length. Problem with a lower length is that the players retreat a bit too quick in transition. I think we've found the right value to go along with this height though. Another thing with height is that the aggression of defending players is back again, and it's a nice sight to see players get pushed off the ball completely - and yes the ref seems to call these. In addition, the defensive line works as a solid unit with this height, but of course all sliders are relative, so the length and width have to be adjusted as so. Length- 40/40 - Relative to the higher height, 40 works perfectly. Not too low that it is ultra compressed and never decompresses, and not too high that the players are so spread out that it becomes end to end consistently. With any lowering of length there is a bit more of a retreat in transition, but the higher height does allow this to not look as obvious - and the midfielders are much more aware due to the pass speed, that the CPU cannot just counter at will every attack. Width- 48/48 - Another tough value to get right, but lowering width was crucial in getting the midfield back. Too spread out and the CPU will start driven passes all over and it will be a cluster by the user's defensive line like before. Yes, with this low value there is always a chance that positions can get easily swapped or players may be out of position on occassion. This happens IRL football, so it has to be welcomed in FIFA as well. Overall, this is another crucial setting, and is one that I tried desperately to increase, only to find that the CPU sees it as their out to try to be extra direct again. FB Positioning - 55/55 - The higher height and lower length promotes the need to indeed lower the FB positioning. This value has been found to be just about right as it doesn't start the FB's run too soon such as immediately going on the run once possession is regained, but it does make the runs a priority in the deeper defensive third. This value also helps with the crossing as it pushes the midfielder to be more into the box and thus bringing in another body for the crosser to aim for. FT Control - 65/65 - Had to raise this up with the lower pass speed and error. The combo of a higher FT control and pass error is delightful and will make elite and poor players stand out respectively. Not to mention the fact that dribbling experts can also stand out. FIFA 18 Operation Sports Sliders | Version 3 World Class/Legendary, 10-15 Mins, Slow Speed as of 10/14/17 Sprint Speed - 51/50 - The idea of a slight increase for the user is so the user is not constantly barged off the ball by the CPU. Also allows the user players to react better to loose balls, etc. Increases good chance of physicality as well. Acceleration - 50/50 - Has been no reason to change this value as it is continuing to be solid. Shot Error - 52/52 - Good mix of efforts from distance, shots on target, and wayward shots. Adjust as necessary, and minutes chosen. Pass Error - 55/55 - Solid balance here of bad passes, good passes, driven passes and varied crossing. Best part is that the pass values do not affect variety. Shot Speed - 50/50 - Happy with this value as lower will look too floaty, and higher will be a bit of a rocket. Shot error has a role to play as well. Pass Speed - 45/30 - One of the elements to get the game playing on an even level playing field. The user's defense is just too passive by default, unlike the CPU defense which is ultra aware and react well. Lowering the CPU's pass speed allows the user's defenders to react to the ball much better, and with the adjustment to the length below it lets everything come together nicely. Remember, the driven pass is still used by the CPU, so if the value is at 30, a driven pass can look like a true 50. Injury Frequency - 50/50 - Still being looked at, no set value just yet. Injury Severity - 50/50 - Same as above, still being looked and no set value yet. GK Ability - 42/42 - No real complaints here. It has room to go lower, but too low and the GK will duck below shots when he should be staying upright. Marking - 50/50 - Happy to be able to move this up for the user from the previous 40 value. With the adjustments to the lines, the even marking now lets the CTT's to take place and bring in a bit more individuality from a defensive point of view. The CPU's auto-passing is lessened, so the user's defense has a fighting chance in the defensive third instead of being dominated constantly. Run Frequency - 50/50 - Does what it should, and is still a bit strange to have it this high. Lowering will sometimes cause more tiki-taka rather than a more controlled approach, so higher pass % that way. As Orion always says, keeping it closer to default does allow the CTT's to stick out a bit more, so we'll go with that unless things go awry. Height - 52/50 - Gives the user just a slight bump in their defensive presence. The CPU plays like they're on a 60 height because of how well they react to the ball, so again we need to balance things here. Length - 50/50 - Love this change. Oddly enough it's a basic one, but we've been all over the map, and the concept is simple. Lowering the value under 50 seems to promote more passive play by the User's teammate AI. The thinking here is that the defensive line places a priority for the midfielders to go mark the forwards. So once the forwards get past the midfield, like they do on lower lengths, the midfielders are dropping into the position of the defenders, so the as a result - the defenders don't have a big emphasis to do anything. With the length increase, we now see an increase in attention and reaction. In addition, the increased length lets the players to "meet" and thus create more physicality. More players in the passing lanes is always a catalyst for more variety as well. Width - 48/48 - Have kept this value for a bit. Don't want to go too wide because then it takes players out of those passing lanes, and the CPU will just pass the ball forward as quick as possible. FB Positioning - 50/50 - One of those values that is a bit temperamental, and can affect the value of run frequency. Would be a bit of a balancing act, and the CTT's seem to control the way teams attack anyways, so no need to look into this area too far. FT Control - 55/55 - Good balance of bad touches, touches under pressure and with the user's Sprint at 51, it allows the user to have a fighting chance in 50/50 challenges. Can see some great tussles and physicality as a result. FIFA 18 Operation Sports Sliders | Version 2 World Class/Legendary, 10-15 Mins, Slow Speed Sprint Speed - 51/51 Acceleration - 50/50 Shot Error - 50/50 Pass Error - 60/60 Shot Speed - 45/45 Pass Speed - 35/35 Injury Frequency - 50/50 Injury Severity - 50/50 GK Ability - 45/45 Marking - 40/50 Run Frequency - 50/50 Height - 50/50 Length - 45/45 Width - 48/48 FB Positioning - 50/50 FT Control - 55/55 FIFA 18 Operation Sports Sliders | Version 1 World Class/Legendary, 10-15 Mins, Slow Speed Sprint Speed - 50/50 Acceleration - 50/50 Shot Error - 50/50 Pass Error - 50/50 Shot Speed - 51/51 Pass Speed - 50/50 Injury Frequency - 50/50 Injury Severity - 50/50 GK Ability - 51/51 Marking - 55/55 Run Frequency - 15/15 Height - 50/50 Length - 50/50 Width - 50/50 FB Positioning - 50/50 FT Control - 55/55 *If you would like to be included in this list, please post your Twitch info* https://go.twitch.tv/matt10l - Nightbot is actived, type into the chat !sliders , and the current set will be displayed https://go.twitch.tv/goblue81188 https://go.twitch.tv/Laxing_ https://go.twitch.tv/papinho811 https://go.twitch.tv/papinho811 https://go.twitch.tv/Hunkerdownuga https://go.twitch.tv/papernut4991
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Youtube - subscribe! Last edited by Matt10; 03-24-2018 at 01:18 PM. |
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09-12-2017, 02:40 PM | #2 |
MVP
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Re: FIFA 18 OS Community Sliders
Ball is still small and delay on the buttons only played 2 games tho lol
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09-12-2017, 02:44 PM | #3 |
MVP
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FIFA 18 OS Community Sliders
Positioning is good, game looks good, feels nice on the ball, also the car stayed back with the instruction for a change
Sent from my iPhone using Operation Sports Last edited by Aaron458f; 09-12-2017 at 03:05 PM. |
09-12-2017, 03:08 PM | #4 | ||||||||||||||||||||||||||||||||||||||||||||||||
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Re: FIFA 18 OS Community Sliders
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09-12-2017, 03:11 PM | #5 |
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Re: FIFA 18 OS Community Sliders
Also, in case anyone asks, the demo doesn't seem to have sliders, but we can at least start addressing what to look at if need to. Good to play default as well as the goal is always stay close to default, unless absolutely something stands out.
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09-12-2017, 03:13 PM | #6 |
MVP
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Re: FIFA 18 OS Community Sliders
Yeah meant cdm auto correct lol @matt10
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09-12-2017, 03:49 PM | #7 | ||||||||||||||||||||||||
MVP
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Re: FIFA 18 OS Community Sliders
Playing pes demo really made me see how small the ball in FIFA is. Frustrating, but can't wait to get my hands on it tonight Sent from my Nexus 6P using Operation Sports mobile app
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09-12-2017, 04:39 PM | #8 |
Pro
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Re: FIFA 18 OS Community Sliders
What, two weeks before Christmas and you've already flipped out the shopping list for dinner. hah
No condemnation though, i like the excitement. |
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