Rookie
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Title Update 13 and 14 Gameplay Changes, Settings, and Slider Adjustments
Xbox Series X
Ultimate Difficulty Default Pace 10 Minute Halves
Version 9 Slider Set Devised from Version 9
From my experience with the game after Title Updates 11 and 12, between seventy-five and eighty percent of Legendary gameplay adjustments were also applied to Ultimate difficulty. Additionally, a number of reductions in CPU aggressiveness, constant wing-play, and similar attack vectors by every club occurred, resulting in Ultimate difficulty playing approximately ten to fifteen percent harder than Legendary. The period between Title Update 12 and 13 was the most competitive, realistic, and enjoyable time to date, since the release of the Beta version of the game. In my opinion, nearly everything has changed after Title Update 13 and 14, in terms of gameplay, difficulty, and playability. Below is a listing of changes that I have noticed, in no particular order of priority.
Game and Slider Settings: Stated in the Patch Notes for Title Update 13 personal settings, including slider adjustments were supposed to be addressed, however, there still are a number of settings that randomly change between gaming sessions. Most notably, pre-match settings changing from 'manual' to 'semi-assisted', camera angle zoom settings changing from zero to three, player indicator size changing from 'small' to 'default', and the continual modification of some CPU sliders from configured values to zero, primarily acceleration, marking, and first touch error. As mentioned in previous posts, at the start of every game session, I allow the game to log into the EA servers, check for a squad update and pause for thirty seconds for configuration files and data to update in cloud servers, then terminate the game and restart disconnected from the EA servers. Playing the game for more than a week without updating the save files in the cloud can result in a corrupt database, causing the career mode save to crash, and require a restart. On a side note, there are still instances where new squad updates do not appear in the main game settings menu, and must be updated by clicking on 'New Manager Career' instead.
Referee Logic and Bookings: Since Title Update 13, the number of CPU bookings, and unbooked free kick occurrences has doubled. From the beginning of the season, I have configured Referee Strictness to 'strict' to penalize the CPU for aggressive tackles, and add realism into the game. On average, the CPU would accumulate one red and four yellow cards every three matches before Title Update 13. Now, the CPU averages two reds and seven yellows every three matches. In addition, the placement of the ball by referees for unbooked fouls is glitched. One example, one of my user AI controlled players committed a minor offense near the opposing penalty box, however, the referee placed the ball directly on the front line of my eighteen-yard box, approximately seventy yards from where the foul happened. For the first time this year, I have reduced referee strictness to 'default', which seems to solve the problems, with the CPU still incurring some bookings when warranted.
CPU Incessant Wing-Play, Cut Backs, and Out-to-Touch Line Runs: After the two updates, CPU wing-play has again been restored to pre-Title Update 8 levels on Ultimate difficulty, even for Premier League squads that do not incorporate wingers (4-2-3-1 formations with three CAMs). To circumvent this behavior, I have increased the line width slider value to 58, and used in conjunction with the contain and teamate contain button, have limited wing-play to approximately thirty percent of matches. The increased line width positions the user players closer to the CPU attackers when driving down the sidelines, often closing them down forcing passes to the middle of the pitch, and limits the CPU abilities along the edge of the penalty box to make runs down the line towards the goal, or effectively perform cut backs with one hundred percent accuracy. The line width value is not a 'cheat' mechanism to completely thwart CPU attacks, merely to increase realism and limit nonsensical wing-play for clubs that primarily incorporate midfield play.
Marking Slider: Before Title Update 13, my marking values for both the user and CPU were configured to either 42 or 44 to promote scoring changes for the CPU, and realistic match results. From September through Title Update 11, my personal marking settings were between 48 and 52, as suggested by Matt and the development team. This increased marking value after Title Update 12, resulted in an unnatural number of nil-nil and 1-1 matches. As indicated in previous posts, user controlled bottom table clubs would successfully execute up to ten clean sheets in a row, even with a 42 marking setting. I have discovered that after the two most recent updates that the marking slider for both the user and CPU is flawed, and is now playing in-game between six and ten points higher than configured (i.e. 42 marking giving the perception of 50 or 52 marking witnessed before the updates). Currently, I have reduced the marking values of both the user and CPU to 38, effectively mimicing the previous 42 marking value. While many elite players would view this reduced marking value as unnecessary and allow them to score at random, for realism and the gameplay of average to above average players at the Ultimate difficulty level, the game becomes more playable.
Game Speed: The overall game speed has been increased in each of the last four updates for default paced matches; have not tested slow paced matches in the past five months for comparison. After Title Update 11, my configuration for sprint speed was reduced to either six or eight, and after Title Update 12, further reduced to two or four. Subsequent to Title Update 14, the sprint speed is now set to zero, breaking one of my personal tenets of having a slider adjustment ending with a zero or five. The gameplay is now barely adequate with the zero setting for ten minute halves.
Pass and First Touch Error Slider Adjustments: After each of the past four Title Updates, passing and first touch error values are having more effect on the CPU and user AI controlled goalkeeper than before. When the pass error value exceeds 54 the CPU players visibly begin incurring mistakes, and above 60, the normal offensive buildup and possession by top-flight clubs is encumbered. I personally configure the passing error to either 56 or 58 for both the user and CPU. The most dramatic effect in-game now is the first touch error value. If the setting is above 58, user defensive players are highly inclined to turn over the ball in the defensive third of the pitch from minor pressure, and the goalkeeper is three times as likely to push a save in the path of a CPU player, or punch the ball, instead of saving with hands. For most career mode saves, I have now reduced first touch error values to 52, which is displaying the same gameplay randomness as 58 to 62 was having prior to Title Update 11.
There are other minor slider adjustments that I have evaluated over the past two months; line height, line length, and fullback postioning, however, these values should be tested by everyone to meet their individual gameplay styles. I look forward to Matt and the development team posting new slider adjustments from their analyses of the changes in the Title Updates at some point, when time is afforded.
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