►Brief History and Origin:
We have been working on FIFA sliders since FIFA 15 as a community. The goal is always to achieve the closest realism the game gives us.
►How we test:
Always in Career Mode. You are investing in sliders for a reason, and most of the time that is to play in Career Mode. So, it only makes sense to test in that same environment. With so many values to be looked at, and those values being in 1 point increments, it is very easy to come up with multiple versions of sliders. We will always test on Default first, then identify the main areas to look at. From there, it's about collaborating and finding workarounds for those problem areas. With sliders, it is always a balancing act, fix one thing - potentially break the next.
►Helpful Reminders:
As always, remember that the thread moves very fast. I will do my best to update this Original Post as much as possible. I have learned a lot about how to be the "project manager" of this whole thing, so if I do not respond to every post, it is either because it got lost in the shuffle, or that replying to it would deter the thread from achieving the goal of establishing a slider set.
►The Main Rules of the Thread:
1. Do not post your own full set. This deters the entire thread. All slider values are relative to one another, so if we see a value like 30 pass speed with a line length of 70, then that's not relevant to someone using a 50 pass speed with a line length of 35. It's better to leave it out of the thread, and create your own.
2. Feedback in Animation. The Match Stats only give so much information. Telling us the CPU has 99% passing is not helpful. Were they passing the ball through the backline the entire time? Details are important, and throughout the years I have asked for details in animations. What this means is simply "What do you see"? Is the CPU having that high passing because your defending players are too slow? Too far away? Too wide? In the end, VIDEO NEVER LIES, so if you have video to provide - please do so. That will save so much time and less of a Q&A.
3. We are not your customer service. This is a collaboration space. No-one is being paid here by EA. Provide feedback because you want to help, not because you feel entitled to let us do all the hard work and you sit back and criticize.
4. Respect each other. Thankfully, we have not run into this issue as much, but there have been times where it's close. First, regarding myself, I am the project manager here. What that means is I am going for a goal, and discussion about conspiracies, theories or ET is not going to be helpful. Secondly, we all have opinions and some know how to filter them, some do not. There is a message there, so do not get offended if someone disagrees with you. We love the game, and just want what is best for it - so keep it civil!
5. Please keep general impressions in the FIFA impressions thread, not here. This is a solution based thread, and general complaints will be ignored. We understand each iteration of FIFA has issues, what game doesn't, but we are given the tools to find workarounds. Remember, this is a slider thread, which means the sample size of play is significantly increased. Chances are if you are having an issue, we have most likely looked at it.
►FC25 Tactics (from Coach):
Quote:
My only caution about Custom Behavior sliders is that there is a LOT going on between Tactics, FCIQ and sliders this year. Losing some of that variability with a custom set of these sliders might not get the desired results. I have had teams at build up speed less than 10 play totally different from each other still. Yeah sometimes a bit too passive other times too aggressive. Just like real life. You ever yell at your club to "MOVE THE BALL FASTER" still seeing dynamic give me the most variety and play style variation that makes using my tactics and playstyle and changing it mid game worthwile in a way I haven't in previous Fifa's. There is stuff going on under the hood we still don't fully have a grasp on.
-------------------- Here is a list of the CPU Behavior Sliders that have been customized by some OS Community forum members (thanks to Vanuatu for compiling the list):
Right, we had felt really good about Beta 6, but there was something missing. We can't fix the low-blocks, but we continue the pursuit of creating more resistance. I know it's tough to ask users to play a certain way - or essentially handicap themselves (aka house rules), so the goal here is to allow the user to play freely, but still get enough resistance throughout the pitch. As a result, we have to set up a base recommendation rather than a considered range like previously. This isn't to say the base recommendation is the 'be-all-end-all', but we need more objective testing to be done and the only way to do that is remove more variables such as the range suggestion for Sprint/Acc.
So, the values changed here are just slight from beta 6, which is encouraging.
Sprint/Acc: User 35/52, CPU 40/52 (WC/LEG/ULT)
This combination works really well because the Sprint 40 is the threshold in which the CPU becomes threatening, and doesn't give up defensively. The acceleration at 52 sparks that reaction to the ball, which can be more physicality, more interceptions, just overall more effort in reacting to the ball.
Shot Error: User 75 (LEG/ULT), CPU 75 (LEG)
Raised shot error for the User and CPU on Legendary, and just the User for Ultimate. Good shot variety from not every contact point is on the laces and perfectly struck. Just more human-like approach that is well needed. If you play shorter halves, reduce these values of course.
Marking: 52/52 (WC/LEG/ULT)
This value may not have been 100% necessary, but it keeps everything intact based on what we've learned from the Sprint/Acc combo adjustment above.
FT Control: 90/90 (WC/LEG/ULT)
Consensus here is that it was too high before on 95, resulting in handballs and the ball popping upwards too often. This should still create some of those effects, but allow a bit more calm overall, while still ensuring the ball is alive.
Thanks again for the testing and feedback, everyone. Remember to follow the feedback criteria as well!
Okay, here is Version 5 Beta 6. The goal here was to bring back some more of that compression we had pre-patch, but still allow those 1v1 battles to happen. This set really focuses on that because we can't fight it anymore - especially when the game has tried to become more open when we raise the marking value.
First adjustment is reducing the acceleration. While 55 and 58 acceleration were good, they just aren't as viable as an option any longer for the sake of animation speed. If you can tolerate the speed in animation, go for it, but we've moved on.
Sprint remains at 35 or 40, those seem to be the thresholds that are best. 35 Sprint allows all players to sprint, while 40 is where the CPU seems to click into their highest gear (that's acceptable for animation speed) of being engaged. If one wanted to fashion a challenge on WC, setting up with a Sprint of 35/40 could be a viable option. That said, 35/35 Sprint is just as good for WC as it is for Leg. Remember, it's all going to be personal preference at the end of the day.
Marking is where things change a bit, but that's only because we've created a discrepancy in width at 49/51. This is a key value because width is a side-to-side marking tool and height is a upfield marking tool, so when adjusting width, we now get players getting pushed into different spaces that can help cover more passing lanes. This is a battle against the low-block teams where we cannot do anything in the sliders to make the defensive line step up sooner, so the next best battle is to get more of a midfield. In order to do this, we had to reduce marking to 52 for WC and 50 for Leg/Ultimate as those difficulties have a bit more sharp defensive 1v1 compared to WC that has a chance of over-pursuit/DAA. The real key visual is the central mids not running into eachother's "zones". They may overrun higher up the pitch, but not as much should be in their own defensive third, where it matters the most - especially if playing against a deep defensive line.
Run Frequency is a big chance as well, but this has been a pleasant change. Not because we want less runs, but we want the runs relative to the tactics of building numbers. On higher run values, the tendency was players would run into each other's passing lanes and it would confuse defending players at times, to the point the animation would be a quick sprint backwards or sideways. Again, the goal is to accept that these 1v1 battles will happen, and getting players into their right positions is the only way to ensure that happens.
Length gets an adjustment as well because the spacing has been a bit too much on 40 post-patch. 30-32 is too low, especially in transition where central midfielders practically instant retreat to the safety of their own defenders. As a result 35 is the happy medium where the spacing is just enough that tactics can breathe, but players can still feel pressure relative to the chosen tactics. the crossing positions are good as well, with a chance of being offside to boot. The runs into the half-spaces can occur, but the width discrepancy allows those spaces to be well marked as well depending on the tactics/quality of players, etc.
FB Positioning dropped all the way to 50. This wasn't because they were so high up the pitch, but more so that we again are trying to isolate 1v1 positions, and the more players running into the specific spaces of other teammates, will just cause havoc and indecision defensively. With it at 50, we defer to the tactics and let the 1v1s still happen because the correct runs are being made due to the RF at 1/1.
Lastly, FT Control is at 95, a bump from 90. This is to combat the driven passes that the user can take advantage of and the CPU tends to use - especially against low block opposition. This is a tough pass to control IRL, so there needs to be some chance of punishment for trying it.
Hopefully this can set us back on the right track. Keep the feedback coming. Remember to include the following format in doing so:
We are just about done, right in time for the Title Update that promises some improvements to gameplay. I think it's important to stress Sprint/Acc preference. Thanks to Woods for recommending 40 Sprint in particular as that has helped those who have felt the CPU struggled in the attack.
Here is the insert/comment I plan on including for the final set:
"Sprint and Acceleration are going to come down to personal preference. The ones here are thresholds, or breaking points of change, so each value has their pros and cons.
35 Sprint = Slightly slower sprinting animation, CPU attack not as threatening, but can still get job done.
40 Sprint = Faster sprint animations and feel, CPU attack is threatening, user can feel a bit out of control defensively.
55 Acceleration = Allows better reactions and anticipation defensively and in 50/50 situations. Defensive line in low-block tactics are not as sharp.
58 Acceleration = Allows better reactions and anticipation defensively and in 50/50 situations. Best reactions in defensive low-block tactics. Slightly faster animations compared to 55."
Along with that Sprint/Acc, we are going to include Ultimate difficulty as it's been enjoyed by a couple community members and testers.
GK Ability to 51 from the "under 50" values is the way to go from now on. We just can't get the sync the way we want it, and it's better safe than sorry in "hoping" for animations to play out as late reactions with those under 50 values. 51 GK has been playing quite well overall - but let's still get some eyes on it.
That's all for now. We're almost there, let's hope the TU supports the changes and doesn't go against them. Report feedback as always! Thanks!
Timestamp: 11/4/24
Great job everyone in testing the Beta 3 set. We are now near completion with Beta 4, which is probably going to be one that needs the most eyes on it for the GK Ability more so than the 90 FT change.
The 45 WC, 42 LEG, GK Ability values are geared to just normalize the keeper behavior a bit more. When we dropped to 49 shot speed, the keepers started to misjudge the ball flight more often. Shots right at them were followed with odd animations such as sticking out a hand, then pulling it back in, only to push it out again. It's been as if the GK is ahead of the ball flight, which is why they look silly because they are already in good position initially.
So lowering the GK Ability is essentially dropping their timing and reaction a bit more so they are not so far in front of the ball's flight - and can react in a more realistic manner. Note that point blank save attempts shouldn't be judged as intensely as most keepers just find a way to make themselves big and hope for the best.
FT Control is in-line with what has been discussed in the thread where we get just a tad less ball bouncing straight up, but the value is still high enough that the error is still strong and the ball must be controlled.
That's it, report back your findings! Also provide context on what Sprint/Acc combo you use as that makes a BIG impact to the way teammate AI and CPU react/defend. I personally am using 32/58 Sprint/Acc and haven't looked back since.
I think we are on the right track with Version 5 Beta 2. Now let's start grinding it a bit more with some specific adjustments to finalize into Version 5 complete.
Sprint/Acc combo - which is best? 35/55 or 32/58? We need to keep an eye on Sprint capabilities on 32, and speed in animations/reactions on 58 acceleration.
GK Ability - WC 49, Leg 48 - So far it seems to help the keepers being too ahead of the ball flight where they end up looking a bit suspicious with their save animations. This is an attempt to sync them back up with the Shot Speed of 49.
Marking - Leg 68 - Dropped from 72 as marking on Legendary seems to be stronger than on WC.
Line Width - 48 (WC, Leg) - Helps with getting players tucked in goal-side a bit more. At times we were seeing defenders marking no one because they were so wide.
Please report back with your findings! Thanks.
Timestamp: 11/1/24
Here is Version 5 Beta 2 for everyone to test.
The focus here was trying to accomplish the same thing as Beta 1, but with a bit more emphasis on good spacing. So the width test is gone, and it's just now reverting back to 50 to allow preset tactics to take over.
The big value change here is acceleration bumped from 50 to 58. This was after watching some older FIFA videos and reviewing some of them that had high acceleration, FIFA 23 in particular stood out. We know acceleration serves as a pace value, but it also controls reactions and intensity - but it's always a tough balance to get the game playing without the wonkiness, or twitchy speed, that comes with adjusting this value higher. There is some calm in knowing that Sim Mode uses 55 acceleration, so raising it to 58 wasn't completely out of the box. What raising it does do is an increase in reaction speed, better 1v1 battles (yes, this is the game's design) and more fight for 50/50 balls as a result.
I have been forcing myself to play on the crappy classic camera as I wanted to get to the point that the game's positioning looked good enough. The raise in acceleration accomplishes this as one part, but the other eye sore was the pass speed and how it kept the ball on the deck without any life. We know 45 is an eye sore on the other side, so meet in the middle with pass speed at 42, now we have the bobble of the ball, the need to master it (especially with a raise in FT) and better deflections create better 50/50s.
Shot speed was another eye sore, at times the ball would scream off the screen and somehow the keeper could save it. Just didn't look realistic, on any camera. This adjustment needs to be sampled a lot more with keepers at 50 as there's some reports of weird keeper animations, in particular where the ball is going right at them and they don't move naturally. Just something to keep an eye on.
FT Control was something that I feel just needs to be done. If we can't have a higher pass speed that makes the ball come full alive, then we have to meet it the rest of the way with the max FT possible. Too often the ball stays on the deck and driven passes are controlled with ease. So raising this value just creates more randomness from a very rigid positional game.
So, here's another attempt to get some competitive play and some real footy representation - let's hope. I've included two videos that show the play. First is WC against a low block, second is Legendary vs a fairly aggressive CPU.
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Version 5 Beta 6 + Version 5 Beta 7 Testing values:
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Thanks to discord testers: bman, laxing_ , Hapa90, jrn, TopSide, atsmash, Aaron458f, goblue8118, QB,Urkaun
-------- FC 25 OS Community Sliders website:https://ea-fc25-community-slider-zt8hywd.gamma.site/
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Version Logs
Spoiler
Timestamp: 10/30/24
Okay, everyone. I've got Version 5 beta for you to test. Only 4 values changed, but I feel these are really key values.
Before I post the set, I want to stress that the objective of this set is to bring back some of the retro PES days, in particular PES 5 for me. That game had brilliant ball physics, but it also had terrible positioning at times. What it did to make up for that was the closedown rate and aggression to get the ball.
At the moment, I don't fear the CPU stealing the ball from me. I can move the ball about, turn, and move the ball about some more. It's practically the same for them. Against deep line teams, it's simply passing forward to my striker and I'm able to turn and run for 20 yards while their defenders retreat into their box.
So what sacrifices have to be made here? Well, look at PES 5 as an example, look at the radar itself:
What sticks out? What about that blob of red circles? Does that look like "proper" positioning? More like my 1st graders back in the day (who are now my U10's).
Did the game play brilliantly despite that? Absolutely. Players spread out at the right time, pressured at the right time, and congested the pitch.
Despite dropping the width value significantly, as low as 20 in testing, the width of the pitch still expands enough that it never looks like a blob on that radar. So, I'd say we're safe to experiment and in this case drop the width significantly, but also re-raise some other values.
Marking
Line Height
then we lower/even-out:
Line Length
Line Width
The majority of the testing was done on Deep 25/30 teams, and various leagues. Eventually high aggression and balanced teams were tested, but not as much as a sample size.
The main objective here was to create that sense of fear in losing the ball that PES 5 used to do for me. Sure, there's space to occupy, maybe space for my outside back to run into and behind, but while I'm revving up the powerbar, I'm getting tackled or being pushed off balance. The middle of the pitch is highly congested that driven passes are still challenged, and against aggressive teams...watch out.
So, here's the Version 5 Beta. Remember the objective. Positioning is one of those focuses that has absolutely killed the game and I'm tired of fighting this illogical game's mechanics (FCIQ, Preset Tactics, Roles) and poor execution.
Also:
Here's my 4 hour stream from earlier today after establishing the posted set. I still went back and forth on some values to test as the testers were taking part in suggestions/analysis.
Timestamp: 10/27/24 - Version 4 updated - Sprint from 30 to 35, Acceleration to 50, Pass Error from 58 to 55 for WC, Pass Speed from 45 to 40.
Thanks to everyone that provided feedback on Version 3.
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Sprint Speed - 35/35 (WC, Leg)
We have updated this value to 35 as that is a more agreeable value from the community and testers. This allows every player on the pitch to sprint with some minimal outliers.
Acceleration - 50/50 (WC, Leg)
With the increase in Sprint, we can normalize the acceleration value back to 50, which will help to solidify player's movements overall. While we would love to go under 50, it starts to conserve stamina unrealistically.
Shot Error - 70/68 (WC), 70/70 (Leg)
We have increased the shot error to make shots more human-like, which are not always going to be perfect on the laces strikes. This allows players to stand out based on their ratings, but also ensures plenty of variety when both the User and CPU strike the ball.
Pass Error - 55/55 (WC), 58/58 (Leg)
With an increase in pass speed, we had to adjust the pass error so that there is not only variety in the ball contact, but also the pass variety. We still want the CPU to be competent in their attack, but not to the point that every pass is the same to accomplish that.
Shot Speed - 50/50 (WC, Leg)
This value has not changed as it impacts the goalkeeper animations, which is a delicate area as it is.
Pass Speed - 40/40 (WC, Leg)
The value at 45 was too high and as a result we have dropped it to 40 value, but reduced the pass error for the WC level. This allows the total ball speed to reach a possible maximum of 50 rather than before it would reach speeds as high as 60-65 with driven passes.
Injury Frequency - 90/90 (WC, Leg)
The value is lower here as it seems best to provide more variety of injuries that can range from broken toes to torn ligaments.
Injury Severity - 20/20 (WC, Leg)
Good amount of injuries that paired up with Injury Frequency 90 results in variety of injury types (no cure for the broken toe) and duration (leaving the game, able to come back on, etc).
GK Ability - 50/50 (WC, Leg)
No adjustments from default or previous versions as the animations relative to the shot speed are intact.
Marking - 52/52 (WC), 50/50 (Leg)
This value has been dropped from before (70) as defending players had a tendency to follow their assignments too far out of position. The slight adjusted value from default allows the tactics to stay intact, while still providing some needed aggression in defending.
Run Frequency - 30/30 (WC, Leg)
Previously this value was at 70, so the adjustment to 30 has been one that allows the game to stay within tactics and less full-on streaking runs up the pitch, but also bring the crossing positions to be better from the intended targets. At higher values, the forwards, for example, would run well past the defensive line, resulting in not being an option to be crossed into.
Line Height - 58/58 (WC, Leg)
This value has been lowered from previous of 75 to bring in the depth of the midfield when paired up with multiple defensive line Tactics. If a team is high line, such as 95, and the gameplay slider is above 60, the midfield can be easily bypassed (bursting on World Class) which introduces the defensive line sooner. If the value goes lower than 55, the low defensive line tactics, such as 30, result in too big of a gap between the midfield and defensive line.
Line Length - 42/40 (WC), 42/42 (Leg)
There is a discrepancy for World Class as the goal is to prevent bursting through the midfield. Putting the CPU value lower allows the CPU to face-up sooner and get into a defensive position. The length value at 40-42 compliments the Line Height of 58 and Width of 48 in a good fashion to bring in the midfield length to compress and decompress relative to the ball's position.
Line Width - 48/48 (WC, Leg)
The value has been increased slightly to balance the height and length to keep players goal-side defensively, but not so wide across the defensive line to the point spaces can be exposed. The narrow width allows for defensive shape to shift rather than stay stagnant, which reduces exposed spaces that should happen naturally in the flow of the match.
FB Positioning - 85/85 (WC, Leg)
This value was raised to help the fullbacks in transition so that they are not immediately retreating on 50/50 balls or clearances. The value is not made higher either as we do not want to expose the same spaces in every attack, or counter-attack.
FT Control Error - 60/55 (WC), 65/65 (Leg)
There is a discrepancy on World Class to help the CPU's ball retention as it can be easy to tackle the ball carrier at times. These values still work well with the pass speed of 40 as there is still error in the touches, but players will have potential to stand out accordingly.
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Changelog & Updates:
Timestamp: 10/24/24 - As mentioned earlier, here is the mini-website that we will share, so please save the link:
We had to acknowledge that the game's default settings have shifted somewhat. This involved revisiting prior values and re-evaluating matchups to ensure they remain balanced. The main thing is World Class started to reintroduce some bursting capabilities for the User, so we had to make adjustments there with acceleration, marking and a length discrepancy.
The concept of "FCIQ" needed a closer examination in relation to how teams are set up tactically and if their on-field actions are logical. Roles play a crucial catalyst in determining player positioning on the pitch, so we had to re-evaluate some values to ensure they are accurate or require adjustments.
Our testing team conducted trials using Tactical, Dynamic, and "Custom 50's" settings (selecting Custom and leaving all values at 50). The assumption is that Custom 50's serves as a neutral starting point, still affected by Preset Tactics, FCIQ, and Roles. Dynamic does what it's designed to do, offering a range of CPU Behavior sliders for each match, while Tactical utilizes preset values for each team.
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Sprint Speed - 30/30 (WC, Leg)
We decided to modify this value to be lower as we have increased other areas such as pass speed. This value allows there to be a difference felt between players, both in sprinting, and in general movement on the pitch.
Acceleration - 51/52 (WC), 52/52 (Leg)
Post-update we found that it was too easy to burst through the lines on World Class when the CPU value was at 50. The values were evened up all around to provide equal ability to reach the ball. Drop this value for the User or raise for the CPU to make more difficult. We do not recommend going under 50 as this will impact stamina depletion (under 50 more stamina, over 50 less stamina).
Shot Error - 70/68 (WC), 70/70 (Leg)
We have increased the shot error to make shots more human-like, which are not always going to be perfect on the laces strikes. This allows players to stand out based on their ratings, but also ensures plenty of variety when both the User and CPU strike the ball.
Pass Error - 58/58 (WC, Leg)
With an increase in pass speed, we had to adjust the pass error so that there is not only variety in the ball contact, but also the pass variety. We still want the CPU to be competent in their attack, but not to the point that every pass is the same to accomplish that.
Shot Speed - 50/50 (WC, Leg)
This value has not changed as it impacts the goalkeeper animations, which is a delicate area as it is.
Pass Speed - 45/45 (WC, Leg)
The biggest change is an increase to pass speed. The finding here is that this brings the ball itself to be more lively. More passes into space and thus an emphasis for ball mastery rather than the ball just sticking to players' feet. In addition, this increase also results in more pace on crosses with regular crosses rather than needing to use button combinations such as R1+L1.
Injury Frequency - 90/90 (WC, Leg)
The value is lower here as it seems best to provide more variety of injuries that can range from broken toes to torn ligaments.
Injury Severity - 20/20 (WC, Leg)
Good amount of injuries that paired up with Injury Frequency 90 results in variety of injury types (no cure for the broken toe) and duration (leaving the game, able to come back on, etc).
GK Ability - 50/50 (WC, Leg)
No adjustments from default or previous versions as the animations relative to the shot speed are intact.
Marking - 52/52 (WC), 50/50 (Leg)
This value has been dropped from before (70) as defending players had a tendency to follow their assignments too far out of position. The slight adjusted value from default allows the tactics to stay intact, while still providing some needed aggression in defending.
Run Frequency - 30/30 (WC, Leg)
Previously this value was at 70, so the adjustment to 30 has been one that allows the game to stay within tactics and less full-on streaking runs up the pitch, but also bring the crossing positions to be better from the intended targets. At higher values, the forwards, for example, would run well past the defensive line, resulting in not being an option to be crossed into.
Line Height - 58/58 (WC, Leg)
This value has been lowered from previous of 75 to bring in the depth of the midfield when paired up with multiple defensive line Tactics. If a team is high line, such as 95, and the gameplay slider is above 60, the midfield can be easily bypassed (bursting on World Class) which introduces the defensive line sooner. If the value goes lower than 55, the low defensive line tactics, such as 30, result in too big of a gap between the midfield and defensive line.
Line Length - 42/40 (WC), 42/42 (Leg)
There is a discrepancy for World Class as the goal is to prevent bursting through the midfield. Putting the CPU value lower allows the CPU to face-up sooner and get into a defensive position. The length value at 40-42 compliments the Line Height of 58 and Width of 48 in a good fashion to bring in the midfield length to compress and decompress relative to the ball's position.
Line Width - 48/48 (WC, Leg)
The value has been increased slightly to balance the height and length to keep players goal-side defensively, but not so wide across the defensive line to the point spaces can be exposed. The narrow width allows for defensive shape to shift rather than stay stagnant, which reduces exposed spaces that should happen naturally in the flow of the match.
FB Positioning - 85/85 (WC, Leg)
This value was raised to help the fullbacks in transition so that they are not immediately retreating on 50/50 balls or clearances. The value is not made higher either as we do not want to expose the same spaces in every attack, or counter-attack.
FT Control Error - 60/55 (WC), 65/65 (Leg)
There is a discrepancy on World Class to help the CPU's ball retention as it can be easy to tackle the ball carrier at times. These values work well with the pass speed of 45 as there is still error in the touches, but players will have potential to stand out accordingly.
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Thanks to discord testers: bman, laxing_ , Hapa90, jrn, TopSide, atsmash, Aaron458f, goblue8118, QB,Urkaun
-------- FC 25 OS Community Sliders website:https://ea-fc25-community-slider-zt8hywd.gamma.site/
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Spoiler
Timestamp: 10/20/24 - Going to get a bit more updated on the thread. We're testing some values within Version 2, but also expanding on it more. The main thing is the CPU's perception of what they can and can't do. It's strange that we have to help them so much more than previous years in accomplishing better attacks, but the progress so far has been encouraging. We have been testing different discrepancies so far, and from there reverse engineering back to original V2 values - then tweaking again.
We're working through it and should hopefully have something for everyone to test very soon. Thanks again for the patience!
Timestamp: 10/14/24 - May have to amend V2 for World Class though as I've just recently been testing 50 accel instead of the 55 accel. I've been under the FC24 mentality where we used acceleration to combat issues more. Instead, I think this 50-55 approach needs to be moved on. As a result, I moved accel down to 50/50 and now it's made WC much more competitive. The CPU stops their movement/frames sooner and position themselves defensively quicker.
I think this is the way to go. I'll try to get some video out, but in the meantime this is what I'm recommending so far.
10/12/24 - We've been testing all sorts of values since version 1 as that was a strong WIP set. This go around, we've had a bit more time reviewing dynamic/tactical/custom CPU sliders, and in the end it's just up to the user what they want to use for those values. These are the gameplay sliders to be used as a base, so please adjust what you would like.
I've provided some detail on each value chosen. At the moment we're at World Class and Legendary, and not sure other difficulties/variations are needed. In all honesty, and bluntly, a lot of us want to just play our Career Modes after a long stint of testing. Hope you enjoy!
------- Sprint Speed - 35/35 (WC, Leg)
Threshold to see Sprinting from all types of players, rather than on 34 and below where some players cannot get into full sprint speed.
Acceleration - 50/50 (WC), 50/50 (Leg)
Amendment from 50/55 WC to 50/50 WC. The finding is that on 50/50 acceleration, the CPU is more competitive and ensures their defensive position is in a better frame in 1v1 moments. The CPU stops their movement/frames sooner and position themselves defensively quicker.
Shot Error - 68/68 (WC), 70/70 (Leg)
Raised on both difficulties to get more error rather than perfectly struck shots the majority of the time. More variety the better, and much more rewarding in scoring/conceding goals.
Pass Error - 52/52 (WC), 55/55 (Leg)
Reduced this error value a bit more to get the World Class CPU more proficient in their passing, especially on reverse passes where the ball tends to just bounce up.
Shot Speed - 50/50 (WC, Leg)
Raised shot speed to reduce the effect of poor save animations such as the keeper making a diving save, then able to jumping up and catching the ball right after.
Pass Speed - 38/38 (WC, Leg)
Raised pass speed to help a bit more ping in passes, but not to the point every pass feels driven.
Injury Frequency - 90/90 (WC, Leg)
Good amount of injuries that paired up with Severity at 25 results in variety of injury types (no cure for the broken toe) and duration (leaving the game, able to come back on, etc).
Injury Severity - 25/25 (WC, Leg)
Good amount of injuries that paired up with Injury Frequency 90 results in variety of injury types (no cure for the broken toe) and duration (leaving the game, able to come back on, etc).
GK Ability - 51/51 (WC, Leg)
Raised GK ability slightly to help with some poor animations that would pop up like shots going right at the keeper, not stretching out enough, etc.
Marking - 70/70 (WC, Leg)
We had to keep this value after testing multiple lower values throughout. While we've raised height to help upfield pressure/positioning, marking has to be the aggressor for both User/CPU teammate AI to engage sooner.
Run Frequency - 70/70 (WC, Leg)
No adjustments away from version 1, but that doesn't mean it wasn't explored. With the rigid tactics/roles, any extra run is welcomed greatly to continue the build-up play immersion.
Line Height - 75/75 (WC, Leg)
Height is a big change from Version 1 where we were at 40 before, but now we're forced to get a bit more upfield pressure. We now see more pressure into the backs of midfielders to make for a higher necessity to produce some variety throughout the pitch. The height also helps push players into crossing positions, where before on lower values, the forwards would tend to get too wide, etc.
Line Length - 38/38 (WC, Leg)
Just a slight drop from the 40, but we want to keep the compactness paired up with the increased height.
Line Width - 45/45 (WC, Leg)
Bumped a bit to get less play down the wings, but more importantly it pushes the center-backs to meet the attackers sooner.
FB Positioning - 70/70 (WC, Leg)
Raised a bit to get the FBs in better positioning during transition phases.
FT Control Error - 65/65 (WC, Leg)
Still happy with this value, and works well relative to the pass speed for deflections, etc.
Timestamp: 10/4/24 - As we work into Version 2, there's been some discussion about CPU Sliders. I think Coach, aka aterry, makes a good point here that needs to be considered before diving too deep into the CPU sliders as a means to get more logic into the game:
Also fyi fouls aren't a tackle aggression issue, that slider wont help. Chasing fouls in sliders is a lost cause!
My only caution about Custom Behavior sliders is that there is a LOT going on between Tactics, FCIQ and sliders this year. Losing some of that variability with a custom set of these sliders might not get the desired results. I have had teams at build up speed less than 10 play totally different from each other still. Yeah sometimes a bit too passive other times too aggressive. Just like real life. You ever yell at your club to "MOVE THE BALL FASTER" still seeing dynamic give me the most variety and play style variation that makes using my tactics and playstyle and changing it mid game worthwile in a way I haven't in previous Fifa's. There is stuff going on under the hood we still don't fully have a grasp on.
A good source regarding the topic of tactics and even CPU sliders can be found here in thread led by Coach:
Overall, I know there's been an influx of discussion regarding CPU sliders, but I'd say just caution it a bit as we are still learning these behaviors and how they relate to tactics/FCIQ.
At the moment, we are testing using Dynamic as the main CPU Sliders option. It serves as the best balance compared to Tactical, which seems to be more rigid regardless of match scenario (winning 1-0 or losing 5-0, the CPU doesn't adjust).
Thanks everyone for taking part in good discussions. Keep providing your findings, but lets refrain from full sets on gameplay sliders and CPU sliders if possible until we're all pretty sure what ways to isolate behaviors for the CPU.
Timestamp: 9/28/2024 -
There's a lot to digest here, but at the end of the day the sliders are built to combat some of the rigid tactics that are presented in FC25. In particular the tactics and how the roles+focus of the players relate to them. A wide midfielder doesn't make runs off the ball, a holding midfielder doesn't take part in the attacks. Those are just some very few examples, and in thinking with tactical logic, it just doesn't make sense overall.
That said, there is a really good game in FC25. It has the making of one of the best FIFA's to date. So many subtle things. One of the best features for me is that lowering Sprint value of the sliders actually means the progression from jogging-to-sprinting animation is delayed, meaning we truly get jogging and calmer movements throughout the pitch, rather than a sprint-fest that has hurt previous iterations. I think this is what makes Simulation Mode such an attractive option. It uses a Sprint of 32, which embraces that jog-to-sprint delay, then it's a matter of the line settings. Where this slider set differs is the want to adjust other values like discrepancies in acceleration for World Class, pass error, pass speed of course. Then the length is significant where we don't want everyone retreating back to their preset positions so quickly, which turns into bypassing the midfield.
One of the most significant findings is Width at 40. Thanks to QB on this one, it allows the central defenders to collapse on the striker earlier rather than stay wide and leave them to receive and turn.
After that, we just made some adjustment to error values and maintain other line setting approaches with height and length.
Overall, this is a really good game that needs some adjustments for something that should never have needed it in the first place, which are tactics/roles/focus. If you don't adjust them, you can still have a good game, and there are teams out there that are well adjusted (Wycombe comes to mind with 3 box-to-box midfielders), but then you come up against teams like Watford that attack in a 5-2-3 and defend in a 5-2-3.
Enjoy the set, leave feedback after a couple games. Thanks!
Showing how the preset tactics + player roles + focus are changed to allow better balance throughout the pitch.
*Stuttgart is one of the biggest culprits of keeping the forwards high the entire time, so it's reassuring that the False-9 and CAM dropped back on defense and take part in 50/50 balls with the Berlin holding midfielders*
Really curious about what you cook this year. Played a little with the simulation sliders and it was pretty good. There are also some new CPU Sliders now (how aggressive they play and stuff).
It's that time of the year, boys! Super excited to see what FC IQ combined with Matt10 IQ can bring this year. About to play my first match, can't wait
Just a quick question, i tried to play the game for the first time and keep getting the following error: You do not have the necessary permissions to advance. did someone encounter this please? thanks
I bought the game because my local team as promoted again to LaLiga Hypermotion. This is the third FIFA that I can play with them.
My first impressions can't be worse.
The new tactics menu is good in concept, but bad gameplay wise.
I could make my playstyle better in FC24 than in the new game.
I can't adjust the wide of the team, the number of players that go into the final third, the number of player who goes to corner kicks... It's a disaster.
The biggest problem I have found so far is that players don't react to the ball or to the rival. They move according to what you've selected in tactics. But they are dumb as f***. Players don't have a perception of their space. It's horrible.
In my first match, I played with a 3-2-4-1. The midfielders were CMs, not CDMs. Guess what happened... Yes. They didn't defend the box! Like in FIFA 21. War flashes came to my head. At least turning them into CDMs fixed that. But you have to be careful with your tactics, or your player will break the game because he don't react to the opposite players.
Players movement give me FIFA 17 vibes. Not in a good way. It feels I'm not playing a PS5 360 movement controls. More like PS4 8 directions controls.
For the first time in many years im excited with a FIFA/EAFC game. Played 5 matches last night and they were fun and competitive. I play on Legendary but I felt the need to go back to WC for the first time since FIFA 16. Game feels harder this year, CPU is smarter. I went straight with the simulation sliders, didn't even test the default one.
It's not perfect though. One weird thing is that they removed the game speed option. Simulation sliders work with 55 acc so game feels faster than it should. But we still have room to improve with Matt's sliders and more so with the new only-CPU sliders which I believe will be a game changer.