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
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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.
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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?
What made it so hard?
What do you think should happen?
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 following
OP Set + BetaV3
Sprint 51/50
- As mentioned, this helps the user from getting barged off the ball, also creates some nice physicality.
Pass Speed 45/30
- Reluctantly changed down even lower, but just for the CPU. The CPU will still use driven pass, but now their passing is a lot more manageable for the user defense. It doesn't stifle their attack at all, and maintains variety.
Marking 50/50
- With the lower pass speed, and the length adjustment (below), the marking value can now be balanced out, and let the CTT's to show. Marking is such a crazy value, relative to the run frequency, so I already went down that rabbit hole - definitely don't want to again.
Length 50/50
- The difference maker. I discussed this in the stream, but when lengths are under 50 it basically does two things. First it never lets the players "Meet" together. One side is always retreating, while the other attacks, and so forth. Second, it creates this passive mentality by the defensive line that basically prioritizes the midfielders to go mark the attackers, instead of the defenders meeting them. The increased length also allows proper spacing and marking, not to mention the runs into the box are much better.
So, you may be asking if BetaV3 is voted as good to go, then why are we adding on to it?
Frankly, the user's defensive line plays completely different than the CPU. This imbalance was enough to need to look things over.
I will be closing down the poll, and add these values into Version 3. I feel that good about them. Enjoy!
10/12/17 -- 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.
[COLOR=rgb(255, 0, 0)]BetaV3[/color] - 50/50 - Realized that 51/51 is too much to get discrepancy between players. Fast players were getting caught too easily, etc.
Acceleration - 50/50
Shot Error - 50/50[COLOR=rgb(255, 0, 0)]BetaV3[/color] - 52/52 - I think it was Jhedges that found this shot error at 52 to be a nice balance of terrible misses, solid finishes and chances for the spectacular.
Pass Error - 60/60 - We liked the decision making here from the CPU, without hurting the variety.
[COLOR=rgb(255, 0, 0)]BetaV3[/color] - 55/55 - Think it was Jimmymeatball that suggested this value, and it seems to be solid so far. The key with this lowering of pass error is because the crosses by the CPU were just horrendous. Not as bad as years past with constantly going out of bounds, but more so that every cross went to the keeper, or just looped up in the air illogically.
Shot Speed - 45/45 - Kudos to Josh here, fantastic find. Loving the shot animations and the power on the shots still. Really great.
[COLOR=rgb(255, 0, 0)]BetaV3[/color] - 50/50 - It was getting a bit laboring with the low shot speed, especially since EA tuned the goalkeepers to save more easily. Needed a bit more of that "oomph" to the shots as well, and now, relative to the shot error, it looks good.
Pass Speed - 35/35 - Probably the breakthrough here thanks to balla. It not only slows the pass speed (Driven pass), but also slows down the animation speeds of all players. Very nice find, and allows us to modify the other values accordingly.
[COLOR=rgb(255, 0, 0)]BetaV3[/color] - 45/40 - I know there is a good reception for 35/35, but for me, I felt the ball just dragged on the surface. The CPU is lower here because they love driven passes.
Injury Frequency - 50/50
Injury Severity - 50/50
GK Ability - 45/45 - Kudos to Josh here because the saves, relative to the shot speed, look much more in sync and less twitchy. Seeing some nice save animations and adequate, realistic, goals given up.[COLOR=rgb(255, 0, 0)]BetaV3[/color] - 42/42 - Lowered just a tad to make up for the GK saving everything under the sun. Still may need a look because they tend to catch every side footed shot that is headed for the top corner.
Marking - 40/50 - The discrepancy is because the CPU defense is fine, so there is no need to adjust their values away from default anymore. The user's, however, is a bit more chaotic at default. The defenders tend to turn their back and follow the attackers deep into the box. With this lower marking approach, it allows more calmness defensively, and not have the users defenders running around aimlessly. More zonal look means less of chasing an attacker out of position, and more opportunities for offsides.
[COLOR=rgb(255, 0, 0)]BetaV3[/color] - 40/51 - Started to see Defensive Angle Animation (DAA, when the defending CPU player takes a terrible angle to the ball, most of the time happens to high aggression teams). As a result, marking just got a bump in marking to 51. On the user side, 40 is still solid, and as Gnemi said, it allows the user to make the defensive decisions versus higher marking where the teammate AI just wants to follow players everywhere.
Run Frequency - 50/50 - With the adjustment to pass speed, and the line values, there is no need to handicap the CPU with a lower run frequency. Thankfully the driven pass is lessened, so now the CPU has to find these players that are making their runs. In addition, it was found that the run frequency affects some physicality chances as well, since on a lower setting, there are not enough players up the pitch - thuse not enough opportunity for physicality.
Height - 50/50[COLOR=rgb(255, 0, 0)]BetaV3[/color] - 52/50 - Bumped up slightly for the user as the defensive line just could not reach the CPU's attacker. Now, they are at least much closer, and it is up to the user to make the next move. Yes, you may still have to manually move the CB, but there will also moments where they get there on their own.
Length - 45/45 - Bit the bullet on this one, reluctantly, as we did not want to modify any line values. Enough was enough though as the length of the pitch was too far decompressed, and resulted in 15-30 yard passes with ease, and to feet. This change, relative to the set, has now allowed a bit more opportunity for physicality and more actual build up.
[COLOR=rgb(255, 0, 0)]BetaV3[/color] - 45/44 - Very subtle change, but made a big difference in the CPU's attack. They are more calm, less direct, and actually pass the ball back if they don't have any options forward. It's not to say they won't use driven pass, but at least there will be times where the CPU attacker picks up the ball in the defensive third instead of top of the box constantly.
Width - 48/48 - Lowered this just a bit to compliment the adjustments to length and pass speed. The driven pass tends to occur in more width in the midfield, so lessened the space has helped quite a bit. Have to pay attention to the FBs getting too cramped though, but this should be okay relative to the run frequency and marking settings.
FB Positioning - 50/50
FT Control - 55/55 Allows for a slight bad touch on occasion, and separates quality players form lower level.