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EA SPORTS FC25 OS Community Sliders

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Old 09-21-2024, 11:32 PM   #33
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Re: EA SPORTS FC25 OS Community Sliders

Quote:
Originally Posted by DTunez
Am I the only one who feels like the game speed isnt consistent? One match I have sliders set which im very happy with and i have an enjoyable slower paced game. Then i quit the game and next time it feels really fast again, with the same sliders. Or am I going crazy?
Nah... it's probably cause you turned on weather effects, with certain conditions like rain or snow it's affects players speed.
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Old 09-22-2024, 02:26 AM   #34
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Re: EA SPORTS FC25 OS Community Sliders

Here's the base set that is 100% a Work in Progress. It could change tomorrow at this rate. We are discovering a lot of issues with Player Roles and their Focus that can dominate the Gameplay Sliders. Roles such as Wide Midfielder, Inside Forward, etc - they are preset (I call it pre-stuck) to behave a certain way regardless of what is happening around them. Inside-forwards do not help on defense, and neither to wide-midfielders. So we end up seeing a lot of players just staying up the pitch or not wanting to move away from certain thirds of the pitch at all.

So this base is focused on essentially forcing, or baiting, players into better defensive positions. Where we'd have 3 forwards stay up top when their teammates defended, or a wide midfielder who would not advance into the attacking third - there has to be some type of nudge (or push) out of their preset role for the greater good of the game.

I'm posting this so we can stay on topic relative to the set. It hasn't been reviewed at the moment, so again, it's possible things could change. Just keep in mind what is mentioned above.

---------------------------

World Class, Custom, CPU Behavior - Custom all 50's
*do not touch CPU Behavior yet, leave it at custom-50's*

Sprint 50/50
Acc 50/50
Shot Error 55/55
Pass Error 55/55
Shot Speed 50/50
Pass Speed 40/40
Inj Freq 50/50
Inj Sev 50/50
GK Ability 50/50
Marking 70/70
Run Freq 70/70
Height 40/40
Length 40/40
Width 50/50
FB Pos 50/50
FT 55/55

Gameplay video:

*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*

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Old 09-22-2024, 04:14 AM   #35
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Re: EA SPORTS FC25 OS Community Sliders

Thanks Matt & team, for all the efforts. I've gotten a few more matches in now, and could tell the effect with the first test set, I had also noticed how wingers initially refused to track back. Had a match now (Villa vs Arsenal) where both set of wingers (Saka & Martinelli, Bailey & Rogers) were tracking back better than before.

Look guys, before we all lose our heads, fight each other, hate on EA and uninstall the game, etc. I'm going to try to keep this post positive, and remind ourselves that this is exactly what this forum is for, fixing the inevitably imperfect gameplay every year.

Sure, there are a lot of annoying EA bugs still, they can't get the PL scoreboard colors right, 4th official's substitution board still has the colors reversed, career mode transfer window still feels like Todd Boehly is in charge of every club, and press conferences are still buggy as hell, it sucks, but I think most of us here are willing to look past that if we can just get the gameplay experience we want.

And this year does introduce a lot of changes to gameplay (which, let's be real, we've requested for years), so of course it's not going to play exactly how we want it from day one. But I genuinely see a lot of potential.

My positives:

More slider options

Literally exactly what we need. Especially the introduction of CPU AI sliders excites me, the opportunity to increase tackle aggression (lack of free kicks / fouls has bothered me for years), build up speed, skill moves frequency, cross frequency, all things that I'm sure the testers here can utilize to create realism. I think once they start tinkering with these, we will see an entirely different game.

Physics

Honestly, tackling, jostling, passing, turning, all the little details, seem improved to me. Every player seems to play and move a little more similar to their real life counterparts.

FC IQ

I see a lot more variation of tactics and CPU choices already. CPU teams seem to sometimes try more direct play / passes, sometimes successfully, sometimes not. Which is great. Not just the safe passes, impossible to dispossess, attacking down the touch line, cut back, score anymore. My Arsenal team also finally seems to apply pressure high up on the field. I think the way we see FC IQ will also improve as we figure out more about the gameplay sliders.

My two cents on what we could improve

Game speed

This is a huge one for me. With the removal of Slow game speed, I think pass speed, shot speed, sprint speed and acceleration needs a solid amount of decreasing. The game still feels fast compared to the real life Premier League games I've watched this weekend. Towards the end of FC24's life cycle, I tried Saturator's sliders on this forum, simply because they had single digit sprint and pass speeds values, and it slowed the game right down to a realistic feel, which is something we've been wanting to achieve for years.

Edit: Tried a few matches with lowered sprint and pass speeds, and anything below 35 sprint speed pretty much removed the ability to sprint. Seems like the sliders have more effect this year.

2nd (and 3rd) defender engagement

Still, I see a tendency that if the player is not directly engaged in the play, they tend to "lose interest", move in weird directions, refuse to track back and simply not read the play very well. I'm not sure if this can be solved with the marking sliders, line height or what can be done, but it's just my observation.

Slightly more CPU errors

I've always been searching for variety in the gameplay. I feel like increasing the error sliders does bring that bit of randomness to it, where you don't always get a shot on target, but you open it up to a shot hitting the post or going wide, which happens a lot in real life, even from really high xG chances. I like that Matt already increased it to 55 but I like to think it can go even higher to increase variety and realism.

Edit: Same as with sprint speed, too high values here only led to strange errors. Returned both error sliders to 55.

AI behavior

I know Matt said just to leave them at custom 50 for now, so I'm sure testing is already underway, but personally, I'd love to see increased cross frequency, skill moves and tackle aggressiveness (can't remember seeing the CPU get a single yellow card yet).

Edit: Tried increasing most of these to high values (between 70-90) and dribble frequency to 25 (to encourage a CPU passing and moved attack. Truly think the ability to directly influence CPU and AI behavior can be a game changer. Saw more tackles, fouls, free kicks, crosses. Finding the right balance here can lead to amazing things.

That's pretty much my observations for now, I'm still only on the 10 hour trial, as I refused to splash out for the Ultimate edition when I only play offline anyway. Just wanted to remind everyone that we're still at the earliest of stages and to not lose all faith or start fighting over "how hopeless this game is", when we're all still just wrapping our heads around it. I honestly think this game can be amazing, and can't wait to see what more Matt & the other testers come up with, especially with the CPU/AI behavior sliders

Last edited by Falken; 09-22-2024 at 06:00 AM.
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Old 09-22-2024, 04:27 AM   #36
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Re: EA SPORTS FC25 OS Community Sliders

I've played for about 10 hours and currently using the following:

[Legendary 10 minute halves]
Sprint 40/40
Acc 50/50
Shot Error 55/55
Pass Error 55/55
Shot Speed 45/45
Pass Speed 40/40
Inj Freq 65/65
Inj Sev 30/30
GK Ability 75/75
Marking 70/70
Run Freq 70/70
Height 40/40
Length 20/20
Width 50/50
FB Pos 75/75
FT 81/81

Not perfect but much better than the default sim sliders
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Old 09-22-2024, 05:31 AM   #37
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Re: EA SPORTS FC25 OS Community Sliders

YOU SHOULD TRY THIS

Ultimate -- 6 min
Sprint 39
Acc 50
Shoot 76
Pass 56
Shot speed 49
Pass speed 42
Injuries Freq 80
Injuries Severity 20
GK 69
Marking 51
Run Freq 40
Height 62
Length 31
Width 54
FB 82
FT control 95

New🚨🚨
Tackle aggression 60
Fast construction 52
Shot Freq 72
One pass touch Freq 59
Cross Freq 79
Dribble Freq 1
Technical Freq 1
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Old 09-22-2024, 07:57 AM   #38
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Re: EA SPORTS FC25 OS Community Sliders

Every year I look at matts sliders and I am very curious why the pass and shot error is so low (for cpu) and pass speed is so high. I always set the pass and shot error to like 70+ (on world class/legendary) and even then the cpu ends the game with high 80's of pass accuracy. Is this a conscious decision? I feel like having errors around 50 just makes the ai make no pass mistake at all. Also, pass speed for me is too high as it still feels like ping pong sometimes by the cpu. Isn't a value like 20 more realistic for simulation pace?
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Old 09-22-2024, 08:49 AM   #39
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Re: EA SPORTS FC25 OS Community Sliders

Quote:
Originally Posted by DTunez
Every year I look at matts sliders and I am very curious why the pass and shot error is so low (for cpu) and pass speed is so high. I always set the pass and shot error to like 70+ (on world class/legendary) and even then the cpu ends the game with high 80's of pass accuracy. Is this a conscious decision? I feel like having errors around 50 just makes the ai make no pass mistake at all. Also, pass speed for me is too high as it still feels like ping pong sometimes by the cpu. Isn't a value like 20 more realistic for simulation pace?
You have to be careful with error values, especially in passing, because in some areas the CPU won't even be able to get the ball above ground if pass error is too high. For shooting, it's really about balancing, and for FC25 we have not even touched the slider to explore yet at all. The fact that the CPU is attempting side-footed finishes rather than laces is a massive win in the realism column.

Again, as mentioned in the OP and in the post with the sliders, this is a WIP, there are many values that aren't explored yet. We don't want to get so far away from default values that it provides a false or misleading outcome. The focus of the current base is just to show what the player roles are doing to impact the gameplay sliders - and what has been done to attempt to combat it.
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Old 09-22-2024, 08:53 AM   #40
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Re: EA SPORTS FC25 OS Community Sliders

Quote:
Originally Posted by Matt10
We are discovering a lot of issues with Player Roles and their Focus that can dominate the Gameplay Sliders. Roles such as Wide Midfielder, Inside Forward, etc - they are preset (I call it pre-stuck) to behave a certain way regardless of what is happening around them. Inside-forwards do not help on defense, and neither to wide-midfielders. So we end up seeing a lot of players just staying up the pitch or not wanting to move away from certain thirds of the pitch at all.
Probably obvious and something you've looked into, though, could this be addressed via the new attacking and defending formation section?
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