- Staff
- #3,061
Hitman, you are not going to like FIFA this year, don't bother. You're loving PES anyway, so I wouldn't worry about it...whats the difference? is it still floaty running or has that been sorted?
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Hitman, you are not going to like FIFA this year, don't bother. You're loving PES anyway, so I wouldn't worry about it...whats the difference? is it still floaty running or has that been sorted?
I am totally and utterly done with FIFA. The game is still too fast and especially online Defending is a lost art and non existent. I was decent at Defending on FIFA 14 when I played it a lot online during the early days of PS4 but for me since 17 Defending has been busted.
Managed to get my game back with some slider adjustments. Its a fricken wonderful game. The player models can look a bit stiff and gangly but theres no doubting the variety. Had a cracking MLS with LA Galaxy vs Columbus Crew and the CC keeper had a mare. Firstly Zlatan scored a lovely header, then the keeper tries to clear a back pass but it cannons off his defender and into the net, then he lets a shot squirm through his grasp and finally, he misplaces a pass from a back pass to my forward who gets tripped by the defender. It was great. keepers are very good in this but they do make errors too which I like.
Oh and the By Arena stadium is beautiful with all the shadows on.
I downloaded the patch today and thought i’d give it a go with OS sliders on World Class. I actually enjoyed my 3 hour session. There are so many random things especially shooting.
I was continuing my Spurs career which i gave up on a few weeks ago.
v Bayern in CL they hammered me about 5-0 almost like real life. But one bit was good when Lewandowski had an air shot when Lloris was rushing out to him. Havent seen that before.
I then lost 2-0 to Leicester which was a cracking game with surprisingly a few shots. Then we played Derby in the Carabao cup. Eriksen scored our first goal of the season with a overhead scissor, cracking stuff. What was good was that we dominated like a EPL team should.
Next was Southampton and they had a man sent off within 10 mins and then Kane scored after great work by Winks in the box. We managed to win 2-1.
Enjoy it again for now but maybe just a phase.
Show-off.I'm interesting
Show-off.
Show off, of what? I can't be interesting by @geeeeee review after new EA patch and want to see if FIFA take right way for offline players?
Are you interestING?
Or
Are you interestED?
If you think you're interesting... you're just bragging, and we don't believe you.
If you're interested in geeeee's opinions, then we support you 100% man.
Like "I will become interested" (by FIFA 20, after this new patch).
I'm not English, so sorry for my grammar mistakes. Don't play on words and be indulgent
We're just joking mate, don't take it personal
I'm interesting, can you provide gameplay video?
Hi DexX, i was planning to play a game today and record it but i ran out of time. I won’t be with my PS4 for a week now so hopefully after that i will post a video for you.
Sorry (maybe i am not so interesting )
Sprint - 50/50
► Have tried this at lower values, but there are significant sync issues with the animations such as players running around a ball in 50/50 situations, or significant momentum shifts that affect 1v1 unfairly. Can also affect the physicality in some sense because the true contact is not registered as high as compared to 50 sprint.
Accel - 50/50
► No need to change because it affects stamina directly when lowered. This is a good value to create a discrepancy if the user is finding gameplay too easy though. Just raise the value in favor of the CPU.
Shot Error - 58/60
► There is a slight change here because it felt like the CPU's shooting at 62 was a bit overdone at times. The discrepancy does help as the CPU seems to be a bit more clinical compared to the user's input. Overall, FIFA 20 does well in respecting this value.
Pass Error - 58/60
► Honestly this value was reviewed significantly as well. The biggest issue with lowering this too much is just how automatically in-sync the CPU becomes. They instantly connecting so much better, and go forward immediately. When I had initially reviewed this value, it was with a higher Run Frequency, and even as I adjusted the RF, it seemed to not effect the CPU's desire to go forward. As soon as the pass error value was returned to the 58/60, the humanizing aspect of the CPU was back. They were a bit more cautious with their passes, a bit more error prone in certain spots. Passes that they would normally drill forward, or slide a through ball that should be a 50/50 were no longer chosen, relative to their rating/ability. This is a core value of the set, and I would advise to be quite careful with adjusting it.
Shot Speed - 50/50
► This value was reviewed quite a bit as well, in particular because shots had previous seemed to be a bit of a rocket ball. The issue with lowering this value is that the GK was more out of sync. In what should be a full powered shot, the GK would act like it was a lob on frame, and their animation would reflect that. The error value chosen should be more than enough to offset the power of strikes - which is the lesser of two evils in this case.
Pass Speed - 48/48 | (Previous 50/50)
► This patch update has seemingly helped the animation in receiving the ball on lower pass speeds. No longer are the receivers running towards the ball constantly, they are letting it drift into their path. This good because it will naturally slow down the tempo a bit, and also allow for the ball to stay in the air just a bit longer.
Injury Freq - 90/90
► Found that this value does create more injuries in game, but relative to the severity, the injuries are not as significant.
Injury Sev - 40/40
► Have been all over the place with this, and based on the frequency, this value did need to be raised as it was just not significant under 35. In addition, the same type of injuries were happening such as broken toes or shoulder injuries after a fall.
GK Ability - 49/49
► Tried to lower this value to find some slightly less incredible saves. Happy balance of just lowering it slightly so that the GK still has the capability to pull off saves, but not so much that the variance of shot speed/error isn't feeling like a chore. Can't go too low with this value as the GK's can start to do some odd animations such as diving underneath the flight of the ball or dive too soon.
Marking - 50/50
► This has been a frustrating value because it is not just based on how tight, but also how wide the players are marked. It is a very sensitive value, which is in-line with a lot of the slider values this year, that has so many possible variables to consider (CTTs, formation, instructions, etc). Best to keep it as is unless the HLW would be modified (which they aren't).
Run Freq - 1/1
► As mentioned earlier, the higher the value we went with this just made things a bit all over the place. The runs off the ball, initially, are fine, but it is the secondary runs that are the most impactful. For example, when the CPU passes the ball to a forward, the runs from a center midfielder will be significantly into the box, and that would be fine if the opposing midfielder started to run with them, but the problem with FIFA 20's defensive midfield DNA is that it just doesn't have the capability to bring a midfielder to run with them, or properly hand them off. As a result, through passes right down the middle are quite easy to perform, and the same type of cut-back, slotted passes, one time shot - attacks happen much more often. With the value at 1/1, you see just enough that players show to the ball, and still respect the CTTs of running off the ball and away towards certain parts of the pitch. As always, adjust as you see fit, but remember the note above about sample size + variance.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. In the past, we could adjust these values to achieve a lot of the shape we are looking for. However, this year of FIFA 20 in particular is in favor of referring to the team tactics to dominate the HLW more than anything. With that said, this version of the sliders has an aim to get more midfield play and adhere properly to different formations/tactics available.
Height - 50/50
► Raising height just does what it always does, which is throws the midfield out of position. However, and this is significant, the value isn't really affected directly via sliders, but more so tactics.
Length - 45/45 | (Previous: 50/50)
► This is the first change to the HLW core because the height value is just too volatile this year, so it must be compensated to create a bit more compression by lowering length. This value could only be lowered to where it is because of the significant change to FB.
Width - 40/40 | (Previous: 50/50)
► A significant change here, but it was badly needed. Too often the outside back, or wingback, wold stay quite wide that they'd be marking nothing. When there would be something to mark, they would mark head-on, instead of keeping their width goal-side to prepare for the cross, etc. In regards to the midfield, this significantly reduces the middle passing lanes, so it does not feel like every attack is a through ball away from a shot on target. It allows the width of the pitch to be used as a building block versus a source for constant counter-attack.
FB Pos - 0/0 | (Previous: 50/50)
► Scaled this value to above 50 and below 50, did this in 5 pt increments and the true different wasn't seen until it was at the lowest value of 0. All this does is provide an outlet backwards, and it does not at all hinder the FB/WB from going on a run up the sidelines. It is very strongly based on team tactics and individual instructions. Paired up with the adjusting HLW, now there is a bit more time to defend, and a bit more emphasis to maintain good possession in the attacking thirds of the pitch.
FT Control - 55/55 | (Previous: 50/50)
► A subtle adjustment, but this value does not only control poor first touches, it also controls dribble accuracy in tight spots. Good to see the CPU, and user, stumble out of bounds due to a bad touch, or go in hard on a challenge because they lost the 50/50 ball. Paired up with the adjustment to Pass Speed, this one is just enough to stand out.
It’s a joke on all difficulties. I was winning most games 3-0 with Southampton in Ultimate.So how is the difficulty of this game? From what i heard the last time, it was pretty easy.
So how is the difficulty of this game? From what i heard the last time, it was pretty easy.
So how is the difficulty of this game? From what i heard the last time, it was pretty easy.
I've been pretty busy on the sliders today. Really enjoying that things are coming together. The previous version posted has a new beta, we are on Beta 3 now. Feel free to check them out below. I know FIFA 20 is sore for most on here, but once there is a smidge of potential, it does get pretty fun.
FIFA 20 Operation Sports Sliders ||| Version 2, Beta 3 (V2B2)
World Class/Legendary/Ultimate, 10 -15 minutes, Slow or Normal speed
Controls: Manual/Semi/Assisted, Handball On (including PKs)
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