FC26 Operation Sports Community Sliders - Version 1 Beta
Here is a general summary of each Gameplay area and explanation of slider values chosen:
► Player Speed
While we are aware that 35 Sprint doesn't always mean every player will sprint, we wanted to keep the pace to a realistic level. In addition as Sprint value goes higher, the CPU tends to try to then constantly sprint - and it makes for a bit of back and forth. This will continue to be reviewed. The acceleration value is what helps the CPU's 50/50 challenges in the air and on the ground. It also helps with reactions defensively.
►Shooting
The values chosen here are first prioritized by shot speed and GK ability in the Goalkeeping area/section. For example at 48 shot speed, the keeper would make saves that resulted in deflections to be minimal and not be pushed far enough away at times. The balance of raising shot speed + shot error results in powerful shots that can vary with poor contact or good contact but slightly missed, etc. Overall, this makes for some dynamic goal scoring moments.
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Passing
This is the more significant of changes, and is a late one before the set was posted. The approach here is that 1) we want a more lively ball, one that bounces, one that can go into space rather than feet constantly, 2) a ball that has to be controlled and mastered - not absorbed, and 3) as a result of needing to be controlled, it means more of a dispersion between those who can and those who can't. There should be a sense of pressure to perform when a player has the ball, and these values make that more of a reality compared to a low pass speed and low pass error. In addition, the ball being more free allows tackles to be more realistic where at the lower pass speed values, the ball is essentially absorbed into the player, while at a higher value - the ball is more accessible and every turn of the dribbler doesn't mean the ball will always follow. This helps with the physicality of actually trying to win the ball rather than trying to get through a every player who has the ball glued to their feet.
►Injuries
Injuries just don't seem to happen very often, and when they do, they don't last very long. This is a value used in previous FC/FIFA's, so we're just going with it again for now.
►Goalkeeping
See the information about Shooting as Goalkeeping corresponds with it directly. At 48 there is a bit more of a late reaction that results in those shots to be slightly deflected/parried away in a more realistic fashion. There should also be a chance for goalkeeper error that can be recovered or not. Even at this value, the keeper still has the ability to catch the ball when diving.
►Team Positioning
As always a lot of time was spent here. Essentially, the marking value controls everything to a point. The marking is quite high, and it's important to get the effect of pressure felt by the defenders, midfielders and forwards, to perform. One thing we loved about FC24 was how in building up, their backs would be facing the opposing goal - this truly meant that pressure was there, and it was up to the player to work through the pressure or reset the play. In its current state, it's quite easy to receive and turn at will. In addition, it's a very common tactic/approach for man-marking, especially in the central midfield, so while FC26 doesn't showcase super tight man-marking, it does have that effect, which keeps the middle from being exploited too often.
The run frequency is a value we tend to drop, but there were attempts to keep it at the default authentic value or even higher - but it causes a bit of chaos, especially with higher marking. There is still plenty of momentum and movement of the ball even at the lower value of 15.
The Height, Length, Width (HLW) is similar to what we have used in the past, in particular with a lower height. This keeps the midfield from being "pushed up" too forward and essentially squeezed out of position. With the lower value, there is room to breathe both in defense and in the attack. From there, the length and width can take over paired up with the higher marking value.
FB Positioning is one where we don't want to introduce more variables, so keeping it at 50 and deferring to team tactics/roles. This can be looked at down the road.
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Ball Control
Overall, there is a mix of needing to control the ball and reduce some awkward animations. At higher FT Control values, the ball tends to just bounce up constantly and the player has to take 3-4 touches before settling. The interception and ball deflection error values were good at default, and are brought more to focus due to the ball being more alive.
►Defending
Tackle assistance is interesting and honestly it needs a lot of testing, which we just haven't had as much yet because it seems relative to the other slider values.