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- #61
papinho81
Champions League
What I am finding is that the values are so impactful. Hope these are 32 bit doubles values instead of 16 bits floats to get the balance I want.
Do you mean a value in particular?
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What I am finding is that the values are so impactful. Hope these are 32 bit doubles values instead of 16 bits floats to get the balance I want.
Yep, I tried changing some of the x and y axis for positioning and the CDM ended up on the crowdDo you mean a value in particular?
What I am finding is that the values are so impactful. Hope these are 32 bit doubles values instead of 16 bits floats to get the balance I want.
I just gave it a try for a while using Operation Sports sliders V3. It definitely makes a difference and from what I've played so far, I quite like it!About my above post.
I think those changes really open up the play. As the user you feel less forced to play small lateral passes.
The ball moves faster than on default with the rollfriction reduced but the increase in ball weight prevent the cpu from stringing too many quick and hard passes, because when a player has to control a hard pass, he takes a small hit that prevent him from playing the ball imediately.
I could take a reduction in the initial speed of the passes (when the ball leaves the foot) though to balance the things out.
Here is a link toward the mod in case someone wants to try it out:
http://www.mediafire.com/file/fp18unwi96d0nrb/PaP_gameplay2.fbmod/file
It include the previous change of the walk speed set to 0.18.
I play this on normal speed.
In regards to the walk speed change, what will this impact?
Was just reading through the thread now and saw your post on the walk speed. Your theory seems to make sense. I’ll keep testing, but from what I played I didn’t feel like I was getting pressed all over the place or anything odd. I was still able to create but found it more difficult which I really liked.Thanks! Yeah shots feels a bit more powerful because of the weight of the ball.
About the quoted question, just read a few post back. I explained my "theory".
Watch out because with marking at 72 it might be an overkill.
The database one is for volta.Do you know the difference between 'databases' and 'groups' in the gameplay folder? I've noticed there are different values in the different folders...Should we be working from a particular folder?
@papinho81 After more testing I see what you mean. Played Man City and it was a chaotic mess haha.
Keen to give it a try.Playing Man City is my benchmark working on this. I've made some progress yesterday and had the best match I've ever had against Man City. I think I've found a way to fix the unrealistic high pressure in this game. I'll post something for testing soon too, I'm also making some progress with humanising passing, but I'd like to test some more. I'm also testing on normal speed + default (50/50) sliders, when done I don't think there's going to be a need for marking at 72!! That sounds like man marking all over the pitch with huge gaps to exploit. My aim is for teams to keep their shape/formation which gives this game a midfield and makes you pass sideways, but not making them passive. It's tricky but for the first time I think it can be done, lol. Fingers crossed, I'll have something this weekend.
BTW, high pressure in this game is only "for show". It doesn't serve any purpose really. It's basically broken because you can brush it off with ONE PASS (unless you're playing with manual passing) because passing is designed for 5 year olds. High pressure = no midfield basically. A combination of teams pressing without losing their shape + more difficult passing is what may save this game, at least for me.
@manmachine can't wait to try it and read about the values you found that make a difference.
I am also using default sliders since the walk speed change.
Don't want to make an embarrasing assumption and say it's X, when I've changed X, Y & Z. Need to get a few more games in. 😆
Keen to give it a try.
Have you tried the operation sports sliders?
Yeah sorry I meant more the variable and what they do than what's the best value. Also sometime it is not obvious and we can be completely wrong at first. That's just part of the process.
Agree, great opportunity. There’s so many variables, it looks like we’ll have complete control over all aspects of the game. Just need to discover what they all mean! HahaUsually it's what I use, this year I didn't buy/play the game, couldn't enjoy it at all. I was playing older games.
But it's on origin basic subscription now, and this is a learning opportunity for us all, since these files are modable for the first time. So trying to fix things with default sliders makes more sense now, otherwise it would be a nightmare to test things.
Usually it's what I use, this year I didn't buy/play the game, couldn't enjoy it at all. I was playing older games.
But it's on origin basic subscription now, and this is a learning opportunity for us all, since these files are modable for the first time. So trying to fix things with default sliders makes more sense now, otherwise it would be a nightmare to test things.
Another thing that you may want to test is the gp_positioning_positioning_runtime.
I'm hoping this may fix defenders following a run and breaking the defensive line. Since fifa 19 (maybe even 18, can't recall now) there is no defensive line really, and keeping a high line is out of the question. So i've zeroed all numbers in the DefenderBadOffsidePositionRate + Duration variables. It won't affect the line height but I'm hoping that we're gonna see less of a single defender following a runner when he shouldn't, playing everyone onside.
Very interesting things to read in here. I don't understand everything but what I understand sound promising. I'm looking forward to a "playable" version.
I'm trying just using @papinho81's ball mod adjustments (not the walk speed). I'm seeing more physicality and a bit more of a midfield scrap which I'm enjoying. I think the ball being more free has lead to this as it's harder for both teams to get the ball under complete control.
I might look sammy, but it doesn't have the same punch/reactivity when the value is increased.