Sliders Update - April 2016 - my personal preferences from the final set on OS.
This is the final Gameplay Preview. The next sliders related video will be an explanation of the settings, while showing off the gameplay.
http://www.youtube.com/watch?v=REguEctp-6k
Camera: Broadcast, Height 0, Zoom 20
Scoreboard: Compliments of Ghost-FIFA scoreboard and TV logo tool.
World Class/Legendary, 10-15 Minutes
Manual/Semi, Legacy or Tactical Defending
Sprint 52/52 - I still can't let go of this because of all the benefits we've seen with higher sprint in the past (CPU recovery, non-controlled players automatically clearing and covering space, less jogging animation). Yes it can cause ADD, but I haven't seen much of it.
Accel 48/48 - The combo of Sprint works well with this acceleration. Still allows you to get past the CPU, but they recover so much quicker - and in numbers.
Shot Error 55/55 - Enough misses, and enough quality strike balance. More shot variety at 55, including side footed shots (notice those aren't really there on default?). Paired up with shot speed, you will see some stunning attempts, and misses.
Pass Error 52/52 - really got tired of the overly done chest-high crosses. This now allows the CPU to still use the benefits of 60 pass speed, but much more controlled. Keeping line settings how they are on the OP are absolutely key.
Shot Speed 53/53 - Just about perfect with this one, especially with 55 shot error, still see some nice rising shots, some very low screamers as well. The GK setting, with this value, allows the slight deflections to occur - but also leave chance on legitimate catches, and/or soft deflections.
Pass Speed 50/50 - Yeah, with 100 FT this works well. The switch from 60 was simply because 60 just started to feel too fast by the CPU. No matter what pass error setting I chose, they would produce that drilled pass 90% of the time - and it started to get a bit more unrealistic every time (players randomly kicking ball out for corners from their own half, hard drilled passes to chest from 5 yards away). Also lowering pass speed allows the fouls to come back a bit. On 60 the passes were drilled so hard that the players couldn't keep up with the receiving player, unless it was a bad touch.
Injury Frequency 90/90 - More injuries is much more realistic to build depth in a Career Mode. IRL, most managers have to juggle and shuffle their entire squad of 18-22, not just the starting 11 or 3 to 4 subs.
Injury Severity 60/60 - Same reason as injury frequency. This builds more opportunity for depth. Makes for an exciting CM!
GK Ability 52/52 - Still not sure on it, but I want it to match Sprint, since if it matches a lower value where acceleration is (48), the GK's start to produce too much backward save animations. 52 still allows the GK to be aggressive, but it's all about timing because their acceleration is lower than 50. This is why there are more goals off corners because the keeper misses their punch or is in a bad position (depending on skill level of course).
Marking 78/78 - the threshold in which the players start only playing man defense is at 81. 78 results in the proper balance that if my LB/RB come up to attack, they don't hang all the way up the pitch because they're man marking the whole time.
Run Frequency 1/1 - Run frequency at 1 allows the run lengths to be shortened, but also the run amounts to lessen - so it doesn't feel like pure chaos of counter attacking football by both sides.
Height 60/60 - Yup, back to 60 here, and the reasoning is quite simply that the crosses started to diminish at 50. The players followed each other so deep into the box that the cross would occur, but it would be lofted to head, versus drilled in into the space of the run. The only thing I want to make sure is that players are no being forced out position, so there are a couple animations (like a defender suddenly warping forward when they are 1v1) to look out for.
Length 60/50 - User at 60 again so they are in front of the CPU's receivers, but also allows CPU to play with variety in trying to beat the user's shape.
Width 52/52 - The length discrepancy requires more of a meeting together of the ball with width, a small adjustment here should allow that to happen.
FB Positioning 100/100 - Got tired of the players retreating on set pieces on clearances, etc. Also works well considering RF is lower, highly recommended now.
FT Control 100/100 - Evened out for both User and CPU to allow more physicality. Personal preference, of course. | Matt's: Makes the really good players stand out, but not to the point they are immune to the pressure to perform mentally. Not only affects controlling passes, but dribbling accuracy. So much more variety in play/sequences, and allowing the ball stand out as a separate entity, as it should.