FIFA 18 (Console Versions)

Show what? That i feel that players feel generic? Pretty hard to record... The players feel floaty (the ice- skating feel) and without weight, that in combination with the crappy player models gives ME the feel of the players being samey. I never get that feeling of; "wow, Neymar has the ball, anything can happen". But again, that's just how I FEEL, I'm happy for you if you experience something else.

Also, the tricks? Wtf? Some of the people I played online makes the game look like FIFA street.

Again, I have yet to try out Matts sliders. That might do the trick, just being playing online.
 
Im playing the same game, to suggest there is no individuality is laughable. Players like fellani, mane, coutinho i could go on stand out a mile in this game. I think PES players now see individuality not how players move with the ball but the fact you can dribble round teams with messi. I have no loyalty to any game, PES 17 was my game of choice but FIFA is miles ahead in this area
 
Im playing the same game, to suggest there is no individuality is laughable. Players like fellani, mane, coutinho i could go on stand out a mile in this game. I think PES players now see individuality not how players move with the ball but the fact you can dribble round teams with messi. I have no loyalty to any game, PES 17 was my game of choice but FIFA is miles ahead in this area

Ok. I won't be sharing more of my experience of playing my first ever FIFA since I clearly have upset u guys. Maybe I just have to play it more to get the right feel.

Also, please don't compare with PES in here...
 
Right, I'm at a cross road with this game against the AI.

I'm done with World Class. The stat boost the AI gets during games almost drove me to hurling the controller at the screen last night. Every challenge I put in they either rode it or the ball broke nicely for another one of their players. Every damn time. My players were suddenly running in quicksand and all attempted passes were akin to a 6 year old. But the AI was able to dispossess me effortlessly no matter how many times I shielded and used skills. Infuriating.

However, Professional difficulty is a bit too easy for me. The gap is too big to give me a football game I can enjoy. I played Chelsea away last night and I led 4-0 at half time. No fun.

What I really need is a set of sliders for Professional difficulty.
 
Right, I'm at a cross road with this game against the AI.

I'm done with World Class. The stat boost the AI gets during games almost drove me to hurling the controller at the screen last night. Every challenge I put in they either rode it or the ball broke nicely for another one of their players. Every damn time. My players were suddenly running in quicksand and all attempted passes were akin to a 6 year old. But the AI was able to dispossess me effortlessly no matter how many times I shielded and used skills. Infuriating.

However, Professional difficulty is a bit too easy for me. The gap is too big to give me a football game I can enjoy. I played Chelsea away last night and I led 4-0 at half time. No fun.

What I really need is a set of sliders for Professional difficulty.

I played professional last year and have found that I need to be on world class this year or I send up being camped in the oppositions half
 
Is there more than just Barcelona that get banners around the stadium? I noticed last night that playing exhibition as them, you get a lot of banners around the walls of the stadium, but if you switch teams to someone else in the same stadium you don't.

It adds a lot to the look of the stadium, I noticed this when going through all of the stadiums to find the best ones to set everyone to before I start a career.

I cannot see anywhere you can edit teams to add them, like you can or could in PES
 
is there a fix for the pre-contract bug in CM? finally finished my first season and it is absolutely game-breaking for me. finding the gameplay terrific with a mix of suggested sliders, but now i'm encountering pre-contract agreement transfers in and out that won't go through. unbelievable.
 
Right, I'm at a cross road with this game against the AI.

I'm done with World Class. The stat boost the AI gets during games almost drove me to hurling the controller at the screen last night. Every challenge I put in they either rode it or the ball broke nicely for another one of their players. Every damn time. My players were suddenly running in quicksand and all attempted passes were akin to a 6 year old. But the AI was able to dispossess me effortlessly no matter how many times I shielded and used skills. Infuriating.

However, Professional difficulty is a bit too easy for me. The gap is too big to give me a football game I can enjoy. I played Chelsea away last night and I led 4-0 at half time. No fun.

What I really need is a set of sliders for Professional difficulty.

I was the same and I tried legendary. For me it plays a fairer game of footy.

They are ruthless in front of goal which can be frustrating as a mistake in defence can really cost you.

But you can win the ball easier and pass the ball around and have quite a few chances on goal.

I would recommend to try it for a few games.

I suggest playing patient football and finding the opening.

I find I can beat lower rated teams than mine 90% of the time. Teams that are around the same level are tough but I can maybe win around 60% of the time and those that are better than me it is a real struggle but I cam win of i am very fpcused and on point defensively.

Makes playing really rewarding and fun.

But i do agree there needs to be a level between professional and world class.....but give legendary a go.
 
Agreed, legendary is the way to go if professional is too easy. World class is a total shambles when playing the cpu AI.

Legendary, oddly enough, gives you a fair challenge without the frustration.
 
I thought I would give all the AI levels a go this year.

Professional:-
Not bad, CPU can't attack though and game becomes very boring very quickly.

World Class:-
I actually found World Class to be the same as Professional pretty much, except the CPU cheats to score goals.
I can't think of any other way to describe WC except it is the same as professional but with CPU cheats, super shoulder barge, super passing in final 3rd.

Legendary:-
I couldn't believe how good the game actually feels on Legendary, it plays much more like real football.
The CPU wins the ball and scores goals, but I never thought when the CPU scored, WTF happened there.. Every goal the CPU scored felt natural and was because of poor play rather than CPU deciding to turn the cheats on.

Since my little test I have gone over to legendary, for me it is bar far the most enjoyable experience of FIFA.
 
I thought I would give all the AI levels a go this year.

Professional:-
Not bad, CPU can't attack though and game becomes very boring very quickly.

World Class:-
I actually found World Class to be the same as Professional pretty much, except the CPU cheats to score goals.
I can't think of any other way to describe WC except it is the same as professional but with CPU cheats, super shoulder barge, super passing in final 3rd.

Legendary:-
I couldn't believe how good the game actually feels on Legendary, it plays much more like real football.
The CPU wins the ball and scores goals, but I never thought when the CPU scored, WTF happened there.. Every goal the CPU scored felt natural and was because of poor play rather than CPU deciding to turn the cheats on.

Since my little test I have gone over to legendary, for me it is bar far the most enjoyable experience of FIFA.

I think it has been that way for year mate. Legendary being far better, more balanced and realistic than World Class.
 
After quite a few more games last night, I have now set on Legendary skill level..

It is the only skill level which doesn't frustrate the hell out of me.

Every game is a challenge and the CPU plays different styles, which I never noticed in WC.
The game feels much more natural in Legendary, there are a lot more CPU fouls, the CPU doesn't cheat and possession stats are no longer about 70% in my favour like they are on WC.

In my 7/8 games the CPU not once scored a goal, where I felt cheated, it was a mislaid pass on my behalf and the CPU punished me for it.. On WC every goal the CPU scores is near identical, super strength, super accurate passing in final third, pass to now unmarked player, shoots and scores - or long range effort that flies into top corner.
 
I shall share my Sliders later on. But I have found the sweet spot for me. A slower paced game (a lot slower than what I've tasted with other slider sets), more human-like errors from both the human controlled players and the AI's (specially in passes and first touch). And a much more aggressive AI when trying to get the ball back, which results in more fouls if you know how to provoke them, of course. I'm very happy indeed.
 
The issue I have is the better teams in the game are way to easy to play against.

When you play the likes of a Man City, Utd, Arsenal etc they should be passing you off the park not you having more of the ball, it should in effect feel like a boss fight and pen you in your own half but its just a nice stroll in the park.

Trying Matt's sliders and everything and its just no difference.
 
The issue I have is the better teams in the game are way to easy to play against.

When you play the likes of a Man City, Utd, Arsenal etc they should be passing you off the park not you having more of the ball, it should in effect feel like a boss fight and pen you in your own half but its just a nice stroll in the park.

Trying Matt's sliders and everything and its just no difference.

Luckily sliders can be adjusted to your preference, or solve for what is missing.

If the CPU struggles, you can lower each of their error values to 50 (or under). I would start there, then see if it improves.

Often times, when sliders seem to not be the answer, it's amazing how close one or two values modified can make all the difference. What most like to do though is completely change the entire set before really giving things a chance. I've been guilty of it too, but my purposes was to calibrate the set(s).

Slider explanation video coming out sometime today/tonight!
 
The issue I have is the better teams in the game are way to easy to play against.

When you play the likes of a Man City, Utd, Arsenal etc they should be passing you off the park not you having more of the ball, it should in effect feel like a boss fight and pen you in your own half but its just a nice stroll in the park.

Trying Matt's sliders and everything and its just no difference.

Even with gameplay patch and sliders, it's so easy to beat Man City, Man Utd, Arsenal and Chelsea even if I am playing with a Skybet League 2 team. However I lose against much more weaker teams. Same problem with PES 2018.
 
We've gotten a lot of positive comments for the Version 5 sliders. Check them out if you would like.

*using fidel's camera mod for PC*

FIFA 18 Operation Sports Sliders | Version 5 (Beta)
World Class/Legendary, 10-15 Mins, Slow Speed
as of 11/5/17


*parentheses indicate previous version*

Sprint Speed - 42/42 - The patch update made players very, for lack of a better word, slidey...or loose. They just never seemed to set their feet. As a result, we decided to bite the bullett (as will be the theme) and lower the Sprint value to get more solidarity on the player's momentum and turn of direction. This, paired with lowering acceleration, has worked nicely.

Acceleration - 49/49 - For the first time we are adjusting acceleration to a lower value. This is creating the much needed physicality throughout the pitch and is allowing the user to get past the defending CPU players in certain situations. In addition this also helps with the runs off the ball. That little bit of needing to revv up, allows the defending players just a second extra to gear for the attack.

Shot Error - 51/51 - No change here.

Pass Error - 54/54 - With the way the CPU tends to attack this patch update, this made the most sense. We started at lower error values from 50 and moved up. Yes, the CPU loves their driven passes, but at least now there is a little bit more error in some passes; not to mention the lines help the driven pass from being truly effective.

Shot Speed - 51/51 - Just an extra added pop to the shots. Results in slight deflections by the keeper and lets headers really be powerful - also side footed shots.

Pass Speed - 42/42 - The biggest mystery was pass speed. Here's the simple fact. The teammate AI does not react to a high pass speed. They just will not step forward or even acknowledge that a pass has occurred. On top of that, the CPU will use their driven pass when you raise this pass speed to 43, 44, 45 and so on. They even use it here on 42, but now at least the user's AI is actually aware of the ball and can react. This is the same concept as what we've had on the past with lower pass speeds in the 30's etc, but I would say that this is one of the most important elements of this set.

Injury Frequency - 64/64 - less players walking off the pitch, and more recovering from injuries. Credit to @mark0r .

Injury Severity - 4/4 - still plenty of severe injuries and variety of injuries. Credit to @mark0r .

GK Ability - 48/48 - Always one of those values that needs some extra looks. When it's lower it seems that logically it should mean less superman saves. The thing is though that a lower GK sometimes results in the keeper diving backwards more often because they are not quite in sync with the shot at hand. Lowering their ability does introduce some chance of randomness when they have to kick the ball away though. So keep an eye out for this one overall.

Marking - 52/52 - Still an extremely sensitive value. Too high and players are following runners everywhere. Too low and it's passive resulting in through pass central to a fallen asleep outside back. Good balance here at 52 where there is enough urgency to defend the player, but not so much that it over commits the position. Note that some less than stellar teams out there tend to suffer from issues with defending, especially when they are on a fairly high aggression in the CTT. So if you see instances in which the defending seemed suspect, please let us know. As I said though, marking is very sensitive.

Run Frequency - 15/15 - With the new line values, this makes sense to lower the run frequency. Thankfully it doesn't make the CPU super direct like in did in previous patches, however the CPU forwards will cut off their streaking runs to check to the ball. Thankfully the pass speed matches this animation up and allows the defenders to at least be aware of what is going on. We had this value at 20 for a bit during the stream, but changed it to 15 due to the crossing issues from both user and CPU. The issue was that the forward was getting ahead of the defensive line and in an offsides position. Lowering the value allows the forward to time their run a bit better and get a good opportunity to have the ball played into their path versus behind them.

Height- 70/70 - Huge difference for us here. This was a value that I feared would have to come into play. Mainly the issue with higher height is that players get "pushed' out of position, so you have to constant compensate with a lower length. Problem with a lower length is that the players retreat a bit too quick in transition. I think we've found the right value to go along with this height though. Another thing with height is that the aggression of defending players is back again, and it's a nice sight to see players get pushed off the ball completely - and yes the ref seems to call these. In addition, the defensive line works as a solid unit with this height, but of course all sliders are relative, so the length and width have to be adjusted as so.

Length- 40/40 - Relative to the higher height, 40 works perfectly. Not too low that it is ultra compressed and never decompresses, and not too high that the players are so spread out that it becomes end to end consistently. With any lowering of length there is a bit more of a retreat in transition, but the higher height does allow this to not look as obvious - and the midfielders are much more aware due to the pass speed, that the CPU cannot just counter at will every attack.

Width- 48/48 - Another tough value to get right, but lowering width was crucial in getting the midfield back. Too spread out and the CPU will start driven passes all over and it will be a cluster by the user's defensive line like before. Yes, with this low value there is always a chance that positions can get easily swapped or players may be out of position on occassion. This happens IRL football, so it has to be welcomed in FIFA as well. Overall, this is another crucial setting, and is one that I tried desperately to increase, only to find that the CPU sees it as their out to try to be extra direct again.

FB Positioning - 55/55 - The higher height and lower length promotes the need to indeed lower the FB positioning. This value has been found to be just about right as it doesn't start the FB's run too soon such as immediately going on the run once possession is regained, but it does make the runs a priority in the deeper defensive third. This value also helps with the crossing as it pushes the midfielder to be more into the box and thus bringing in another body for the crosser to aim for.

FT Control - 65/65 - Had to raise this up with the lower pass speed and error. The combo of a higher FT control and pass error is delightful and will make elite and poor players stand out respectively. Not to mention the fact that dribbling experts can also stand out.

Here's the explanation video from the above Slider values:

 
Luckily sliders can be adjusted to your preference, or solve for what is missing.

If the CPU struggles, you can lower each of their error values to 50 (or under). I would start there, then see if it improves.

Often times, when sliders seem to not be the answer, it's amazing how close one or two values modified can make all the difference. What most like to do though is completely change the entire set before really giving things a chance. I've been guilty of it too, but my purposes was to calibrate the set(s).

Slider explanation video coming out sometime today/tonight!

I wasn’t having a go or anything as I like how the game plays with your sliders, I just feel it’s something that sliders can’t fix, Man City for example need to chase and suffocate you in your own half but it’s to easy to sprint and tap A to get the ball from them, the game favours counter attacking so much and 433 formations is like a cheat tactic I’ve stopped using it.

It’s odd as I don’t mind playing against mid table sides as they give me a tougher game
 
Here's the explanation video from the above Slider values:


With the new sliders, got beaten by Aston Villa 3-1 and end up beating Inter 5-0. Legendary difficulty.

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Here's the explanation video from the above Slider values:

Nice video.

I'm going to give these a go. Are you using broadcast cam there, and are you on manual controls?

using placebos sliders I am still struggling on professional. Born are about to sack me I think!
 
With the new sliders, got beaten by Aston Villa 3-1 and end up beating Inter 5-0. Legendary difficulty.
It's mad how much is being undone from the last 5+ years.

When I was lucky enough to fly over to Vancouver in the days of FIFASoccerBlog, I was assured by David Rutter (well actually, Gary Paterson) that as a result of their own concerns, they'd identified (and fixed) one of my biggest complaints at the time - big teams being much easier to beat than small teams.

That's gone, and the "add error to every first-time pass in a sequence" solution to non-stop first-time passes has gone.

(Weirdly, I find myself playing on World Class when I'm against the big teams, to give them a boost...)
 
I don't know whether it's the PC version of the game or what, but if I set my game exactly like Matt's, it's super fast.
I had to turn the sprint slider down to 35 for both Human and AI and pass speed to 38 in order to make it playable and to feel the sensation of player's weight.

Again, might be down to each platform version, not blaming Matt. But it is weird!
 
I think camera and zoom also has an affect.
I use dynamic with a high zoom..my speed is set at 27

Both? Sprint AND acceleration both set at 27?

I use Broadcast camera with Fidel's tweaks to make it a little more zoomed out and a little less heighted.
 
sorry no i have

Accelleration 51/50
Sprint 26/27
Legendary

Well that's not too different from what I have.

I found that setting Acceleration too low makes the animation look very jerky and kind of robotic and funny.
Also, I disabled Analog Sprint for the same reason.
 
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