With
@Matt10 's new slider and my gameplay patch, all of my FIFA issues are fixed. There are fouls, midfield battle, player individuality both in defense and attack, improved dribbling like FIFA 16(had to do a lot of gameplay patch tweaks for that) and tons of excitement. Also had to tweak a bit of attacking AI to give it more variety through .db editing. But I love this game now even in post patch.
Hey bud. Talking about BetaV4? Or Set 3?
I posted BetaV4 last night, here's how they shape up:
FIFA 18 Operation Sports Sliders | Version 4 (Beta)
World Class/Legendary, 10-15 Mins, Slow Speed
as of 10/21/17
*parentheses indicate previous/current active version*
Sprint Speed - 50/50 (51/50) - The concept of having a sprint discrepancy did pan out, but at the sacrifice of other areas such as less fouls and certain advantages for the user. Dropped this back to 50/50 and allow individuals' personal preference to take place if chosen.
Acceleration - 50/50 - No change.
Shot Error - 51/51 (52/52) - Dropped down just a bit to compensate for all the posts hit.
Pass Error - 52/52 (55/55) - Dropped down a bit as well to help CPU attack and to allow better crosses due to lower pass speed.
Shot Speed - 50/50 - No change.
Pass Speed - 45/35 (45/30) - Slight bump for CPU since some other values have changed such as Sprint Speed and line settings.
Injury Frequency - 45/45 (50/50) - This is one I'm just throwing out there. Haven't seen a crazy amount of injuries with it, and no random walk offs. Have to make sure though. Tried some of the other suggested, but too many injures, and those shoulder injuries started to be the common theme ala FIFA 16.
Injury Severity - 40/40 (50/50) - This is one I'm just throwing out there. Haven't seen a crazy amount of injuries with it, and no random walk offs. Have to make sure though. Tried some of the other suggested, but too many injures, and those shoulder injuries started to be the common theme ala FIFA 16.
GK Ability - 50/50 (42/42) - This was a pleasant surprise. GK is much more sync'd up with the shot at hand, letting their ratings really stand out. Haven't seen any ridiculous crazy saves like we tend to see on lower values. Definitely worth a shot to look at again. Seeing more goals that is for sure as well.
Marking - 60/60 (50/50) - Big change number one. Marking at 60 has always been good, but the problem was that it wasn't working with Run Frequency at 50. Tested this all night, and determined that Run Frequency and Marking have to go hand-in-hand. So if you want to use marking at a higher value, then run frequency has to match it. This is why you will see the change. Surprisingly, the increase in run frequency does not mean more forward-forward runs. It's actually playable and doesn't make things as end to end as you would expect. The HLW adjustments have also helped this combination to work.
Run Frequency - 60/60 (50/50) - Big change number one. Marking at 60 has always been good, but the problem was that it wasn't working with Run Frequency at 50. Tested this all night, and determined that Run Frequency and Marking have to go hand-in-hand. So if you want to use marking at a higher value, then run frequency has to match it. This is why you will see the change. Surprisingly, the increase in run frequency does not mean more forward-forward runs. It's actually playable and doesn't make things as end to end as you would expect. The HLW adjustments have also helped this combination to work.
Height- 60/60 (52/50) - Really want the HLW to work. Forcing the lines to get more compression against the CPU is so key to an enjoyable experience. It wasn't happening without the common siege at the top of the 18-yard box. At least with the HLW combination here, there is much more midfield and much better positioning overall.
Length- 40/45 (50/50) - Biting the bullet here, but relative to the adjustments at hand, this had to be done. There just has to be a discrepancy of significant value when it comes to the CPU's constant forward-forward attack. They still do it, it's built in, but at least with this combination of RF+Marking+HLW, it is starting to come together.
Width- 52/52 (48/48) - As determined a couple nights ago, we have to get better crosses. The width should allow the players to get into the box at a better time, and get on the end of some crosses now. In addition, this should help the defensive shape throughout the pitch, and not just at the top of the box or defensive third.
FB Positioning - 70/70 (50/50) - Another significant change. By default the FB's just don't get up the pitch like they have in previous years. Even at a height of 100, they stay back. So bumping this up will not only allow them to get up the pitch, it will also help in containing some counter-attacking and end-to-end play at times due to the FB being in the midfield during transition. This can make or break an attack, and allow the CPU or User to rethink their attacking strategy.
FT Control - 50/50 (55/55) - Oddly enough putting this back to 50 is showcasing more bad touches than before. I'm not sure if it is a combination of all the values, but it's nice to see some true ratings kick in for the lower caliber players vs higher caliber. This also affects the the player's dribbling as well.