If anyone is interested, I've posted our beta sliders.
let me know if you want it in another thread.
√ Right, I've had a lot of time with the game, and it's no surprise a set has already come out. I feel this is a solid base to work with. For those who are history buffs, you may recognize most values derive from our FIFA 16 OS Sliders final set. Anyone who loves FIFA knows that FIFA 16 is one of the best versions of the game, so it is always a good sign that values from that game are being applied here.
►Sprint Speed: 51/50
- Giving the user a small advantage so they are not chased down due to catch up bug constantly.
►Acceleration: 50/50;
Legendary/Ultimate use 50/49
- Found that in order to compete on Legendary and Ultimate team, that the CPU's acceleration just had to be lowered. Too much cheating and it wasn't very realistic to play where the CPU wins every loose ball, every pass and scores at will. Still a good challenge here.
►Shot Error: 51/51
- Raised just slightly because too many shots on frame, resulting in upwards to 10+ saves a match. Good variety in shots as well.
►Pass Error: 55/55
- Raised this one up to create a sense of hesitation with the ball, but also freeing it up as much as possible, especially under pressure.
►Shot Speed: 48/48
- Lowered this value because the shots were way too powerful on default. It'd be one thing if it were a powerful shot, but the keeper also doesn't look quite right in their saves when this happens. At 48, they still shoot with venom, and adjustments to the goalkeeper are made to accommodate this change.
►Pass Speed: 46/46
- Always a big one, but this time it serves the purpose of purely passing speed. At driven pass speed, the ball looks to be fine, but with the adjustments to FT control, this driven pass will not be the only way the CPU has to attack you.
►Injury Frequency: 70/70
- Just a bump of significance to see if we get more injuries during the game. Would be nice if it were this easy

.
►Injury Severity: 60/60
- Same as Injury frequency, some depth the CM would be added when star players get injured.
►GK Ability: 48/48
- As mentioned above, this adjustment helps the 48 shot speed look more realistic, and the keeper can still make some blinding saves.
►Marking: 40/40
- Very important that we loosened up the players from their magnetic fields. With the marking at 40, this will now allow the formation, tactics and instructions to take place.
►Run Frequency: 1/1
- Always a value that we say we aren't going to drop, but each time it is just a core issue of the game itself where it is acceptable to bombard players forward.
►Height: 65/60
- Discrepancy like we did in FIFA 16, this allowed there to be more of a midfield pushed into the opponent's attack as a result.
►Length: 45/50
- This further enhanced the length of the pitch to be compressed as both teams' defensive line served as the outer walls. Midfield is back with this set up.
►Width: 52/52
- Adjusting for the width that gets lessened as length is increased.
►FB Positioning: 100/100
- This helps with transition plays, and also allows the FB to get as far as possible to the endlines.
►FT Control: 65/65
- There needs to be a sense of fighting for the ball, not every touch is going to be perfect. Not every trap should be perfect.