PRO_TOO
Team Heffernan
Hey Matt,Version 8 of the OS Sliders are posted. The title update was the first time the game started to falter a bit, and as a result, we had to rethink some values. Thankfully it's paid off and we're in a solid spot. Enjoy!
--------------------
--------------------
Changelog & Updates:
Timestamp: 11/12/2021 | 8:57 AM CST --- Set Version 8 posted.
*Instead of breaking down each set, value by value, I've decided to put out a summary that highlights the key values. Sorry, it's just too much to write each iteration and often gets ignored anyways. I've updated the Q&A section to supplement this change.*
♦♦♦Version 8 Goal: The concept of Version 7 was to create a length discrepancy that allows the building of midfield shape. We also were forced to use a higher sprint value and acceleration. That's not to say these values cannot still be used, but what is posted should work for the most part - with some hints of CB jockey/shuffle on occasion. The resistance is strong enough though that the 1 or 2 instances are not as impactful as in previous updates/sets.Sprint Speed - As mentioned, the focus here is to get a better "feel" for the players, but more importantly there is a threshold in which we know the CBs sprint with their marks. However, in this update, the CBs/FBs not only sprint with their marks, the higher the sprint value is - they will actually go even further ahead and break the defensive line's integrity:As a result, the point of having a defensive line becomes worthless, and streaking runs were the route-one attacks. By lowering Sprint, we found the threshold in which the CB jockey/shuffle happens contextually, such as holding the line when the ball is in the center of the pitch. When the ball is on the wings, the CB jockey will trigger briefly, but because of the run frequency + marking, the effect is not as negative. Again, feel free to put this back to a reliable high sprint value if you wish, but we feel the values posted bring the best of both "worlds" together.Acceleration - If you liked the feel of under 50, feel free, it has been tested. The idea here is to get the fatigue in a good spot where rotation is felt and at times necessary. With the low Sprint, the feel isn't overly skate-like either.Shot Speed - There were a couple animations that just did not make sense in regards to keepers. Mine in particular was the keeper absorbing a hard shot and then pushing the ball up directly into the air, while falling down on the ground, then able to still get up to their feet and jump to catch the ball. It isn't realistic, and looks more like a volleyball animation than it does footy. Along with that adjustment, the slight deflections for corners happen more often, and outstanding keepers truly are outstanding.Pass Speed - Just a bit of a nudge for the CPU's pass speed to reduce soft deflections, especially in the box, that end up becoming chances on goal because the ball falls perfectly to the CPU's feet instead out further. Not so high of a pass speed that the CPU can just drive forward passes without giving the User's players any time to react, let alone intercept.GK Ability - The battle of finding the best value for GK is always relative to the shot speed, but even then, it's hard to say what type of animations will appear. This is just the safest value possible at this point, and it is even more validated with the shot speed raised significantly.Marking - Something about this update switched off the defending mentality. It was back to FIFA 21's statue around the pitch, and the only way to really "jolt" them into action was to raise marking. After that, we just needed to make sure the run frequency would make sense.Run Frequency - Such a tricky value to work on because it controls so much. A lot of us are fans of 50, but eventually the number of runs just overran the defensive integrity. We tried 1/1 for a while, but eventually it was just back to one-route football and lots of tiki-taka around the box. Now, at 30 for both, the mix of runs are promising, and paired with the Length/Width discrepancies, there is no worries about the CPU's decision making in shooting vs passing.Height - Lowering height was something we all wanted for a long time. It just brings in the midfield and allows things to "breathe" a bit more. It also allowed the length discrepancy + marking to do its job. Logically, having it higher makes more sense to push the retreating defensive line, but now with it lower, there is room for the defensive line to recover in time. If they are going to back up at 100 height, why not just give them what they want, but safeguard in allowing the midfielders to drop back to help.Length - Using what we liked about Version 7, the values are just brought in a bit closer, without disrupting the concept of a midfield. Paired up with the marking, height and width, this value gets to breathe a new life in creating all sorts of variety.Width - The slight discrepancy here is to balance the discrepancy presented in the length. It allows the CPU just enough time to decide if they have an opening to shoot or not. In addition, it allows wing support in the right spots so playing in crosses from the wings are strongly contested.
Overall, the game is threw us a couple curve balls, especially with the defensive line integrity issues. The structure of what FIFA 22 is still miles better than FIFA 21, but I do see that there are elements of 21 trying to seep in to ruin the experience. This is why the change were necessary, but also we have kept on track towards building off of previous sets and what we are learning. Version 7 was a solid start, and Version 8 just improves things even more while patching up some mishaps here and there.Enjoy! ♦♦♦
Common Q&A:
As explained, the threshold between the CB/FB sprinting to hurt the defensive line integrity by running backwards towards their goal was found to happen at higher Sprint values. We needed to create the point in which the CB jockey/shuffle actually helps in this case, and to do that, Sprint had to be lowered.
The run frequency and marking values will also help keep the defensive integrity in check.
You may, but you may also see more instances in which the CB/FB start to sprint towards their goal more often, as in every counter and ever attack defended.
Acceleration at 48 is a great feel for the game, but it always results in less stamina depletion. Feel free to raise it if you would like. I personally believe that you still "feel" the players fatigue regardless of their stamina bar indicator.
A couple options, raise shot error, raise GK ability or lower shot speed. Honestly, it's personal preference. As we focus on animations, some of them just started to take a toll - and the modification to shot speed has helped reduce them.
That is perfectly fine. This is why the word "optional" is written everywhere in that section. We merely want to provide transparency on what control settings the sets were tested with.
--------------------
--------------------
this reads so good and reminds me of those pitch notes I like to read.
This weekend is mainly all Battlefield but I’ll try the new set for sure.
what I found with v7, injuries. Injuries everywhere. I have a man down nearly every match now, yeah every match. I did not hqve injuries occur that frequently before.
Mostly playing kickoff matches. In career it’s not that bad.