♦♦♦ Goal: This version is of course building off of Version 2 and the good that came with it. There are some opportunities to improve areas such as the CPU passing, and passing variety, while also getting a tad more physicality than before. The result is a good balance of challenging and realistic, but still gives room to have varied experiences from each team faced. ♦♦♦
♦♦♦ Notes and Caution: While not consistent, I do have to stress the importance of paying attention if you play on SLOW versus NORMAL game speed. I know there are a lot who want to play SLOW and love it, but I'm afraid that the same issues that plagued 21 are still there where the defenders lose track of runs - making it incredibly easy to find an open player in the box on counters, etc. I'm not saying this is 100% going to happen, but I just wanted to bring that up as transparently as possible. ♦♦♦
If the value is the same for all difficulties, it will be listed once. If the value is different, it will be separated by a | indication. Please refer to posted image of slider set as well.
Sprint - 10/15 (Previous: 5/5)
► We had to get a couple things sorted here which was ensuring the CPU would stay in their challenges longer, especially when chasing a runner off-the-ball, and the other is to ensure there is more physicality as on values under 10 result in less chance of players falling down. Instead of falling down, they would absorb tackles or any type of physicality, which has a lesser chance of experiencing the true animation library for this year.
Acceleration - 50/50 (Previous: 49/49)
► In order to complement the physicality, we had to raise acceleration back to 50. The main issue with it under 50 is that the CPU struggles to start accelerating into challenges or maintaining those 1v1 situations. The working theory here is that because under 50 doesn't impact stamina, that there is less effort extended, which results in less dynamic situations that could be possible.
Shot Error - 65/65 (Previous: 70/70)
► Just a slight lowering here to get more balance throughout the league. The high shot error still produces misses of all kinds of variety, but another note is that because we've lowered pass error, the User & CPU's crossing has improved, which means more heading opportunities - so lowering shot error was important to ensure there's a threat there as well.
Pass Error - 52/52 | 52/55 (Previous: 60/60 | 55/65)
► Lowering pass error was needed now that we have the lines and marking to a good, and consistent, place. With this error change it's opened up the way the CPU moves the ball. Switching of the field returns, lobbed passes and also whipped crosses.
Shot Speed - 49/49
► No changes here. The mix of shot power is controlled by the shot error. There are still the deflections out for corners, and also enough pace in which the keeper can't get to the ball.
Pass Speed - 40/30
► With the lowering of pass error, the ball will now skip across the turf a bit more, so there's no need to adjust pass speed either. The CPU does like the driven pass, but the positioning is solid enough that they won't be able to constantly pass forward without interruptions.
Injury Frequency - 75/75 (Previous: 50/50)
► Tested a lot of 80 and it resulted in fairly consistent injuries, so dropped it down just a tad to something we've used in the past that works well again.
Injury Severity - 25/25 (Previous: 50/50)
► Tested at 30 for the majority of the time, so of course found a good balance reaching another value we've used before at 25. Good variety of injuries from torn ACL's to bruised shoulders. Sometimes players need to be subbed off, sometimes just treatment or walk it off.
GK Ability - 50/50 (Previous: 48/48)
► There are enough odd animations with keepers this year that it didn't make sense to "play around" and keep using values under 50.
Marking - 70/70
► No changes with marking thankfully because it was a hard value to find a proper balance for, relative to the set we have. Teams that press will not hide that fact and they may overcommit, but just like they would in the real match, they will do their best to recover from vulnerable positions. The drop back teams will be aggressive when it matters, but will not give up so much space in 1v1 situations.
Run Frequency - 5/5
► Still happy with this value as it allows runs to still happen in the tight spaces, which with the runs - and the defenders following those runs - it extends a pitch length of 25 into the 50's. In addition, the FB positioning at 70 will bring that element of modern football of overlapping and underlapping runs, with the midfielder oftentimes tucking in on the opposite runs.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. [/color]
Height - 65/65
► Again, no changes here as it is a value that has been tested [significantly] and does not do anything. Cosmetic purposes only.
Length - 25/25
► No changes as this is an important value and has been through a lot of sample sizes throughout. As mentioned above, the run frequency will extend the pitch, but so will the length as it controls the types of runs that are made. While the slider value of Height does nothing, the length will assist in height tactics that teams choose, which is why there are still offsides and not just defenders following deeply into the box or endline. As always, we want compression and decompression, and these combinations of values allow that to exist.
Width - 45/45
► No changes. Lowering width has allowed the marking and FB positioning to be increased. Some teams will have room to switch, some teams won't. It just depends on the tactics used and faced against. This does allow more congestion in the center of the pitch, and it also helps support the higher marking value so there is less passive play in the midfield. Again, it does depend on the tactics in use.
FB Pos - 70/70
► No changes. With the tighter lines, the more room was needed for the fullbacks to play their role. This also widens out the defensive line as they need to cover a bit more space - which can only be a good thing as they tend to group up too closely in transition and near the goal. Something FIFA has done a good job this year is the winger covering for the fullback as well.
FT Control - 85/85
► No changes. The control is too silky smooth on default, so a significant bump was needed. We usually don't want to raise FT so high with a low pass - but because the driven pass still exists, it should be built as a risk/reward, and that's exactly what this does. It also makes for some great sloppy play as well.