Rispetto a settembre è migliorato qualcosa? Lo provai per poche con ea access ma facevo davvero fatica a giocarci molto brutto, ora invece ho visto che matt del sito operation sport ha pubblicato delle slide fino ad ora era stato poco presente invece nel video mi sembra di capire che queste slide aggiustino qualcosa e che sia un pò piu positivo vi allego il video magari se qualcuno può provare e mi fà sapere.
Sprint - 48/48 | (Previous 50/50)
► Gradually lowered this value to resync with the pass speed at 48. This change ensures that the players are not moving faster than the ball and also allows just a bit more of a solid feel to the players, especially in sprinting motion.
Acceleration - 50/50 | 50/52 for Pro and World Class difficulty
► This is a good value to create a discrepancy if the user is finding gameplay too easy. Just raise the value in favor of the CPU. This is the best suggestion for those on Pro or World Class difficulty.
Shot Error - 65/65
► It's incredible what shot error can produce this year. Have seen some absolute world class finishing, and have seen some very poor attempts. I think the emphasis of not only scoring as a reward, but also the event of a solid strike on goal. There really are some great ball physics when this value is tested to its limit.
Pass Error - 55/55
► There was feedback about this value being too high because the CBs started to make terrible contact on simple passes forward. This adjustment does address that, however it also allows the pass game to open up in the right spots. Both user and CPU can take full advantage of their highly rated players, or be cautious with poor players. This also helps the crossing to be a bit more dynamic in that it can be a really poor cross out of bounds, or it can be vicious curler that finds the head of a striker or oncoming midfielder.
Shot Speed - 49/49
► This value took a while to research because it's important that the GK stays in-sync with the shot at hand, and that the shots on frame are not incredibly weak (relative to the shooter's rating + shot error) that the keeper just catch it easily. In addition, this value with a raised shot error always produces the best shooting ball physics that FIFA has to offer. It just gives more time for the end-user to see the flight of the ball versus just a rocket that gets missed with the blink of the eye.
Pass Speed - 48/48
► This patch update has seemingly helped the animation in receiving the ball on lower pass speeds. No longer are the receivers running towards the ball constantly, they are letting it drift into their path. This good because it will naturally slow down the tempo a bit, and also allow for the ball to stay in the air just a bit longer.
Injury Freq - 90/90
► Found that this value does create more injuries in game, but relative to the severity, the injuries are not as significant.
Injury Sev - 40/40
► Have been all over the place with this, and based on the frequency, this value did need to be raised as it was just not significant under 35. In addition, the same type of injuries were happening such as broken toes or shoulder injuries after a fall.
GK Ability - 49/49
► Tried to lower this value to find some slightly less incredible saves. Happy balance of just lowering it slightly so that the GK still has the capability to pull off saves, but not so much that the variance of shot speed/error isn't feeling like a chore. Can't go too low with this value as the GK's can start to do some odd animations such as diving underneath the flight of the ball or dive too soon.
Marking - 50/50
► Marking was too passive on 49 unfortunately. Put it back to the safety of 50. Still seeing good crossing as well, so it confirms it must have been the run frequency originally.
Run Frequency - 2/2
► May have jumped the gun a bit with 5/5 because the long runs were there, but it was too much at any given time - making games feel end to end for the wrong reasons. Felt like each team was a counter-attacking one. Dropped this one down to an arbitrary number of 2/2, but can't be upset with it as it brings in a good balance of checking to the ball mixed with long runs. Variety of runs are there as well which will result in different types of passes.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. In the past, we could adjust these values to achieve a lot of the shape we are looking for. However, this year of FIFA 20 in particular is in favor of referring to the team tactics to dominate the HLW more than anything. With that said, this version of the sliders has an aim to get more midfield play and adhere properly to different formations/tactics available.
Height - 51/51
► Just raising height to compensate for the lowered marking value. This will allow the lines of confrontation (midfield meeting midfield, defender meeting forward) take place a bit sooner if marking were the only value changed.
Length - 45/45
► This is the first change to the HLW core because the height value is just too volatile this year, so it must be compensated to create a bit more compression by lowering length. This value could only be lowered to where it is because of the significant change to FB.
Width - 42/42 | (Previous: 40/40)
► Just a very slight adjustment here to get the outside backs and wingers positioned a touch or two wider than they were on 40, where they were getting sucked inside too early. This will make the switch-field long ball a tad more difficult, but not impossible. It also still maintains the cohesion in the center of the park defensively and at the top of the box.
FB Pos - 1/1 | (Previous: 0/0)
► Raised this value just slightly because at 0/0 the FBs would stay back just a bit too much. As a result, they would not be in an advanced position during the transition to meet the winger sooner. This very slight adjustment was impactful enough that it makes the game less end to end dribbling down the wings.
FT Control - 55/55
► A subtle adjustment, but this value does not only control poor first touches, it also controls dribble accuracy in tight spots. Good to see the CPU, and user, stumble out of bounds due to a bad touch, or go in hard on a challenge because they lost the 50/50 ball. Paired up with the adjustment to Pass Speed, this one is just enough to stand out.