Secondly, we all have opinions and some know how to filter them, some do not. What that means is I am going for a goal, and discussion about conspiracies, theories or ET is not going to be helpful. First, regarding myself, I am the project manager here. Thankfully, we have not run into this issue as much, but there have been times where it's close. Provide feedback because you want to help, not because you feel entitled to let us do all the hard work and you sit back and criticize.Ĥ. That will save so much time and less of a Q&A.ģ. What this means is simply "What do you see"? Is the CPU having that high passing because your defending players are too slow? Too far away? Too wide? In the end, VIDEO NEVER LIES, so if you have video to provide - please do so. Were they passing the ball through the backline the entire time? Details are important, and throughout the years I have asked for details in animations. Telling us the CPU has 99% passing is not helpful. The Match Stats only give so much information. It's better to leave it out of the thread, and create your own.Ģ. All slider values are relative to one another, so if we see a value like 30 pass speed with a line length of 70, then that's not relevant to someone using a 50 pass speed with a line length of 35. I have learned a lot about how to be the "project manager" of this whole thing, so if I do not respond to every post, it is either because it got lost in the shuffle, or that replying to it would deter the thread from achieving the goal of establishing a slider set. I will do my best to update this Original Post as much as possible. I will make sure the OP is updated in a log format, so everyone is on the same page.Īs always, remember that the thread moves very fast. As soon as it is determined that the version is "final", it will simply, for example, be called Version 6 Final, or "V6Final". For example, the first version will be Version 1, Beta 1 so it will read as : "V1B1", and down the road Version 6, Beta 2 will read "V6B2". Similar to previous three years, I will be using the format in which the Version number is determined first, then a Beta number follows. My goal is to always make less versions, but we're at the mercy of 1) EA's updates, and 2) Our own curiosity in determining the best values. This thread moves fast, and versions get updated. With sliders, it is always a balancing act, fix one thing - potentially break the next. From there, it's about collaborating and finding workarounds for those problem areas. We will always test on Default first, then identify the main areas to look at. With so many values to be looked at, and those values being in 1 point increments, it is very easy to come up with multiple versions of sliders. So, it only makes sense to test in that same environment. You are investing in sliders for a reason, and most of the time that is to play in Career Mode. The goal is always to achieve the closest realism the game gives us.Īlways in Career Mode. We have been working on FIFA sliders since FIFA 15 as a community. Unfortunately, this thread would not exist if EA actually delivered, and the front-and-center agenda of FUT being the priority has further enhanced our doubts. Welcome to the yearly tradition of the OS Community sliders for FIFA.įIFA 23 boasts a lot of improvements, from thousands of new animations, to hypermotion2 enhancements that should replicate a true 11v11 match.
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