02-13-2024, 03:29 AM
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#2046
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Pro
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Re: EA SPORTS FC 24 OS Community Sliders
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Originally Posted by CinKid73 |
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Gee_Simpson,
Converting from Legendary to Ultimate difficulty in EA FC 24 has not been as challenging as in previous titles. When playing matches at either level, there will always be aspects of 'cheating' by the CPU, however, by using the suggested slider adjustments, and fine tuning on your part, the gameplay could be a more enjoyable experience. If the elements of CPU advantage did not exist, then everyone would master the gameplay, and there would be no point to continue playing, or raising the difficulty over time. My recommendation would be to use the exact sliders that Matt and the development team have offered in Version 8, and including the new test value for marking (between 52 and 55). The huge discrepancies in shot, pass, and first touch errors between the user and CPU, should allow you to become accustomed to the new difficulty level. As you make progressions in gameplay, then begin reducing the error values. The hardest possible configuration in the game is Ultimate default paced settings, where the user and CPU sliders are the same. Recently, due to Title Update changes in gameplay, I have been forced to incorporate some of the slider differences, instead of maintaining my previous settings of even sliders that have now resulted in no offensive buildup or scoring for my user club. A number of changes in Title Update 9 may further enhance user gameplay, however, only slightly in comparison to the protracted list of bugs/glitches. Below is an except from a post to this forum last month, in which I outline the advantages to upgrading from Legendary to Ultimate difficulty.
Based on the difficulty chart and publications authored by the developers at EA, there is an assumption that the difficulty percentages for CPU gameplay are hardcoded into the game engine, and are to be considered static. My belief however, is that the percentage values are the low-end baseline for CPU gameplay, and as metadata is compiled over time, the dynamic difficulty adjustment algorithm modifies these values. For example, when a user is conducting a career mode save at the World Class difficulty and performing well on the pitch for several matches in a row, the dynamic difficulty adjustment algorithm has the ability to randomly increase CPU attacking intelligence from 75% to 100%, or any of the three other categorizations in the chart. These are the only four categories that EA has published, however, it is apparent to anyone who has played the game for more than a week, that more 'hidden' game difficulty adjustment classifications exist (for reference, page 220 of this forum).
In summation, nearly all CPU player attributes are theoretically configured to 100% at Ultimate difficulty, instead of a fluctuating variability that modifies during every match, allowing for slider adjustment changes to become more apparent, consistent, and accountable.
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I mean in terms of this:
"The dribbler is always at 50 speed. So the defending player will be at the Sprint Speed value, meaning if we have the CPU at a 35 Sprint, and the user is dribbling the ball, the user will always have the advantage as we are actually at 50 Sprint. This is why it can be easy to use R1 dribble past the CPU, or cut across the field to beat multiple players. So raising their Sprint Speed value to 50+ ensures these game breaking events happen less."
You say you use 6 for sprint speed for both the user and CPU, so that would mean when dribbling you are dribbling at 50 sprint speed but the CPU is only running at 6 sprint speed.
I'm wondering why anyone uses anything less than 50/50 for sprint speed.
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