Re: EA SPORTS FC 24 OS Community Sliders
Gee_Simpson,
The sprint value for slider adjustments is merely a threshold for universal player movements, not a hardcoded finite value. In your post you stated: 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 circumstance would only occur if you manually configure the sliders to 50 for the user and 35 for CPU. Players in the game are always disadvantaged when they are dribbling in terms of actualized speed; players without the ball do not have to maintain possession, watch the ball, correct their sprint, etc., simply run in a straight line. When playing matches with Legendary or Ultimate difficulty, if the sprint values are the same for the user and CPU, then neither side can surpass that value. The only exception is for World Class difficulties, where the disparity in sprint values is required to overcome inherent game coding issues, as tested by Matt and the development team. For the Version 8 Harder Legendary, default or slow paced sets, the CPU is allotted between a twenty-five and fifty percent supplement to their speed slider values to add increased challenges for the user in those modes.
If you think in terms of the sprint slider value as a percentage, then setting the slider to 6 would be one hundred percent. Players dribbling the ball generally have their individual player speed rating diminish by ten percent, or using this example, the defenders for either the user of CPU would be sprinting at the maximum value (6), while the dribbler would only be sprinting at a 5.4, allowing slower defenders to catch up to attackers with enough distance. Additionally, if the user sprint slider value was configured to 6 and the CPU to 50, that does not mean the CPU players will sprint eight times faster than the user, just a percentage faster. In the past when testing sprint slider values, I first set the game to 50 for both the user and CPU, and during a match controlled a CM with an individual speed attribute of 80, and full stamina. With the camera adjustment set to co-op, I placed the CM on the edge of my own eighteen-yard box and held down the sprint button, ran in a straight line to the opposite eight-yard box edge line and counted the time duration in seconds. The average time was between 7.5 and 8.5 seconds. Next, I redid the testing sequence with the sprint slider value set to 6, and using the same player, the elapsed time was between 10 and 11.5 seconds. In the testing I also used the CM to track down a fast paced attacker possessing the ball. In both situations, the slower CM started with a four to five yard gap between the players, and after the attacker ran the length of the pitch, was able to close the gap to one yard or less, however, did require fifty to sixty yards of pitch length to do so. Regardless of the sprint slider value, either 50 or 6, in no circumstance was the gap drastically enlarged, only the elapsed time it took for the attacker to sprint from the start point to the opposing goal for a shot. When playing longer matches, switching from six minute halves to eight, I wanted to reduce the amount of perceived ping-pong action. With the sprint slider values set to above ten, there were more than realistic back and forth progressions.
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