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Sharing Thoughts and Knowledge About GP and Career Editing

regularcat

Manager
Moderator
Dribbling in the amount/percentage he will choose to dribble.

Ball Control determines how well he can control the ball while dribbling.

Balance determines how capable one is of being pushed off of the ball.
 

regularcat

Manager
Moderator
This is the EA description of the attributes but I think it is bullshit.

Code:
Acceleration - Increasing your Acceleration will improve your player's speed off the mark & reduce the time it takes to reach your maximum Sprint Speed.

Aggression - Aggression will increase your chances of coming out on top in a 50/50 challenge with the opposition.

Agility - Agile players can turn quicker & are more likely to attempt spectacular headers, volleys & bicycle kicks.

Balance - A good Balance rating will reduce your chances of stumbling & falling when challenged by an opponent.

Ball Control - The better your Ball Control, the more likely your player will be to take a good first touch when receiving the ball.

Crossing - A good Crossing attribute will increase the chances of finding your team mates & avoiding the opposition.

Curve - The higher your Curve rating the more bend & swerve you'll get on the ball when shooting & crossing.

Dribbling - A good Dribbling rating will mean your player will keep tighter control of the ball when running at speed.

Finishing - A good Finishing attribute will increase your chances of beating the keeper with shots inside the box.

Heading - A good Heading Accuracy will increase your timing & improve your accuracy when heading at goal.

Interceptions - A good Tactical Awareness rating will mean your player is able to adjust to unfamiliar positions, formations & team styles.

Jumping - The higher your Jumping the more likely you'll be to beat opposition players to aerial balls.

Long Passing - Increase your Long Passing to turn defence into attack with improved accuracy & more powerful lobbed passes.

Long Shots - The better your Long Shots the more likely you'll be to beat the keeper with shots from outside the box.

Marking - Increasing your Marking attribute will improve the default position your player takes up when your team is not in possession of the ball.

Positioning (Attacking) - The higher the rating the better your player will position themselves by default following the ball going out of play.

Reactions - Good reactions will allow you to latch onto loose balls & rebounds quicker than other players.

Shot Power - The higher your Shot Power the more venom you'll get on shots of any type & from any distance.

Short Passing - The better your Short Passing, the less likely it will be that your player misplaces passes.

Sliding Tackle - The higher the value the greater your chance of being successful with Sliding Tackles.

Sprint Speed - Increase your Sprint Speed to leave the opposition standing & make yourself harder to catch once you're in full flight. 

Stamina - A good Stamina rating will increase the amount of time your player can spend sprinting during a game as well as improve recovery time.

Standing Tackle - A good Standing Tackle rating will mean you are more likely to come out with the ball when putting your foot in.

Strength - Strength will increase your chances of winning physical challenges with opposition players.

Vision - Vision will increase your ability to play accurate & intricate through balls to set up your team mates with scoring chances.

Volleys - A good rating will increase your chances of connecting & scoring with a Volley to leave the keeper helpless.
 

bangus

Starting XI
regularcat;3862218 said:
Dribbling in the amount/percentage he will choose to dribble.

Ball Control determines how well he can control the ball while dribbling.

Balance determines how capable one is of being pushed off of the ball.
That's how I understand it, what I've seen when testing.
 

22FIFA

Youth Team
bangus;3862063 said:
Every year's the same for me:

Lower Speed and Accel ratings to:
-create overall slower game play
-create realistic stats as I play 15 minute halves

Lower Aggression and Agility ratings to:
-improve game pace by reducing constant CPU pressing
-smooth out animations and improve the visual ascetics
-nerf the CPU boost/cheat AI when it kicks in

Lower GK Handling ratings to:
-create more rebounds and loose balls in the crease; less-predictable game

Re-assign Speed and Accel ratings to:
-create more lower league players with pace

Re-calculate Strength and Balance ratings, based on height vs weight, to:
-create a more realistic relationship between a players's size vs his strength and balance ratings

Various other ratings to:
-increase fouls, but I haven't done these as yet I'm seeing lots of fouls by default

And in the players table I:
Set hashighqualhead value to 0 so that all players have a generic face
Randomly shuffle firstname values and lastname values so that all players have a new and different first and last name
Couldn't care less about correct lineups and updated rosters, or proper hairstyles, boots and accessories
Do you 15 minutes halfs because of the lack of goal scoring opportunities in fifa 16 or have you always played 15 minute half's? Because my games almost always end in a calcio italiano score 0-0, 1-0, 1-1, 2-1, 2-0. If thats the case maybe I need to play longer half's like you. I play 6 minute half's meaning 12 min total for full match.
 

bromireal

Youth Team
Hi guys I made some other attempts to improve the game. Now I find the user attacking gameplay quite nice, with my db editing, a few lines of cl.ni and corrected slides.
The problem is the cpu attacking: depending on how I set up the slides and the cl.ini I found cpu behaviour really boring in 2 different ways: crazy tiki taka possession vs complete inefficiency attacking.
Any tips to adjust this?
I tried to edit teams tactics manually but not much luck. It doesn't change gp so much.
Can tacticts be edited directly in the db with db master?
I have problems with creation master (doesn't work on 16?) so I can't use it

@regcat: do you still want to share your edited fifa db and cl.ini?
@bangus: as I told you my db with your adjustments (thank you by the way) it's nice but incomplete: do you have a db of your own that you would like to share?

Do your edited gameplay make cpu playing style any better or just improves user's gp?

I don't care too much about carrier, but anyway it can be fixed to work with edited db. I'm working on mine.

@bangus: do you still have problems with fifa scripting?
I guess you have already tried editing db table matchintensity and cl.ini adaptive difficulty in the past years?
The last one didn't seem to work last year, but this year looks like it does (setting everything to zero).
Last year editing matchintensity table and setting the same value everywhere, partially helped.

Also: any of you knows if the "sliders" values in the fifagamesettings tab in the db do the same job of the sliders or is it a different setting?
 

bangus

Starting XI
frisgon;3862690 said:
The problem is the cpu attacking: depending on how I set up the slides and the cl.ini I found cpu behaviour really boring in 2 different ways: crazy tiki taka possession vs complete inefficiency attacking.
Any tips to adjust this?

Do your edited gameplay make cpu playing style any better or just improves user's gp?
CPU attack variety is an issue every year and one of FIFA's weakest aspects. I don't have an interest in testing team tactic settings, I never thought they worked all that great anyway. So I just adjust line sliders depending on the team. I raise the CPU length slider for attack-oriented teams (3 FW, AMF), this pushes CPU FWs and MFs up. For defense-oriented teams (2 DMF, 1 FW) I lower the CPU height slider, this drops CPU defenders back towards their goal. Also, if you raise your line sliders, it pushes your team forward into an attack position. This will eliminate some of the tiki taka as the CPU will try to take advantage and use more long balls.

Another way to improve CPU attack behavior and positioning is to switch up the traditional LB LCB RCB RB positional values. By default, CBs in FIFA hang too far back at midfield and don't push forward when their team is attacking. Change that by re-assigning defender formation assignments to LWB LB RB RWB (high attack). To leave one CB back while the second presses (balanced attack), change to LWB LCB RB RWB or LWB LB RCB RWB. This is another way to not only bring some variety to CPU play, but to get you to change up your own tactics and formation. A CPU team with a LWB LB RB RWB setup will push way up and will be vulnerable to quick counter attacks, for example.

Honestly, I haven't edited much this year. The default game play is pretty good. I reverted back to default speed ratings for now, I just lowered agility and aggression and that's about it. I might spend time testing player assignment settings, see if they actually work as advertised.
 

qasar80

Youth Team
Bangus , how exactly pace helps you , since player with 90 +pace run the same as defenders with 60 - 70 pace?
It is a strange aspect this year.
I'm not saying I like fast game , on the contrary I'm a fan of slow paced and tactic game , but Neymar should be able to outrun at least Ginter for example , wich in game doesn't happen . If I drible ar pass behind a defender and I'm in full speed it's normal that defender doesn't catch me or at least in real life , while in actual fifa is not the case , the defender immediatly is in you.
 

bangus

Starting XI
qasar80;3862755 said:
Bangus , how exactly pace helps you , since player with 90 +pace run the same as defenders with 60 - 70 pace?
It is a strange aspect this year.
Speed and accel need to be tested properly to come up with a formula that will allow for different players to be fast or slow, without ruining the game play balance. You usually need about 40-50 speed points difference in ratings to before you see a difference in-game.

Lower CPU accel slider a bit maybe.
 

qasar80

Youth Team
Yes , lowering cpu acceleration is a solution , also an unfair one , since this will slow all cpu players including high paced ones , I'm thinking maybe this could be encoded in game somewere and could be tweaked so there wouldn't be a need to modify sliders at this points , so that you can see a real difference between players...
 

bangus

Starting XI
qasar80;3862766 said:
Yes , lowering cpu acceleration is a solution , also an unfair one , since this will slow all cpu players including high paced ones , I'm thinking maybe this could be encoded in game somewere and could be tweaked so there wouldn't be a need to modify sliders at this points , so that you can see a real difference between players...
You are right, but even just lowering the accel slider 1 point might help. If it is an encoded issue then it would be hard to find a fix.
 

qasar80

Youth Team
Yeap , EA style again!!!
They thought last year that is not normal that Bale could outrun most defenses and , would you believe it , made a video in wich explained this aspect!
I wonder sometimes if the creators of fifa ever watch football or maybe watch wrong football ( american) , because it's just unbelievable to do this and probably encoded it very hard so no moders can right the wrong.
I say to them why not make all players equal in all aspects including gk's and let us play some kind of old table football.
Damn it , good answer from developers , keep it up EA , maybe next year you'll make CB's faster than wingers and the wingers stronger , as you say , it's not normal that Bale runs faster than a world best CB with 70 OVR and 60 pace!!!!!
 

bangus

Starting XI
qasar80;3862775 said:
Yeap , EA style again!!!
They thought last year that is not normal that Bale could outrun most defenses and , would you believe it , made a video in wich explained this aspect!
I wonder sometimes if the creators of fifa ever watch football or maybe watch wrong football ( american) , because it's just unbelievable to do this and probably encoded it very hard so no moders can right the wrong.
I say to them why not make all players equal in all aspects including gk's and let us play some kind of old table football.
Damn it , good answer from developers , keep it up EA , maybe next year you'll make CB's faster than wingers and the wingers stronger , as you say , it's not normal that Bale runs faster than a world best CB with 70 OVR and 60 pace!!!!!
But... you can easily make Bale run faster than anyone, set his speed at 99 and defenders at 1 and presto. My suggestion: don't waste time worrying, get busy editing and testing and finding a way to re-balance the speed for players.
 

qasar80

Youth Team
Believe me bangus, I am doing that since day one of Fifa 16 and since fifa 11.
All I play is career mode and sometimes seasons.
It's not about Bale but about game in general , that was an example.
Ea encoded hard those files and that's why I follow closely Fidel and Beta work and do most editing manually.
I do not want unfair advantages I want to reach an equilibrum between players like in real life and thougt this is the year , but I hope we all , the comunity , will make it happen.
 

bangus

Starting XI
qasar80;3862793 said:
Believe me bangus, I am doing that since day one of Fifa 16 and since fifa 11.
All I play is career mode and sometimes seasons.
It's not about Bale but about game in general , that was an example.
Ea encoded hard those files and that's why I follow closely Fidel and Beta work and do most editing manually.
I do not want unfair advantages I want to reach an equilibrum between players like in real life and thougt this is the year , but I hope we all , the comunity , will make it happen.
Well one quick test you can try: lower acceleration ratings for all players by 10 points, or 20 or 30, then see if the accel issue you mentioned in Fidel's thread is still a problem. Easy solution if it fixes the problem.
 

bromireal

Youth Team
bangus;3862746 said:
CPU attack variety is an issue every year and one of FIFA's weakest aspects. I don't have an interest in testing team tactic settings, I never thought they worked all that great anyway. So I just adjust line sliders depending on the team. I raise the CPU length slider for attack-oriented teams (3 FW, AMF), this pushes CPU FWs and MFs up. For defense-oriented teams (2 DMF, 1 FW) I lower the CPU height slider, this drops CPU defenders back towards their goal. Also, if you raise your line sliders, it pushes your team forward into an attack position. This will eliminate some of the tiki taka as the CPU will try to take advantage and use more long balls.

Another way to improve CPU attack behavior and positioning is to switch up the traditional LB LCB RCB RB positional values. By default, CBs in FIFA hang too far back at midfield and don't push forward when their team is attacking. Change that by re-assigning defender formation assignments to LWB LB RB RWB (high attack). To leave one CB back while the second presses (balanced attack), change to LWB LCB RB RWB or LWB LB RCB RWB. This is another way to not only bring some variety to CPU play, but to get you to change up your own tactics and formation. A CPU team with a LWB LB RB RWB setup will push way up and will be vulnerable to quick counter attacks, for example.

Honestly, I haven't edited much this year. The default game play is pretty good. I reverted back to default speed ratings for now, I just lowered agility and aggression and that's about it. I might spend time testing player assignment settings, see if they actually work as advertised.

I'll try what you suggest about lb/rb instead of lcb/rcb;
I raised my defensive line and yes cpu plays much less tiki taka, but it's also much more ineffective; they don't attack; especially they don't counterattack.
The slides: do you mean you change them manually before a game depending on the cpu team?
 

bangus

Starting XI
frisgon;3862811 said:
I raised my defensive line and yes cpu plays much less tiki taka, but it's also much more ineffective; they don't attack; especially they don't counterattack.
That is not what I see. With default line sliders the CPU in my game might average 1 goal a game. So yesterday as a test I set CPU height 0 length 100, and User height 100 length 100. First game, the CPU scored two goals on two shots in the first 5 minutes. My team was playing high, so the CPU sent all long passes to their FWs who were easily in 1 on 1 on my GK.

Yes, I change line sliders before each game, depending on the CPU team formation and lineup.
 

bromireal

Youth Team
bangus;3862820 said:
That is not what I see. With default line sliders the CPU in my game might average 1 goal a game. So yesterday as a test I set CPU height 0 length 100, and User height 100 length 100. First game, the CPU scored two goals on two shots in the first 5 minutes. My team was playing high, so the CPU sent all long passes to their FWs who were easily in 1 on 1 on my GK.

Yes, I change line sliders before each game, depending on the CPU team formation and lineup.

Tried line height 100. Yes it actually improves cpu vertical gp. I only had to reduce some cpu skills in the sliders otherwise they would score too easy. But now is more enjoable. thanks
 

bangus

Starting XI
frisgon;3863087 said:
Tried line height 100. Yes it actually improves cpu vertical gp. I only had to reduce some cpu skills in the sliders otherwise they would score too easy. But now is more enjoable. thanks
That's good, 0 and 100 was just to test, I don't use extreme settings like that, more like 20 to 80 range.
Here's what I was talking about from FIFA 13, how the RCB and LCB will move in and press when changed to RB and LB:

 

bromireal

Youth Team
bangus;3863103 said:
That's good, 0 and 100 was just to test, I don't use extreme settings like that, more like 20 to 80 range.
Here's what I was talking about from FIFA 13, how the RCB and LCB will move in and press when changed to RB and LB:


Nice! Gonna try that!
For now I just set user line height to 100 and cpu left to default 50 and I like it.
Also because I changed some other values in the sliders, so it's okay if the cpu has more space to counterattack
 


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