Okay, guys. This is still VERY early, but I want you guys to test these out with me. This is the result of what I'm testing:
This was 10 mins, so 5 Fouls for the CPU - and they were legit. Push pulling - obstruction - bad tackles, exactly what we want. Look at the CPU shots as well.
World Class is the way to go at the moment, the gameplay is at a good pace - less frantic than Legendary. On top of that the CPU doesn't try to send balls over the top as much.
Here are the settings:
**World Class, Slow, 10-15 mins (15 mins preferred for realism and foul count)
Sprint Speed - 58/58
Acceleration - 48/48
*2/22 - this is a Work in Progress, but so far so good. World Class is definitely less frantic than Legendary.
Shot error - 52/52
*Both started to miss shots very badly - this puts it on target, but still opportunity to miss.
Pass error - 50/58
*Nothing has changed here really - the CPU's passing is right on with a mix of lobbed, cross and short passes - nothing too much in the box - but of course that depends on the team you are facing.
Shot Speed - 50/50
*back to 50 on this. With the slower pace - it doesn't make sense to see these random bullets (hyper speed) out of no where. Don't worry GK Ability will compensate for a "slower" looking shot.
Pass Speed - 40/40
*The "anchor" of the change because this reduce the pace of play dramatically. Honestly, I didn't realize pass speed had so much of an impact on the way the game was played. There is always some kind of railing in the programming - and this was one of them. So leave this one be @ 40 - do not touch it! The CPU will still send balls in that don't look "40 speed" which is great - so you get a good mix. Love it.
Injury Frequency/Severity - 50/50
*Still messing with these two, user preference is my assumption - but I've assumed on this game before, and look where it's gotten me. I don't want to touch it just yet because I have a sneaky feeling it affects fouls...that's just a gut feeling though.
GK Ability - 1/1
*I know some hate it - some love it. But man - if you lower the shot speed with this - it is simply gorgeous. The animations - the rush out of the box when 1v1 - it's just great. The nice thing as well the shots still deflect out - so the keeper doesn't just catch everything like on higher settings. This is a must for true enjoyment as I believe it also aids in the CPU's long shots.
Position Marking - 69/69
*Okay, this post is going to a bit longer because I want to explain my thoughts on what marking is overall. Marking is almost divided in two categories, 1. Zone coverage and 2. Tackle decision and skill.
Let's say 50-59 is a no-no. It's where the programming seems to never find that spot of letting the ref call the foul. You also can't seem to tackle the CPU poorly resulting in the wanted fouls either. So you're left to work with either below 50 or above 59.
If you go below 50, you will see great mis-timed tackles and mess ups basically. There is a sweet spot though in which the ref will actually call the foul though; and that is what has seemingly eluded me from the start. The issue with a below 50 marking setting is the coverage is ADHD mode (remember, where the defender will not mark the player with the ball correctly) - so we couldn't keep that.
So next, let's go above 59 - or even 90 as the previous version. 90 has great coverage throughout the field - but it ALSO goes to ADHD mode - and the tackling is too perfect - the ref barely calls anything as a result.
69 for this version. Why? Because I tested at 59 and the mis-timed tackles were there - it was great, the ref wasn't calling them and the ADHD occured. Bumped it up to 69 and now I'm seeing poor tackling, more push/pulls and the ref is really catching on to it - but that's also because of all the other values above - balance, balance.
So there you have it - that's Marking 101 as I've tested it. Let's move on.
Run Frequency - 1/1
*Need more of an emphasis on pace and more strategy by the CPU on their runs. Even @ 1 the CPU still gets enough players in the right position because of the line settings.
Line Height - 60/60
*60 is key here because it is @ 60 in which the CPU follows the attacker in transition - so more hold up play results - and it's quite nice to see the 50/50 battle. On World Class, the CPU doesn't try as many through balls with this version.
Line Length - 54/54
54 allows there to be enough space between the defensive line and the midfield - the defending players occupy the pockets the CPU wants to play/pass into - resulting in more showing to the ball - but with the marking - there is coverage - and with the sprint speed - there is coverage as well; so the CPU wont' just be able to turn and face goal so easily - same with the user. Line length also helps with the shots from outside the box - drop this below 50 and you will see more of the stupid pass around the box in obvious shooting positions. Remember it depends on the team again with 54 - I played Southampton and really tried to work the ball around the box until finding Lambert or Rodriguez before shooting. Then I played Hull City and Huddlestone was firing from literally everywhere - even a 40 yard dribbler in one instant (lower pass accuracy for the CPU and you'll see even more long shots, but you lose realism there).
Line Width - 100/100
*Why 100? Because coverage is why. With anything lower than this it is SO EASY to switch the point of attack. You make everyone look like Steven Gerard that way - just very predictable way of the way the USER can play - and not realistic imho. Coverage with this also allows the defenders to use the sidelines as help - so there is more chance for a physical confrontation.
Fullback Positioning - 55/55
*This is one of the more interesting values. I thought initially it included the aggressiveness in which the defender will come to the ball/,man - but the more I play, the more I see it is the length in which the defenders position themselves in attack and in transition (so when the CPU has regained possession). Basically it does what it's supposed to
First Touch control - 70/70
*Haven't seen a need to change it. The reason being is I dropped it to 50/50 and the CPU stopped shooting in obvious situations. Of course that could be just this set - but still, I'm not risking losing it - plus it makes for some fun physical encounters.
So there you have it, guys. Test this out exactly how I posted it. I cannot confirm if it works for you console folk - so best of luck. Remember to play on slow and report back. I will be honest, I was about fed up with this game last night - really just tired of the pace - it wasn't realistic and I was forcing my previous set into making it work. The moer I played - the more I watched real life footy - the more I saw that it wasn't going to cut it. Hope that makes sense - happy gaming and I'll have a video out with some of the fouls/shots I have seen since the switch up!