FIFA 22 Discussion (Console Versions)

AFAIK, some people put their consoles in closed space such as furniture, cupboard...and so on, for some reason.
You know, consoles are relatively vulnerable to cooling down due to the narrow inner-room.
Overheating could cause such a stuttering, lagging, or crash in the worst case, moreover, in case of next gen consoles which have super GPUs.
I recommend you to place yours in open space.
 
Haha - didn't know you could get goal music!

Please tell me Maria by Scooter is an option à la Gladbach? I'm restarting my Career Mode if so.
:LOL:
I didnt spend enough time there to explore all the choices, but at the first glance - Zombie Nation seemed most ridiculous one.
So, obviously, thats what I picked. :LOL:
 
Yeah this patch has definitely made corners wayyyy easier Kane just scored 2 in one game for me and it's made defending more difficult I just conceded 2 because the game wouldn't give me the defender goalside and nearest the ball, so Arsenal could just walk into my area with zero resistance, purely because the game wouldn't let me pick any player who could stop the guy on the ball, twice.
 
Regarding some crashing or freezing issues, Xbox Series X here.
After the matches when on the stats screen, you can switch with right stick through some passing sheets. If I dare to touch the right stick, FIFA crashes immediately and I'm back in the Xbox home menu.
2 or 3 times while playing I had a green screen for some seconds and the whole Xbox crashed. Could only restart it at the button on the console.
And I have some blurry squares around the players heads in replays.
All this pre-patch though, haven't played it since yesterday.
 
A Live Tuning gameplay change will soon be available for FIFA 22 and it will introduce the change below.
  • Slightly reduced the accuracy of Finesse Shot taken near the edge of the penalty box, and further.
    • This change applies to Finesse Shots taken between 49.95 feet/15.22 meters and 149.85 feet/45.67 meters from the goal line.
Live Tuning enables us to roll out some changes without requiring a full Title Update. This can allow us to make tuning changes faster and with more frequency while working on the balance of the game.

In order to ensure this change has been applied, please shut down and relaunch FIFA 22 when you see this message in game.

Thanks to those who’ve provided feedback. Throughout the course of the FIFA 22 season, we'll provide you with more information and updates if and when they become available. Be sure to follow @EAFIFADIRECT on Twitter and the EASF Tracker for the latest updates.

- The FIFA Team
 
Regarding some crashing or freezing issues, Xbox Series X here.
After the matches when on the stats screen, you can switch with right stick through some passing sheets. If I dare to touch the right stick, FIFA crashes immediately and I'm back in the Xbox home menu.
2 or 3 times while playing I had a green screen for some seconds and the whole Xbox crashed. Could only restart it at the button on the console.
And I have some blurry squares around the players heads in replays.
All this pre-patch though, haven't played it since yesterday.
I'm series x... I've not had this... Weird!

Regarding the patch.. Still think your ai defenders are too passive in there defending
 
Had a match with Liverpool against Utd just now, a couple of nice FUMA goals were enough to win it. Klopp even came on after to give the players hugs, a nice touch. Professional difficulty.

First, a rather straight forward long shot from Firmino:



And then a goal from Mané which made me check to make sure I was set to manual shooting:
 
2 or 3 times while playing I had a green screen for some seconds and the whole Xbox crashed. Could only restart it at the button on the console.
And I have some blurry squares around the players heads in replays.
All this pre-patch though, haven't played it since yesterday.
I've had the crash with the green screen on xbox series x twice now. Once before the patch last week, and once today post patch. Also had the weird pixelated/blur issue on players heads during replays, though its not every time. Potentially only when there's a lot going on
 
OMG what a goal I just scored vs Lazio in the 1/4 of EL😄 beautiful bicycle kick after a corner and a fabulous goal by Antonio (west ham). Easiest the most beautiful goal I've scored. I activated the player manually which I didn't do till now and finally scored from a CK which rarely happens. A 2-0 win in a tough game and now we go to the semis!😀
 
Version 4 of the OS Community Sliders are posted. Just building off the previous version. We really wanted to get better midfield coverage, while freeing up the ball a bit more. As always, explanations in spoilers below
--------------------
--------------------

nMv4bu.png


FIFA 22 Operation Sports Sliders - Version 4 + Other Sets

Explanation of each set and their corresponding values are listed in Spoilers: Please note that this year the values of the sets are divided by a | line. Most value differences between the sets are obvious, but please ask in the thread if you have questions of why certain values were chosen. The main changes for all sets are in the following values:

Sprint 10/10 (Previous 10/15)
Pass Error (Legendary) 52/62 (Previous 52/55)
Pass Speed (Pro,WC,Legendary) 40/40 (Previous 40/30)
Run Frequency 10/10 (Previous 5/5)
Line Width 55/55 (Previous 45/45)
FB Positioning 60/60 (Previous 70/70)
Version 3 was really good for pre-patch and post-patch. Now that we're in post-patch for all platforms, we can continue improving the slider set. This iteration is really to focus on better positioning in the midfield and also making sure physicality is felt, while keeping the ball free.

The following sets are additions to the base, and also addresses the customizations that are possible to make for varying preferences such as lower minutes and more difficult.

Of course, as we always say, the set(s) posted is intended as a BASE, meaning you are not hardcoded into putting in these values, and are free to modify to your own personal preferences. Remember, we test with various teams of all leagues, tactics and quality of players - so the base set posted is a rounded approach that gives enough flexibility to those who want to adjust.

With all that said, here are the explanations of each set. Please know that if the value is the same through all three sets, the writeup is repeated in explaining that specific value.

*Also, we aren't doing Ultimate difficulty this year as it's 99 overall rating for the CPU, it just doesn't make sense to dive into that unrealistic approach.*

Enjoy!


Version 4 - consists of Professional/World Class + Legendary


♦♦♦ Goal: The focus here is just establishing better feel and physicality in the right spots. The CPU makes great foot-to-ball contact, which means fouls are hard to come by. Lowering Sprint of the CPU has allowed the game to even out a bit more, and allow those moments of physicality to happen more often. After that, it's really about making the ball feel alive without constantly being on the backfoot. The widening of the midfield ensures the attacks are approached with variety. ♦♦♦

♦♦♦ Notes and Caution: While not consistent, I do have to stress the importance of paying attention if you play on SLOW versus NORMAL game speed. I know there are a lot who want to play SLOW and love it, but I'm afraid that the same issues that plagued 21 are still there where the defenders lose track of runs - making it incredibly easy to find an open player in the box on counters, etc. I'm not saying this is 100% going to happen, but I just wanted to bring that up as transparently as possible. ♦♦♦

If the value is the same for all difficulties, it will be listed once. If the value is different, it will be separated by a | indication. Please refer to posted image of slider set as well.

Sprint - 10/10 (Previous: 10/15)
► The main change here is to get back the solid feel, but without the discrepancy. Even when testing 15/15 it felt too fast and sliding a lot more. The best Sprint value is relative to the pass speed value, which is why that got attention as well. We want to ensure there is more of a firm feel to players and speedsters feel like themselves, and big centerbacks feel like the obstacles they're meant to be. The key indicator with this value is the feel in the coming together of players. It doesn't feel like they are simply deflecting off one another, they are truly interacting whether it be a shirt pull or a sliding challenge.

Acceleration - 50/50
► In order to complement the physicality, we had to raise acceleration back to 50. The main issue with it under 50 is that the CPU struggles to start accelerating into challenges or maintaining those 1v1 situations. The working theory here is that because under 50 doesn't impact stamina, that there is less effort extended, which results in less dynamic situations that could be possible.

Shot Error - 65/65
► Just a slight lowering here to get more balance throughout the league. The high shot error still produces misses of all kinds of variety, but another note is that because we've lowered pass error, the User & CPU's crossing has improved, which means more heading opportunities - so lowering shot error was important to ensure there's a threat there as well.

Pass Error - 52/52 | 52/62 (Previous: 60/60 | 52/55)
► Lowering pass error was needed now that we have the lines and marking to a good, and consistent, place. With this error change it's opened up the way the CPU moves the ball. Switching of the field returns, lobbed passes and also whipped crosses. In Version 4, Legendary gets a slight bump as that will help with less route-one play at the top of the box.

Shot Speed - 49/49
► No changes here. The mix of shot power is controlled by the shot error. There are still the deflections out for corners, and also enough pace in which the keeper can't get to the ball.

Pass Speed - 40/40 (Previous 40/30)
► While the pass speed at 40/30 was good for a while, eventually it felt out of sync with what was happening on the pitch. There were a lot of moments of the ball warping through the CPU legs because they needed to reach a certain animation library, but the ball was too slow in keeping up, so some very odd animations would end up playing out. This doesn't mean it is gone, but it is much better than before. In addition, the ball needs to be free, and in physical challenges it needs to become a 50/50 ball - but this wouldn't happen if one side's pass speed is softer than the other - the ball simply deflects softer or harder depending on the pass speed.

Injury Frequency - 75/75
► Tested a lot of 80 and it resulted in fairly consistent injuries, so dropped it down just a tad to something we've used in the past that works well again.

Injury Severity - 25/25
► Tested at 30 for the majority of the time, so of course found a good balance reaching another value we've used before at 25. Good variety of injuries from torn ACL's to bruised shoulders. Sometimes players need to be subbed off, sometimes just treatment or walk it off.

GK Ability - 50/50
► There are enough odd animations with keepers this year that it didn't make sense to "play around" and keep using values under 50.

Marking - 70/70
► No changes with marking thankfully because it was a hard value to find a proper balance for, relative to the set we have. Teams that press will not hide that fact and they may overcommit, but just like they would in the real match, they will do their best to recover from vulnerable positions. The drop back teams will be aggressive when it matters, but will not give up so much space in 1v1 situations.

Run Frequency - 10/10 (Previous: 5/5)
► This helps with a bit more variety and to also compensate for the increased width that is applied throughout all sets, which make the center of the pitch much more harder to navigate through. It does introduce secondary runs, which will increase the challenge slightly for those who are not setting up their tactics or play style to anticipate through passes. The combination of pass speed and pass error will allow the ball to be more free though, so just because more runs doesn't equal more opportunities.

● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. [/color]

Height - 65/65
► Again, no changes here as it is a value that has been tested [significantly] and does not do anything. Cosmetic purposes only.

Length - 25/25
► No changes as this is an important value and has been through a lot of sample sizes throughout. As mentioned above, the run frequency will extend the pitch, but so will the length as it controls the types of runs that are made. While the slider value of Height does nothing, the length will assist in height tactics that teams choose, which is why there are still offsides and not just defenders following deeply into the box or endline. As always, we want compression and decompression, and these combinations of values allow that to exist.

Width - 55/55 (Previous 45/45)
► A big change throughout all the sets because of how well it brings in coverage in the middle of the pitch. Before at 45 the central midfielders would run into eachother and essentially give away the passing lanes, making it fairly mindless to pass forward. With this adjustment, the midfielders have a bit more space between each other, and are able to focus on their "1v1" or passing lane.

FB Pos - 60/60 (Previous 70/70)
► A slight change here just to get the fullbacks to drop back earlier so it's not a constant counter-attack, regardless of tactics. Some teams that play high press can get caught out, but this will help give them a bit more of a chance. FB will still get up the pitch per instructions with no issues.

FT Control - 85/85
► No changes. The control is too silky smooth on default, so a significant bump was needed. We usually don't want to raise FT so high with a low pass - but because the driven pass still exists, it should be built as a risk/reward, and that's exactly what this does. It also makes for some great sloppy play as well.

Harder World Class + Harder Legendary


♦♦♦ Goal: While a lot of values here are similar to the version 4 posted, there are certain areas that stand out to make the gameplay a bit more challenging for the respective difficulties. ♦♦♦

♦♦♦ Notes and Caution: While not consistent, I do have to stress the importance of paying attention if you play on SLOW versus NORMAL game speed. I know there are a lot who want to play SLOW and love it, but I'm afraid that the same issues that plagued 21 are still there where the defenders lose track of runs - making it incredibly easy to find an open player in the box on counters, etc. I'm not saying this is 100% going to happen, but I just wanted to bring that up as transparently as possible. ♦♦♦

If the value is the same for all difficulties, it will be listed once. If a value does not change from the previous version, there will not be a new writeup for that specific value. Please refer to posted image of slider set as well.

Sprint - 10/10 (Previous: 10/15)
► The main change here is to get back the solid feel, but without the discrepancy. Even when testing 15/15 it felt too fast and sliding a lot more. The best Sprint value is relative to the pass speed value, which is why that got attention as well. We want to ensure there is more of a firm feel to players and speedsters feel like themselves, and big centerbacks feel like the obstacles they're meant to be. The key indicator with this value is the feel in the coming together of players. It doesn't feel like they are simply deflecting off one another, they are truly interacting whether it be a shirt pull or a sliding challenge.

Acceleration - 50/51 | 50/50
► A slight discrepancy for the World Class set to ensure the CPU has just a bit of an advantage. As users, we have the freedom away from the programming, so a 1pt advantage isn't so significant that it will be unrealistic, but it should be challenging. Legendary is challenging as is without creating this discrepancy, but feel free to do so if needed.

Shot Error - 65/55 | 55/55
► The shot error is fairly straightforward here as the user will be at a tad disadvantage compared to the CPU.

Pass Error - 52/50 | 55/55 (Previous 52/50 | 55/50)
► A slight raise for the CPU on Harder Legendary as pass speed has increased. Pass error controls everything, and when the CPU is closer to 50, it just becomes a bit more of a challenge. The pass speed will help the CPU more, but they will try to exploit the user's positioning more directly.

Shot Speed - 49/49
► The mix of shot power is controlled by the shot error. There are still the deflections out for corners, and also enough pace in which the keeper can't get to the ball.

Pass Speed - 40/40 (Previous 40/30)
► While the pass speed at 40/30 was good for a while, eventually it felt out of sync with what was happening on the pitch. There were a lot of moments of the ball warping through the CPU legs because they needed to reach a certain animation library, but the ball was too slow in keeping up, so some very odd animations would end up playing out. This doesn't mean it is gone, but it is much better than before. In addition, the ball needs to be free, and in physical challenges it needs to become a 50/50 ball - but this wouldn't happen if one side's pass speed is softer than the other - the ball simply deflects softer or harder depending on the pass speed.

Injury Frequency - 75/75
► Tested a lot of 80 and it resulted in fairly consistent injuries, so dropped it down just a tad to something we've used in the past that works well again.

Injury Severity - 25/25
► Tested at 30 for the majority of the time, so of course found a good balance reaching another value we've used before at 25. Good variety of injuries from torn ACL's to bruised shoulders. Sometimes players need to be subbed off, sometimes just treatment or walk it off.

GK Ability - 50/50
► There are enough odd animations with keepers this year that it didn't make sense to "play around" and keep using values under 50.

Marking - 70/70
► No changes with marking thankfully because it was a hard value to find a proper balance for, relative to the set we have. Teams that press will not hide that fact and they may overcommit, but just like they would in the real match, they will do their best to recover from vulnerable positions. The drop back teams will be aggressive when it matters, but will not give up so much space in 1v1 situations.

Run Frequency - 10/10 (Previous: 5/5)
► This helps with a bit more variety and to also compensate for the increased width that is applied throughout all sets, which make the center of the pitch much more harder to navigate through. It does introduce secondary runs, which will increase the challenge slightly for those who are not setting up their tactics or play style to anticipate through passes. The combination of pass speed and pass error will allow the ball to be more free though, so just because more runs doesn't equal more opportunities.

● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. [/color]

Height - 65/65
► Again, no changes here as it is a value that has been tested [significantly] and does not do anything. Cosmetic purposes only.

Length - 25/25
► No changes as this is an important value and has been through a lot of sample sizes throughout. As mentioned above, the run frequency will extend the pitch, but so will the length as it controls the types of runs that are made. While the slider value of Height does nothing, the length will assist in height tactics that teams choose, which is why there are still offsides and not just defenders following deeply into the box or endline. As always, we want compression and decompression, and these combinations of values allow that to exist.

Width - 55/55 (Previous 45/45)
► A big change throughout all the sets because of how well it brings in coverage in the middle of the pitch. Before at 45 the central midfielders would run into eachother and essentially give away the passing lanes, making it fairly mindless to pass forward. With this adjustment, the midfielders have a bit more space between each other, and are able to focus on their "1v1" or passing lane.

FB Pos - 60/60 (Previous 70/70)
► A slight change here just to get the fullbacks to drop back earlier so it's not a constant counter-attack, regardless of tactics. Some teams that play high press can get caught out, but this will help give them a bit more of a chance. FB will still get up the pitch per instructions with no issues.

FT Control - 85/65 | 85/75
► The first touches will be a bit softer for the CPU than they are on 85+, but not to the point they are absorbed into the players' feet unrealistically.

Shorter Halves World Class + Harder Legendary


♦♦♦ Goal: The core of version 4 still holds true in these sets, but with less time to play, we need to bump up some values and lower some errors to ensure it's not just frustration being experienced. We still want there to be enough of a challenge, but also do not want to remove the possibilities of experiencing the variety of play that this year's game has brought us. ♦♦♦

♦♦♦ Notes and Caution: While not consistent, I do have to stress the importance of paying attention if you play on SLOW versus NORMAL game speed. I know there are a lot who want to play SLOW and love it, but I'm afraid that the same issues that plagued 21 are still there where the defenders lose track of runs - making it incredibly easy to find an open player in the box on counters, etc. I'm not saying this is 100% going to happen, but I just wanted to bring that up as transparently as possible. ♦♦♦

If the value is the same for all difficulties, it will be listed once. If a value does not change from the previous version, there will not be a new writeup for that specific value. Please refer to posted image of slider set as well.

Sprint - 10/10 (Previous: 10/15)
► The main change here is to get back the solid feel, but without the discrepancy. Even when testing 15/15 it felt too fast and sliding a lot more. The best Sprint value is relative to the pass speed value, which is why that got attention as well. We want to ensure there is more of a firm feel to players and speedsters feel like themselves, and big centerbacks feel like the obstacles they're meant to be. The key indicator with this value is the feel in the coming together of players. It doesn't feel like they are simply deflecting off one another, they are truly interacting whether it be a shirt pull or a sliding challenge.

Acceleration - 50/50
► No need to modify this value as we're not going for more sped up animations just because there is less time being experienced.

Shot Error - 55/55
► The high shot error still produces misses of all kinds of variety, but another note is that because we've lowered pass error, the User & CPU's crossing has improved, which means more heading opportunities - so lowering shot error was important to ensure there's a threat there as well.

Pass Error - 52/52 | 52/62 (52/52 | 52/55)
► A slight bump in pass error since pass speed has increased. The 62 helps the Version 4 Legendary set, and should do the same here. Feel free to lower the pass error to make it harder. Pass error controls everything, and when the CPU is closer to 50, it just becomes a bit more of a challenge. The pass speed will help the CPU more, but they will try to exploit the user's positioning more directly. A slight discrepancy in favor of the user on the Legendary set as we've increased the run frequencies.

Shot Speed - 49/49 | 50/50
► A bit of a strange one here because the shot speed at 49 on other sets seem fine, but with less time (tested 4-8 mins), the legendary keepers are much better and seem to make a lot of saves. Not wanting to reduce GK Ability, the next option was to raise shot speed, which has actually balanced the set to have a mix of shots and still have shot error control the behavior of the shots.

Pass Speed - 40/40 (Previous 40/35)
► While the pass speed before was good for a while, eventually it felt out of sync with what was happening on the pitch. There were a lot of moments of the ball warping through the CPU legs because they needed to reach a certain animation library, but the ball was too slow in keeping up, so some very odd animations would end up playing out. This doesn't mean it is gone, but it is much better than before. In addition, the ball needs to be free, and in physical challenges it needs to become a 50/50 ball - but this wouldn't happen if one side's pass speed is softer than the other - the ball simply deflects softer or harder depending on the pass speed.

Injury Frequency - 75/75
► Tested a lot of 80 and it resulted in fairly consistent injuries, so dropped it down just a tad to something we've used in the past that works well again.

Injury Severity - 25/25
► Tested at 30 for the majority of the time, so of course found a good balance reaching another value we've used before at 25. Good variety of injuries from torn ACL's to bruised shoulders. Sometimes players need to be subbed off, sometimes just treatment or walk it off.

GK Ability - 50/50
► There are enough odd animations with keepers this year that it didn't make sense to "play around" and keep using values under 50.

Marking - 70/70 | 60/60
► The discrepancy here is that World Class needs a bit more help in aggression in 1v1's, while Legendary does well in balancing the space between the players, but is still aggressive when there's an opportunity to tackle. With less match time, it's important that there is a bit more room to breathe on the higher difficulty as well. Teams that press will not hide that fact and they may overcommit, but just like they would in the real match, they will do their best to recover from vulnerable positions. The drop back teams will be aggressive when it matters, but will not give up so much space in 1v1 situations.

Run Frequency - 10/10
► This value is raised to accomodate for less time played, which means less match action in front of goal. It also allows counters to happen a bit more often, depending on tactics of course, to help with less time played.

● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. [/color]

Height - 65/65
► This value has been tested [significantly] and does not do anything. Cosmetic purposes only.

Length - 25/25
► An important value and has been through a lot of sample sizes throughout. As mentioned above, the run frequency will extend the pitch, but so will the length as it controls the types of runs that are made. While the slider value of Height does nothing, the length will assist in height tactics that teams choose, which is why there are still offsides and not just defenders following deeply into the box or endline. As always, we want compression and decompression, and these combinations of values allow that to exist.

Width - 55/55 (Previous 45/45)
► A big change throughout all the sets because of how well it brings in coverage in the middle of the pitch. Before at 45 the central midfielders would run into eachother and essentially give away the passing lanes, making it fairly mindless to pass forward. With this adjustment, the midfielders have a bit more space between each other, and are able to focus on their "1v1" or passing lane.

FB Pos - 60/60 (Previous 70/70)
► A slight change here just to get the fullbacks to drop back earlier so it's not a constant counter-attack, regardless of tactics. Some teams that play high press can get caught out, but this will help give them a bit more of a chance. FB will still get up the pitch per instructions with no issues.

FT Control - 85/65 | 85/75
► The control is too silky smooth on default, so a significant bump was needed. We usually don't want to raise FT so high with a low pass - but because the driven pass still exists, it should be built as a risk/reward, and that's exactly what this does. It also makes for some great sloppy play as well.
 
Had a match with Liverpool against Utd just now, a couple of nice FUMA goals were enough to win it. Klopp even came on after to give the players hugs, a nice touch. Professional difficulty.

First, a rather straight forward long shot from Firmino:



And then a goal from Mané which made me check to make sure I was set to manual shooting:

I am finding FIFA this year seems quite auto on Semi.
Also since the patch they have made keepers even worse, so they used to pretty much let in everything outside the box and save everything in the box - To now just letting in everything.
 
A good patch on the whole that doesn't undermine the good work done with the release version, but leaves a few things intact that I'd like to see addressed in future patches:

1) Less of the standard goalkeeper save where he pats it two-handed to the side of the post for a corner – you know, the save that you've already seen a million times. Better if the keeper actually holds onto some of those shots, the softer ones especially.

2) Wildly inconsistent power input/outcome for passing and through-balls. These are too frequent for me not to feel aggrieved by! On all types of control settings the game often ignores maximum power and soft-puffs the ball a few yards. Or it goes the other way and maximum-powers a pass or through-ball that you only tapped. This is particularly noticeable with through-balls. Particularly aerial through-balls. I tried FUMA in a few matches last night to see if it still does it there and it still sometimes does. It's not a stats-based or context-based outcome either. It happens in all circumstances. Smacks of a balancing decision, similar to the mechanic in Sensible Soccer that automatically destabilises a player who has had possession for 'too long' from the game's POV.

3) D-pad tactics on corners still don't do anything. There are no runs to the near post or edge of the box or far post, and the most enticing-looking one – 'Crowd the keeper'– has never led to any crowding of any keeper. It's very odd that these do literally nothing. Maybe the d-pad corner tactics were something they couldn't get working before release so they completely turned it off pending a future update.

4) Less woodwork. Much less woodwork. I'd rather see the ball go whistling past or be saved than the unusually high woodwork-hits in this game. Frequently hitting bar or posts is something that PES leaned heavily on in in its later years too. It's an easy way to keep the ball in the mix and produce an 'ooh' moment.

They're the main niggles for me right now post-patch, I'm sure there are lots of others.

On the whole, though, I'm playing a FIFA seriously for the first time in 6 years or so.
 
Last edited:
I just had my best game in Fifa 22 vs Chelsea in FA Cup semis. Scored a equaliser for 2-2 in last sec after a corner somehow and in 105th min in Extra time I scored 3-2 which was the final result😄I could really feel the tension, battle and fatigued players..
Btw I did experience a good amount of lag in ExT, like the game itself was fatigued haha
 
A Live Tuning gameplay change will soon be available for FIFA 22 and it will introduce the change below.
  • Slightly reduced the accuracy of Finesse Shot taken near the edge of the penalty box, and further.
    • This change applies to Finesse Shots taken between 49.95 feet/15.22 meters and 149.85 feet/45.67 meters from the goal line.
Live Tuning enables us to roll out some changes without requiring a full Title Update. This can allow us to make tuning changes faster and with more frequency while working on the balance of the game.

In order to ensure this change has been applied, please shut down and relaunch FIFA 22 when you see this message in game.

Thanks to those who’ve provided feedback. Throughout the course of the FIFA 22 season, we'll provide you with more information and updates if and when they become available. Be sure to follow @EAFIFADIRECT on Twitter and the EASF Tracker for the latest updates.

- The FIFA Team
I knew theyd be doing this. Could tell a mile away things were changing/faster/more skatey a mile away a week/10 days after release
 
Ended up sixth with Milan. Couldn't arrive fourth and simulated the last bunch of games. Will probably move or start a new career somewhere else, but not before playing the World Cup with Spain (forgot to write I accepted their offer in the mid of season).

Talking about the youth academy; I had a young guy telling me he was about to rescind his contract if I wouldn't promote him. Only problem.. he's 15 and I can't bring him in first team! So he just ended up rescinding. Makes no sense lol. Was it like this even last year?
 
Had a match with Liverpool against Utd just now, a couple of nice FUMA goals were enough to win it. Klopp even came on after to give the players hugs, a nice touch. Professional difficulty.

First, a rather straight forward long shot from Firmino:



And then a goal from Mané which made me check to make sure I was set to manual shooting:
Hey which one if you bastards downvoted both my goals? :R1Is De Gea a member here?:LMAO:
 
Enjoyed the looping trajectory on this – scored in my 1st session post-patch, never seen a shot move in the air like this on FIFA 22 yet (see the ground-level replay after 30s). Is this shot type new or had I just not seen one before? Semi-assisted shooting, modified OS sliders.


I know I'm obsessed with how un-EA-like the commentary is this year, but Stewart Robson is particularly wooden there.
 
Back
Top Bottom