FIFA 22 Discussion (Console Versions)

On Belgium i received it yesterday. Will try tomorrow on Vanilla then with V4 sliders if players still got all 30kg and 99 agility even on slow. It's that i'm not too much on gaming those day, not at all. But seeing Chris, Emroth, Isslander goal make me really want to start again, but on Semi (think it's enough with pass error)
Also, the goal from Isslander with Liverpool aren't some kind of "arcade" stuff at all : it's just that for the balance, manual shooting is far from easy, for example when you want to shoot back to goal it's impossible practically (one of the reason i prefers the others configurations) : it's just that shoots are more straight and powerful than on Assisted or Semi, since i don't remember what version. It's the same on PES since also a long time, about shoot. Long shoot if start to handle them are more effective, that doesn't mean they're easier.

I think they've probably added also some preset. Even if the system of facebuild IG gives less "errors" transfrorming some players with a super long nose for no other reason that all regarding "depth" in face (nose, head, mouth, etc.) aren't in. Just different type of nose etc.
I think as a facemaker it's a bit more "basic" especially for the players regards or looking like real, but safier for data editor.

I just hope, one day, they will open the edit mode with online sharing. They're better than any games including FM for players estimations in terms of Height and also checking some face from matchs / their scout are probably much more close to the teams they're assigned i believe, but it still some stuffs i would like to correct or change. Ah yes, i won't repeat myself by probably next year with EA Sport FC name... There's some probability than exclusives for i don't know which game could be editable. Perhaps it's FIFA (the association) which blocking them for all those stuffs.... Because if even Konami has did it with no problem, i don't know why EA couldn't.
 
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Unfortunately, the deep defensive line that is built into this game means we can't have a very high pass speed - at least not without significantly raising pass error (and lose all variety), so the 40 pass speed is amended, and we're back to 30 pass speed for the CPU.

---------------------------

Changelog & Updates:

Timestamp
: 10/14/2021 | 11:52 PM CST --- Updated set to reduce pass speed for the CPU back to 30. Unfortunately the deep defensive line just cannot handle the faster pass speeds. Pass speed at 35 for the harder sets.

Timestamp: 10/14/2021 | 3:07 PM CST --- Version 4 + Other sets posted. Please read explanation in spoilers below!

Timestamp: 10/14/2021 | 9:16 AM CST --- There will be an update today. Version 4, which really isn't anything drastic, but just to keep it simple.

Timestamp: 10/12/2021 | 4:55 PM CST --- Managed to stream a bit with the Sprint, RF at Width and like what I saw. I did see some opportunties to increase width and even up sprint though. Width was actually a really nice spot because it allowed the central mids to stay a bit more goal-side and in front of the passing lanes. I haven't had a chance to test this for too long though, but I would like to hear some thoughts on it.

So the following are basically confirmed good:

Sprint 15/15 - CPU still stays in challenges, doesn't feel dominating against them either. Also helps some reaction spots for defenders/midfielders relative to CTT's (aggressive int vs conservative, etc).

RF 10/10 - Still good with it because it allows the midfielders to support the attack relative to their instructions, such as a mid who is set to be on the edge of the box, etc.

Still needs testing:

Width 55/55 - Nice spot because it allowed the central mids to stay a bit more goal-side and in front of the passing lanes. They did less of getting in eachother's way as a result. Of course different tactics can make this more varied.

Timestamp: 10/12/2021 | 2:40 PM CST --- One last little test here is width to 50. I've been playing with it for a day or so now. Just keeps an emphasis on those central mids not running into eachother so often - making the passes forward a bit easier.

So recap on what's being tested:

Sprint 12/15
Run Frequency 10/10
Line Width 50/50

Timestamp: 10/11/2021 | 5:24 PM CST --- 51 acceleration is just a bit too fast, despite the better reactions, but natural to FIFA, speed is the key. So back to 50 there. Sprint 15/15 is good and can possibly stay, but 12/15 is being explored after some feedback. After that, width to 48 - needs testing.

Timestamp: 10/11/2021 | 7:26 AM CST --- I do like the 15/15 Sprint, can you guys let me know how you feel about 51/51 acceleration and 48 width? Been playing with this for a bit and liking how the fatigue feels more intense, resulting in silly fouls and missed chances and the width is just a bit more covered. Paired up with the acceleration change, the attention to spacing is even sharper.

Timestamp: 10/07/2021 | 12:18 PM CST --- Posting Version 3 + Other Sets write-up, stay tuned!

Timestamp: 10/05/2021 | 11:23 PM CST --- Holding off on changes for V2B2 + Other sets as FIFA will be patched soon, first for PC and Stadia: https://fifaforums.easports.com/en/discussion/608076/fifa-22-title-update-1

Timestamp: 10/05/2021 | 2:29 PM CST ---It's going to take a minute, but V2B2 + Other sets (shorter halves, harder WC, harder legendary, etc) will be posted soon. Stand by.

Timestamp: 9/27/2021 | 9:00 AM CST --- VERSION 2 BETA posted. Happy release (preorders) FIFA 22 release day! Make sure to read the detailed explanation of the values changed. Enjoy!

Timestamp: 9/25/2021 | 2:35 PM CST --- VERSION 1 BETA posted. Please remember the rules when providing feedback!

Timestamp: 9/24/2021 | 9:53 PM CST --- Should be posting the first BETA set today, so stay tuned!

Timestamp: 9/21/2021 | 8:35 PM CST --- Created FIFA 22 slider thread. There is no current slider set. Please play on DEFAULT for now. Let's give some time to test early access and determine some of the important areas for this year's game.

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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)
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 - 40/30 (Previous 40/40) *amended*
► Unfortunately, the change in increasing pass speed to the original version 4 just wasn't going to work because of the deep defensive line. The CPU loves to pass quickly and pass error can't afford to be raised much more.

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 - 40/30 (Previous 40/40) *amended*
► Unfortunately, the change in increasing pass speed to the original version 4 just wasn't going to work because of the deep defensive line. The CPU loves to pass quickly and pass error can't afford to be raised much more.

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 - 40/30 (Previous 40/40) *amended* | Harder World Class + Legendary 40/35
► Unfortunately, the change in increasing pass speed to the original version 4 just wasn't going to work because of the deep defensive line. The CPU loves to pass quickly and pass error can't afford to be raised much more. Pass speed at 35 for the harder sets.

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.
 
At least they seems to listen more than ever, and yes they suffered too from the pandemic so the game is very very playable but not finished as it would have been, so don't hesitate to post about the Def Line issue. With others O.S. guys of course, showing them that you're involved in the game.
I don't think they will take it bad how much you "slide" the game, they're aware about their "for everyone" direction, not super specialists asking for upper simulation. And it's not abnormal thinkin' of it.
 
How many is playing with FUMA and why? For me it's the obvious and classic reason not to (so far). I'm finding myself playing more simple and for example not use long passes near as much when i'm on FUMA. Actually that creates an ''unrealistic'' approach from my own gaming, when i'm with less good teams are trying small and short passes instead of quick breakaways and effective long passes.

That has always been my issue, although i do understand the FUMA-feel. I agree, that less good players still is too good at the passing. Tried semi-assisted, but for me it seems broken. I don't think i can feel or see a difference at all between assisted and semi-assisted.?
 
How many is playing with FUMA and why? For me it's the obvious and classic reason not to (so far). I'm finding myself playing more simple and for example not use long passes near as much when i'm on FUMA. Actually that creates an ''unrealistic'' approach from my own gaming, when i'm with less good teams are trying small and short passes instead of quick breakaways and effective long passes.

That has always been my issue, although i do understand the FUMA-feel. I agree, that less good players still is too good at the passing. Tried semi-assisted, but for me it seems broken. I don't think i can feel or see a difference at all between assisted and semi-assisted.?
I've tried a few games at full manual and it seems to affect the AI too in a bad way for me. In recent years I've got that feeling across both games with full manual and I wonder, as I'm not a programmer,is it the ball that is coded manual rather than the players as that would account for the AI being affected and the lack of stats , anyway back to semi for me and really enjoying it.
 
How many is playing with FUMA and why? For me it's the obvious and classic reason not to (so far). I'm finding myself playing more simple and for example not use long passes near as much when i'm on FUMA. Actually that creates an ''unrealistic'' approach from my own gaming, when i'm with less good teams are trying small and short passes instead of quick breakaways and effective long passes.

That has always been my issue, altho lov de ugh i do understand the FUMA-feel. I agree, that less good players still is too good at the passing. Tried semi-assisted, but for me it seems broken. I don't think i can feel or see a difference at all between assisted and semi-assisted.?
I prefer playing on FUMA because there is less script and more freedom. Not on semi or FUTO.
I love create my own strategy and chose my teamate to do the pass. On semi, it's not the case, i Saw that when at the beginning I've got controler's bug who didn't save my FUMA settings. I Saw immediatly that something is going wrong.

FUMA forever for me, impossible to go backward. It's hard but so realistic
 
How is the replay ability in regards to on the pitch gameplay?

What I mean is on PES, l would it for a year and not get bored of playing it because the gameplay was so good, how are people finding this year's FIFA come next year... do you think you're still be playing it in a year?
 
How many is playing with FUMA and why? For me it's the obvious and classic reason not to (so far). I'm finding myself playing more simple and for example not use long passes near as much when i'm on FUMA. Actually that creates an ''unrealistic'' approach from my own gaming, when i'm with less good teams are trying small and short passes instead of quick breakaways and effective long passes.

That has always been my issue, although i do understand the FUMA-feel. I agree, that less good players still is too good at the passing. Tried semi-assisted, but for me it seems broken. I don't think i can feel or see a difference at all between assisted and semi-assisted.?
when i played on assisted settings, first point... it doenst look and feel like football anymore. it becomes a "dot-connecting-game"!
second point, playing fuma is giving my the chance to put the ball wherever i want, wich should be the first point anyway! :D
third point, i like to be in control of stuff (an example: i like air hockey but dont like slots, i like driving with a shifter, not automatic, i prefer playing poker over the lottery)
last point: so many more outcomes, so much more variety... ah... i could go on and on and on...!

we had the stats debate before, but other than that, i cant see a single benefit of playing semi or assited! but i see plenty of benefits (NOT EVEN OFFERED!!! when playing assisted) that make a video game of my beloved sport so much more fun to play; playable like the real sport PLUS looking like the real thing on tv!

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Unfortunately, the deep defensive line that is built into this game means we can't have a very high pass speed - at least not without significantly raising pass error (and lose all variety), so the 40 pass speed is amended, and we're back to 30 pass speed for the CPU.

Does that mean that the AI won't even attempt difficult passes if the pass error value is too high? That would mean they are aware of the outcome of the pass before it happens and compensate for it by relying on shorter, safer ping pong passes. Wouldn't have expect that and it means raising the pass error rate can have very unintentional side effects.
 
I don’t like this after the patch :(

Gameplay has been sped up. Everything feels frantic like it did with FIFA 21. And it’s easier now, I was really struggling on Legendary before the patch, now I’m winning games easily. EA have gone full EA and ruined this (for me).

And I’ve been scoring some silly goals, GKs just let easy shots fly past them now. It doesn’t happen all of the time, but it happens enough.

There are too many glitches that annoy me too. The trails on the ball when you shoot, the weird ‘glow’ around manager’s heads in cut scenes. And what’s with the pitches? I simmed loads of matches to see if my game still froze up when I’m further into a season, it didn’t thankfully. Seemed to be a pre-season tournament issue. Anyway, pitches. Premier League pitches do NOT look like shit, ever. Who at EA thought this was a good idea? It looks ridiculous! The pitches become 80s style in the winter, I hate it - total immersion breaker.

Gameplay is very good this year but this patch has pissed me off.
 
I don’t like this after the patch :(

Gameplay has been sped up. Everything feels frantic like it did with FIFA 21. And it’s easier now, I was really struggling on Legendary before the patch, now I’m winning games easily. EA have gone full EA and ruined this (for me).

And I’ve been scoring some silly goals, GKs just let easy shots fly past them now. It doesn’t happen all of the time, but it happens enough.

There are too many glitches that annoy me too. The trails on the ball when you shoot, the weird ‘glow’ around manager’s heads in cut scenes. And what’s with the pitches? I simmed loads of matches to see if my game still froze up when I’m further into a season, it didn’t thankfully. Seemed to be a pre-season tournament issue. Anyway, pitches. Premier League pitches do NOT look like shit, ever. Who at EA thought this was a good idea? It looks ridiculous! The pitches become 80s style in the winter, I hate it - total immersion breaker.

Gameplay is very good this year but this patch has pissed me off.
so glad i'm not alone experiencing this. not sure about the difficulty level now (as i only played 2 matches last night), but the game felt speed up and a bit more direct/strict (not as random with the FT and ball moving between players).

GK short corner debacle still occurs sometimes. still the keepers are sometimes not aware where the ball is or an unappropriate animation is choosen (easy goals)...

and yes, the graphical bugs are still in: the glow (and its all over the place) you mentioned, the trail next to the nets, ankle breaker, sim mode stutter...
 
I don’t like this after the patch :(

Gameplay has been sped up. Everything feels frantic like it did with FIFA 21. And it’s easier now, I was really struggling on Legendary before the patch, now I’m winning games easily. EA have gone full EA and ruined this (for me).

And I’ve been scoring some silly goals, GKs just let easy shots fly past them now. It doesn’t happen all of the time, but it happens enough.

There are too many glitches that annoy me too. The trails on the ball when you shoot, the weird ‘glow’ around manager’s heads in cut scenes. And what’s with the pitches? I simmed loads of matches to see if my game still froze up when I’m further into a season, it didn’t thankfully. Seemed to be a pre-season tournament issue. Anyway, pitches. Premier League pitches do NOT look like shit, ever. Who at EA thought this was a good idea? It looks ridiculous! The pitches become 80s style in the winter, I hate it - total immersion breaker.

Gameplay is very good this year but this patch has pissed me off.
Funny how people views differ - on PS5

Speed difference for me is negligible if any at all
AI is most certainly better on professional without a doubt - they are on top of you and the random tackles into thin air have mostly gone - also had more fouls
AI passing has improved so ive upped the slider back to 60 - seems to have toned them down
Keepers have been toned down which for me is a good thing as some of them where like superman - i could have lived with that but they are more human now

it plays absolutely nothing like 21 - that game was so frustrating at the best of times.
 
so glad i'm not alone experiencing this. not sure about the difficulty level now (as i only played 2 matches last night), but the game felt speed up and a bit more direct/strict (not as random with the FT and ball moving between players).

GK short corner debacle still occurs sometimes. still the keepers are sometimes not aware where the ball is or an unappropriate animation is choosen (easy goals)...
It’s definitely faster mate. People on Reddit saying the same thing as well.

EA are slowly caving into the FUT idiots again. They’ve been moaning on Twitter that the game is ‘too hard’ and ‘too slow’ and here we are. It’s easier to score now and it’s faster.
 
Funny how people views differ - on PS5

Speed difference for me is negligible if any at all
AI is most certainly better on professional without a doubt - they are on top of you and the random tackles into thin air have mostly gone - also had more fouls
AI passing has improved so ive upped the slider back to 60 - seems to have toned them down
Keepers have been toned down which for me is a good thing as some of them where like superman - i could have lived with that but they are more human now

it plays absolutely nothing like 21 - that game was so frustrating at the best of times.
It’s a much better game than FIFA 21. But the CPU now ping pongs the ball around, like it did in FIFA 21. This is on Legendary, it’s fine in lower difficulties. But then it’s too easy (for me).
 
It’s a much better game than FIFA 21. But the CPU now ping pongs the ball around, like it did in FIFA 21. This is on Legendary, it’s fine in lower difficulties. But then it’s too easy (for me).
fair enough, that explains what im seeing on professional. Gone are the days that i have time to get to that kind of level :)
 
Finding it hard to find the right balance myself. Scoring just seems too easy but I hate the way legendary AI plays. So I'm dabbling with manual settings to create more difficulty.

FUMA players.....what level do you have the power bar on the sliders? I don't seem to be able to get longer passes away very much, do people set the power bar to fill faster at all, or is it just me not picking passes fast enough
 
fair enough, that explains what im seeing on professional. Gone are the days that i have time to get to that kind of level :)
You play on FUMA? Professional is fair enough mate.
Still haven't update and you are making it harder to take a decision mate...
Don’t take my words as gospel you might love it after update mate. But I’m really not happy with the new pace of everything:(
 
You play on FUMA? Professional is fair enough mate.

Don’t take my words as gospel you might love it after update mate. But I’m really not happy with the new pace of everything:(

Yeah maybe, but kind of big decision as i don't revert everything back if i'm not liking it.

But due to the feeling in here most pro's i guess. Will wait a couple of days and see what's coming out of these clever people in here.
 
It’s definitely faster mate. People on Reddit saying the same thing as well.

EA are slowly caving into the FUT idiots again. They’ve been moaning on Twitter that the game is ‘too hard’ and ‘too slow’ and here we are. It’s easier to score now and it’s faster.
Well, as I currently play on normal speed, I could switch to slow again. A workaround wich shouldn’t be needed... I’m fully with you they may cater more towards the „other“ crowd.

And im already thinking a step ahead....
801BAC6E-D177-4CA5-AD9A-5E0B181D68A8.jpeg
;))

In general: Not the way I want to game to go.. but I have to make the best out of it.
 
Finding it hard to find the right balance myself. Scoring just seems too easy but I hate the way legendary AI plays. So I'm dabbling with manual settings to create more difficulty.

FUMA players.....what level do you have the power bar on the sliders? I don't seem to be able to get longer passes away very much, do people set the power bar to fill faster at all, or is it just me not picking passes fast enough
Fuma players tend to set it a bit higher. 60 is a common value here. I had it at 65 but settled for 60 the last few days. Regular 50 takes too much time getting the ball off your feet.
 
Don't see any changes made to the speed of the gameplay at all. After a good week of playing CM on Stadia I've only noticed the AI being harder and tighter. The GKs also seem to be more balanced to me.
 
Don't see any changes made to the speed of the gameplay at all. After a good week of playing CM on Stadia I've only noticed the AI being harder and tighter. The GKs also seem to be more balanced to me.
again, we are all different und sensible in different ways...
i could start a match right now and i'm sure i could show all the stuff i mentioned in this match.
more balanced keeper? how exactly? they do the plunder stuff all the time in my matches...
 
That's what I think. I am happy with the post patch. The game is not perfect obviously but I am also trying not to over analyse every single thing in the game anymore. You can find faults pretty much everywhere if you set your mind to them anyway :)
 
Well, as I currently play on normal speed, I could switch to slow again. A workaround wich shouldn’t be needed... I’m fully with you they may cater more towards the „other“ crowd.

And im already thinking a step ahead....
View attachment 127000
;))

In general: Not the way I want to game to go.. but I have to make the best out of it.
Yes, vanilla! How do I reverse the update mate?
 
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