FIFA 22 Discussion (Console Versions)

@fernadez I just played a half as brentford v city and another half chelsea v city. I definitely felt how good city were but I didn’t see any ridiculous passing at all. They outclassed me, but scored some nice goals and forced me into errors. They also out possessed me. I wasn’t seeing this with higher width. I’d almost always have more of the ball. World class, slow.

Just for reference these are the complete sliders I’m using too:

Sprint Speed: 10/10
Acceleration: 50/50
Shot Error: 65/65
Pass Error: 52/52
Shot Speed: 49/49
Pass Speed: 35/35
Injury Frequency: 75/75
Injury Severity: 25/25
GK Ability: 50/50
Marking: 60/60
Run Frequency: 50/50
Line Height: 100/100
Line Length: 50/50
Line Width: 15/15
FB Positioning: 50/50
First Touch Error: 95/95

Power bar (for manual): 80
Pretty similar, mine look like this;

Sprint Speed: 10/10
Acceleration: 48/48
Shot Error: 55/56
Pass Error: 50/70
Shot Speed: 45/45
Pass Speed: 40/20
Injury Frequency: 75/75
Injury Severity: 25/25
GK Ability: 50/70
Marking: 70/60
Run Frequency: 50/50
Line Height: 65/50
Line Length: 100/100
Line Width: 35/35
FB Positioning: 55/68
First Touch Error: 95/95
 
Hey everyone, today we’re going to be taking a deeper look at some parts of Title Update #2 (TU #2) for FIFA 22, as well as our first ever Live Tuning Update (LTU #1).

With TU #2, our aim is to continue adding more layers of polish to the game through a series of addressed issues and some changes. In this article, we’re covering AI controlled player blocks on lobs and crosses, as well as dominant foot Finesse Shots. For the full list of changes and issues addressed in TU #2, be sure to check out our forums.

And with LTU #1, our goal is to make long range Finesse Shots a bit more authentic.

So let’s jump right in.

AI Controlled Player Blocks On Lobs And Crosses​

TU #2 introduces the following change:

  • Reduced the effectiveness of AI controlled players blocking Lobbed Passes and crosses.
    • Specifically, AI controlled players were previously able to stretch too far when attempting to block Lobbed Passes and crosses.
In football, a great block at the right time doesn’t always get the love that a spectacular goal or save does, but it can be just as important..

We’ve seen that AI controlled players could’ve been a little too effective at blocking lobs and crosses when they were near the ball carrier. Our intent with this change is to maintain a healthy diversity when it comes to the passing aspects of FIFA 22. We want lobs and crosses to be effective in appropriate situations, to better reflect action on the real world pitch.

Let’s take a look at a potential AI controlled block before TU #2.


As you can see above, the AI controlled player stretched really far to make an incredible block. This type of stretching animation contributed to the effectiveness of this type of block, specifically on lobs and crosses.

Now let’s take a look at how the same blocking situation is more likely to play out after TU #2.


AI controlled players can and will still attempt to make these types of blocks when appropriate, but we’ve adjusted their animations to make their block attempts more authentic, as you can see above.

Dominant Foot Finesse Shots​

TU #2 addressed an issue around players over relying on their dominant foot:

  • When requesting a Finesse Shot, the ball carrier could sometimes go out of their way to take it with their dominant foot.
While most top level footballers tend to have a dominant foot that they play with, they also sometimes use their Weak Foot when the situation might call for it.

What we’ve seen before TU #2 is that players could sometimes be too focused on their dominant foot when you requested a Finesse Shot from them. This could have led to situations in which an okay Finesse Shot could occur, but maybe you would have preferred to try a higher risk/better outcome Weak Foot Finesse Shot.

Here’s how this situation might have played out before TU #2.


As you can see in this example, the right footed player used their dominant foot even though using their Weak Foot could have resulted in a higher risk/better outcome scenario.

Now let’s take a look at how this situation can play out, after TU #2.


Here we see the player using their left Weak Foot in order to go for the classic curl top corner Finesse shot. Note that this is just one specific example of what can happen after TU #2. The outcome of this type of shot will naturally depend on the specifics of each scenario, player Attributes, and the shot taker’s Weak Foot rating.

Our First Live Tuning Update​

Our first Live Tuning Update (LTU #1) was recently released, and it introduced this change:

  • 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 this case, our intent was to bring more authenticity to long range Finesse Shots by reducing their accuracy.

Our expectation is that there will be fewer long range Finesse Shot goals being scored than before LTU #1, but not so few that they feel overly difficult to accomplish. This change is intended to maintain the diversity of goalscoring opportunities while helping long range Finesse Shots feel more authentically balanced.

As always, we’ll continue to look at your feedback regarding all areas of the game when we take into account what a specific Title Update can bring to FIFA 22. Thanks everyone for checking out this Pitch Notes, I hope it's given you some useful additional context to TU #2. See you next time!

- Goran from the PFO team

Link: https://www.ea.com/games/fifa/pitch-notes/news/pitch-notes-fifa-22-title-update-2?isLocalized=true
 
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AI controlled players can and will still attempt to make these types of blocks when appropriate, but we’ve adjusted their animations to make their block attempts more authentic, as you can see above.

This is the most "authentic" one? :BLINK:

Is it just me or did it look more natural before? Player had momentum and stretched to block, in TU #2 it's like he hit a wall while running. What you would expect to see if he was previously standing still instead of running.

So, normal looking block = "Incredible Block" in FUT speak. And another wtf animation = "Authentic block" in FUT speak. 😅
 
This new animation when blocking looks dreadful. Like a child that doesnt want to get hit with a ball.
I never noticed AI being too good in blocking in Career Mode.
Typical "wE dONt WAnT AI dEfENdiNg" change.
 
Imagine one of your real life team's players made such a weak ass cowardly lazy neshed attempt at a block in a real match, he'd get absolute pelters from the crowd! Another example that EA clearly don't even watch real football!

Only way that block "attempt" is authentic is if you're playing in Adam Reach mode!
 
Typical "wE dONt WAnT AI dEfENdiNg" change.

If only there was a way in football to move your player, use sprint, or dribbling or an extra touch to create an angle or an extra yard of space so you can make a pass without losing the ball!

No it's best to not bother with all that, just get mad like a child, depending on if you lost the ball to a human or an AI controlled player! 🤣

And this sums up the whole "wELL giT gOOd, yOu shoulD swiTch plAyeRs!1!!" that you hear all the time. (It's even a thing in eFootball now, haha). It's just so dumb.
 
If only there was a way in football to move your player, use sprint, or dribbling or an extra touch to create an angle or an extra yard of space so you can make a pass without losing the ball!
jon-confused.gif
"What is this man talking about...?? What is this sorcery?? SKILL GAP!!!"
 
The fineses curling shot change is utter bullshit too IMO. Very few even world class players are capable of taking that kind of shot with their weak foot at distance, I'd much rather see my player try a shot like that with the outside of his right foot if he's right footed unless he has at minimum 4* for weak foot. Players with a strong history of scoring from range your Gerrards, Lampards, Beckhams, Scholesss, would you imagine them taking such a shot with their left? Don't see it myself.
 
The fineses curling shot change is utter bullshit too IMO. Very few even world class players are capable of taking that kind of shot with their weak foot at distance, I'd much rather see my player try a shot like that with the outside of his right foot if he's right footed unless he has at minimum 4* for weak foot. Players with a strong history of scoring from range your Gerrards, Lampards, Beckhams, Scholesss, would you imagine them taking such a shot with their left? Don't see it myself.
My thoughts exactly.
It was overshadowed by this ridiculous block, so I didnt even mention it, but yeah - 100%.

Even their explanation - "It would result with an OKAY shot..."
Translation: OKAY shots are not acceptable. We present to you beautifully unrealistic Weak-Foot-Finese torpedoes (we call them WTF Torpedoes), so you never have to experience scores lower than 7-5.
 
Imagine one of your real life team's players made such a weak ass cowardly lazy neshed attempt at a block in a real match, he'd get absolute pelters from the crowd! Another example that EA clearly don't even watch real football!

Only way that block "attempt" is authentic is if you're playing in Adam Reach mode!

Totally. That's the kind of attempt at a block that has every ex-full back pundit raging in the studio.
 
Hmh, today is Thursday so you think we'll get the update today for PS5? After all I'm reading I'm not so sure of it would be a good thing but I'm curios to test it.
 
Who are the best people to contact regarding feedback when it comes to FIFA 22's Career Mode? Would appreciate some names or Twitter handles :)
 
Who are the best people to contact regarding feedback when it comes to FIFA 22's Career Mode? Would appreciate some names or Twitter handles :)

They have a special fax number for complaints:


fax-shredder.gif
 
That blocking one! 😲 The 'before' is perfectly acceptable. 'Really far' - ok mr unrealistic.
This is the most "authentic" one? :BLINK:

Is it just me or did it look more natural before? Player had momentum and stretched to block, in TU #2 it's like he hit a wall while running. What you would expect to see if he was previously standing still instead of running.

So, normal looking block = "Incredible Block" in FUT speak. And another wtf animation = "Authentic block" in FUT speak. 😅
This new animation when blocking looks dreadful. Like a child that doesnt want to get hit with a ball.
I never noticed AI being too good in blocking in Career Mode.
Typical "wE dONt WAnT AI dEfENdiNg" change.
That second animation for the block is some bullshit. Was perfectly fine before, that's what a defender should be doing.
This is exactly why I started tweeting the EA guys last night - this will make it even easier to bypass the midfield, and wreck the difficulty levels as a result.

Obviously, I immediately got jumped on (as @Emroth screenshotted on the last page). Can you smell the passive-aggression?



 
I am almost at the end of my Portuguese league career mode and just noticed that there are no domestic cup matches.... great. Another bug I guess.
 
The fineses curling shot change is utter bullshit too IMO. Very few even world class players are capable of taking that kind of shot with their weak foot at distance, I'd much rather see my player try a shot like that with the outside of his right foot if he's right footed unless he has at minimum 4* for weak foot. Players with a strong history of scoring from range your Gerrards, Lampards, Beckhams, Scholesss, would you imagine them taking such a shot with their left? Don't see it myself.

Yeah they should take it further in the other direction instead. I think a finesse modifier should actually force a player to use his preferred foot - especially from distance. Seems like the overly accurate wrong foot shots will be even more accurate post patch.
 
Marking at 60 and cannot get rid of these pathetic sliding tackles:

https://stadia.google.com/capture/a33eb1a2-27c4-440b-af20-1a1dcc5e0549

https://stadia.google.com/capture/d8dd9055-30df-4d43-a6f5-67c6d12f36b6

It's starting to be a bit annoying really.

@fernadez I just played a half as brentford v city and another half chelsea v city. I definitely felt how good city were but I didn’t see any ridiculous passing at all. They outclassed me, but scored some nice goals and forced me into errors. They also out possessed me. I wasn’t seeing this with higher width. I’d almost always have more of the ball. World class, slow.

Just for reference these are the complete sliders I’m using too:

Sprint Speed: 10/10
Acceleration: 50/50
Shot Error: 65/65
Pass Error: 52/52
Shot Speed: 49/49
Pass Speed: 35/35
Injury Frequency: 75/75
Injury Severity: 25/25
GK Ability: 50/50
Marking: 60/60
Run Frequency: 50/50
Line Height: 100/100
Line Length: 50/50
Line Width: 15/15
FB Positioning: 50/50
First Touch Error: 95/95

Power bar (for manual): 80

Tried your sliders and enjoyed them so far. I like how the CPU slows down the build up and stops to look for passing opportunities. I just think the CPU passing error should go up a bit. Mine is set to 60.
 
Yeah they should take it further in the other direction instead. I think a finesse modifier should actually force a player to use his preferred foot - especially from distance. Seems like the overly accurate wrong foot shots will be even more accurate post patch.
I think the same, another "failed" animation shoot or something like that resulting in a lost in accuracy and power. Like a try to straight shooting but with a slow movement and a the same kind of animation but showing a difficulty and looking how he got to shoot, taking time for him, a bit clumsy, loosing balance. Or simply : a straight basic shoot but with the side-foot open looking like a pass.

Not all players are Nedved or Ballack about strength in weak foot. Beckham was the best example for animation, as he got, even in game not only on F.K., kicking with his side-foot/flat with a very large movement. Kicking = passes and shoots (long ball in his case).

But in the same time, as i'm very about database, some player especially in lower league got hard to found their weak/strong foot, youth especially.
Before, there were scouts on the bench of each teams, looking and taking note about players. Now, scouts are watching vids on youtube...
In fact it bring back a lot of randomness in information and stats, playing style.
 
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Marking at 60 and cannot get rid of these pathetic sliding tackles:

https://stadia.google.com/capture/a33eb1a2-27c4-440b-af20-1a1dcc5e0549

https://stadia.google.com/capture/d8dd9055-30df-4d43-a6f5-67c6d12f36b6

It's starting to be a bit annoying really.



Tried your sliders and enjoyed them so far. I like how the CPU slows down the build up and stops to look for passing opportunities. I just think the CPU passing error should go up a bit. Mine is set to 60.
Yeah I think you’re right. The width already creates some more interceptions, so higher error should be better again. That’s what the CG set had too actually (but 70). I’ll give 60 a go.
 
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What's the rundown with the latest patches lads? Just seen the price go down across the board to £45... Is the game ruined yet or should I go for it?
 
Its fuc... Annnoying. Do have it also like this? When i counter i run mid on the wing and striker starts running only when im at halfline.. WTF like waiting for me
 
What's the rundown with the latest patches lads? Just seen the price go down across the board to £45... Is the game ruined yet or should I go for it?
The game is not ruined at all, I'm still enjoying it a lot with the new patch. But the problem is they have added some rushed commands in the code to make the CPU super aggressive and basically hunt you down with sliding tackles quite often. It looks ridiculous unfortunately. .
 
Yeah I think you’re right. The width already creates some more interceptions, so higher error should be better again. That’s what the CG set had too actually (but 70). I’ll give 60 a go.
@cb7 I gave 60, 55, 53 a go for pass error. It does settle the CPU down which makes for a bit more of a slower game, but I think it also stunts them as well unfortunately. I was playing on 53 error against City and they weren’t doing all that much against me and I was dominating the ball. I turned back to 52 and they just came to life. After a while try clawed back possession and started to take over (I think I was 67% possession when I checked at 53. After I switched over I got a last 15 min possession stat which came up and City had reversed it, they were 61% after the change to 52).

I’ll stick to 52 for now, but I can definitely see the positives of both.
 
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@cb7 I gave 60, 55, 53 a go for pass error. It does settle the CPU down which makes for a bit more of a slower game, but I think it also stunts them as well unfortunately. I was playing on 53 error against City and they weren’t doing all that much against me and I was dominating the ball. I turned back to 52 and they just came to life. After a while try clawed back possession and started to take over (I think I was 67% possession when I checked at 53. After I switched over I got a last 15 min possession stat which came up and City had reversed it, they were 61% after the change to 52).

I’ll stick to 52 for now, but I can definitely see the positives of both.
Thanks for testing it again! I see. And you cannot see any tikitaka nonsense inside and around the box happening, even against Man City? That's my only worry really. If passing at 52 works with the other values you shared without resulting in perfect pingpong passing, I might give it another go.
 
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