FIFA 22 Discussion (Console Versions)

Guys do You use this kind of shoot option that you need to tap 2x shoot button or You have this turned off?
you mean timed finishing!? i turned that off as well... what nonesense, to me that is! :D
never in my life have i seen a player shooting and doing something after the shot was taken, to raise the chances for a goal! ;)

i dont like that mechanic when used for free kicks too! just gimme something to aim for, gimme the option to curl, dip or raise the shot, let me add the amount of power i think is fine and then let the free kick roll! moving the player in position freely before a free kick would be great too!
 
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I got a ps5 and this, gotta say its pretty fun. At first I thought the last gen xbox version was better and slower, need to check it out again. I do feel like the 4k makes the game faster. BUt boy oh boy is the ps5 controller responsive and dope!
 
I think you can do it with the right stick flicks. Not 100% sure tho
You can only move them between 3 fixed positions! What I meant is free movement! Like between the outer ones of these 3 spots!
thx for the reply though.
can you move you players freely during air battles? Man, i can’t and no one seems to have that problem. Or they don’t care or are not aware. :(
 
I know there's debate about this, but I'm in zero doubt that the gameplay is different on NG compared to CG. I played the PC version for over 40+ hours before I ever got my ps5. It's far more than cosmetic touches.

The easiest way to describe it without going into too many details: the whole flow of the game is different. The way teams move and position themselves is much better on NG. The way teams compress and decompress based on context is very different. The momentum of a counter attack for example. These elements have a very big impact in terms of outcomes on the pitch and how you play football. There are other elements also, but I think this is the most clear and obvious.

I think the PC version is also a good game and it's much improved from 21. The AI is better also and it does have some good elements in common with the NG version - but they are definitely different experiences.
To be honest, I just came on to post about this without knowing there was a current conversation.

I downloaded the Xbox one version trial. Hadn't played NG for a day or two and thought " this is pretty much the same" apart form the nets and maybe a little less ball physics. Decided to load the Series S version straight away and play the same game. It is definitely a different game. Without an idnepth breakdown, the Xbox One version just feels and pays simpler, which I like to be fair but the NG is a decent upgrade in all departments. Even on a 1080p 32" Tv, the graphical upgrade was ridiculous.

If you haven't played the bG version, I don't think you are missing out in terms that it is enjoyable enough as un upgrade from 21 for me.

I did notice in my few game on CG, top corners shots ( Call iti placebo if you like ) but no on NG. Could of just been those few games.
 
Another bug... Has any of you experienced this in Career Mode:

When players fx are injured, and changes needs to be made within the next game, there is coming the option of "make the change yourself and save the change"... But I ain't saving so the only solution is to let the game choose which changes there is made to your team!?

I guess I'm waiting for another update here....
 
May be just pure smoke, but is it just me or the gameplay has changed again after the last patch with the team update?

Before applying the team update I was banging hat tricks and ended my games with 15+ shots on my player career. Now shots opportunities have drought around 5 shots and I only scored one goal in 3 games, which I prefer. Defense seems much tighter and players way harder to dribble.
I just had two games in my manager cm where the CPU only had 10 and 5 shots and pass % bellow 80% on WC and default sliders.
 
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May be just pure smoke, but is it just me or the gameplay has changed again after the last patch with the team update?

Before applying the team update I was banging hat tricks and ended my games with 15+ shots on my player career. Now shots opportunities have drought around 5 shots and I only scored one goal in 3 games, which I prefer. Defense seems much tighter and players way harder to dribble.
I just had two games in my manager cm where the CPU only had 10 and 5 shots and pass % bellow 80% on WC and default sliders.
Away for a couple of days so I can’t confirm, but that sounds very good if accurate
 
I played a lot of games in beta, early access, and when the game was released. And this game now pisses me off a lot. Especially because it has great potential.

After those patches, it's not the same game, even with sliders.
Now it's boring and repetitive, feels more like 21 than 22 at release or before.
There is no more random stuff during gameplay like before.
Lately, i dont see some animations that i had before.
I dont even play it anymore cause i am not enjoying it and i am nervous because as i said it has potential but now i am convinced that we need totally new game because many bad frostbite awful gameplay stuff is still there like many ugly animations, a player turning around without inertia or physics sometimes and many more things that keep me away from this game.

I dont care how good is CPU/AI when controlling players is bad. And also ball physics is not the same, need to be much much better.
 
Version 7 of the OS Sliders are posted. Really enjoying this one. Got a lot back because of the Sprint findings from one of the OS users, but of course, I gave credit to @Anth James for his hard work in finding the thresholds. Even playing on normal this is a lot of fun. Hope everyone enjoys their Saturday footy!

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Changelog & Updates:

Timestamp
: 10/30/2021 | 6:30 AM CST --- Set Version 7 posted.


bWdWwc.png


*Instead of breaking down each set, value by value, I've decided to put out a summary that highlights the key values. Sorry, it's just too much to write each iteration and often gets ignored anyways. I've updated the Q&A section to supplement this change.*

♦♦♦Version 7 Goal: A lot of good came out of Version 6. We understood what we can do with certain value, and solidifed some that were still somewhat questionable, like the error values.

We ran into issues with somewhat overcompensating - or rather forced to overcompensate - due to the CB jockey (shuffle as some say per the animation that unfolds) and eventually realized that run frequency at 1/1 was not going to cut it as it actually "cut" out a lot of the variety that FIFA 22 has boasted since release. As a result, we dove into a lot of feedback, and tried to dig up some gems here and there.

Amongst all the feedback, the persistence of user @NorbertArsenal stressing that 55 Sprint and 49 acceleration (we opted for 48, more about that in a bit) was the real deal. Knowing that a high sprint was going to make the CBs start engaging in their sprint, thanks to the brilliant work of AnthJames (Evo-Web), it was tough to accept the animations that presented itself. "Slidey" was the common feedback that I could personally register, while it also just felt sped up...typical FIFA. However, with the 48 acceleration in play, we knew there was a value that could work - and it was a value that did not mean you could sprint for days and untouched against the CPU - if anything, you have to be more aware of your surroundings before going on a sprint like that.

So once Sprint 55, Accel 48, was confirmed to REDUCE (never remove) the effects of the CB Jockey animation, we then could start to address values that had previously been left alone - in particular, Height Length Width aka HLW. I personally had held onto a specific HLW that I knew would do the job of creating a proper midfield experience (midfielders back to goal, forwards passing backwards, more patient build up depending on tactics), and for that it was a discrepancy in the length + marking. Enter HLW 65/65, 35/40, 55/55 + marking discrepancy (varied per difficulty/set). This instantly created the effect of players not only "meeting", but overlapping - which creates bodies in the way (aka passing lanes) and resistance in the middle of the pitch.

What this does is allow the match to ebb and flow, and each match feeling different. More tactics can be used and you will not feel bad for using fast build up + direct runs that used to trigger the CB jockey. In addition, we can increase the run frequency, and only because of the length differences, the runs are set differently at 45/35 so players are not overrunning past the defensive line too often.

Overall, this is the set I know we've all been looking for. It compliments FIFA 22's core of variety and tactics - with the random events that can happen anywhere on the pitch. The added resistance in the midfield, the pressure when appropriate, it all works and blends into the experience we deserve. I'm very happy with this set, and I hope you guys are too. Everyone played their role, and it's definitely appreciated. Enjoy! ♦♦♦

Common Q&A:

Ooof that Sprint speed though?

It is what it is at this point. The CB Jockey (shuffle) animation is such an immersion killer for some. If you're not part of that crowd, then feel free to put this value to wherever you like. We have found that 55 is just perfect so it doesn't feel charity when those CBs act up.

Can I play on Normal Speed with that Sprint so high?

Actually, yes. The 48 acceleration makes a big difference. Normal speed plays really smooth - and the ball seems to be more alive on that setting in some cases. All personal preference in the end though!

My players stamina are very high through 90 minutes, what gives?

Acceleration at 48 is a great feel for the game, but it always results in less stamina depletion. Feel free to raise it if you would like. I personally believe that you still "feel" the players fatigue regardless of their stamina bar indicator.

The keepers changed from 50 to 48!?

Please feel free to raise the value to 100 if you'd like. You have the game just like we did, so feel free to test to find the value that suits you. 48 is just a value to match the shot speed, and hope that the GK play is better. It's a strange one with keepers this year. They make brilliant saves, but at times, they make terrible animations play out (dive under the ball's flight, etc).

I don't want to use those control settings!

That is perfectly fine. This is why the word "optional" is written everywhere in that section. We merely want to provide transparency on what control settings the sets were tested with.
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Word of appreciation for the fouls in single player against the AI. After a good few sessions now I've still not seen anything too out of context, they have all been more or less appropriate to the match moment. Yes I would like a few more regular contact fouls rather than all slide tackle fouls. But I really never thought I would see the day there would be any fouls in FIFA. They really do add that missing extra dimension. Watching the True Brits career mode stream last night I saw many instances of fouls and he was waxing lyrical about them too. He had two shooting range free kicks in one match, and until the latest patch that was completely unheard of.

Those who initially saw lots of peculiar and out of context fouls, are you still seeing them?
 
I tried with the V6 and yes, i understand you now : it's another game. I didn't liked too much the impact and feeling of sliders, i mean overally, on other Fifas but on that one, yes. Perhaps because moves and everything got more variety and intelligent positioning.

But still that agility problem remaining. I putted it on "Slow" and with the sliders the players turned way more like if there was zero inertia. Still also got the issue about the pass without control even if the CPU is not on a good position, and no impact regarding the passing "power". But i saw them, when i put it on semi and then manual for shoot, that they completely miss the target not only because of the sliders, but also because i set the shoot to "Manual" or "Semi". I completely agree with that statement then, they never missed so much before. I checked with defaut "shoot precision" slider and they don't shoot at all like on Assisted, to be sure.

Well, i played on Assisted as i wanted to play online but i think it's better to forget about it for that Fifa, i hate the game without sliders at the point i got more pleasure to play any other football game (didn't tried Efootball : i just don't care to play a bug simulator)

But it's by far more pleasant with those sliders, i can tolerate some of those stuffs that annoy me, even if my main problem is the ultra agility, but "Slow" is, with Sliders, a bit too slow : but the combination of the speed/acceleration slider + slow maked the whole turn better, but the issue is the rest is now a bit too slow (pass ect.)
I personnally think for O.S., you should base your sliders on "slow" settings and increase a bit passing speed. It looks more like FIFA 16 (untouched) now when i turn with any player.

@Matt10 don't you think that "Acceleration" could be linked with agility? I know there's an agility stat but why not.
 
Another bug... Has any of you experienced this in Career Mode:

When players fx are injured, and changes needs to be made within the next game, there is coming the option of "make the change yourself and save the change"... But I ain't saving so the only solution is to let the game choose which changes there is made to your team!?

I guess I'm waiting for another update here....

Yes I mentioned it a few days back, basically the last update changed the point at which you get the "you have a player unavailable" popup, it used to be when you clicked play match from the main menu, now it's the final button press before going to the match which makes zero sense. You have to make the change yourself in the squad section and then click play match.
 
Word of appreciation for the fouls in single player against the AI. After a good few sessions now I've still not seen anything too out of context, they have all been more or less appropriate to the match moment. Yes I would like a few more regular contact fouls rather than all slide tackle fouls. But I really never thought I would see the day there would be any fouls in FIFA. They really do add that missing extra dimension. Watching the True Brits career mode stream last night I saw many instances of fouls and he was waxing lyrical about them too. He had two shooting range free kicks in one match, and until the latest patch that was completely unheard of.

Those who initially saw lots of peculiar and out of context fouls, are you still seeing them?

I have to say that some of the misplaced sliding tackles that were present in the beginning of the release of the patch for Stadia seem somewhat toned down now. I have no idea how because I haven't seen a single of those internal fixing announcements yet. Don't know if it's just me (could be that I have adapted my playing style to avoid them?) or if they are doing some tweaking behind the scenes without anyone knowing, which seems a bit creepy to me. It's a bit odd that they would add/remove things out of the blue without making it public.

Like you say, there isn't much variety in the way the CPU commits fouls, and it is a pain in the ass to foul the CPU still, but there is a bit more balance at the moment and I am enjoying it quite a lot. Haven't seen any of those absurd two footed scissors fatalities for a while.

I am having a great time with the game in my CM at the moment. No complaints regarding the game flow and positioning tightness. This "version" feels like the best one so far in my opinion.
 
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Another bug... Has any of you experienced this in Career Mode:

When players fx are injured, and changes needs to be made within the next game, there is coming the option of "make the change yourself and save the change"... But I ain't saving so the only solution is to let the game choose which changes there is made to your team!?

I guess I'm waiting for another update here....
It happened to me the other day, but there was nothing to suggest who the player was. So I let the computer pick. It benched one of my players and I put him on in second half. Really weird.
 
Is that the broadcast camera? Looks great. So far I haven’t been quite satisfied with the broadcast camera (too close) or the EA camera (too far out). I want something in between, something that feels like an actual broadcast experience and I wish we had more options to customize cameras.
 
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Is that the broadcast camera? Looks great. So far I haven’t been quite satisfied with the broadcast camera (too close) or the EA camera (too far out). I want something in between, something that feels like an actual broadcast experience and I wish we had more options to customize cameras.
yes, it is broadcast at 0; 0! Man, I am so with you on this! I want a bit more height broadcast cam and a bit more zoom in EA game cam! that would be my absolute sweet spot between broadcast presentation and tactical overview.
 
What is up tonight folks? All good!?

been playing my first 2 matches with OS sliders V6 tonight. Frankfurt vs. Leipzig and Newcastle vs. Watford. Both games were a delight!! Ended 1:4 and 2:4. The AI was actually shooting and missing low a lot more! :APPLAUD:
After 2 days of sim racing and no man’s sky, I came back and want more. :)

the keeper charts after the march clearly showed the AI missed shots. Did I mention how much I love the overall statistics?!
 
I'm impressed how you can play manual with that angle. For manual i always use a camera with less angle possible otherwhise i miss everything.
You should be really used to it, and the cam's is immersive. You have the whole package when i got to use an "ugly" camera to play manual lol.
 
It happened to me the other day, but there was nothing to suggest who the player was. So I let the computer pick. It benched one of my players and I put him on in second half. Really weird.
Yes, there is some bug and its very annoying one.
Before the match it told me There's unavailable player in the squad, so I told them to auto replace him just for this match (which I always do)
Then I went in to Team Management before the game to do my own tweaks and injured player was still in starting 11.
So I changed him manually and put him in reserves.
When I hit Play match I got same notification about unavailable player, even tho he wasnt in the squad anymore.
Again - I clicked auto replace just for this match.
When I started playing I realised all my changes were gone and a lot of players were replaced along with injured fella.

To avoid the bug now I go to squad in Career Mode menu and take the injured guys off manually, the minute they get injured.
 
I'm impressed how you can play manual with that angle. For manual i always use a camera with less angle possible otherwhise i miss everything.
You should be really used to it, and the cam's is immersive. You have the whole package when i got to use an "ugly" camera to play manual lol.
I’m telling you mate, it’s not easy for me. Sometimes it’s like the errors resulting from the cam are too much, but I keep on playing on hope to get better.

another 2 matches done. PSG vs. Monaco and HSV vs. Kiel. 2:3 and 0:4. Again, me playing away. The first match was quite hectic due to the monster nature of the team from Paris. I counted them three times and was lucky to win this one. The second match played the best tonight, from all four of them. Maybe there are too many goals for my liking.
 
I also like the game with the new sliders and play more atm, but yes, there's still many goals. And i still got pretty hard to defend against CPU passing : i'm only on World class but sometimes they enchain a bit too quick and easy to get in front of goal.
Their ball control is a bit too precise, and even when they have to control the player is too quickly "re-positioned" to made his pass.

So it's pretty hard to defend against some teams around 75-75-75 or more.
I don't imagine against PSG lol. But i play a lot with smaller teams, Mexico, MLS, and some Euro countries or teams that never have been in PES for example. I like to discover new rosters and players from this season.
 
I also like the game with the new sliders and play more atm, but yes, there's still many goals. And i still got pretty hard to defend against CPU passing : i'm only on World class but sometimes they enchain a bit too quick and easy to get in front of goal.
Their ball control is a bit too precise, and even when they have to control the player is too quickly "re-positioned" to made his pass.

So it's pretty hard to defend against some teams around 75-75-75 or more.
I don't imagine against PSG lol. But i play a lot with smaller teams, Mexico, MLS, and some Euro countries or teams that never have been in PES for example. I like to discover new rosters and players from this season.
Yeah, smaller teams play better for me as well. Right, defending is very tough against the likes of PSG and Bayern.
had 6 goals in 2 more matches with my Default Utd, so the trend seems to continue.
 
The keeper is my MVP player on every games. I don't hate it but it's the hardest Fifa to defend to me at least. Never really got issue before with it.
But as i switched the 21, and played no more than 10-15 games on FIFA 20 as i don't liked it simply. I scored too much and too easier whatever the configuration and whatever the sliders : it was just too different from the 17-18-19 in terms of easiness to do go straight and score, simply.

But, i could've defend at least, i still got really hard whatever the advice given here, i try but the AI is too quick. I think i will probably, it's more a question of "without the ball" and "tackling/contain" effectiveness : looks like tackles are slow in terms of reaction, and the pitch is too big, hard to focus on one player. So i use sliding tackle most of the time to reach the player. But i also tend to defend passively : i'm trying to recoil with my players to block shoot or passes, using also sliding tackle but for blocking the ball flow. Also got hard with the teammate help.

I think i will decrease the difficulty to train to defend, even if sometimes i push contain and switch all players with L1 and it works to cut passes + L2 teammate and it works, yes, but i don't control it at all, i have no idea what i'm doing (like the dog on the gif).
I won't go to training mode to learn : it serves to me only for learning skills but i always learn on a real match.

I got too much shoot and my keeper save me on every game like he can and it clear with my defender. It's not enough and far from my old level, where defending was my strong point. And i finally tolerate much more that game with sliders, well it's not perfect but it changes and it's enough to me.
A bit sad about online as Seasons was my favourite mode since FIFA 08, can't play anymore the base sliders.
 
Version 7 of the OS Sliders are posted. Really enjoying this one. Got a lot back because of the Sprint findings from one of the OS users, but of course, I gave credit to @Anth James for his hard work in finding the thresholds. Even playing on normal this is a lot of fun. Hope everyone enjoys their Saturday footy!

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

Changelog & Updates:

Timestamp
: 10/30/2021 | 6:30 AM CST --- Set Version 7 posted.


bWdWwc.png


*Instead of breaking down each set, value by value, I've decided to put out a summary that highlights the key values. Sorry, it's just too much to write each iteration and often gets ignored anyways. I've updated the Q&A section to supplement this change.*
♦♦♦Version 7 Goal: A lot of good came out of Version 6. We understood what we can do with certain value, and solidifed some that were still somewhat questionable, like the error values.​
We ran into issues with somewhat overcompensating - or rather forced to overcompensate - due to the CB jockey (shuffle as some say per the animation that unfolds) and eventually realized that run frequency at 1/1 was not going to cut it as it actually "cut" out a lot of the variety that FIFA 22 has boasted since release. As a result, we dove into a lot of feedback, and tried to dig up some gems here and there.​
Amongst all the feedback, the persistence of user @NorbertArsenal stressing that 55 Sprint and 49 acceleration (we opted for 48, more about that in a bit) was the real deal. Knowing that a high sprint was going to make the CBs start engaging in their sprint, thanks to the brilliant work of AnthJames (Evo-Web), it was tough to accept the animations that presented itself. "Slidey" was the common feedback that I could personally register, while it also just felt sped up...typical FIFA. However, with the 48 acceleration in play, we knew there was a value that could work - and it was a value that did not mean you could sprint for days and untouched against the CPU - if anything, you have to be more aware of your surroundings before going on a sprint like that.​
So once Sprint 55, Accel 48, was confirmed to REDUCE (never remove) the effects of the CB Jockey animation, we then could start to address values that had previously been left alone - in particular, Height Length Width aka HLW. I personally had held onto a specific HLW that I knew would do the job of creating a proper midfield experience (midfielders back to goal, forwards passing backwards, more patient build up depending on tactics), and for that it was a discrepancy in the length + marking. Enter HLW 65/65, 35/40, 55/55 + marking discrepancy (varied per difficulty/set). This instantly created the effect of players not only "meeting", but overlapping - which creates bodies in the way (aka passing lanes) and resistance in the middle of the pitch.​
What this does is allow the match to ebb and flow, and each match feeling different. More tactics can be used and you will not feel bad for using fast build up + direct runs that used to trigger the CB jockey. In addition, we can increase the run frequency, and only because of the length differences, the runs are set differently at 45/35 so players are not overrunning past the defensive line too often.​
Overall, this is the set I know we've all been looking for. It compliments FIFA 22's core of variety and tactics - with the random events that can happen anywhere on the pitch. The added resistance in the midfield, the pressure when appropriate, it all works and blends into the experience we deserve. I'm very happy with this set, and I hope you guys are too. Everyone played their role, and it's definitely appreciated. Enjoy! ♦♦♦​


Common Q&A:



It is what it is at this point. The CB Jockey (shuffle) animation is such an immersion killer for some. If you're not part of that crowd, then feel free to put this value to wherever you like. We have found that 55 is just perfect so it doesn't feel charity when those CBs act up.



Actually, yes. The 48 acceleration makes a big difference. Normal speed plays really smooth - and the ball seems to be more alive on that setting in some cases. All personal preference in the end though!



Acceleration at 48 is a great feel for the game, but it always results in less stamina depletion. Feel free to raise it if you would like. I personally believe that you still "feel" the players fatigue regardless of their stamina bar indicator.



Please feel free to raise the value to 100 if you'd like. You have the game just like we did, so feel free to test to find the value that suits you. 48 is just a value to match the shot speed, and hope that the GK play is better. It's a strange one with keepers this year. They make brilliant saves, but at times, they make terrible animations play out (dive under the ball's flight, etc).



That is perfectly fine. This is why the word "optional" is written everywhere in that section. We merely want to provide transparency on what control settings the sets were tested with.
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Cheers for the sliders as always. However, for me one thing I've found this year is these sliders all have a really high defensive line and it's far too easy to get in behind the defense.
 
Cheers for the sliders as always. However, for me one thing I've found this year is these sliders all have a really high defensive line and it's far too easy to get in behind the defense.
I noticed that too. That's why I leave sliders for positioning all at 50. Gives me mkre variety and things I can't see if I modify the sliders above.
 
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