FIFA 22 Discussion (Console Versions)

Yeah I'm playing on World Class too. Funnily enough I've just seen a perfect example of the issue on Reddit:

the problem is there, no arguing. what would have helped a bit here is keeping the teams shape!
picking the CDM and putting pressure on the ball carrier... would have kept both CB deeper as a second barrier.

edit: i just noticed, the user did not seem to apply the @Anth James tactics either...! ;)
 
Updated to the title update 3 today (Xbox Series S) and suddenly experiencing stuttering when resuming the game from a dead ball situation (goal kicks, corners etc.) Never happened before. I'm playing career mode, so offline.

Anyone else getting this?
 
the problem is there, no arguing. what would have helped a bit here is keeping the teams shape!
picking the CDM and putting pressure on the ball carrier... would have kept both CB deeper as a second barrier.

edit: i just noticed, the user did not seem to apply the @Anth James tactics either...! ;)
Ultimately the user shouldn’t have to do ANYTHING differently to fix this issue. It’s a massive problem and I see it almost every time the CPU counterattacks against me, the only variable is whether I can do enough player switching to fix the defensive line or if I can pressure the guy on the ball enough to stop the pass getting through. Routinely you find that, rather than you defending against a counterattack, you end up having to fight fires.

Rather than having to make a tactical choice about whether to close the ball down with the midfielder or track the run with a centre back, you have to choose between getting your passive midfielder remotely near the ball or your centre back remotely near where the offside line is. You can only control one player at a time, and when you have one or two centre backs dropping horribly like this you are effectively removed from participating in a game of football, as your controller is committed to fixing something you simply shouldn’t have to.

Sometimes it’s really counterproductive to imply that the problem in situations like this lies with the user, and not with the game.
 
y Ultimately the user shouldn’t have to do ANYTHING differently to fix this issue. It’s a massive problem and I see it almost every time the CPU counterattacks against me, the only variable is whether I can do enough player switching to fix the defensive line or if I can pressure the guy on the ball enough to stop the pass getting through. Routinely you find that, rather than you defending against a counterattack, you end up having to fight fires.

Rather than having to make a tactical choice about whether to close the ball down with the midfielder or track the run with a centre back, you have to choose between getting your passive midfielder remotely near the ball or your centre back remotely near where the offside line is. You can only control one player at a time, and when you have one or two centre backs dropping horribly like this you are effectively removed from participating in a game of football, as your controller is committed to fixing something you simply shouldn’t have to.

Sometimes it’s really counterproductive to imply that the problem in situations like this lies with the user, and not with the game.
Partly agree here.
sure, it’s on EAs side to fix that stupid back tracking situation in the first place.
i only described what would have helped the situation, from personal experience.
you can control more than one player in defense. I try to use teammate pressure in combination with my player at the sticks. Again, mainly just a workaround to tame EAs tactical beast, when it should be the tools for creativity.
believe you me, this game has problems, I know.
 
Partly agree here.
sure, it’s on EAs side to fix that stupid back tracking situation in the first place.
i only described what would have helped the situation, from personal experience.
you can control more than one player in defense. I try to use teammate pressure in combination with my player at the sticks. Again, mainly just a workaround to tame EAs tactical beast, when it should be the tools for creativity.
believe you me, this game has problems, I know.
you can only do second man press on legacy defending ? in legacy defending i hold circle and a green indicator shows over the second man and he goes pressing but in tactical this doenst happen. Also i found i have to be really careful with 2nd man press as it can leave huge spaces
 
To answer previous question about hypermotion - for me hypermotion is closely linked to inertia and physicality.
I hope that the more it develops - the less twitching and glitching from AI will be there.
Does it mean a bit less responsiveness? Maybe. Altho not necessary. If off balance - Id still expect my player to attempt a pass/shot when I press a button.
If it meant miss hit, or tripping over my own legs - even better.
 

I've been sending a single tweet every year to Tom, for like the past 3 years, asking for an offline gameplay mode with no acknowledgement. But I know it's a single tweet and they care for the volume of the feedback.

Still, this is the awesome to see, but only if they actually deliver something. It's a few years too late as well, it was obvious the game needed this the moment they introduced the 1v1 crap.
 
Ultimately the user shouldn’t have to do ANYTHING differently to fix this issue. It’s a massive problem and I see it almost every time the CPU counterattacks against me, the only variable is whether I can do enough player switching to fix the defensive line or if I can pressure the guy on the ball enough to stop the pass getting through. Routinely you find that, rather than you defending against a counterattack, you end up having to fight fires.

Rather than having to make a tactical choice about whether to close the ball down with the midfielder or track the run with a centre back, you have to choose between getting your passive midfielder remotely near the ball or your centre back remotely near where the offside line is. You can only control one player at a time, and when you have one or two centre backs dropping horribly like this you are effectively removed from participating in a game of football, as your controller is committed to fixing something you simply shouldn’t have to.

Sometimes it’s really counterproductive to imply that the problem in situations like this lies with the user, and not with the game.
You’re right, you shouldn’t have to do anything. EA should fix the issue. 100%. I’m just looking for ways to try do what I can with the tools available. I’m used to trying to do this because we know from experience we might be waiting forever for a change. You absolutely don’t have to use any adjustment, but if it can help the experience and it’s there, then I at least want to let you know what I’ve found.

I’m having loads of offside in my games. The tracking problem is still there though, but as I’ve mentioned before, with Hypermotion, lots of the behaviour is contextual, so certain scenarios seem to trigger certain behaviour. This is why I talk about base positioning. If you can alter the base positioning then you can trigger different responses in similar situations sometimes. It will still happen though, just hopefully not as much! And it would be a very simple fix for EA, one or two value changes.

Remember that ‘bad offside’ file @manmachine or @papinho81 found in the fifa 20, gameplay lab? That would have fixed this issue instantly. That file isn’t in the game anymore, but there are similar ones.
 
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Ultimately the user shouldn’t have to do ANYTHING differently to fix this issue. It’s a massive problem and I see it almost every time the CPU counterattacks against me, the only variable is whether I can do enough player switching to fix the defensive line or if I can pressure the guy on the ball enough to stop the pass getting through. Routinely you find that, rather than you defending against a counterattack, you end up having to fight fires.

Rather than having to make a tactical choice about whether to close the ball down with the midfielder or track the run with a centre back, you have to choose between getting your passive midfielder remotely near the ball or your centre back remotely near where the offside line is. You can only control one player at a time, and when you have one or two centre backs dropping horribly like this you are effectively removed from participating in a game of football, as your controller is committed to fixing something you simply shouldn’t have to.

Sometimes it’s really counterproductive to imply that the problem in situations like this lies with the user, and not with the game.

I agree. Kudos to those who do but I've no desire to tinker with the game to that extent when it's their fault. It's not worth it. And EA can just move the goalposts again with another patch.

In my experience player switching shows a strong preference to players 'behind' the ball. I've found myself cycling through three defenders as the midfielder nearest or second nearest to the ball carrier remains unusable.
 
It frustrates me how absolutely useless the second man press is. I try and use it in situations where it would be useful constantly, and all it does is pull a player out of position, to apply no pressure to the ball-carrier and essentially reduce your defensive line from 4 to 3 etc...

...but it's been that way for a while. It's just that, with the game being a step up this year, removing tools like this is just criminal for offline play.
 
It frustrates me how absolutely useless the second man press is. I try and use it in situations where it would be useful constantly, and all it does is pull a player out of position, to apply no pressure to the ball-carrier and essentially reduce your defensive line from 4 to 3 etc...

...but it's been that way for a while. It's just that, with the game being a step up this year, removing tools like this is just criminal for offline play.
Yeah agree, it often just creates an easy pass for the CPU to exploit the gap you just left by pressing the button!
 
all it does is pull a player out of position, to apply no pressure to the ball-carrier and essentially reduce your defensive line from 4 to 3 etc...

Sounds like a risk-risk mechanic. 😅

People failed to realise that when implemented properly it's just another risk-reward one. Use it well for a chance to win to ball or risk opening up space / fouling etc. And it's also manual as you literally have to press a damn button! How many years do we have to wait to get a football game again?!
 
***Old cynic post warning***

I have no idea what HyperMotion is. Took myself to watch the gameplay reveal again from last July as a refresher and I'm still none the wiser. Basically just a catch-all term for the changes made and new features* introduced?

*Old and/or expected features with a new name like Advanced Tackle Detection System™.
+1. I still play both old-gen and next-gen versions, both still feel completely similar gameplay-wise, even after every update. This Hypermotion thing seems to be a gimmick, to me at least.

It's similar to let's say PES 2017 on PC vs PS4.
 
It frustrates me how absolutely useless the second man press is. I try and use it in situations where it would be useful constantly, and all it does is pull a player out of position, to apply no pressure to the ball-carrier and essentially reduce your defensive line from 4 to 3 etc...

...but it's been that way for a while. It's just that, with the game being a step up this year, removing tools like this is just criminal for offline play.

Pressing has been broken in football games by over a decade of people complaining that pressing, especially double pressing, is overpowered and is cheesing the game online. Pressing has always been an important and valid part of football if done correctly, and yes it has been too powerful. But EA’s approach was essentially to remove it entirely through tactical defending and second man ‘contain’, and both games tried to make it easier to get past pressing by making the dribbling and passing overpowered too. Konami have (I think, only played the beta for half a game) now gone the same route with tactical defending - making defending about the ‘joy’ of 1v1 - when football has never been as much of a team-centric sport as it is now.

And this is a big part of why fouling and physicality is missing from football games too. The freedom of 360 degree controls combined with a complete removal of the tracking (or ‘rails’ as some call it) that you get from first and second man pressing, makes getting touch tight very difficult when you’re defending. And then of course your teammates aren’t active in defending unless explicitly controlled, as shown by the midfield watching passively as 5 attackers descend on your back 4, or as shown by the CPU passing it around your low block which goes into table football, “stay in your lane” mode.

You could definitely get some physicality back with the game as it is. Just replace the mental slide challenges with something more subtle, and get the ref involved without anyone needing to have bits of calf meat on their studs. Interestingly the contain button, if you use it in the right situations, can actually be a nice alternative to standing tackle as a way of challenging for the ball. It’s much less panto in how it goes in for the ball (you have to be so close that the player can’t just back off and keep his distance), but you also concede fouls because something is obviously switched on in the ref when you press a defensive button.
 
while using second man pressing is useful to actually switch to that player when he is close to ai player and manually tackle and get the ball. otherwise second defender will not tackle. thing is while mastering this first defender that you actually controlled will find himself nowhere and will be uselles while defending.
 
They really need to sort the refs out on this. Not sure why I play seasons when the majority are idiots but it’s ruined by the over aggressive slide tackles all over the pitch that rarely result in fouls. Somehow ended up in Div5 but playing on semi against assisted players is hard work, even using a 2 star team I’m coming up against 4 star rates teams which makes it even more difficult.
 
Just had a few proper games this morning since new patch...game is really good now even on default sliders. Playing a league on professional with a mix of semi and manual. Somethings i have noticed on PS5

Game is silky smooth - very few gittery animations
AI tackling on professional has improved
Seen low AI shots
AI went back to GK a few times when under pressure
My defenders no longer mark my own keeper

One game i lost 5-4 against chelsea - Lakarku was a monster and scored all 5 , but they were all varied , header, one on ones etc - not one 6 yard blast into top corner --joyus
 
Just had a few proper games this morning since new patch...game is really good now even on default sliders. Playing a league on professional with a mix of semi and manual. Somethings i have noticed on PS5

Game is silky smooth - very few gittery animations
AI tackling on professional has improved
Seen low AI shots
AI went back to GK a few times when under pressure
My defenders no longer mark my own keeper

One game i lost 5-4 against chelsea - Lakarku was a monster and scored all 5 , but they were all varied , header, one on ones etc - not one 6 yard blast into top corner --joyus
Great impressions pal, similar to mine!
yeah Lukaku is a beast. Same with Kane. :) when my CB has the ball and I’m all nervous trying to FUMA build up from the back.. when a massive guy like Lukaku or Kane is on your back (and you are shielding and turning like crazy), it’s not heavy pressure they apply on you anymore, it is pure harassment. :LOL: And I am loving it! :D
 
Great impressions pal, similar to mine!
yeah Lukaku is a beast. Same with Kane. :) when my CB has the ball and I’m all nervous trying to FUMA build up from the back.. when a massive guy like Lukaku or Kane is on your back (and you are shielding and turning like crazy), it’s not heavy pressure they apply on you anymore, it is pure harassment. :LOL: And I am loving it! :D
My other impression is importance of possession same game as above I lost possession of the ball in midfield really cheaply then it was through ball to Larkarku, my defense was split open and he was through on goal from almost center circle in my half - i dojnt think i have ever seen a 1 on 1 in this fifa like that - he smashed it though Allison's legs low...great to see. You really get punished for losing the ball but its not in a cheaty way and felt totally in context with the game and the moment.
 
My timid love affair with world class difficulty came to an abrupt end last night when I played some 2nd division team I can't even remember the name of and it had 10 prime-of-career Ronaldos on the pitch, I finished the game and only lost 2-0 but never really stood a chance. I didn't save though, I will tackle that game on world class again and see if the thrill is really gone.
Still, at this point I need to just soldier on until I get acceptably good on world class because Professional is a bit too easy. Even though the results don't always show it.
 
My timid love affair with world class difficulty came to an abrupt end last night when I played some 2nd division team I can't even remember the name of and it had 10 prime-of-career Ronaldos on the pitch, I finished the game and only lost 2-0 but never really stood a chance. I didn't save though, I will tackle that game on world class again and see if the thrill is really gone.
Still, at this point I need to just soldier on until I get acceptably good on world class because Professional is a bit too easy. Even though the results don't always show it.
World class is unforgiving in the shooting department , i was 5 nil down at half time to Burnley. Maybe workable with sliders but default on professional with a mix of semi and manual is really nice for my needs
 
World class is unforgiving in the shooting department , i was 5 nil down at half time to Burnley. Maybe workable with sliders but default on professional with a mix of semi and manual is really nice for my needs
As I’m back on WC, I do rewatch all AI goals in replay mode now. Last 3 days had me finding 90% keeper errors when I thought it was an overpowered shot from the AI again.
so I stay with WC for now (kick off matches) and prof. in my 4th league career, because of the prob @Isslander just described. WC won’t fit the minor teams and it gets all bizarre for players with such little skill (in comparison).

by keeper error I mean the inappropriate animations chosen in certain situations. They are not aware enough… somehow.
 
The average OVR of the teams in your league make a huge impact on your difficulty level/slider set. I just spent the last two seasons in the Championship and had a really nice balanced game, legendary, FUMA, slow, adjusted sliders, first season after promotion from league 1 finished 15th, second season 6th and got to the playoff final, knowing what would be facing me in the Premier league in terms of the change to the game's pace, cheating AI etc. part of me felt like deliberately losing the final so I wouldn't get promoted! I did win it in the end so we'll see how long I can tolerate the Premier league, currently trying World Class with mostly Anth's sliders, pre-season tournament was a loss and 2 draws. :)
 
Ok getting tired of this game now. I concede 3-4 goals in every single match. I am Rangers in the Scottish Premiership. World Class difficulty.

The midfielders and defenders simply do not track the attacking players or show any awareness of danger. They just "exist" on the pitch until I switch player. This isn't fun. I expect my AI teammates to contribute with their positioning at least.
 
Any player career mode players out there experiencing a buggy Match Rating?

Every time there is a sub my rating drops a point or 2. I got 2 Assists, make tackles and barely give the ball away but can barely scratch a 7.5 because the second half is full of subs being made lol.

I need a minimum 8.5 but dropped from a 7.9 to 7.5 in 2 substitutions lmao.

And it happens every game.

The hell?

Also sidenote

Why tf do keepers keep jogging to the touchline only to punt some weird 20 yard lob pass floater every time they receive a back pass?
 
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Any player career mode players out there experiencing a buggy Match Rating?

Every time there is a sub my rating drops a point or 2. I got 2 Assists, make tackles and barely give the ball away but can barely scratch a 7.5 because the second half is full of subs being made lol.

I need a minimum 8.5 but dropped from a 7.9 to 7.5 in 2 substitutions lmao.

And it happens every game.

The hell?

Also sidenote

Why tf do keepers keep jogging to the touchline only to punt some weird 20 yard lob pass floater every time they receive a back pass?
And now the game just crashed after we won 3-0 in a 30 minute match because I had the front to check the match stats.

AŔRRRRRRRRRRRRRGH!

not playing it again. gonna save scum sim.
 
Version 8 of the OS Sliders are posted. The title update was the first time the game started to falter a bit, and as a result, we had to rethink some values. Thankfully it's paid off and we're in a solid spot. Enjoy!

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Changelog & Updates:

Timestamp
: 11/12/2021 | 8:57 AM CST --- Set Version 8 posted.


9KEd0d.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 8 Goal: The concept of Version 7 was to create a length discrepancy that allows the building of midfield shape. We also were forced to use a higher sprint value and acceleration. That's not to say these values cannot still be used, but what is posted should work for the most part - with some hints of CB jockey/shuffle on occasion. The resistance is strong enough though that the 1 or 2 instances are not as impactful as in previous updates/sets.


Sprint Speed - As mentioned, the focus here is to get a better "feel" for the players, but more importantly there is a threshold in which we know the CBs sprint with their marks. However, in this update, the CBs/FBs not only sprint with their marks, the higher the sprint value is - they will actually go even further ahead and break the defensive line's integrity:


As a result, the point of having a defensive line becomes worthless, and streaking runs were the route-one attacks. By lowering Sprint, we found the threshold in which the CB jockey/shuffle happens contextually, such as holding the line when the ball is in the center of the pitch. When the ball is on the wings, the CB jockey will trigger briefly, but because of the run frequency + marking, the effect is not as negative. Again, feel free to put this back to a reliable high sprint value if you wish, but we feel the values posted bring the best of both "worlds" together.

Acceleration - If you liked the feel of under 50, feel free, it has been tested. The idea here is to get the fatigue in a good spot where rotation is felt and at times necessary. With the low Sprint, the feel isn't overly skate-like either.

Shot Speed - There were a couple animations that just did not make sense in regards to keepers. Mine in particular was the keeper absorbing a hard shot and then pushing the ball up directly into the air, while falling down on the ground, then able to still get up to their feet and jump to catch the ball. It isn't realistic, and looks more like a volleyball animation than it does footy. Along with that adjustment, the slight deflections for corners happen more often, and outstanding keepers truly are outstanding.

Pass Speed - Just a bit of a nudge for the CPU's pass speed to reduce soft deflections, especially in the box, that end up becoming chances on goal because the ball falls perfectly to the CPU's feet instead out further. Not so high of a pass speed that the CPU can just drive forward passes without giving the User's players any time to react, let alone intercept.

GK Ability - The battle of finding the best value for GK is always relative to the shot speed, but even then, it's hard to say what type of animations will appear. This is just the safest value possible at this point, and it is even more validated with the shot speed raised significantly.

Marking - Something about this update switched off the defending mentality. It was back to FIFA 21's statue around the pitch, and the only way to really "jolt" them into action was to raise marking. After that, we just needed to make sure the run frequency would make sense.

Run Frequency - Such a tricky value to work on because it controls so much. A lot of us are fans of 50, but eventually the number of runs just overran the defensive integrity. We tried 1/1 for a while, but eventually it was just back to one-route football and lots of tiki-taka around the box. Now, at 30 for both, the mix of runs are promising, and paired with the Length/Width discrepancies, there is no worries about the CPU's decision making in shooting vs passing.

Height - Lowering height was something we all wanted for a long time. It just brings in the midfield and allows things to "breathe" a bit more. It also allowed the length discrepancy + marking to do its job. Logically, having it higher makes more sense to push the retreating defensive line, but now with it lower, there is room for the defensive line to recover in time. If they are going to back up at 100 height, why not just give them what they want, but safeguard in allowing the midfielders to drop back to help.

Length - Using what we liked about Version 7, the values are just brought in a bit closer, without disrupting the concept of a midfield. Paired up with the marking, height and width, this value gets to breathe a new life in creating all sorts of variety.

Width - The slight discrepancy here is to balance the discrepancy presented in the length. It allows the CPU just enough time to decide if they have an opening to shoot or not. In addition, it allows wing support in the right spots so playing in crosses from the wings are strongly contested.


Overall, the game is threw us a couple curve balls, especially with the defensive line integrity issues. The structure of what FIFA 22 is still miles better than FIFA 21, but I do see that there are elements of 21 trying to seep in to ruin the experience. This is why the change were necessary, but also we have kept on track towards building off of previous sets and what we are learning. Version 7 was a solid start, and Version 8 just improves things even more while patching up some mishaps here and there.

Enjoy! ♦♦♦

Common Q&A:

Why did we go back to under 55 Sprint?

As explained, the threshold between the CB/FB sprinting to hurt the defensive line integrity by running backwards towards their goal was found to happen at higher Sprint values. We needed to create the point in which the CB jockey/shuffle actually helps in this case, and to do that, Sprint had to be lowered.

The run frequency and marking values will also help keep the defensive integrity in check.

Can I still play with 55 Sprint to avoid the CB jockey/shuffle?

You may, but you may also see more instances in which the CB/FB start to sprint towards their goal more often, as in every counter and ever attack defended.

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.

I feel shot speed is so fast, my keeper can't save anything!

A couple options, raise shot error, raise GK ability or lower shot speed. Honestly, it's personal preference. As we focus on animations, some of them just started to take a toll - and the modification to shot speed has helped reduce them.

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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