FIFA 22 Discussion (Console Versions)

Thanks for the qpr video the other night mate. It looked good.
would you say it feels better than 21 on PS4?

ideally I would get on ps5 but am having no luck in getting hold of a new console.
You're welcome mate. I will made the same match on Xbox Series X if you want,xto compare.
I really love nextgen camera, GameCam, and in the PS4 version, the height is too low.
 
Is this next gen Matt? I feel on pc it was having an impact on base positioning.

Yes, as @manmachine addressed, the hypermotion seems to cause this on nexgen because it's trying to be one single unit - and that unit tends to want to drop off significantly - especially as players are attacking in the box. PC/PS4 isn't affected as much - but the height value still doesn't seem to matter if it's at 1 or 100 - in the sense of defending posture.

I watched some FUT gameplay yesterday and I see this deep defensive line is something they'd prefer as they get to switch to defenders and pull them towards the ball carrier individually - without risk of constantly having the defensive line breached. It looks chaotic, but then again FUT does that to me in general.

As a result, the sliders we're working on will just have height at 100 in hopes that by some way that if this issue is ever fixed, the slider set will already be built for it. Not holding my breath though - and honestly it's not 100% game-breaking if the midfield immersion is there...which it is thankfully.
 
Something just happened that I can't recall happening for many years, I shouted at the TV in celebration after scoring a goal in a Fifa game.

Playing against Porto in CM (World class, slow). The AI was doing a perfect away game job on me. 1-0 up and hitting me on the counter, could've easily had another one or two goals.

I pull one back with a few minutes to go, their players are tired and there's gaps in the midfield after I change pressure to attacking. And then this happens.


It was such a genuine moment, after I'd dug deep and managed to turn the game around. A game I was deservedly losing.

For the love of god EA, don't ruin this. It's such a good step in the right direction.
Nice goal.

Where on earth are their players going when the keeper clears it? All running up the pitch as you win a header into wide open space outside the box.

I've played a few games via the ea play trial and not impressed at all. I'd try to put it into more words than that but don't see the point. It's the same thing every year for offline players. Fair play if you can get enjoyment out of it.
 
Quite similar to the line slider settings: This is also how teams stopped reacting tactically to score changes in order to keep their lead or go for a goal. When the new tactical system arrived in Fifa 19 and their old code just stopped working / was never adapted to the new system. Shows you how much they care for the offline game.
 
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Yes, as @manmachine addressed, the hypermotion seems to cause this on nexgen because it's trying to be one single unit - and that unit tends to want to drop off significantly - especially as players are attacking in the box. PC/PS4 isn't affected as much - but the height value still doesn't seem to matter if it's at 1 or 100 - in the sense of defending posture.

I watched some FUT gameplay yesterday and I see this deep defensive line is something they'd prefer as they get to switch to defenders and pull them towards the ball carrier individually - without risk of constantly having the defensive line breached. It looks chaotic, but then again FUT does that to me in general.

As a result, the sliders we're working on will just have height at 100 in hopes that by some way that if this issue is ever fixed, the slider set will already be built for it. Not holding my breath though - and honestly it's not 100% game-breaking if the midfield immersion is there...which it is thankfully.
I've increased height a lot and it felt like the AI pressed more.
 
It's the first time I have the message to switch to professionnal because I have lost my last 5 matches on World Class!
I love so much the new AI, but I'm not strong enough for now!
But it looks like football!

QPR Vs Fulham (Series X)

OM Vs OL (Series X)

United Vs Burnley (Series X)
 
Nice goal.

Where on earth are their players going when the keeper clears it? All running up the pitch as you win a header into wide open space outside the box.

I've played a few games via the ea play trial and not impressed at all. I'd try to put it into more words than that but don't see the point. It's the same thing every year for offline players. Fair play if you can get enjoyment out of it.
They were well organised for 80 minutes, but after I scored they lost their shape. CPU makes a lot more errors this year.

Think your thoughts are harsh, the gameplay is far better than last year's. Probably the best Fifa game in 10 years as it stands.
 
You're welcome mate. I will made the same match on Xbox Series X if you want,xto compare.
I really love nextgen camera, GameCam, and in the PS4 version, the height is too low.
Yes, if you could upload it on next gen that would be great. I do love the look of that next gen camera too. I do not understand why ea cannot add that gamecam to current generation consoles. It really does make the game look like a thing of beauty.

I watched your celtic v rangers match today, great to see the AI making 3 crosses in the opening 20 mins. The AI put you under a lot of pressure in that game.
Delighted to see that.

looks like you are very close to finding that sweet spot in sliders as that game played out and flowed just the way I like to see it.

just noticed you uploaded it 😁 yep, the ai are brutal. Great to see👍🏻

brilliant work mate
 
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Anyone else see difference in gameplay with live form off? I mean better.

Also i really love CPU shoots. Sometimes is unexpected, sometimes after rebound from 20m distance. Many many times.
Also i received many fantastic goals from them.
 
Don't think a sliders thread is created yet, regardless here is our OS Version 1 BETA set. Enjoy!

Changelog & Updates:

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.

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

AK6Ogf.png


FIFA 22 Operation Sports Sliders - Version 1 BETA (V1B)

Explanation of each value listed in Spoilers: Please note that this year the values of the sets are divided by a | line. Most value difference between the sets are obvious, but please ask in the thread if you have questions of why certain values were chosen.


♦♦♦ Goal: There is A LOT of good in FIFA 22, especially on nexgen with Hypermotion, but with those improvements there are some areas that still need attention, in particular the deep defensive line that happens on nexgen. Regardless, there is nothing significantly game-breaking this year, and we wanted to focus on just tightening up the midfield, but not to the point the game can't breathe the way it does in FIFA 22. ♦♦♦

♦♦♦ 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. Please refer to posted image of slider set as well.

Sprint - 5/5
► The focus here is to get less slidey, less hyper animations that just make it an eyesore to play or watch FIFA. No, there's no instant foot-planting, but there is a more "solid" feel and heaviness of the players that allows momentum based issues not to stand out as much - such as switching to a defender and being exposed, etc. The feel of players as they've gone on full sprints is a much better one as well, with still plenty of room to have a speed differential.

Acceleration - 49/49
► This is to contribute to the feel, but also bring a bit more opportunity to get players to gradually move into position rather than sprint and overcommit. As always, lowering acceleration will reduce the impact of fatigue, so this is more user preference. Feel free to use 50 if you'd like as that has been tested just as much.

Shot Error - 70/70
► I was afraid that the lack of shooting in obvious positions from the beta would carry over - it has not and the CPU shoots whenever it likes, something that can't be talked about enough. However, their accuracy is scary good. As a result, we've raised this value quite a bit - and as always it has great outcomes - and potential for great strikes on goal too. Pair that up with an increase in shot speed, a lowered GK (that can locate the ball), and goals are rewarding all around.

Pass Error - 55/55 | 58/58
► Happy to be able to keep this at a relatively low value. The concept is to get the passer to ask the question "Can I make this pass?" or "Should I make this pass?". The CPU tries many types of passes, and with this set up - paired up with a lower pass speed - they are forced to try other passes. Something as simple as a pass inside when pressure is on versus a pass backwards or a long ball forward to relieve pressure - it's all there.

Shot Speed - 51/51
► The purpose of this adjustment is to accompany the increase in shot error, but also to help the keepers that struggle to find the ball in the air at times. The adjustment also helps those slight deflections for corners, but the keepers are good this year that sometimes they will accidentally deflect the ball in front of them or not far enough away. In the end, we wanted to make sure that the scoring interactions were as organic as possible.

Pass Speed - 40/30
► It's always a balance in getting the lower pass error, but not wanting that to result in constant driven passes from the CPU. As a result, the slightly higher pass error is accompanied by the lower pass speed. This forces the CPU to use driven passes contextually, where if they need to pass 30 yards away, they actually use driven pass at a more realistic speed. The same goes for the user where if there is space to switch the field - they still need decide if it's going to be a driven pass or a high quality long ball that they can trust. These types of adjustments brings in decision making and less mindless passing that FIFA on default is known for - although FIFA 22 has done a great job in improving its base.

Injury Frequency - 50/50
► This hasn't been tested yet. There is a good mix of injuries as fatigue increases, but even at random times too. TBD.

Injury Severity - 50/50
► This hasn't been tested yet. There is a good mix of injuries as fatigue increases, but even at random times too. TBD.

GK Ability - 45/45
► As mentioned previously, the keepers need some help in finding the ball at times. It's not necessarily all the time, considering they make some incredible saves no matter how low GK ability is dropped, but more so that their reactions would be suspect. That's not to say this won't happen anymore, but at least with the combo of the previous settings, there's more of an organic look to how they make or miss saves.

Marking - 52/50
► As will be explained in the line length, the importance with marking is to get players in position a bit sooner. The user is always at a disadvantage because of how easily the CPU can move and stop abruptly. All the other values such as Sprint/Acc have helped this, but marking just brings the final bit of hesitancy from the CPU's passing decisions that look less automatic as a result. Have to be very careful with marking as it affects so much, from crosses to the CPU switching to get a loose ball rather than teleport towards an oncoming attacker. We definitely explored the full scope of marking, and how it relates to the set posted.

Run Frequency - 1/1
► Look, it'd be great to put this at 50, but as it stands the 1v1 design of this game means players will get out of position - and more so when those runs turn into 5 or 6 at a time, it just makes things worse and chaotic. As always, FIFA doesn't change the RF value - putting it at 1 creates just as many runs as before, but brings a bit more calmness (as much as FIFA can) to the field.

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

Height - 100/100
► I've spoken about this elsewhere, but there is a big issue with the defensive line in FIFA 22, and much more in nexgen than in lastgen. While Hypermotion is well received, it is poorly designed in relation to the defensive line. The defenders tend to back off attackers significantly, especially in the box. The bad news is that the height value doesn't do anything relative to moving the unit forwards, the good news is there is very tiny amount of legacy animation where defenders do step forward - but they do it individually - similar to how a midfield would defend relative to the ball's location. With that said, this isn't a gamebreaker, but it can hurt the immersion when you see it. This is why the next value was the final piece of the puzzle, which is line length.

Length - 15/20
► Every year I say it that if you could modify one slider value, it would be line length. It is what controls the compression and the "meeting" of the midfield. When we go lower in length, the compression remains, but the chance of meeting, and blocking passing lanes, decreases when the values are equal. As a result, there is a discrepancy to place bodies in the passing lanes accordingly. This is another reason why marking is faced with a discrepancy as well because the length discrepancy creates that marking look on its own.[/i]

Width - 50/50
► We spent a long time with width above 50, sometimes even as high as 100. This was trying to figure out the defensive line and how to spread out the line enough that when they do step to the ball carrier, there's enough space so the defender does not get distracted by other runners in the box, etc. The issue with raising width was that it actually pulled the defenders to go further backwards, making crosses the same tone of closer to the endline than whipped in with pace in the middle of the box. Just like IRL modern game, the wings do have space, but again that's where the passing decisions come into play - and the sliders are built for those decisions.

FB Pos - 50/50
► No changes here because the team tactics will take over anyways. Works really well and good to have instructions actually listened to this year.

FT Control - 85/85
► 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.
 
Don't think a sliders thread is created yet, regardless here is our OS Version 1 BETA set. Enjoy!

Changelog & Updates:

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.

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

AK6Ogf.png


FIFA 22 Operation Sports Sliders - Version 1 BETA (V1B)

Explanation of each value listed in Spoilers: Please note that this year the values of the sets are divided by a | line. Most value difference between the sets are obvious, but please ask in the thread if you have questions of why certain values were chosen.

♦♦♦ Goal: There is A LOT of good in FIFA 22, especially on nexgen with Hypermotion, but with those improvements there are some areas that still need attention, in particular the deep defensive line that happens on nexgen. Regardless, there is nothing significantly game-breaking this year, and we wanted to focus on just tightening up the midfield, but not to the point the game can't breathe the way it does in FIFA 22. ♦♦♦​
♦♦♦ 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. Please refer to posted image of slider set as well.
Sprint - 5/5​
► The focus here is to get less slidey, less hyper animations that just make it an eyesore to play or watch FIFA. No, there's no instant foot-planting, but there is a more "solid" feel and heaviness of the players that allows momentum based issues not to stand out as much - such as switching to a defender and being exposed, etc. The feel of players as they've gone on full sprints is a much better one as well, with still plenty of room to have a speed differential.​
Acceleration - 49/49​
► This is to contribute to the feel, but also bring a bit more opportunity to get players to gradually move into position rather than sprint and overcommit. As always, lowering acceleration will reduce the impact of fatigue, so this is more user preference. Feel free to use 50 if you'd like as that has been tested just as much.​
Shot Error - 70/70​
► I was afraid that the lack of shooting in obvious positions from the beta would carry over - it has not and the CPU shoots whenever it likes, something that can't be talked about enough. However, their accuracy is scary good. As a result, we've raised this value quite a bit - and as always it has great outcomes - and potential for great strikes on goal too. Pair that up with an increase in shot speed, a lowered GK (that can locate the ball), and goals are rewarding all around.​
Pass Error - 55/55 | 58/58​
► Happy to be able to keep this at a relatively low value. The concept is to get the passer to ask the question "Can I make this pass?" or "Should I make this pass?". The CPU tries many types of passes, and with this set up - paired up with a lower pass speed - they are forced to try other passes. Something as simple as a pass inside when pressure is on versus a pass backwards or a long ball forward to relieve pressure - it's all there.​
Shot Speed - 51/51​
► The purpose of this adjustment is to accompany the increase in shot error, but also to help the keepers that struggle to find the ball in the air at times. The adjustment also helps those slight deflections for corners, but the keepers are good this year that sometimes they will accidentally deflect the ball in front of them or not far enough away. In the end, we wanted to make sure that the scoring interactions were as organic as possible.​
Pass Speed - 40/30​
► It's always a balance in getting the lower pass error, but not wanting that to result in constant driven passes from the CPU. As a result, the slightly higher pass error is accompanied by the lower pass speed. This forces the CPU to use driven passes contextually, where if they need to pass 30 yards away, they actually use driven pass at a more realistic speed. The same goes for the user where if there is space to switch the field - they still need decide if it's going to be a driven pass or a high quality long ball that they can trust. These types of adjustments brings in decision making and less mindless passing that FIFA on default is known for - although FIFA 22 has done a great job in improving its base.​
Injury Frequency - 50/50​
► This hasn't been tested yet. There is a good mix of injuries as fatigue increases, but even at random times too. TBD.​
Injury Severity - 50/50​
► This hasn't been tested yet. There is a good mix of injuries as fatigue increases, but even at random times too. TBD.​
GK Ability - 45/45​
► As mentioned previously, the keepers need some help in finding the ball at times. It's not necessarily all the time, considering they make some incredible saves no matter how low GK ability is dropped, but more so that their reactions would be suspect. That's not to say this won't happen anymore, but at least with the combo of the previous settings, there's more of an organic look to how they make or miss saves.​
Marking - 52/50​
► As will be explained in the line length, the importance with marking is to get players in position a bit sooner. The user is always at a disadvantage because of how easily the CPU can move and stop abruptly. All the other values such as Sprint/Acc have helped this, but marking just brings the final bit of hesitancy from the CPU's passing decisions that look less automatic as a result. Have to be very careful with marking as it affects so much, from crosses to the CPU switching to get a loose ball rather than teleport towards an oncoming attacker. We definitely explored the full scope of marking, and how it relates to the set posted.​
Run Frequency - 1/1​
► Look, it'd be great to put this at 50, but as it stands the 1v1 design of this game means players will get out of position - and more so when those runs turn into 5 or 6 at a time, it just makes things worse and chaotic. As always, FIFA doesn't change the RF value - putting it at 1 creates just as many runs as before, but brings a bit more calmness (as much as FIFA can) to the field.​
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. [/color]​
Height - 100/100​
► I've spoken about this elsewhere, but there is a big issue with the defensive line in FIFA 22, and much more in nexgen than in lastgen. While Hypermotion is well received, it is poorly designed in relation to the defensive line. The defenders tend to back off attackers significantly, especially in the box. The bad news is that the height value doesn't do anything relative to moving the unit forwards, the good news is there is very tiny amount of legacy animation where defenders do step forward - but they do it individually - similar to how a midfield would defend relative to the ball's location. With that said, this isn't a gamebreaker, but it can hurt the immersion when you see it. This is why the next value was the final piece of the puzzle, which is line length.​
Length - 15/20​
► Every year I say it that if you could modify one slider value, it would be line length. It is what controls the compression and the "meeting" of the midfield. When we go lower in length, the compression remains, but the chance of meeting, and blocking passing lanes, decreases when the values are equal. As a result, there is a discrepancy to place bodies in the passing lanes accordingly. This is another reason why marking is faced with a discrepancy as well because the length discrepancy creates that marking look on its own.[/i]​
Width - 50/50​
► We spent a long time with width above 50, sometimes even as high as 100. This was trying to figure out the defensive line and how to spread out the line enough that when they do step to the ball carrier, there's enough space so the defender does not get distracted by other runners in the box, etc. The issue with raising width was that it actually pulled the defenders to go further backwards, making crosses the same tone of closer to the endline than whipped in with pace in the middle of the box. Just like IRL modern game, the wings do have space, but again that's where the passing decisions come into play - and the sliders are built for those decisions.​
FB Pos - 50/50​
► No changes here because the team tactics will take over anyways. Works really well and good to have instructions actually listened to this year.​
FT Control - 85/85​
► 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.​
Yes. Lets go. :APPLAUD:

3 hours left for me in the trail. Will have a cold beer while reading the infos, set up the sliders and then it’s Brentford vs. Liverpool.
 
I really like this game but not enough to spend £70 on it.

I want to buy it digital so think I’ll wait for the PlayStation sales in December/January. I remember seeing FIFA 21 on PS Store for £20 last year around then.
 
I really like this game but not enough to spend £70 on it.

I want to buy it digital so think I’ll wait for the PlayStation sales in December/January. I remember seeing FIFA 21 on PS Store for £20 last year around then.
Its not just price. Its patches, pal..
Wait another month or two. If they dont fuck it up by xmas there's hope. And we might get a good deal.
Im not buying it myself, altho its tempting.
But im not gonna put myself through the rage of potentially liking it and EA fucking it up with first patch.
 
I really like this game but not enough to spend £70 on it.

I want to buy it digital so think I’ll wait for the PlayStation sales in December/January. I remember seeing FIFA 21 on PS Store for £20 last year around then.
It has no competition this year so can't see it dropping much
 
Three issues have prevented me from playing any further:

1. Lack of fouls. I get more fouls in one half of PES 2021 or even the PC version of FIFA 22 than I do on PS5. I've had two fouls in over five hours of matches on Legendary/FUMA. I managed to squeeze out fouls in games where there were seemingly none in the past by utilizing various dribbling and shielding techniques (FIFA 19, for example), but the udders are dry on 22. It's completely immersion breaking, not to mention the gameplay ramifications.

2. 1v1 issues are still too prevalent even though midfielders are more efficient at tracking back compared to last year. Your teammates still meander around your final third in what I like to call, the "lobotomy zone." In this area of the pitch, conventional wisdom in regards to the art of defending gets lost in the bowels of time and space, very much like my patience. The improvement to the aforementioned midfield tracking while encouraging, is ultimately a band-aid to a bullet wound.

3. I loathe the LS dribbling and this is largely due to the magnetic nature of defenders which I imagine is exacerbated by skating and lack of foot-planting. It's not impossible, mind you, just cumbersome and inconsistent. I'm still toying with what works and what doesn't, but I'm not impressed. It's certainly nowhere near the levels of FIFA 16 (hell, any of the Ignite titles) or modern PES. I miss pre-patch FIFA 19 where defenders would drastically over commit, slide tackle only to come up with nothing, collide into their own teammates, or even grab at thin air/your kit in a desperate attempt to stop you as you glided past them. Clunky, but I'm curious enough to poke away at this aspect of the game.

At the moment, these issues are too overbearing for me to sink any serious amount of time into a Career Mode. We'll see.
 
Last edited:
I'm still enjoying this game. The CPU is very good this year!
My best matches are Bundeslinga one. So much intensity!!

Athlético Madrid Vs AC Milan (Series X)

France Vs Belgique (Series X)

Bayer 04 Vs Frankfurt (Series X)
 
Its not just price. Its patches, pal..
Wait another month or two. If they dont fuck it up by xmas there's hope. And we might get a good deal.
Im not buying it myself, altho its tempting.
But im not gonna put myself through the rage of potentially liking it and EA fucking it up with first patch.
Exactly mate, and they WILL patch it. FUT crowd will kick up a stink that it’s too slow (even though it’s still fast for me right now in ‘normal’)
 
@Emroth @Mikhail didn't buy 21 ,was hard not to ,same with Pes 21.
Once the honeymoon with this game is over (think we've seen it before) I'll be having a look ,if better than 19-20 , I'll buy it on sale.
700 SEK (or 70£€) ain't happening for me ,my buying days unless a stunning game is over thanks to game pass
It’s where I am with gaming now mate. Game pass has so many games I want to play it’s crazy - it’s why I rarely, if ever, buy games now.
 
It’s where I am with gaming now mate. Game pass has so many games I want to play it’s crazy - it’s why I rarely, if ever, buy games now.
I buy so few games ,think I've bought 4-5 games since I got game pass in 2019 ,bought 2k21 dirt cheap (from a different source) digitally as my latest game ,and might buy The Hunter call of the wild (it's on GP but want the whole game with all dlcs)

Edit:Probably bought more than 4-5 counting older FIFA's and stuff ,but not more than 4-5 new games
 
Don't think a sliders thread is created yet, regardless here is our OS Version 1 BETA set. Enjoy!

Changelog & Updates:

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.

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

AK6Ogf.png


FIFA 22 Operation Sports Sliders - Version 1 BETA (V1B)

Explanation of each value listed in Spoilers: Please note that this year the values of the sets are divided by a | line. Most value difference between the sets are obvious, but please ask in the thread if you have questions of why certain values were chosen.

♦♦♦ Goal: There is A LOT of good in FIFA 22, especially on nexgen with Hypermotion, but with those improvements there are some areas that still need attention, in particular the deep defensive line that happens on nexgen. Regardless, there is nothing significantly game-breaking this year, and we wanted to focus on just tightening up the midfield, but not to the point the game can't breathe the way it does in FIFA 22. ♦♦♦​
♦♦♦ 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. Please refer to posted image of slider set as well.
Sprint - 5/5​
► The focus here is to get less slidey, less hyper animations that just make it an eyesore to play or watch FIFA. No, there's no instant foot-planting, but there is a more "solid" feel and heaviness of the players that allows momentum based issues not to stand out as much - such as switching to a defender and being exposed, etc. The feel of players as they've gone on full sprints is a much better one as well, with still plenty of room to have a speed differential.​
Acceleration - 49/49​
► This is to contribute to the feel, but also bring a bit more opportunity to get players to gradually move into position rather than sprint and overcommit. As always, lowering acceleration will reduce the impact of fatigue, so this is more user preference. Feel free to use 50 if you'd like as that has been tested just as much.​
Shot Error - 70/70​
► I was afraid that the lack of shooting in obvious positions from the beta would carry over - it has not and the CPU shoots whenever it likes, something that can't be talked about enough. However, their accuracy is scary good. As a result, we've raised this value quite a bit - and as always it has great outcomes - and potential for great strikes on goal too. Pair that up with an increase in shot speed, a lowered GK (that can locate the ball), and goals are rewarding all around.​
Pass Error - 55/55 | 58/58​
► Happy to be able to keep this at a relatively low value. The concept is to get the passer to ask the question "Can I make this pass?" or "Should I make this pass?". The CPU tries many types of passes, and with this set up - paired up with a lower pass speed - they are forced to try other passes. Something as simple as a pass inside when pressure is on versus a pass backwards or a long ball forward to relieve pressure - it's all there.​
Shot Speed - 51/51​
► The purpose of this adjustment is to accompany the increase in shot error, but also to help the keepers that struggle to find the ball in the air at times. The adjustment also helps those slight deflections for corners, but the keepers are good this year that sometimes they will accidentally deflect the ball in front of them or not far enough away. In the end, we wanted to make sure that the scoring interactions were as organic as possible.​
Pass Speed - 40/30​
► It's always a balance in getting the lower pass error, but not wanting that to result in constant driven passes from the CPU. As a result, the slightly higher pass error is accompanied by the lower pass speed. This forces the CPU to use driven passes contextually, where if they need to pass 30 yards away, they actually use driven pass at a more realistic speed. The same goes for the user where if there is space to switch the field - they still need decide if it's going to be a driven pass or a high quality long ball that they can trust. These types of adjustments brings in decision making and less mindless passing that FIFA on default is known for - although FIFA 22 has done a great job in improving its base.​
Injury Frequency - 50/50​
► This hasn't been tested yet. There is a good mix of injuries as fatigue increases, but even at random times too. TBD.​
Injury Severity - 50/50​
► This hasn't been tested yet. There is a good mix of injuries as fatigue increases, but even at random times too. TBD.​
GK Ability - 45/45​
► As mentioned previously, the keepers need some help in finding the ball at times. It's not necessarily all the time, considering they make some incredible saves no matter how low GK ability is dropped, but more so that their reactions would be suspect. That's not to say this won't happen anymore, but at least with the combo of the previous settings, there's more of an organic look to how they make or miss saves.​
Marking - 52/50​
► As will be explained in the line length, the importance with marking is to get players in position a bit sooner. The user is always at a disadvantage because of how easily the CPU can move and stop abruptly. All the other values such as Sprint/Acc have helped this, but marking just brings the final bit of hesitancy from the CPU's passing decisions that look less automatic as a result. Have to be very careful with marking as it affects so much, from crosses to the CPU switching to get a loose ball rather than teleport towards an oncoming attacker. We definitely explored the full scope of marking, and how it relates to the set posted.​
Run Frequency - 1/1​
► Look, it'd be great to put this at 50, but as it stands the 1v1 design of this game means players will get out of position - and more so when those runs turn into 5 or 6 at a time, it just makes things worse and chaotic. As always, FIFA doesn't change the RF value - putting it at 1 creates just as many runs as before, but brings a bit more calmness (as much as FIFA can) to the field.​
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. [/color]​
Height - 100/100​
► I've spoken about this elsewhere, but there is a big issue with the defensive line in FIFA 22, and much more in nexgen than in lastgen. While Hypermotion is well received, it is poorly designed in relation to the defensive line. The defenders tend to back off attackers significantly, especially in the box. The bad news is that the height value doesn't do anything relative to moving the unit forwards, the good news is there is very tiny amount of legacy animation where defenders do step forward - but they do it individually - similar to how a midfield would defend relative to the ball's location. With that said, this isn't a gamebreaker, but it can hurt the immersion when you see it. This is why the next value was the final piece of the puzzle, which is line length.​
Length - 15/20​
► Every year I say it that if you could modify one slider value, it would be line length. It is what controls the compression and the "meeting" of the midfield. When we go lower in length, the compression remains, but the chance of meeting, and blocking passing lanes, decreases when the values are equal. As a result, there is a discrepancy to place bodies in the passing lanes accordingly. This is another reason why marking is faced with a discrepancy as well because the length discrepancy creates that marking look on its own.[/i]​
Width - 50/50​
► We spent a long time with width above 50, sometimes even as high as 100. This was trying to figure out the defensive line and how to spread out the line enough that when they do step to the ball carrier, there's enough space so the defender does not get distracted by other runners in the box, etc. The issue with raising width was that it actually pulled the defenders to go further backwards, making crosses the same tone of closer to the endline than whipped in with pace in the middle of the box. Just like IRL modern game, the wings do have space, but again that's where the passing decisions come into play - and the sliders are built for those decisions.​
FB Pos - 50/50​
► No changes here because the team tactics will take over anyways. Works really well and good to have instructions actually listened to this year.​
FT Control - 85/85​
► 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.​
Thanks for posting Matt. I really like the combination of GK Ability at 45, Shot Speed at 51 and Shot Error at 70. Speed and acceleration are solid too. I usually like to give the CPU a slight advantage in speed and acc to make it more difficult to turn the CPU so I tried Speed and Acc at 4/5 and 48/49 in favour of the CPU and I quite like the battle that brings out. I was still able to run away from an opponent with a fast player also.

In terms of line adjustment, not sure if it's better on next gen, but for me personally I find it's too wide open still to play passes between lines etc and it makes the game more end-to-end. I find reducing the width and line length further also helps with tracking as there's generally far less space needed to travel in order to provide cover. It also creates more interceptions and makes it difficult to play through the lines. I'm playing on PC with line adjustments of Height: 10/94, Line 1/1 and Width 15/15 and I'm finding things are more difficult to play through.

For reference I combined some of the values you posted with some of the ones I posted yesterday and I'm currently trialing this set.

Sprint Speed: 4/5
Acceleration: 48/49
Shot Error: 70/70
Pass Error 70/70
Shot Speed: 51/51
Pass Speed: 38/38
Injury Frequency: 50/50
Injury Severity: 50/50
Goalkeeper Ability: 45/45
Marking: 77/77
Run Frequency: 20/20
Line Height: 10/94
Line Length: 1/1
Line Width: 15/15
Fullback: 25/25
First Touch Error: 85/85
 
Thanks for posting Matt. I really like the combination of GK Ability at 45, Shot Speed at 51 and Shot Error at 70. Speed and acceleration are solid too. I usually like to give the CPU a slight advantage in speed and acc to make it more difficult to turn the CPU so I tried Speed and Acc at 4/5 and 48/49 in favour of the CPU and I quite like the battle that brings out. I was still able to run away from an opponent with a fast player also.

In terms of line adjustment, not sure if it's better on next gen, but for me personally I find it's too wide open still to play passes between lines etc and it makes the game more end-to-end. I find reducing the width and line length further also helps with tracking as there's generally far less space needed to travel in order to provide cover. It also creates more interceptions and makes it difficult to play through the lines. I'm playing on PC with line adjustments of Height: 10/94, Line 1/1 and Width 15/15 and I'm finding things are more difficult to play through.

For reference I combined some of the values you posted with some of the ones I posted yesterday and I'm currently trialing this set.

Sprint Speed: 4/5
Acceleration: 48/49
Shot Error: 70/70
Pass Error 70/70
Shot Speed: 51/51
Pass Speed: 38/38
Injury Frequency: 50/50
Injury Severity: 50/50
Goalkeeper Ability: 45/45
Marking: 77/77
Run Frequency: 20/20
Line Height: 10/94
Line Length: 1/1
Line Width: 15/15
Fullback: 25/25
First Touch Error: 85/85
The marking value of your set will take over a lot of the HLW areas. We were building a set around 80 marking for the longest time. High marking definitely has its pros, but it's very hard to control throughout different team tactics. A high press man-marking team will literally be on 1 player the entire match while the passive defensive tactic will give much space, but get distracted (ADD from days of old FIFA) in the worst spots.

I agree regarding acceleration discrepancies. That is usually a go-to, but we're not there yet. Playing on Slow vs Normal also has its own headaches too.
 
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