FIFA 22 Discussion (Console Versions)

I like what i played so far. Its slow, methodical gameplay. You pass around the opps dbox and then you suddenly see a midfielder making a dart from the deep. I scored one where i manually lofted the ball beating the back line. Reminded me of Joe willock type play centrally.

The physicality makes a lot of sense, tall players actually win headers, shorter player win if they are positioned correctly, getting pushed of the ball feels justified. The presentation and replays are superb, plus the post match details now are worth paying attention to. I had zero hopes from what i had seen, but once i played it, its a different gravy. Played one vs AI and one VS an online player with full gold team (vs my bronze, silvers and few low rated gold) and i won one, drew one (i easily outplayed the impatient online opponent).

AI makes it too obvious when its about to let you score, or when you are about to concede. Its a classic fifa problem, you cannot do anything if the AI wants to score, but there were few moments where it made me think of my approach.

Full of details this game, liking it, thoroughly surprised. Still dont think it warrants the 70 dollars pricetag but those on the fence, i would defo recommend trying atleast.
 
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I'm really enjoying the game guys! Not only the gameplay, the atmosphere of each game is really incredible this year, it is full of little animations and situations that add a lot to each game.
 
After initially not liking this game I've begun to enjoy it quite a bit. Still on the fence though about purchasing.

After seeing all the g-fuelled trickster cry babies already complaining that "iTs t00 sLoW & rEaLiStIc" i don't hold out much hope that the game will stay this way sadly.

This is the first time in years that the on pitch action feels quite methodical & grounded. The over the top turning animations still put me off with their physics bending speed but the passing feels rewarding for the first time ever.

I think there's about a 10% chance though that the game stays this way so I'll probably keep my money for the time being.
 
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.

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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.​
I thought these sliders were usually done for manual controls? Is there a reason why semi pass assistance, shooting etc. Is recommended?

Thanks
 
1.5 hours left. with the OS beta sliders it’s really a different animal. Speed is more to my liking, error is present, I actually was able to hold up a team in the midfield. Still this Trail has many bugs... Question remains, how will the day one patch affect it?! I want the bugs to be squashed and the game stay kinda the same. I will get this next Thursday and have a long weekend playing it.

I thought these sliders were usually done for manual controls? Is there a reason why semi pass assistance, shooting etc. Is recommended?

Thanks
it’s more a semi assisted set.
Some fuma player set individual sliders to have a more accurate outcome.
 
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Will there be gameplay differences between PS4 and PS5 version. It's not possible to find a PS5 in my country at the moment.
same gameplay and mechanics, difference is only some animations but its not game changer in my opinion. Game still looks like xbox360 games but with higher resolution ;) Anyway, fifa22 is step forward.
 
same gameplay and mechanics, difference is only some animations but its not game changer in my opinion. Game still looks like xbox360 games but with higher resolution ;) Anyway, fifa22 is step forward.
From the sounds of it there's differences in positioning and marking which will impact gameplay. Hypermotion seems to effect the way teams move as a unit etc.
 
Even though it's probably pointless, I've created a bug report about the foot planting on the official forums.
https://answers.ea.com/t5/Bug-Repor...re-after-receiving-the-ball/m-p/10763616#M664

The GDC presentation comparing Motion Matching to Motion Synthesis talks about the sliding as being a trade off inherent to the new tech and that it should rely on IK to solve these side effects, but I suspect they have had difficulties in this area and it should hopefully improve as the tech evolves. If you look out for it you will see some cool moments where players are taking non-standard/non-linear paths towards the ball or when making movements, e.g. curved runs, re-adjusting their movement to get to a loose ball quicker etc. As a result I often see players making smart movements to intercept the ball or being able to react better when the ball is "free", especially when compared to PES which sounds like it will still be plagued by issues in this area. I'm not trying to excuse those clips, but when you realise everything is a trade off and you can spot some of the things you are getting as part of the trade then it makes the sliding feel slightly less egregious.
 
Not a surprise. EA drop the older platforms as soon as new consoles come out. I give it until next year when the PS4/Xbone games become 'Legacy Edition' with just squad and kit updates.
 
Not a surprise. EA drop the older platforms as soon as new consoles come out. I give it until next year when the PS4/Xbone games become 'Legacy Edition' with just squad and kit updates.
And rightly so. The PS4 is what, eight years old now? Sure it’s difficult to find a PS5 for some people but that’s not EA’s fault.

I do think it’s unfair that PC players seem to get shafted though.
 
From the sounds of it there's differences in positioning and marking which will impact gameplay. Hypermotion seems to effect the way teams move as a unit etc.

Havent seen any significant difference in gameplay with default sliders and slow speed.However,i still see same problems on both consoles when it comes to AI- DF positioning but its still MUCH better than fifa 21 and 20. My ps5 trial is over but there is still 5 hours on ps4.
 
Havent seen any significant difference in gameplay with default sliders and slow speed.However,i still see same problems on both consoles when it comes to AI- DF positioning but its still MUCH better than fifa 21 and 20. My ps5 trial is over but there is still 5 hours on ps4.
So, how do I select the PS4 Version for another 10 hours? I’m below an hour with my PS5 version.
 
Fifa 22 NG is easily the most dynamic game of football in the last decade.

I mainly played Player Career and team mate A.I is so much fun and reliable.

And when the Opposition did score I never once felt cheated unlike I did all the time in past PES and fifa Player career.

Team mates and Opposition A.I are constantly moving into space. Passing, crossing, short, long, cross field, misplaced passes.

Shooting close, long and without me having to tell them to which I always hated in past Fifas. I'm playing as a single player why do I need to input for you to finally shoot? Lol

Theres this genuine feel of intelligent support and a shared gameplan to win.

It's actually football.

It ain't perfect but after all these years we have a genuine leap from EA to bring us real football.

And to those saying there is no difference to 21.

PM me your dealers number.
 
Played as chelsea vs watford in my career and really enjoyed the gameplay, felt like I had to really work hard to open up their sturdy defence. If I decide to buy this on next gen , is there any way to avoid future patches? Any option to disable automatic updates and play offline?
 
Fifa 22 NG is easily the most dynamic game of football in the last decade.

I mainly played Player Career and team mate A.I is so much fun and reliable.

And when the Opposition did score I never once felt cheated unlike I did all the time in past PES and fifa Player career.

Team mates and Opposition A.I are constantly moving into space. Passing, crossing, short, long, cross field, misplaced passes.

Shooting close, long and without me having to tell them to which I always hated in past Fifas. I'm playing as a single player why do I need to input for you to finally shoot? Lol

Theres this genuine feel of intelligent support and a shared gameplan to win.

It's actually football.

It ain't perfect but after all these years we have a genuine leap from EA to bring us real football.

And to those saying there is no difference to 21.

PM me your dealers number.
Ain’t that a bit too much? ;) but I clearly get your spirit, mate!
want to play more!!
 
Can I not use another account and sign up for.79p and get another 10. Hours or does it recognise my ps5 ? And would I need to re download.?
Yes you can. That's what I did. After it's all set up, you would just switch user on the PS5 and sign in with the new account.
 
Can anyone explain how to get your team to defend and pressure the ball outside of the player you are controlling?

Constantly switching to get players into position or to press the ball, and on legendary against an AI that can just ping pong it around you, it seems impossible to prevent shot after shot.
 
Can anyone explain how to get your team to defend and pressure the ball outside of the player you are controlling?

Constantly switching to get players into position or to press the ball, and on legendary against an AI that can just ping pong it around you, it seems impossible to prevent shot after shot.
On ps 5 I hold circle (shoot for me) for 2nd man press..puts a green icon over their head which is new for me , legacy defending
 
On ps 5 I hold circle (shoot for me) for 2nd man press..puts a green icon over their head which is new for me , legacy defending
Yeah maybe I need to switch to legacy.

But issue seems to be twofold. AI teammates standing around doing nothing and CPU tactics almost always being possession/slow build up. Which leads to horrible tiki taka where they eventually exploit space (which is everywhere). Even on attacking and ultra attacking if you look at the default tactics they barely change.

My best game was against Rennes who have attacking tactics of balanced/balanced. Felt much more realistic.

It's a shame because the changes after the first beta were promising.
 
Yeah it’s where I am, PES feels so archaic and basic compared now.

I agree about most of things you said, but not about PES 2021.
I won't talk about it but played like it should be, it's to me the best PES since the 6... But less arcade.

Just you can't feel that game for some reasons. It's just, totally different games. You got to play the way it should be played, not like any other PES except the 20 (not even the 19 except for passing)
What you can found laggy or sluggish is to me the accurate time for an animation to finish and the player be able to do something else, like IRL.
Well there's stuffs like passing in certain position in the same time resulting in a certain position who makes the player down to the pitch but i mean overally.

But it's not the thread. Sorry for the O.T. but when i read some stuff i don't found objective or at least "analysed" the way it should have been about that game, i just want to jump on my keyboard. But i contained myself tons of time.
One thing i can say : it's less direct fun than some older PES. Playing it different, don't search the fun by playing the same way as you played others games.
But you will lost direct fun, but you'll gain variety in the long term. And i could say yes, controls are more annoying and direct than others PES : it plays a lot in the balance to me.

Just one thing i still don't like / even if it produce much more possibility : R2 switch to Right Analog.
 
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