FIFA 22 Discussion (Console Versions)

I try not to use the "contain" button any more - it's almost as useless as the "two-man press" button. You're much better off using the jockey button to very carefully position yourself as close to the ball-carrier as you can, and then you'll either block their pass/shot, or you'll eventually get close enough to use the "standing tackle" button.
I defend the same way as the the 1v1 was introduced ,I bet a lot of others do too ,and even the CPU does (at least Vs me).
Here's the the thing ,that takes sliding and tough tackles , especially the mistimed ones completely out of the game.
Which leads us to a game that has completely removed one of the fundamentals out of the game.
Tackling!
Not to mention aggression ,when was the the last time we saw a elbow in a heading duel?
FIFA (and Pes) has slowly transformed football in to something completely different to what we see from the stands/on the TV.
And I'm not going to dive in to weird and no adjusting body position when shooting or passing.
No yellow cards ,no red cards ,no tackles ,no physicality and people still think "man what a great football game!".

Sorry for going off ,but my main thing is we've changed our defending methods for something I can't really sign up for
 
I defend the same way as the the 1v1 was introduced ,I bet a lot of others do too ,and even the CPU does (at least Vs me).
Here's the the thing ,that takes sliding and tough tackles , especially the mistimed ones completely out of the game.
Which leads us to a game that has completely removed one of the fundamentals out of the game.
Tackling!
Not to mention aggression ,when was the the last time we saw a elbow in a heading duel?
FIFA (and Pes) has slowly transformed football in to something completely different to what we see from the stands/on the TV.
And I'm not going to dive in to weird and no adjusting body positive n when shooting or passing.
No yellow cards ,no red cards ,no tackles ,no physicality and people still think "man what a great football game!".

Sorry for going off ,but my main thing is we've changed our defending methods for something I can't really sign up for
I get it. It's a whole element of the game that's totally missing.

They're compressing 90 minutes into 10, though. I'm not excusing the fact that there's no physicality in the game (though actually, there is, it's just that players are like those plastic eggs that just can't be knocked down and referees don't see anything as a foul, which is the real game-breaker)...

But what I will say is, when I watched Match of the Day last night, there were so few fouls shown - and what we're playing is a highlights package, not a 90 minute game, so I get EA's angle too. Even though we both know this isn't the core reason there are no fouls - it's because FUT players think it's boring if a game stops and starts all the time.

I would be happy with as little as 1-2 fouls per game, if that meant a decent free kick opportunity each. Unfortunately what we're getting right now is literally zero, apart from when the AI concedes silly penalties (which happens so frequently that it's clearly coded into the game to "feel sorry for the human" every now and then, not to actually mistime a tackle, which is the crucial bit IMO).

If they just allowed the physical battles to result in players falling over and getting fouls awarded, it (for me at least) would fix the problem.

They won't do that because of online - but nothing is stopping them adding in a "fouls" switch for offline play. They've done it with handballs, surely we can get it with fouls. But maybe they just don't want to admit that they've been removed from the game for anything other than the leg-breaking slide-tackles 10-year-olds do to you when you're beating them online.
 
Defending hasn't changed a great deal. It is still the case that, when trying to approach the ball-carrier head-on using the "contain" button followed by the "jockey" button, you often run straight past them. Which looks stupid, and feels frustrating.

I try not to use the "contain" button any more - it's almost as useless as the "two-man press" button. You're much better off using the jockey button to very carefully position yourself as close to the ball-carrier as you can, and then you'll either block their pass/shot, or you'll eventually get close enough to use the "standing tackle" button.

There is also a "instant strong standing tackle" button combo this year, along with others. I'm not seeing a huge amount of difference, but... I get the feeling that, especially after using the same old PES-style buttons for years, I have to really make an effort this year to use some of FIFA's modern controls.
Thanks for the answer, that's what i was imagining and saw on vids exactly in fact. We all know that defensive system (who really needs in revamp in my opinion but well)
But i i never really used Jockey, as i founded it not that usefull too. Perhaps to contain some crosses, but not, i tried and i do it for fun, but not too much for effectiveness. But perhaps Jockey got a larger range than before.
Still : pressing is something natural like we already talked with a guy who was defender IRL, i was pressing too and played old style DMF so pressing feel organic to me, contain a bit less : it's too much related to observation than going straight to the ball. Well, it's a gameplay choice, but not a logic, like i said organic or related to "feeling" one.

Well like i've readed below, i'm defending "manually" and i'm more or less good to do it. Even sometimes without tackling just going on the ball direction when the player push it. But well, high scores were still there on every version i played online. 3-3 was the standard.

A bit sad about it on Fifa as they decreased a lot the effectiveness of it. It was probably an Esport demand, but i saw game on Esport with Bruce Grannec and the others after him : it was FAR from being too much efficient. It was just accurate. So those Kurt and their "Goals" can go out and far away about their "zero assistance", we already talked about how hard it's to manage a full defense, so the AI needs to help us in a certain way. They did it by positionning, but it's not enough when i saw (personnally) how easy it's to pass an AI completely differently managed defense (Is the AI got the same system as us to defend? No. And it's still not upper hard to pass hit than to block a player or a full attack construction)

But Contain on FIFA 14 for example was very effective : you could make it closer, released the button and then, you were in front on the player in ball possession to do a tackle on him / or sometimes simply going physical without tackling : winning the ball with a simple contact.
I did it very often at the time.

Edit: about physically, aswell in Fifa i agree, but completely disagree about the latests PES. I recuperate with different manners the ball, tackle, pressing, physical. There's probably some issues, but in terms of control Defense isn't an an issue on it (FIFA players may even found it easy... Well in fact i talked with a Fifa player it was the opposite : he didn't know there was a pressing button lol). As i'm a very "Gattuso" player since i play football game, i don't have issues at all to defend in one game, but for the first time, when i tried Fifa 20 i was lost. Even standing tackles were nerfed... That really frustrated me.
A lot more than i would have thinked. Edit: So: the only way was super agressive sliding tackles everywere, it worked, but i gotted a lot of fouls too.
It remembered me the very old school football game were the only way to get the ball was sliding tackle, games with 2 or 3 buttons.
 
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Obviously it's compressed etc I get that ,but it's to a level that is quite laughable ,being non existing tbh.
But what I will say is, when I watched Match of the Day last night, there were so few fouls shown - and what we're playing is a highlights package, not a 90 minute game, so I get EA's angle too. Even though we both know this isn't the core reason there are no fouls - it's because FUT players think it's boring if a game stops and starts all the time.
The PL has new directives this season ,let the game flow.
I've seen a few interviews from different managers criticize that directive as well ,Klopp think players needs to be protected more.
But that's a different discussion.

More and more a separation of game modes is needed ,the way it's now isn't doable ,it's the only game on the market yes ,but it's not good enough.
We both love football and we've pretty much resorted to "it's good enough to play" which is pretty bad.

To me ,being a fan of other sports and games ,would I buy a racing sim if this is what I'd get (FIFA)?
Would I play or buy any other SIM or SIM like game that had its sport/job represented like FIFA has with football?
Nope.
This isn't good enough ,and hasn't been for a long time.

And it goes without saying ,it's not me criticizing you mate ,it's me Vs a shitty portrayal of a sport we all love
 
The PL has new directives this season ,let the game flow.
Well for a long time, from the outside we talked when there was too much very hard tackle that should have been "normally" considered as fault when you see the replay, as "an English referee". That's a speciality of that country to let the game flow with hard tackle.

But it's way more severe in others countries. I don't understand exactly if Klopp said "let the game flow" in that way, but in PL they already let the game flow since a long time, and English referee is considered as someone who doesn't use his whistle often... And i don't know if you're aware of it if you're from UK.
So less whistle than that, it will be like a gladiator coliseum arena.

The overall vsion and the sense of relativity in his decisions, that's why Colina was considerated as the best referee in the world.
 
But it's way more severe in others countries. I don't understand exactly if Klopp said "let the game flow" in that way,
No he was criticizing it ,he wanted the refs to be stricter.
Free kicks and fouls are a instrumental part of the game.
So is tactics changing because of it ,if a slower and sloppy defender has a yellow card ,where do you put pressure and attack?
Obviously you try to get a second yellow from that player by attacking on his side.
Which you can't do in FIFA since there's no foul/cards.
 
I do miss the fouls (maybe 1 or 2 a game i get at the moment) but on next gen so far it still feels like the best football game i have played in a long while. It strange both games have decided to do this. In PES i have had many 30 minute games with only 1 or 2 fouls so it isnt a time issue (then all of a sudden i will have a game with 7 or 8 with no rhyme or reason then it drops again)
 
Today gaming youth is not the same as 20 years ago. Stupidization of planet earth began 20 years ago (reality TV, youtubers, garbage movies etc) and now you have result.

We are just victims, PES has gone, and question is why FIFA developers even spend one day developing anything gameplay related ... you could put tanks in the game and 90% of playes would not care, 9% would embrace it, and 1% would be against it.
I often think this too and then just wonder...... Am I really just getting old. But maybe the "getting old" of each generation has just been the subtle understanding that the next generation is social conditioned to be a little stupider.
 
Ah yes, but it's always been the way referees worked, leaving the game rolling with less stop possible.
He's right, but that's a culture. Like they're very strict in some countries, like Italy in a certain era (less now)
Or Germany too, well he cames from there.
It's good to ask and i really love his football global vision, but changing something so much implanted and seeming totally normal in the country, will be hard. Good luck, i hope he will be listen but it's just a coach...

Later, i would like him to have more influence in football choice in overall. That guy is very lucid on everything regarding football, everything i've heard from him.... I was like "Finally someone who understand all, he's right". But there's money and all sh** in his road.
There's decisions impliying some stuffs like that, favouritism etc.
 
I get it. It's a whole element of the game that's totally missing.

They're compressing 90 minutes into 10, though. I'm not excusing the fact that there's no physicality in the game (though actually, there is, it's just that players are like those plastic eggs that just can't be knocked down and referees don't see anything as a foul, which is the real game-breaker)...

But what I will say is, when I watched Match of the Day last night, there were so few fouls shown - and what we're playing is a highlights package, not a 90 minute game, so I get EA's angle too. Even though we both know this isn't the core reason there are no fouls - it's because FUT players think it's boring if a game stops and starts all the time.

I would be happy with as little as 1-2 fouls per game, if that meant a decent free kick opportunity each. Unfortunately what we're getting right now is literally zero, apart from when the AI concedes silly penalties (which happens so frequently that it's clearly coded into the game to "feel sorry for the human" every now and then, not to actually mistime a tackle, which is the crucial bit IMO).

If they just allowed the physical battles to result in players falling over and getting fouls awarded, it (for me at least) would fix the problem.

They won't do that because of online - but nothing is stopping them adding in a "fouls" switch for offline play. They've done it with handballs, surely we can get it with fouls. But maybe they just don't want to admit that they've been removed from the game for anything other than the leg-breaking slide-tackles 10-year-olds do to you when you're beating them online.

Finally! Someone gets it!

People have gone on and on for years about wanting to see realistic numbers of things like fouls and never considered that they're playing a 7 minute a half football game.

It's quite possible in a real game for there to be no fouls in 10-15 minutes.

I do accept that there are too few in FIFA and PES but you can't have 10 - 15 fouls a game as it would get tiresome despite what you might think. I'd like to see 4 or 5 maybe with odd games having a couple more or less but to compare stats from 90 minute matches to 15 minute video games just doesn't work. I'm not suggesting people here are doing that, but some people do.

You have to factor it as a percentage rather than minute to minute too. Certain periods of games are more likely to contain some aggro than others.
 
It's quite possible in a real game for there to be no fouls in 10-15 minutes.

Also it's possible to have no shots in 20 minutes, Do we eliminate it as well?

Fouls should happen when there is physicality related to player size, Aggressiveness and stats.

Going for a whole season without taking an edge of the area free kick or winning a penalty is not normal.
 
Well I have it unlocked and played my first game at lunch and I really like it. I find if you go dynamic and even custom camera and zoom in, there is way less skating, it plays super smooth and very responsive. I have not played FIFA for 3 years and this is a pleasant surprise…only played on pro as I need to get used to the controls and I need to mess with sliders etc………but it was fun to play On slow speed!
 
Finally! Someone gets it!

People have gone on and on for years about wanting to see realistic numbers of things like fouls and never considered that they're playing a 7 minute a half football game.

It's quite possible in a real game for there to be no fouls in 10-15 minutes.

I do accept that there are too few in FIFA and PES but you can't have 10 - 15 fouls a game as it would get tiresome despite what you might think. I'd like to see 4 or 5 maybe with odd games having a couple more or less but to compare stats from 90 minute matches to 15 minute video games just doesn't work. I'm not suggesting people here are doing that, but some people do.

You have to factor it as a percentage rather than minute to minute too. Certain periods of games are more likely to contain some aggro than others.
well, lets translate that to goals per game... so we have like only 1:1's or 2:1's max or even less?!

it worked well in other games before, so well, it felt like a real match played on a console! it is possible to have more fouls in the game, i've seen it before!
i wound't mind having around 10 fouls per match... like @rockstrongo said: its a tool (an instrumental part, like he said)!! part of the beautiful game!!

Fouls - English Premier - All - 2021/2022
https://www.footcharts.co.uk/index.cfm?task=basics_fouls

edit: ah F it! i will name it! FIFA16 had it so right! :LOVE:
 
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Well I have it unlocked and played my first game at lunch and I really like it. I find if you go dynamic and even custom camera and zoom in, there is way less skating, it plays super smooth and very responsive. I have not played FIFA for 3 years and this is a pleasant surprise…only played on pro as I need to get used to the controls and I need to mess with sliders etc………but it was fun to play On slow speed!
Current gen or next gen?
 
I don't know about the 10 minute matches and fouls. There's no difference to the flow of the game compared to: Off-sides, throw-ins, corners etc. It's just a another dead ball situation and there're dozens of them. Clock is stopped/slowed down, you take the free kick a second later and life goes on.

But every major design decision has gone against ...fouls. The most prominent was tactical defending. There was a sharp decrease to the number of fouls since it was introduced. Keep the button pressed and the defender will never come close enough. Now you need to make a deliberate challenge. Physicallity got better for a while in 15/16 with shirt pulls, nice collisions and a decent number of fouls.

The killer blow was e-sports. Not only for fouls, but for football games, haha. People hate randomness and want everything tied to deliberate user input: "I pressed the button to clear the ball, I don't care about physics, ball should reach the middle of the pitch", "I didn't press any tackle button, how is that a foul/pen?". So no more random fouls from playing the game, it has to be a sliding tackle. And of course 1v1s play a part. Only one player is allowed to come near anyone to defend.
 
Version 2 BETA of our OS Sliders just got posted. I go into detail, as always, on the values. Enjoy!

Changelog & Updates:

Timestamp
: 9/27/2021 | 9:00 AM CST --- VERSION 2 BETA posted. Happy release (preorders) FIFA 22 release day! Make sure to read the detailed explanation of the values changed. Enjoy!

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.

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

hp5MzG.png


FIFA 22 Operation Sports Sliders - Version 2 BETA (V2B)

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: The reason for the changes from V1B is because as more games played, more issues seemed to appear that needed to be addressed. The biggest one was how there was less resistance in midfield and it was easy for both User/CPU to turn and face goal, with more gap than would be preferred. In addition, some new findings on marking and width has helped bring in a higher, and equal, length value. From there, it's just finetuning the shot to keeper reaction, pass choice and realistic ranges. Also focused on recreating the modern game that is based on wingbacks and the interchange with wingers. ♦♦♦

♦♦♦ 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. If a value does not change from the previous version, there will not be a new writeup for that specific value. 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 - 60/60 | 55/65 (Previous: 55/55 | 58/58)
► Raised the pass error here to help with some of the unrealistic driven passes from the CPU, and just overall taking advantage of tight spaces - allowing the ball to become more of a separate entity. Also helps for more realistic body positions necessary in completing passes, such as when a player is faced one way and tries to pass completely in the other direction - the error chance will increase depending on rating.

Shot Speed - 49/49 (Previous: 51/51)
► The more I played 51, the less I liked it for the keeper's sake. I should've known better that the keepers already struggled to find the ball, but at 51 it wasn't that they had trouble finding it, they just assumed what it was going to do too early. The speed the ball moved, even with the crazy high error of 70, was a bit too much - by too many players. The change to 49 really lets the ball be seen by the keeper, but also the user - which makes for some gorgeous attempts on goal.

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 - 48/48 (Previous: 45/45)
► With the lowering of shot speed, one would assume GK ability didn't need to be touched, but in fact, they do make some strange animations at times, so a bump was necessary. This also gives a more realistic look to easy saves that should be caught rather than pushed away.

Marking - 70/70 (Previous: 52/50)
► I will admit, the lower marking was a bit safe. With the way the 1v1 is set up in FIFA's core, it's hard not to want the players to get distracted from who they're supposed to be marking. As marking increases, so does the area of influence of who to mark, but so does the intensity of the challenges (tackling versus containing), which is more realistic to side on the tackling vs the FIFA design of passive containment. The theme with issues this year's game is the deep defensive line, so raising marking is always a concern because defenders tend to follow runs deeper. Thankfully, with the line adjustments below, the proximity creates position for more aggressive challenges - but it definitely doesn't remove the backing off that happens at times.

Run Frequency - 5/5 (Previous: 1/1)
► Tighter areas means we need just a bit more movement. I like to think the Run Frequency is what helps the non FB runners, and since that has been increased, I didn't want the wingers to run into the FBs constantly.

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

Height - 65/65 (Previous: 100/100)
► The height value still doesn't do anything. This is purely cosmetic at this point. As ridiculous as that sounds, maybe we can hope for this to be fixed - but for now, 65 just looks better (especially as we've become familiar with these values over the years) compared to 100.

Length - 25/25 (Previous 15/20)
► With the adjustment to marking, the lengths can be evened out now. This is much more preferred as previous the 15/20 with a 50 marking was just a bit too passive, leaving more space to surge forward than intended. Now, the midfield definitely meets better, and defenders keep players in front of them. As length increases, so do the run lengths, so the deep defensive line will have to deal with those forward runs, but the marking should kick in to defend accordingly.

Width - 45/45 (Previous: 50/50)
► Lowering width has allowed the marking and FB positioning to be increased. Some teams will have room to switch, some teams won't. It just depends on the tactics used and faced against. This does allow more congestion in the center of the pitch, and it also helps support the higher marking value so there is less passive play in the midfield. Again, it does depend on the tactics in use.

FB Pos - 70/70 (Previous: 50/50)
► With the tighter lines, the more room was needed for the fullbacks to play their role. This also widens out the defensive line as they need to cover a bit more space - which can only be good thing as they tend to group up too closely in transition and near the goal. Something FIFA has done a good job this year is the winger covering for the fullback as well.

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.
 
Version 2 BETA of our OS Sliders just got posted. I go into detail, as always, on the values. Enjoy!

Changelog & Updates:

Timestamp
: 9/27/2021 | 9:00 AM CST --- VERSION 2 BETA posted. Happy release (preorders) FIFA 22 release day! Make sure to read the detailed explanation of the values changed. Enjoy!

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.

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

hp5MzG.png


FIFA 22 Operation Sports Sliders - Version 2 BETA (V2B)

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: The reason for the changes from V1B is because as more games played, more issues seemed to appear that needed to be addressed. The biggest one was how there was less resistance in midfield and it was easy for both User/CPU to turn and face goal, with more gap than would be preferred. In addition, some new findings on marking and width has helped bring in a higher, and equal, length value. From there, it's just finetuning the shot to keeper reaction, pass choice and realistic ranges. Also focused on recreating the modern game that is based on wingbacks and the interchange with wingers. ♦♦♦​
♦♦♦ 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. If a value does not change from the previous version, there will not be a new writeup for that specific value. 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 - 60/60 | 55/65 (Previous: 55/55 | 58/58)​
► Raised the pass error here to help with some of the unrealistic driven passes from the CPU, and just overall taking advantage of tight spaces - allowing the ball to become more of a separate entity. Also helps for more realistic body positions necessary in completing passes, such as when a player is faced one way and tries to pass completely in the other direction - the error chance will increase depending on rating.​
Shot Speed - 49/49 (Previous: 51/51)​
► The more I played 51, the less I liked it for the keeper's sake. I should've known better that the keepers already struggled to find the ball, but at 51 it wasn't that they had trouble finding it, they just assumed what it was going to do too early. The speed the ball moved, even with the crazy high error of 70, was a bit too much - by too many players. The change to 49 really lets the ball be seen by the keeper, but also the user - which makes for some gorgeous attempts on goal.​
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 - 48/48 (Previous: 45/45)​
► With the lowering of shot speed, one would assume GK ability didn't need to be touched, but in fact, they do make some strange animations at times, so a bump was necessary. This also gives a more realistic look to easy saves that should be caught rather than pushed away.​
Marking - 70/70 (Previous: 52/50)​
► I will admit, the lower marking was a bit safe. With the way the 1v1 is set up in FIFA's core, it's hard not to want the players to get distracted from who they're supposed to be marking. As marking increases, so does the area of influence of who to mark, but so does the intensity of the challenges (tackling versus containing), which is more realistic to side on the tackling vs the FIFA design of passive containment. The theme with issues this year's game is the deep defensive line, so raising marking is always a concern because defenders tend to follow runs deeper. Thankfully, with the line adjustments below, the proximity creates position for more aggressive challenges - but it definitely doesn't remove the backing off that happens at times.​
Run Frequency - 5/5 (Previous: 1/1)​
► Tighter areas means we need just a bit more movement. I like to think the Run Frequency is what helps the non FB runners, and since that has been increased, I didn't want the wingers to run into the FBs constantly.​
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. [/color]​
Height - 65/65 (Previous: 100/100)​
► The height value still doesn't do anything. This is purely cosmetic at this point. As ridiculous as that sounds, maybe we can hope for this to be fixed - but for now, 65 just looks better (especially as we've become familiar with these values over the years) compared to 100.​
Length - 25/25 (Previous 15/20)​
► With the adjustment to marking, the lengths can be evened out now. This is much more preferred as previous the 15/20 with a 50 marking was just a bit too passive, leaving more space to surge forward than intended. Now, the midfield definitely meets better, and defenders keep players in front of them. As length increases, so do the run lengths, so the deep defensive line will have to deal with those forward runs, but the marking should kick in to defend accordingly.​
Width - 45/45 (Previous: 50/50)​
► Lowering width has allowed the marking and FB positioning to be increased. Some teams will have room to switch, some teams won't. It just depends on the tactics used and faced against. This does allow more congestion in the center of the pitch, and it also helps support the higher marking value so there is less passive play in the midfield. Again, it does depend on the tactics in use.​
FB Pos - 70/70 (Previous: 50/50)​
► With the tighter lines, the more room was needed for the fullbacks to play their role. This also widens out the defensive line as they need to cover a bit more space - which can only be good thing as they tend to group up too closely in transition and near the goal. Something FIFA has done a good job this year is the winger covering for the fullback as well.​
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.​
oh, another set... thats fast!
man, i aint got time left on my trail... so i have to wait till thursday.
but you keep on optimizing those sliders futher... i'll be watching and reading the info on changes.:SMOKIN:
thanks for the effort @Matt10 :APPLAUD:
 
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Having many moments with this one where my jaw simply hits the floor and some of the Intelligence shown by both my teamates and the cpu AI is literally something that simply hasnt been done in a football game before.

There are negatives.The low foul count,maybe not enough error from the cpu in front of goal or should I say it’s super human ability to find the perfect animation for the perfect goal most of the time irrespective of foot or body position,over and over.

Negatives aside,the build up play,the wonderfully executed MANUAL or FUMA game(that now doesn’t feel like a handicap).Elevate it well above expectations.

Suprisingly good and a welcome challenge having to actually play football again to be successful.

A fifa that finally seems to reward being quick in the mind and using the the midfield.Not just quick hands.Still needs a little optimisation and a little bit of de-bugging but IMO it’s the best fifa in many a year interms of temp,weight and ball physics(which are exceptional at times).

Playing on the series X.
 
@vialli82 You were on to something regarding the defense system. I read your message, switched back to Tactical Defending and it felt better. I had never used TD before. I think you were right, EA have done something to Legacy Defending to make it less effective and it feels weird. The AI would ridicule me when I defended like that and now I got much better all of a sudden just by using TD.

So thanks.
 
No prob mate, i was already aware of it since a long time.
it worked more or less until a certain version, but far less effective from FIFA 11 to FIFA 12.

Now, as you always used legacy, even the system to "contain" got nerfed too, since i think Fifa 18 or 20. Before you could've approch the player, or recoil from the player. and then goes manually. It wasn't that bad, and effective. Now, the distance between you and the player is bigger : so it's like you let the oppenent do what he want as your player follow him by keeping 1.5 or 2 meters of "freedom". I really don't get the point.
Even if i always preferred pressing system, if was at least effective on FIFA 13 to 16 or 17 (the 12 was a bit buggy in my opinon, like everytime they introduce a new system).
Online, it was greyed too, effective or not, EA pushed us to use that system.

But i tried once on FIFA 20 Legacy Def : impossible to get the ball, i don't know how if you played that version or not.
The CPU was playing with my defender like if they were amateurs.
Then i switched to T.D. and "contain" was even more nerfed, now not only the distance but the player is taking too much time to took his place in front of the defender. Sincerely, it would be even better to remove it completely, and found another thing. Up to them to research.

So now, what everyone will suggest to you is the most effective = you have to tackle manually (also don't hesitate to tackle hard, sliding tackle) + teamate help or you will wait a long time before you will finally take the ball again and try to regain possession.

Even on FIFA 16 as it seems you played more on that version Legacy Defending, perhaps you didn't tried but it's completely nerfed and by far less effective than Tactical D.
Perhaps Legacy is usefull if you got a 85 +- in Defensive attributes. Probably.
 
Tactical Defending is always the best choice in my opinion. Once you get used to it, legacy defending feels very limited. That's the reason why I don't like to play PES defensively.
I got to disagree, until you don't know that you can tackle manually in PES too.

You can double press to got a tackle standing in PES. In one version, you could even double press with 2 teamates. But it gives space for attacking so at your risks.
So no, it's not limited, it's the opposite in fact since a long time.
You can both press, and tackle, that you don't have in Fifa > replaced by the unusefull (like i said above) "contain". Pressing is far more effective than contain, and always been.
 
Thank you @Matt10 for your sliders! Playing on Legendary feels like a different game now, and I even got fouled by the CPU for the first time! But FIFA must be FIFA, so you get it with a bug, obviously:

1. The referee shows a yellow card, but it's actually a red card (no, the player didn't have a yellow card before that foul)
2. The CPU, for no reason at all, replaced the defender that was sent off with the team's striker, for the rest of the game. So dumb.
 
I am really enjoying the game, but sometimes at the edge of a nervous breakdown when i see players moving fast or turning around with no inertia or physics.

Mostly i am pissed off cause this is a great looking game much better than any other in terms of gameplay.
Those close control animations are killing the game for me. It is not like a bug or a shortcoming you come across just once in a while. You feel it in every second and it makes the game feel so cheap to me. It is much more than just a visual issue, because you can't rely on a framework of organic outcomes and have to deal with the expectation of paranormal magic.
 
Thank you @Matt10 for your sliders! Playing on Legendary feels like a different game now, and I even got fouled by the CPU for the first time! But FIFA must be FIFA, so you get it with a bug, obviously:

1. The referee shows a yellow card, but it's actually a red card (no, the player didn't have a yellow card before that foul)
2. The CPU, for no reason at all, replaced the defender that was sent off with the team's striker, for the rest of the game. So dumb.
That gives me some hope they will look into fouls and/or cards system.
 
Conversely I’m becoming so lost in this game that I have to remember I’m playing a game by ea.Shades of winning eleven and pes at its best.

It’s really brought into sharp focus what it used to be like to play with a high stat team against a lower stat team,the difference it can make and vice verse.There’s also a overwhelming feeling of momentum shifting positivity based on performance and clever use of the ball.Aswell as negating based on poor decision making and bad timing.

None of this seems by chance,it’s design.I wonder have the devs really had the balls or freedom to really make a realistic interpretation of football.Or is this tech around ball physics,AI,motion just doing a excellent job.Execution or algorithms.

I know something.I can play a j- league match and it’s totally different then a champions league semi with two of the big guns.I can dominate with a team of all stars and struggle with a minnow.

I tip my hat too ea,if they could get fouls right this would be a megatron.Fully manual is a joy to play and it’s great to have a midfield and to be playing walking football again.I absolutely love the defending(which is a game in itself).
 
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