►Welcome:
Welcome to the yearly tradition of the OS Community sliders for FIFA. This year, we are playing FIFA 22, hoping that the hype-r-motion is real.
►Brief History and Origin:
We have been working on FIFA sliders since FIFA 15 as a community. The goal is always to achieve the closest realism the game gives us.
►How we test:
Always in Career Mode. You are investing in sliders for a reason, and most of the time that is to play in Career Mode. So, it only makes sense to test in that same environment. With so many values to be looked at, and those values being in 1 point increments, it is very easy to come up with multiple versions of sliders. We will always test on Default first, then identify the main areas to look at. From there, it's about collaborating and finding workarounds for those problem areas. With sliders, it is always a balancing act, fix one thing - potentially break the next.
►Version Format:
This thread moves fast, and versions get updated. My goal is to always make less versions, but we're at the mercy of 1) EA's updates, and 2) Our own curiosity in determining the best values.
Similar to previous two years, I will be using the format in which the Version number is determined first, then a Beta number follows. For example, the first version will be Version 1, Beta 1; so it will read as : "V1B1", and down the road Version 6, Beta 2 will read "V6B2". As soon as it is determined that the version is "final", it will simply, for example, be called Version 6 Final, or "V6Final". I will make sure the OP is updated in a log format, so everyone is on the same page.
►Helpful Reminders:
As always, remember that the thread moves very fast. I will do my best to update this Original Post as much as possible. I have learned a lot about how to be the "project manager" of this whole thing, so if I do not respond to every post, it is either because it got lost in the shuffle, or that replying to it would deter the thread from achieving the goal of establishing a slider set.
►The Main Rules of the Thread:
1. Do not post your own full set. This deters the entire thread. All slider values are relative to one another, so if we see a value like 30 pass speed with a line length of 70, then that's not relevant to someone using a 50 pass speed with a line length of 35. It's better to leave it out of the thread, and create your own.
2. Feedback in Animation. The Match Stats only give so much information. Telling us the CPU has 99% passing is not helpful. Were they passing the ball through the backline the entire time? Details are important, and throughout the years I have asked for details in animations. What this means is simply "What do you see"? Is the CPU having that high passing because your defending players are too slow? Too far away? Too wide? In the end, VIDEO NEVER LIES, so if you have video to provide - please do so. That will save so much time and less of a Q&A.
3. We are not your customer service. This is a collaboration space. Noone is being paid here by EA. Provide feedback because you want to help, not because you feel entitled to let us do all the hard work and you sit back and criticize.
4. Respect each other. Thankfully, we have not run into this issue as much, but there have been times where it's close. First, regarding myself, I am the project manager here. What that means is I am going for a goal, and discussion about conspiracies, theories or ET is not going to be helpful. Secondly, we all have opinions and some know how to filter them, some do not. There is a message there, so do not get offended if someone disagrees with you. We love the game, and just want what is best for it - so keep it civil!
5. Please keep general impressions in the FIFA impressions thread, not here. This is a solution based thread, and general complaints will be ignored. We understand each iteration of FIFA has issues, what game doesn't, but we are given the tools to find workarounds. Remember, this is a slider thread, which means the sample size of play is significantly increased. Chances are if you are having an issue, we have most likely looked at it.
--------------------
--------------------
Changelog & Updates:
Timestamp: 7/20/22 | 6:24 PM CST --
Pretty much the final/final update as we are less than 3 months away from FIFA 23. This last version simply addresses the GK value from 40 to 45, then an adjustment to line height that will bring in more crosses in obvious areas, not to mention some change in variety from the CPU. After that, the pass error went up on Legendary from 70 to 78, which plays very close to the World Class 68. Huge difference and brings in the ethos that Version 10 introduced.
I've also included in the graphics a suggestion on Sprint/Acceleration values on normal game speed.
♦♦♦Version 11 Goal: Just finalizing the Version 10 sliders with these adjustments. The concept of version 10 remains and these adjustments just tweak it a bit more to finalize.
*I am going to address each value since it has been a while since an update and to bring attention that each value was reviewed during testing. The previous note will be included in navy, with my updated version remarks in red.*
Sprint Speed - As mentioned, the focus here is to get a better "feel" for the players, but more importantly there is a threshold in which we know the CBs sprint with their marks. However, in this update, the CBs/FBs not only sprint with their marks, the higher the sprint value is - they will actually go even further ahead and break the defensive line's integrity:
As a result, the point of having a defensive line becomes worthless, and streaking runs were the route-one attacks. By lowering Sprint, we found the threshold in which the CB jockey/shuffle happens contextually, such as holding the line when the ball is in the center of the pitch. When the ball is on the wings, the CB jockey will trigger briefly, but because of the run frequency + marking, the effect is not as negative. Again, feel free to put this back to a reliable high sprint value if you wish, but we feel the values posted bring the best of both "worlds" together.
The concept is still the same, but I am also surprised how it works for normal speed with the values I suggest on the personal preference of Sprint 15 and acceleration 48.
Acceleration - If you liked the feel of under 50, feel free, it has been tested. The idea here is to get the fatigue in a good spot where rotation is felt and at times necessary. With the low Sprint, the feel isn't overly skate-like either.
Still feel the same way here. I absolutely love the feel of lower acceleration, and I personally play on 48/48, but I know the visual impact of fatigue is an obvious need in the aim for realism. I can play on 48 acceleration because I still "feel" when players are fatigued. Again, personal preference, and do not be afraid to put a discrepancy to make things harder (48/50, 49/50, etc).
Pretty much the same overall here.
Shot Error - The best thing in FIFA is its shot error slider. The type of goals that can be scored from changing this value alone are quite enjoyable. Adjust as needed based on the minutes/difficulty.
Still in a good spot. No issues.
Shot Speed - There were a couple animations that just did not make sense in regards to keepers. Mine in particular was the keeper absorbing a hard shot and then pushing the ball up directly into the air, while falling down on the ground, then able to still get up to their feet and jump to catch the ball. It isn't realistic, and looks more like a volleyball animation than it does footy. Along with that adjustment, the slight deflections for corners happen more often, and outstanding keepers truly are outstanding.
Still in a good spot. I sometimes forget the shot speed is as high as it is.
Right so this was actually lowered to 50 to help the GK animations. Even lowering GK ability, they started to perform saves backwards and the save animations were out of sync (saving with the wrist/elbows, diving too early, etc). Still see some great attempts with vicious strikes to boot at 50 shot speed.
Pass Error - Did not realize I never included this, so we'll start this to base on version 10 and now version 11. The most important element of pass error is what pass speed is chosen. In this set pass speed is 40, which means more error is needed. The concept of "with great power, comes great responsibility" rings true. With the higher pass error, there is much more risk at a driven pass or a long ball over the top. As the power bar fills up, the errors increase - and the CPU's gameplay respects this, making for some incredible interactions.
Still in a good spot. No issues.
Pass Speed - Just a bit of a nudge for the CPU's pass speed to reduce soft deflections, especially in the box, that end up becoming chances on goal because the ball falls perfectly to the CPU's feet instead out further. Not so high of a pass speed that the CPU can just drive forward passes without giving the User's players any time to react, let alone intercept.
The main change here was to get a bit more of the CPU first touch less "soft" and controlled. I still feel this can be explored as there needs to be less of a soft feel to the ball. Even simple passes should have an element of pressure, but the only way to get the true feel of the ball is to raise the pass speed. However doing so brings in the driven pass animations/choices to a high priority for the CPU.
Definitely played around with raising the value, but once the CPU has it above 42, they just start pushing the envelope and drive passes more often. It ruins creativity and gives no reward to sound defensive positioning as a result. Kept this where it was in v9, but increased the pass error to reduce the CPU's perfect passing capabilities.
GK Ability - The battle of finding the best value for GK is always relative to the shot speed, but even then, it's hard to say what type of animations will appear. This is just the safest value possible at this point, and it is even more validated with the shot speed raised significantly.
No issues here, still seeing a good bit of animations and incredible saves on occasion.
This value needed to go down because the keepers were making incredible saves, not to mention their animations were so early - it looked psychic. I want reactions that are late, and the save animation to follow. Lowering the value was needed because it allows just a split moment for the GK to find the ball rather than react (to the ball being kicked) and then perform the animation a couple of seconds before it actually reaches. It's in a much better space now.
Version 11 bump to 45 from 40 to help reduce some of those poor keeper animations and how they punt/clear the ball out.
Marking - Something about this update switched off the defending mentality. It was back to FIFA 21's statue around the pitch, and the only way to really "jolt" them into action was to raise marking. After that, we just needed to make sure the run frequency would make sense.
As has been discussed in the thread, the lowering marking was needed. I did not expect to need to lower it as much as it is now at 50, but it has allowed some breathing room - in the right spots - for the flow of the game. If the goal is to get more bodies in front of the passing lanes, and FIFA's concept of higher marking = man marking, then it was only natural to need to lower the value. The length discrepancy + height alone have allowed the positioning to be a lot better. FIFA will still be the same way in which central midfielders get wider rather than stay in the passing lane though. As Aaron has mentioned before, this is due to the cover-wing tactic set up by default for most teams. Change this for your own tactics accordingly.
Honestly, I did not want to change this because I really liked what 50 marking brought to the game. Unfortunately, the passive defensive play all around, regardless of tactics, was just such an eyesore. The statue effect was in full force - and even though there was a freedom to pick and choose which player to defend with, it didn't help that the teammate AI were just ball-watching and letting runners past them. In addition, there were times where the passive defensive play resulted in more CB jockey than we'd like to see. Raising the marking value went through it's usual scale of very high to quite low - and in the end, it had to be about upfield pressure (north-south/endline) to put pressure on players receiving the pass. Once that was established, with the lines of cousre, the key was to see animations that aimed to disrupt the constant free-flowing attack that FIFA always has. Overall, quite happy to leave this one be and let it ride from here on out.
Run Frequency - Such a tricky value to work on because it controls so much. A lot of us are fans of 50, but eventually the number of runs just overran the defensive integrity. We tried 1/1 for a while, but eventually it was just back to one-route football and lots of tiki-taka around the box. Now, at 30 for both, the mix of runs are promising, and paired with the Length/Width discrepancies, there is no worries about the CPU's decision making in shooting vs passing.
Remains a tricky value to adjust. The promising thing is though that lowering marking will at least allow less players being moved out of position. The HLW values add to this balance as well. The defensive line issue though hurts in the way the CPU can attack at the top of the box where they choose to still make that extra pass at times.
Every time a value is changed, whether it be HLW or marking - the next value to look at is run frequency. Run frequency, again, took its fair share of testing, but in the end it just wasn't worth exploring again. Even if there were moments where a streaking run became a check-to run, it didn't make enough of a positive difference because of how FIFA is built to have free-flowing passes into the player's stride. Meaning, when the ball is passed, it is always in perfect position of the receiving players forward run - so even if a value resulted in the run frequency behavior to change, it just meant that FIFA's gameplay would find another way in which the ball could be received in stride. As a result, it's best to just leave this one alone and adjust elsewhere.
Height - Lowering height was something we all wanted for a long time. It just brings in the midfield and allows things to "breathe" a bit more. It also allowed the length discrepancy + marking to do its job. Logically, having it higher makes more sense to push the retreating defensive line, but now with it lower, there is room for the defensive line to recover in time. If they are going to back up at 100 height, why not just give them what they want, but safeguard in allowing the midfielders to drop back to help.
At some point in time, one of the updates allowed height to play a bit better. It is still not true to value, but the attitude of defending players a lot better, as are the attacking midfielders. With the increase in height, the attacks will be more varied as the midfielders try to slot in the forwards, while the defenders pressure them in the back. I would like it to be a tad tighter at times, but team tactics do matter, in particular line height. This does have room to go up, but not sure what the limit just yet.
The excitement (yes, excitement from sliders) came from height actually doing what it's supposed to do. Which is push the entire line (H-LW) upwards, thus creating this upfield pressure. While it worked to do that, it just meant that it would keep players pushed up relative to the length value. This meant that running back towards the defensive line became tough to do because the defensive midfield would run into the defensive line - and bounce in and out of position, thus allowing attacking players to get goal-side and/or advanced on the wrong side of them. As a result, the match-ups didn't make sense where there'd be 4 defenders vs 6 attackers, with 2 defensive midfielders standing like statues, or running into the box after the attackers are already in it. As a result, we went back to the reliable concept of lowering height, which brings in more space for those midfielders to properly track back. Even if they end up as statues, the higher marking will jolt them into running with the attackers before anything significant has happened. Of course CTTs come into play, but for the most part this extra room to breathe defensively makes it less of a siege for the attackers vs defenders.
While 48 height was working great, I feel we had started to lose out on the variety of CPU play. This is very similar to our findings in FIFA 21, where the CPU would cross less because the line height was too low - allowing runs to get too deep into the box, so the cross would be a bit pointless. This adjustment to 52 was tested quite a bit, and happy to see the variety that the CPU has brought into the fold as a result.
Length - Using what we liked about Version 7, the values are just brought in a bit closer, without disrupting the concept of a midfield. Paired up with the marking, height and width, this value gets to breathe a new life in creating all sorts of variety.
So these adjustments are a bit different, but still nailing the concept - except a bit role reversal for the user/CPU. With the user's side higher than the CPU it allows the lower marking to help with the user able to manually move their players, without fear of being pushed into other directions. The CPU will still respect the positioning, but like anything in FIFA, they will aim to go forward as much as they can. The overall increase in length was needed to get more pressure throughout the pitch rather than positioning dropping back and making it a half-field contest each time.
With marking increased, it just makes more sense to even the lines out at this point. I didn't want to constantly have to micro-manage positioning defensively to just get a player in the passing lane. Even if a player is in the passing lane, it doesn't stop the CPU from driving the pass forward at times. In addition, the length here at 45 is much more compact than 45+ but don't forget the lower height plays a role there too allowing the defensive side of line length to be a better spot than if players were pushed forward if height was at 50 or above.
Width - The slight discrepancy here is to balance the discrepancy presented in the length. It allows the CPU just enough time to decide if they have an opening to shoot or not. In addition, it allows wing support in the right spots so playing in crosses from the wings are strongly contested.
As the length increased, so did the width, especially to help the sideline coverage. It's more of a risk to try to switch the ball, and with the opposing FB value dropped slightly, it's not always that easy to go on counter-attacks like before.
A bit unexpected here as lowering width usually means the sides are wide open, and fullbacks get out of position more often. However, gradually moving this value down, and found that relative to the height and length + marking 70, the 55 works quite good. Where there isn't starting pressure, it will be there via the marking and evening of the line length. So while the pass-out wide can be made, the close-down rate is much more impactful, and even can mimic the anticipation that defending players have to have - especially relative to their CTTs assigned. I feel like the midfield just got some life into it as well because the width isn't necessarily as spaced out creating these 1v1 positions, but rather a bit chaotic between multiple players trying to regain possession of the ball. The same can be said for inside the box as well because the defenders are grouped a bit closer together to block shots, while the midfielders are there to be outlets if needed.
FB Positioning - The slight discrepancy here is to balance the discrepancy presented in the length. It allows the CPU just enough time to decide if they have an opening to shoot or not. In addition, it allows wing support in the right spots so playing in crosses from the wings are strongly contested.
Just a slight drop here to ensure that the counter-attacks are not the only method of attack. In addition, there is a bit of too accurate play when the ball is cleared perfectly to the attacker, allowing those counter-attacks to be easily started. Dropping the FB a tad allows less overcommitting and more defensive mindset so it's not constantly flank play as the dominating source of attack.
Actually still liking this value because it ensures the FB isn't overcommitting and has a focus to get back on defense. The higher marking also makes sure that they are anticipating that position early on rather than constantly being caught out. When the FB is too far forward, the CBs are there for adequate coverage as well. That could be a good and bad thing depending on how the counter-attacking strategy is employed.
FT Control - The slight discrepancy here is to balance the discrepancy presented in the length. It allows the CPU just enough time to decide if they have an opening to shoot or not. In addition, it allows wing support in the right spots so playing in crosses from the wings are strongly contested.
No issues with this, can even go higher if needed.
It could go higher, and now has. The goal here is just to create a bit more chaos in the midfield and separate the elite from the best, the best from normal, and normal from mediocre. It makes for some entertaining and random play - which is something FIFA always needs.
--------
Common Q&A:
Quote:
Why did we go back to under 55 Sprint?
As explained, the threshold between the CB/FB sprinting to hurt the defensive line integrity by running backwards towards their goal was found to happen at higher Sprint values. We needed to create the point in which the CB jockey/shuffle actually helps in this case, and to do that, Sprint had to be lowered.
The run frequency and marking values will also help keep the defensive integrity in check.
Quote:
Can I still play with 55 Sprint to avoid the CB jockey/shuffle?
You may, but you may also see more instances in which the CB/FB start to sprint towards their goal more often, as in every counter and ever attack defended.
Quote:
My players stamina are very high through 90 minutes, what gives?
Acceleration at 48 is a great feel for the game, but it always results in less stamina depletion. Feel free to raise it if you would like. I personally believe that you still "feel" the players fatigue regardless of their stamina bar indicator.
Quote:
I feel shot speed is so fast, my keeper can't save anything!
A couple options, raise shot error, raise GK ability or lower shot speed. Honestly, it's personal preference. As we focus on animations, some of them just started to take a toll - and the modification to shot speed has helped reduce them.
Quote:
I don't want to use those control settings!
That is perfectly fine. This is why the word "optional" is written everywhere in that section. We merely want to provide transparency on what control settings the sets were tested with.
--------------------
-------------------- Streamers (Twitch, YouTube, etc):Please message me or post in the thread to be added! http://twitch.tv/matt10l
- On this one you can type in !fifa_sliders in the chatbox, and the most recently streamed set will show.
--------------------
-------------------- Version Logs:
--------------------
Previous All Versions and Streamed Sets:
Version 10
Spoiler
Changelog & Updates:
Timestamp: 6/29/22 | 5:11 PM CST --
Just wanted to show some cool plays in a match that finished 0-0. This was on 35/50 Sprint/Acc on Slow - World Class.
The main focus is how the CPU attacks. Varied, trying multiple ways to break my team down. Two serie A teams playing deep defensive lines, made for a physical and sloppy match overall.
The importance of high pass error and pass speed allows the ball to be more alive, especially in deflections, which makes for unpredictable and scrappy play. For me, on lower pass speeds, the art of defending was more chaotic and passes were underhit paired up with the pass error - which meant a lot of the same type of CPU attacks (and user defending). In addition to all this, the pass error + pass speed allows that extra pass that could've been completed regardless of where the player was facing to be calmed down a bit. It's taking a bit of what efootball2022 and pes2021 has done this year where it's important to pass where you're facing. It's also a big key in ensuring that not every player on the field is a perfect playmaker.
CPU tries to play a pass behind, but quality isn't there. In the past, the CPU would try a driven pass direct to feet - especially when given that much space and time. Eventually they start an attack again, but poor quality in transition - and especially in stride, which is much more realistic than previously.
Again CPU tries to pass around me, but try to go through me. The pass is intercepted, but we are closed down well through the middle. The counter attack is there with a couple direct passes (not driven) and a pass into stride one-time builds momentum. Unfortunately, they lose momentum with another central pass that is intercepted. In response to my own poor attack, the CPU tries to go direct, but the pass goes into space, but my CB recovers. Passes into space just don't happen from the CPU very often in FIFA - but I'm seeing it more often now. I thought that using a lower acceleration would make that happen more, which it does, but acceleration at 50 is also working due to the overall values of V10.
Surely it was a foul, but the advantage had been given at the start of the clip. The CPU tries to attack through the middle, but the driven through ball has two targets - with no destination except for my CB to intercept. They recover and a physical battle in the middle is well played, but the pass from their CB is quite poor. We are able to turn, but closed down quickly and that results in a crap pass out to the wing.
Timestamp: 6/23/2022 | 10:36 PM CST --- Okay, here are the adjustments I am recommending to take us to Version 10. Overall, Version 9 was really good for a while. however, after a bit more time with it, I felt the lack of pressure really hurt the experience - especially in the midfield and 50/50 balls. It felt great from a static position point of view, but when passes were made, there were no challenges on the receiving player, no sense of anticipation from the defending players and overall lacked any sort of resistance.
♦♦♦Version 10 Goal: Ultimately, Version 10 aims to take the best of Version 8 and 9 to blend them together. That's fairly obvious of course, but I believe the testing that has been done is enough to understand the pros and cons of what was discovered in each version - and how version 10 can pretty much be a final resting point.
Overall, the goal for Version 10 is to bring back the pressure on the ball and make it hard to forward pass with ease. Where there are times the CPU can string passes, it's about the final, or even before final, pass that tends to separate the quality players from the rest. FIFA tends to allow anyone playing near goal perform these perfect passes, and that's because the pass error is just not high enough, unfortunately. Pair that up with a passive defensive midfield, and equally defensive line, each attack ends with a perfect pass with a one-time finish. So with Version 10, we had to re-raise the marking, and tighten up the lines. No longer approaching with a length discrepancy as the marking has been increased so it's even more important that the man-marking is actually working rather than have a chance of players moving out of position due to line value. Raising length was attempted for quite a while, and the threshold was 45. Anything higher and the other values needed to be looked at, and even then it felt extremely linear. This was proven in how the CPU started to go back to their driven passes and also not using the sides as outlets.
This version is in a good spot, and yes I have some personal preferences after playing on Normal, Sprint 15 with Acceleration 48 - which I included to reference on the graphic.
♦♦♦Version 10 Room to Improve: There are probably some niggling issues such as the CB jockey and defensive line integrity, but what there is - it's little and not as impactful. TBH, there is only so much else that can be done - and it's well documented throughout the thread. From the games that I have personally played with this set, I haven't seen too much else that needs improvement. I made sure it passed the test of the really tough formations (Serie A/B for example) and ensured there is still a semblance of balance and pressure to perform. As long as there is that, it usually passes the tests. Being ultra-critical, I still hate how FIFA creates this race for the defensive midfielder to get in front of the passing lanes - and if you are even a bit off, the CPU will try that direct pass. Thankfully with the increase in marking, there is a lot less give up in that regard. However, that doesn't mean you can just be on autopilot and let the teammate AI do the work.
*I am going to address each value since it has been a while since an update and to bring attention that each value was reviewed during testing. The previous note will be included in navy, with my updated version remarks in red.*
Sprint Speed - As mentioned, the focus here is to get a better "feel" for the players, but more importantly there is a threshold in which we know the CBs sprint with their marks. However, in this update, the CBs/FBs not only sprint with their marks, the higher the sprint value is - they will actually go even further ahead and break the defensive line's integrity:
As a result, the point of having a defensive line becomes worthless, and streaking runs were the route-one attacks. By lowering Sprint, we found the threshold in which the CB jockey/shuffle happens contextually, such as holding the line when the ball is in the center of the pitch. When the ball is on the wings, the CB jockey will trigger briefly, but because of the run frequency + marking, the effect is not as negative. Again, feel free to put this back to a reliable high sprint value if you wish, but we feel the values posted bring the best of both "worlds" together.
The concept is still the same, but I am also surprised how it works for normal speed with the values I suggest on the personal preference of Sprint 15 and acceleration 48.
Acceleration - If you liked the feel of under 50, feel free, it has been tested. The idea here is to get the fatigue in a good spot where rotation is felt and at times necessary. With the low Sprint, the feel isn't overly skate-like either.
Still feel the same way here. I absolutely love the feel of lower acceleration, and I personally play on 48/48, but I know the visual impact of fatigue is an obvious need in the aim for realism. I can play on 48 acceleration because I still "feel" when players are fatigued. Again, personal preference, and do not be afraid to put a discrepancy to make things harder (48/50, 49/50, etc).
Pretty much the same overall here.
Shot Error - The best thing in FIFA is its shot error slider. The type of goals that can be scored from changing this value alone are quite enjoyable. Adjust as needed based on the minutes/difficulty.
Still in a good spot. No issues.
Shot Speed - There were a couple animations that just did not make sense in regards to keepers. Mine in particular was the keeper absorbing a hard shot and then pushing the ball up directly into the air, while falling down on the ground, then able to still get up to their feet and jump to catch the ball. It isn't realistic, and looks more like a volleyball animation than it does footy. Along with that adjustment, the slight deflections for corners happen more often, and outstanding keepers truly are outstanding.
Still in a good spot. I sometimes forget the shot speed is as high as it is.
Right so this was actually lowered to 50 to help the GK animations. Even lowering GK ability, they started to perform saves backwards and the save animations were out of sync (saving with the wrist/elbows, diving too early, etc). Still see some great attempts with vicious strikes to boot at 50 shot speed.
Pass Speed - Just a bit of a nudge for the CPU's pass speed to reduce soft deflections, especially in the box, that end up becoming chances on goal because the ball falls perfectly to the CPU's feet instead out further. Not so high of a pass speed that the CPU can just drive forward passes without giving the User's players any time to react, let alone intercept.
The main change here was to get a bit more of the CPU first touch less "soft" and controlled. I still feel this can be explored as there needs to be less of a soft feel to the ball. Even simple passes should have an element of pressure, but the only way to get the true feel of the ball is to raise the pass speed. However doing so brings in the driven pass animations/choices to a high priority for the CPU.
Definitely played around with raising the value, but once the CPU has it above 42, they just start pushing the envelope and drive passes more often. It ruins creativity and gives no reward to sound defensive positioning as a result. Kept this where it was in v9, but increased the pass error to reduce the CPU's perfect passing capabilities.
GK Ability - The battle of finding the best value for GK is always relative to the shot speed, but even then, it's hard to say what type of animations will appear. This is just the safest value possible at this point, and it is even more validated with the shot speed raised significantly.
No issues here, still seeing a good bit of animations and incredible saves on occasion.
This value needed to go down because the keepers were making incredible saves, not to mention their animations were so early - it looked psychic. I want reactions that are late, and the save animation to follow. Lowering the value was needed because it allows just a split moment for the GK to find the ball rather than react (to the ball being kicked) and then perform the animation a couple of seconds before it actually reaches. It's in a much better space now.
Marking - Something about this update switched off the defending mentality. It was back to FIFA 21's statue around the pitch, and the only way to really "jolt" them into action was to raise marking. After that, we just needed to make sure the run frequency would make sense.
As has been discussed in the thread, the lowering marking was needed. I did not expect to need to lower it as much as it is now at 50, but it has allowed some breathing room - in the right spots - for the flow of the game. If the goal is to get more bodies in front of the passing lanes, and FIFA's concept of higher marking = man marking, then it was only natural to need to lower the value. The length discrepancy + height alone have allowed the positioning to be a lot better. FIFA will still be the same way in which central midfielders get wider rather than stay in the passing lane though. As Aaron has mentioned before, this is due to the cover-wing tactic set up by default for most teams. Change this for your own tactics accordingly.
Honestly, I did not want to change this because I really liked what 50 marking brought to the game. Unfortunately, the passive defensive play all around, regardless of tactics, was just such an eyesore. The statue effect was in full force - and even though there was a freedom to pick and choose which player to defend with, it didn't help that the teammate AI were just ball-watching and letting runners past them. In addition, there were times where the passive defensive play resulted in more CB jockey than we'd like to see. Raising the marking value went through it's usual scale of very high to quite low - and in the end, it had to be about upfield pressure (north-south/endline) to put pressure on players receiving the pass. Once that was established, with the lines of cousre, the key was to see animations that aimed to disrupt the constant free-flowing attack that FIFA always has. Overall, quite happy to leave this one be and let it ride from here on out.
Run Frequency - Such a tricky value to work on because it controls so much. A lot of us are fans of 50, but eventually the number of runs just overran the defensive integrity. We tried 1/1 for a while, but eventually it was just back to one-route football and lots of tiki-taka around the box. Now, at 30 for both, the mix of runs are promising, and paired with the Length/Width discrepancies, there is no worries about the CPU's decision making in shooting vs passing.
Remains a tricky value to adjust. The promising thing is though that lowering marking will at least allow less players being moved out of position. The HLW values add to this balance as well. The defensive line issue though hurts in the way the CPU can attack at the top of the box where they choose to still make that extra pass at times.
Every time a value is changed, whether it be HLW or marking - the next value to look at is run frequency. Run frequency, again, took its fair share of testing, but in the end it just wasn't worth exploring again. Even if there were moments where a streaking run became a check-to run, it didn't make enough of a positive difference because of how FIFA is built to have free-flowing passes into the player's stride. Meaning, when the ball is passed, it is always in perfect position of the receiving players forward run - so even if a value resulted in the run frequency behavior to change, it just meant that FIFA's gameplay would find another way in which the ball could be received in stride. As a result, it's best to just leave this one alone and adjust elsewhere.
Height - Lowering height was something we all wanted for a long time. It just brings in the midfield and allows things to "breathe" a bit more. It also allowed the length discrepancy + marking to do its job. Logically, having it higher makes more sense to push the retreating defensive line, but now with it lower, there is room for the defensive line to recover in time. If they are going to back up at 100 height, why not just give them what they want, but safeguard in allowing the midfielders to drop back to help.
At some point in time, one of the updates allowed height to play a bit better. It is still not true to value, but the attitude of defending players a lot better, as are the attacking midfielders. With the increase in height, the attacks will be more varied as the midfielders try to slot in the forwards, while the defenders pressure them in the back. I would like it to be a tad tighter at times, but team tactics do matter, in particular line height. This does have room to go up, but not sure what the limit just yet.
The excitement (yes, excitement from sliders) came from height actually doing what it's supposed to do. Which is push the entire line (H-LW) upwards, thus creating this upfield pressure. While it worked to do that, it just meant that it would keep players pushed up relative to the length value. This meant that running back towards the defensive line became tough to do because the defensive midfield would run into the defensive line - and bounce in and out of position, thus allowing attacking players to get goal-side and/or advanced on the wrong side of them. As a result, the match-ups didn't make sense where there'd be 4 defenders vs 6 attackers, with 2 defensive midfielders standing like statues, or running into the box after the attackers are already in it. As a result, we went back to the reliable concept of lowering height, which brings in more space for those midfielders to properly track back. Even if they end up as statues, the higher marking will jolt them into running with the attackers before anything significant has happened. Of course CTTs come into play, but for the most part this extra room to breathe defensively makes it less of a siege for the attackers vs defenders.
Length - Using what we liked about Version 7, the values are just brought in a bit closer, without disrupting the concept of a midfield. Paired up with the marking, height and width, this value gets to breathe a new life in creating all sorts of variety.
So these adjustments are a bit different, but still nailing the concept - except a bit role reversal for the user/CPU. With the user's side higher than the CPU it allows the lower marking to help with the user able to manually move their players, without fear of being pushed into other directions. The CPU will still respect the positioning, but like anything in FIFA, they will aim to go forward as much as they can. The overall increase in length was needed to get more pressure throughout the pitch rather than positioning dropping back and making it a half-field contest each time.
With marking increased, it just makes more sense to even the lines out at this point. I didn't want to constantly have to micro-manage positioning defensively to just get a player in the passing lane. Even if a player is in the passing lane, it doesn't stop the CPU from driving the pass forward at times. In addition, the length here at 45 is much more compact than 45+ but don't forget the lower height plays a role there too allowing the defensive side of line length to be a better spot than if players were pushed forward if height was at 50 or above.
Width - The slight discrepancy here is to balance the discrepancy presented in the length. It allows the CPU just enough time to decide if they have an opening to shoot or not. In addition, it allows wing support in the right spots so playing in crosses from the wings are strongly contested.
As the length increased, so did the width, especially to help the sideline coverage. It's more of a risk to try to switch the ball, and with the opposing FB value dropped slightly, it's not always that easy to go on counter-attacks like before.
A bit unexpected here as lowering width usually means the sides are wide open, and fullbacks get out of position more often. However, gradually moving this value down, and found that relative to the height and length + marking 70, the 55 works quite good. Where there isn't starting pressure, it will be there via the marking and evening of the line length. So while the pass-out wide can be made, the close-down rate is much more impactful, and even can mimic the anticipation that defending players have to have - especially relative to their CTTs assigned. I feel like the midfield just got some life into it as well because the width isn't necessarily as spaced out creating these 1v1 positions, but rather a bit chaotic between multiple players trying to regain possession of the ball. The same can be said for inside the box as well because the defenders are grouped a bit closer together to block shots, while the midfielders are there to be outlets if needed.
FB Positioning - The slight discrepancy here is to balance the discrepancy presented in the length. It allows the CPU just enough time to decide if they have an opening to shoot or not. In addition, it allows wing support in the right spots so playing in crosses from the wings are strongly contested.
Just a slight drop here to ensure that the counter-attacks are not the only method of attack. In addition, there is a bit of too accurate play when the ball is cleared perfectly to the attacker, allowing those counter-attacks to be easily started. Dropping the FB a tad allows less overcommitting and more defensive mindset so it's not constantly flank play as the dominating source of attack.
Actually still liking this value because it ensures the FB isn't overcommitting and has a focus to get back on defense. The higher marking also makes sure that they are anticipating that position early on rather than constantly being caught out. When the FB is too far forward, the CBs are there for adequate coverage as well. That could be a good and bad thing depending on how the counter-attacking strategy is employed.
FT Control - The slight discrepancy here is to balance the discrepancy presented in the length. It allows the CPU just enough time to decide if they have an opening to shoot or not. In addition, it allows wing support in the right spots so playing in crosses from the wings are strongly contested.
No issues with this, can even go higher if needed.
It could go higher, and now has. The goal here is just to create a bit more chaos in the midfield and separate the elite from the best, the best from normal, and normal from mediocre. It makes for some entertaining and random play - which is something FIFA always needs.
Version 9 - Beta
Spoiler
[indent] Changelog & Updates:
Timestamp: 6/23/2022 | 12:40 AM CST --- I've got some adjustments incoming. Really trying to work in a bit more resistance while keeping CPU play variety. Just sorting out some Gk animations and should have this posted shortly.
Timestamp: 6/3/2022 | 11:48 AM CST ---
*For this go around I am going to address each value since it has been a while since an update and to bring attention that each value was reviewed during testing. The previous note will be included, with my remarks in red.*[indent]
♦♦♦Version 9 Goal: First off, a huge thanks to those of you that have kept this thread alive and supported. In particular, DrActionRhino has been an incredible source of knowledge and insight into the game we are all looking for.
The main concept here is to keep the strengths of the previous version intact. The compression is still there and the pressure to perform is evident. As has been the common theme for FIFA 22, the tactics used by each team has to work with the set. This takes more testing to ensure that the values changed do not hurt what tactics are supposed to do. While we would love to be able to make this game play slower and a bit less forward-forward, the goal has been accomplished in getting some hesitation from both the user and CPU in attacking positions. Just like in modern football, there are times when the midfield gets bypassed, but it is about the reactions towards those occurrences that matter, such as not giving up and putting in a physical effort.
♦♦♦Version 9 Room to Improve: Biggest issue here is the defensive line. I feel there is room to raise the value, but teams play with various line heights that it can hurt if the value is raised too high. Marking was another option, but the higher marking seems to move players more out of position than they do in help block passing lanes - which is the catalyst to better hesitation in attacks. In a perfect world, we could raise the pass speed and not experience driven passes galore. Unfortunately, we don't live in that world and are left to gradually raise the value and keep eye on the nature of CPU attacks (since they are the driven pass culprits). Personally, I'd love to lower acceleration to a more sustainable pace, but we know what that does to the stamina side of things. FIFA is all about what sacrifices you are wanting to make. As we focus on "global" set, we have to think about the masses and whether or not our sacrifices are in-line.
Sprint Speed - As mentioned, the focus here is to get a better "feel" for the players, but more importantly there is a threshold in which we know the CBs sprint with their marks. However, in this update, the CBs/FBs not only sprint with their marks, the higher the sprint value is - they will actually go even further ahead and break the defensive line's integrity:
As a result, the point of having a defensive line becomes worthless, and streaking runs were the route-one attacks. By lowering Sprint, we found the threshold in which the CB jockey/shuffle happens contextually, such as holding the line when the ball is in the center of the pitch. When the ball is on the wings, the CB jockey will trigger briefly, but because of the run frequency + marking, the effect is not as negative. Again, feel free to put this back to a reliable high sprint value if you wish, but we feel the values posted bring the best of both "worlds" together.
Still the same idea here. Higher sprint definitely brings some good, but the pace is a bit crazy. Again, totally personal preference - I think it's a win regardless of your choice.
Acceleration - If you liked the feel of under 50, feel free, it has been tested. The idea here is to get the fatigue in a good spot where rotation is felt and at times necessary. With the low Sprint, the feel isn't overly skate-like either.
Still feel the same way here. I absolutely love the feel of lower acceleration, and I personally play on 48/48, but I know the visual impact of fatigue is an obvious need in the aim for realism. I can play on 48 acceleration because I still "feel" when players are fatigued. Again, personal preference, and do not be afraid to put a discrepancy to make things harder (48/50, 49/50, etc).
Shot Error - The best thing in FIFA is its shot error slider. The type of goals that can be scored from changing this value alone are quite enjoyable. Adjust as needed based on the minutes/difficulty.
Still in a good spot. No issues.
Shot Speed - There were a couple animations that just did not make sense in regards to keepers. Mine in particular was the keeper absorbing a hard shot and then pushing the ball up directly into the air, while falling down on the ground, then able to still get up to their feet and jump to catch the ball. It isn't realistic, and looks more like a volleyball animation than it does footy. Along with that adjustment, the slight deflections for corners happen more often, and outstanding keepers truly are outstanding.
Still in a good spot. I sometimes forget the shot speed is as high as it is.
Pass Speed - Just a bit of a nudge for the CPU's pass speed to reduce soft deflections, especially in the box, that end up becoming chances on goal because the ball falls perfectly to the CPU's feet instead out further. Not so high of a pass speed that the CPU can just drive forward passes without giving the User's players any time to react, let alone intercept.
The main change here was to get a bit more of the CPU first touch less "soft" and controlled. I still feel this can be explored as there needs to be less of a soft feel to the ball. Even simple passes should have an element of pressure, but the only way to get the true feel of the ball is to raise the pass speed. However doing so brings in the driven pass animations/choices to a high priority for the CPU.
GK Ability - The battle of finding the best value for GK is always relative to the shot speed, but even then, it's hard to say what type of animations will appear. This is just the safest value possible at this point, and it is even more validated with the shot speed raised significantly.
No issues here, still seeing a good bit of animations and incredible saves on occasion.
Marking - Something about this update switched off the defending mentality. It was back to FIFA 21's statue around the pitch, and the only way to really "jolt" them into action was to raise marking. After that, we just needed to make sure the run frequency would make sense.
As has been discussed in the thread, the lowering marking was needed. I did not expect to need to lower it as much as it is now at 50, but it has allowed some breathing room - in the right spots - for the flow of the game. If the goal is to get more bodies in front of the passing lanes, and FIFA's concept of higher marking = man marking, then it was only natural to need to lower the value. The length discrepancy + height alone have allowed the positioning to be a lot better. FIFA will still be the same way in which central midfielders get wider rather than stay in the passing lane though. As Aaron has mentioned before, this is due to the cover-wing tactic set up by default for most teams. Change this for your own tactics accordingly.
Run Frequency - Such a tricky value to work on because it controls so much. A lot of us are fans of 50, but eventually the number of runs just overran the defensive integrity. We tried 1/1 for a while, but eventually it was just back to one-route football and lots of tiki-taka around the box. Now, at 30 for both, the mix of runs are promising, and paired with the Length/Width discrepancies, there is no worries about the CPU's decision making in shooting vs passing.
Remains a tricky value to adjust. The promising thing is though that lowering marking will at least allow less players being moved out of position. The HLW values add to this balance as well. The defensive line issue though hurts in the way the CPU can attack at the top of the box where they choose to still make that extra pass at times.
Height - Lowering height was something we all wanted for a long time. It just brings in the midfield and allows things to "breathe" a bit more. It also allowed the length discrepancy + marking to do its job. Logically, having it higher makes more sense to push the retreating defensive line, but now with it lower, there is room for the defensive line to recover in time. If they are going to back up at 100 height, why not just give them what they want, but safeguard in allowing the midfielders to drop back to help.
At some point in time, one of the updates allowed height to play a bit better. It is still not true to value, but the attitude of defending players a lot better, as are the attacking midfielders. With the increase in height, the attacks will be more varied as the midfielders try to slot in the forwards, while the defenders pressure them in the back. I would like it to be a tad tighter at times, but team tactics do matter, in particular line height. This does have room to go up, but not sure what the limit just yet.
Length - Using what we liked about Version 7, the values are just brought in a bit closer, without disrupting the concept of a midfield. Paired up with the marking, height and width, this value gets to breathe a new life in creating all sorts of variety.
So these adjustments are a bit different, but still nailing the concept - except a bit role reversal for the user/CPU. With the user's side higher than the CPU it allows the lower marking to help with the user able to manually move their players, without fear of being pushed into other directions. The CPU will still respect the positioning, but like anything in FIFA, they will aim to go forward as much as they can. The overall increase in length was needed to get more pressure throughout the pitch rather than positioning dropping back and making it a half-field contest each time.
Width - The slight discrepancy here is to balance the discrepancy presented in the length. It allows the CPU just enough time to decide if they have an opening to shoot or not. In addition, it allows wing support in the right spots so playing in crosses from the wings are strongly contested.
As the length increased, so did the width, especially to help the sideline coverage. It's more of a risk to try to switch the ball, and with the opposing FB value dropped slightly, it's not always that easy to go on counter-attacks like before.
FB Positioning - The slight discrepancy here is to balance the discrepancy presented in the length. It allows the CPU just enough time to decide if they have an opening to shoot or not. In addition, it allows wing support in the right spots so playing in crosses from the wings are strongly contested.
Just a slight drop here to ensure that the counter-attacks are not the only method of attack. In addition, there is a bit of too accurate play when the ball is cleared perfectly to the attacker, allowing those counter-attacks to be easily started. Dropping the FB a tad allows less overcommitting and more defensive mindset so it's not constantly flank play as the dominating source of attack.
FT Control - The slight discrepancy here is to balance the discrepancy presented in the length. It allows the CPU just enough time to decide if they have an opening to shoot or not. In addition, it allows wing support in the right spots so playing in crosses from the wings are strongly contested.
No issues with this, can even go higher if needed.
Timestamp: 6/2/2022 | 12:01 PM CST ---
Still working through it on update 12. The balance of getting enough pressure upfield vs staying compact is a tricky one with FIFA. That's what I'm experiencing, throughout all different approaches - including slider sets that have been sent to me and those I have tried on youtube and here.
The CPU has a directness still about them, and the indicator is how easy they can pass in-stride and multiple pass forward successfully. Even lowering pass speed doesn't help. Fine margins, but at this point just isolating what works and what doesn't throughout multiple team tactics. My aim is to have a test set done tomorrow and we can test/feedback through the weekend.
Timestamp: 5/31/2022 | 9:24 AM CST --- This title update definitely hurt some things. I'm looking into it. Like Dr mentioned, the CB jockey is still in full effect.
I was playing with a really high marking value as I felt the defending players were dropping off quite early. Going to keep playing around with it a bit more and may stream if I get the chance.
Sorry the OP is still updated "as is", there just hasn't been enough need to change things of significance - until this title update. I'm going to read through the last pages to review findings as well.
Version 8 - Complete Set #1
Spoiler
[indent]
The FIFA 22 OS Community Sliders explanation video is posted. I believe I addressed each of the areas that we've discussed here. Let me know if you have any questions, guys. Enjoy!
Timestamp: 11/23/2021 | 5:17 AM CST --- Video explanation posted.
Timestamp: 11/12/2021 | 8:57 AM CST --- Set Version 8 posted.
*Instead of breaking down each set, value by value, I've decided to put out a summary that highlights the key values. Sorry, it's just too much to write each iteration and often gets ignored anyways. I've updated the Q&A section to supplement this change.*
♦♦♦Version 8 Goal: The concept of Version 7 was to create a length discrepancy that allows the building of midfield shape. We also were forced to use a higher sprint value and acceleration. That's not to say these values cannot still be used, but what is posted should work for the most part - with some hints of CB jockey/shuffle on occasion. The resistance is strong enough though that the 1 or 2 instances are not as impactful as in previous updates/sets.
Sprint Speed - As mentioned, the focus here is to get a better "feel" for the players, but more importantly there is a threshold in which we know the CBs sprint with their marks. However, in this update, the CBs/FBs not only sprint with their marks, the higher the sprint value is - they will actually go even further ahead and break the defensive line's integrity:
As a result, the point of having a defensive line becomes worthless, and streaking runs were the route-one attacks. By lowering Sprint, we found the threshold in which the CB jockey/shuffle happens contextually, such as holding the line when the ball is in the center of the pitch. When the ball is on the wings, the CB jockey will trigger briefly, but because of the run frequency + marking, the effect is not as negative. Again, feel free to put this back to a reliable high sprint value if you wish, but we feel the values posted bring the best of both "worlds" together.
Acceleration - If you liked the feel of under 50, feel free, it has been tested. The idea here is to get the fatigue in a good spot where rotation is felt and at times necessary. With the low Sprint, the feel isn't overly skate-like either.
Shot Speed - There were a couple animations that just did not make sense in regards to keepers. Mine in particular was the keeper absorbing a hard shot and then pushing the ball up directly into the air, while falling down on the ground, then able to still get up to their feet and jump to catch the ball. It isn't realistic, and looks more like a volleyball animation than it does footy. Along with that adjustment, the slight deflections for corners happen more often, and outstanding keepers truly are outstanding.
Pass Speed - Just a bit of a nudge for the CPU's pass speed to reduce soft deflections, especially in the box, that end up becoming chances on goal because the ball falls perfectly to the CPU's feet instead out further. Not so high of a pass speed that the CPU can just drive forward passes without giving the User's players any time to react, let alone intercept.
GK Ability - The battle of finding the best value for GK is always relative to the shot speed, but even then, it's hard to say what type of animations will appear. This is just the safest value possible at this point, and it is even more validated with the shot speed raised significantly.
Marking - Something about this update switched off the defending mentality. It was back to FIFA 21's statue around the pitch, and the only way to really "jolt" them into action was to raise marking. After that, we just needed to make sure the run frequency would make sense.
Run Frequency - Such a tricky value to work on because it controls so much. A lot of us are fans of 50, but eventually the number of runs just overran the defensive integrity. We tried 1/1 for a while, but eventually it was just back to one-route football and lots of tiki-taka around the box. Now, at 30 for both, the mix of runs are promising, and paired with the Length/Width discrepancies, there is no worries about the CPU's decision making in shooting vs passing.
Height - Lowering height was something we all wanted for a long time. It just brings in the midfield and allows things to "breathe" a bit more. It also allowed the length discrepancy + marking to do its job. Logically, having it higher makes more sense to push the retreating defensive line, but now with it lower, there is room for the defensive line to recover in time. If they are going to back up at 100 height, why not just give them what they want, but safeguard in allowing the midfielders to drop back to help.
Length - Using what we liked about Version 7, the values are just brought in a bit closer, without disrupting the concept of a midfield. Paired up with the marking, height and width, this value gets to breathe a new life in creating all sorts of variety.
Width - The slight discrepancy here is to balance the discrepancy presented in the length. It allows the CPU just enough time to decide if they have an opening to shoot or not. In addition, it allows wing support in the right spots so playing in crosses from the wings are strongly contested.
Overall, the game is threw us a couple curve balls, especially with the defensive line integrity issues. The structure of what FIFA 22 is still miles better than FIFA 21, but I do see that there are elements of 21 trying to seep in to ruin the experience. This is why the change were necessary, but also we have kept on track towards building off of previous sets and what we are learning. Version 7 was a solid start, and Version 8 just improves things even more while patching up some mishaps here and there.
Okay, I'm back, guys. Apologies, but family/health comes first.
What are the big issues we're seeing in the last couple updates or the most recent one?
What has been attempted, in terms of adjustments, to the currently posted sliders?
Thanks!
Timestamp: 10/30/2021 | 6:30 AM CST --- Set Version 7 posted.
*Instead of breaking down each set, value by value, I've decided to put out a summary that highlights the key values. Sorry, it's just too much to write each iteration and often gets ignored anyways. I've updated the Q&A section to supplement this change.*
♦♦♦Version 7 Goal: A lot of good came out of Version 6. We understood what we can do with certain value, and solidifed some that were still somewhat questionable, like the error values.
We ran into issues with somewhat overcompensating - or rather forced to overcompensate - due to the CB jockey (shuffle as some say per the animation that unfolds) and eventually realized that run frequency at 1/1 was not going to cut it as it actually "cut" out a lot of the variety that FIFA 22 has boasted since release. As a result, we dove into a lot of feedback, and tried to dig up some gems here and there.
Amongst all the feedback, the persistence of user @NorbertArsenal stressing that 55 Sprint and 49 acceleration (we opted for 48, more about that in a bit) was the real deal. Knowing that a high sprint was going to make the CBs start engaging in their sprint, thanks to the brilliant work of AnthJames (Evo-Web), it was tough to accept the animations that presented itself. "Slidey" was the common feedback that I could personally register, while it also just felt sped up...typical FIFA. However, with the 48 acceleration in play, we knew there was a value that could work - and it was a value that did not mean you could sprint for days and untouched against the CPU - if anything, you have to be more aware of your surroundings before going on a sprint like that.
So once Sprint 55, Accel 48, was confirmed to REDUCE (never remove) the effects of the CB Jockey animation, we then could start to address values that had previously been left alone - in particular, Height Length Width aka HLW. I personally had held onto a specific HLW that I knew would do the job of creating a proper midfield experience (midfielders back to goal, forwards passing backwards, more patient build up depending on tactics), and for that it was a discrepancy in the length + marking. Enter HLW 65/65, 35/40, 55/55 + marking discrepancy (varied per difficulty/set). This instantly created the effect of players not only "meeting", but overlapping - which creates bodies in the way (aka passing lanes) and resistance in the middle of the pitch.
What this does is allow the match to ebb and flow, and each match feeling different. More tactics can be used and you will not feel bad for using fast build up + direct runs that used to trigger the CB jockey. In addition, we can increase the run frequency, and only because of the length differences, the runs are set differently at 45/35 so players are not overrunning past the defensive line too often.
Overall, this is the set I know we've all been looking for. It compliments FIFA 22's core of variety and tactics - with the random events that can happen anywhere on the pitch. The added resistance in the midfield, the pressure when appropriate, it all works and blends into the experience we deserve. I'm very happy with this set, and I hope you guys are too. Everyone played their role, and it's definitely appreciated. Enjoy! ♦♦♦
Common Q&A:
Quote:
Ooof that Sprint speed though?
It is what it is at this point. The CB Jockey (shuffle) animation is such an immersion killer for some. If you're not part of that crowd, then feel free to put this value to wherever you like. We have found that 55 is just perfect so it doesn't feel charity when those CBs act up.
Quote:
Can I play on Normal Speed with that Sprint so high?
Actually, yes. The 48 acceleration makes a big difference. Normal speed plays really smooth - and the ball seems to be more alive on that setting in some cases. All personal preference in the end though!
Quote:
My players stamina are very high through 90 minutes, what gives?
Acceleration at 48 is a great feel for the game, but it always results in less stamina depletion. Feel free to raise it if you would like. I personally believe that you still "feel" the players fatigue regardless of their stamina bar indicator.
Quote:
The keepers changed from 50 to 48!?
Please feel free to raise the value to 100 if you'd like. You have the game just like we did, so feel free to test to find the value that suits you. 48 is just a value to match the shot speed, and hope that the GK play is better. It's a strange one with keepers this year. They make brilliant saves, but at times, they make terrible animations play out (dive under the ball's flight, etc).
Quote:
I don't want to use those control settings!
That is perfectly fine. This is why the word "optional" is written everywhere in that section. We merely want to provide transparency on what control settings the sets were tested with.
--------------------
Version 6
Spoiler
--------------------
--------------------
Changelog & Updates:
Timestamp: 10/28/2021 | 11:29 PM CST ---
Thanks everyone for testing some values we were looking at for V7B. Based on feedback, we want a comparison of the following:
V7B1
Sprint 55/55
Accel 48/48
Marking 65/65
Run Frequency 45/45
Explanation: This is based on what we've read about how the CB jockey was virtually gone. Tested this, and yes, this is true, but at what expense? This is why acceleration 48 is in play. There's still some stamina depletion, but we need more sample size. The marking is lowered to allow less players being followed all over the pitch since run frequency is increased. The goal also with raising run frequency is to get close to what we like about RF 50. This includes better positioning, more variety and more tactical adherence.
V7B2
Sprint 52/52
Accel 50/50
Marking 75/75
Run Frequency 25/25
Explanation: We used this approach to be introduced to a higher sprint value. The higher marking definitely helps pitch coverage, but can be a bit tight - and at times, with the higher run frequency, there is a big gap between defensive line and midfield because defenders are following attackers deep into the defensive third and box. The issue seen on the 25 run frequency is that while good for variety, it is still similar to 1/1 where players are more available and passes on the ground, at the top of the box, are more common.
Keep in mind, the goal remains to do the following:
1) Combat CB Jockey - this is NOT TO REMOVE the jockey animation. If the CB/FB reacts and interacts with the runner, then that's not the CB Jockey anymore, if they simply let the runner through - then yes, that's the CB Jockey.
2) Increase variety from CPU -
Applicable to each difficulty set from Version 6. Values are Version 6, but with the following changes:
Sprint 52/52
Accel 50/50
Marking 75/75
Run Frequency 25/25
Lastly, and this is important. This is a community slider thread, meaning we are working all together to achieve a final set. If someone keeps going back to previous versions, without specifically stating what values and for what reason, we will be all over the place. Also, I am seeing a lot of the rules from the OP being broken, in particular the one about this not being a customer service center. We aren't hired by EA, we don't make the slider sets to be judged in this thread. We are simply building off the previous sets to completion. If you want to take part in the trial and error, then be part of it. If you want to go off and come up with your own values, without providing adequate explanation IN RELATION TO THE SET, then please move on to another thread.
Timestamp: 10/28/2021 | 4:49 AM CST ---
We need feedback on the following Version 7 Beta (V7B). The goal is
1) Combat CB Jockey
2) Increase variety from CPU
Applicable to each difficulty set from Version 6. Values are Version 6, but with the following changes:
Sprint 52/52
Accel 50/50
Marking 75/75
Run Frequency 25/25
Timestamp: 10/24/2021 | 10:50 PM CST --- Version 6 posted.
Timestamp: 10/24/2021 | 5:18 PM CST --- Version 6 will be posted later tonight. Stay tuned.
*Instead of breaking down each set, value by value, I've decided to put out a summary that highlights the key values. Sorry, it's just too much to write each iteration and often gets ignored anyways. I've updated the Q&A section to supplement this change.*
♦♦♦Version 6 Goal: We did a lot of exploring between Version 5 and 6. The main goal was to combat the CB Jockey animation (defenders not following attackers when ball is wide), and so many theories haven't panned out. In the end, we reluctantly went the route of lowering run frequency all the way to 1. As it will be explained, the lower run frequency just allows more awareness from the runners that they could be called offside, so they will modify their runs, whether it be slowing down, cutting across the line or simply running into the defender. The time spent here adjusting the runs allows the defenders to catch up and resync with what is going on. It's not 100% perfect, and it will not always be the case - so by no means are we saying it's a fix, but it does help a lot.
After that, the rest of the set is a lot of Version 5, with the exception of Sprint and Acceleration being lowered to get a more solid feel throughout. The post-patch defensive pride/aggression from the CPU is welcomed, so it made sense to just tighten things up a bit with player movement. If you want more stamina depletion, feel free to raise acceleration. From a feel standpoint, this is one of the best feeling FIFA's in a long time, which is further enhanced with the Sprint/Acceleration modifications.
The shot speed went down to be able to see the ball and create different ball physics in shooting. Pair that up with the shot error and it makes shooting feel fresh again.
As usual, the harder sets are built around discrepancies in Sprint/Acceleration and error values. Adjust as you see fit, of course.
Lastly, just a note that we did test various Heights, Lengths and Widths, but the sliders are quite sensitive this year and when things may look good on one end, they end up not representing the tactics as accurately. For example, we had a test of 0-40 height and teams that had a higher line would look like they were playing with a very low line. Another example is when raising length, it created a priority for the CPU to push forward immediately and often resulted in more CB jockey because as the length increases, so do the runs, sometimes taking a priority over the 1/1 Run Frequency.
That's it. That's Version 6. Leave feedback if you would like. Make sure to adjust as you would like as well. There are so many variations that can be used - so please do so. We play and test with multiple teams/tactics, which is why this set is always a base - not an absolute - so adjust to what you'd like, or just ask questions in the thread.
Enjoy! ♦♦♦
Common Q&A:
Quote:
My players stamina are very high through 90 minutes, what gives?
Acceleration at 48 is a great feel for the game, but it always results in less stamina depletion. Feel free to raise it if you would like. I personally believe that you still "feel" the players fatigue regardless of their stamina bar indicator.
Quote:
The keepers are so bad at 50!
Please feel free to raise the value to 100 if you'd like. You have the game just like we did, so feel free to test to find the value that suits you.
Quote:
I don't want to use those control settings!
That is perfectly fine. This is why the word "optional" is written everywhere in that section. We merely want to provide transparency on what control settings the sets were tested with.
Version 5
Spoiler
Changelog & Updates:
Timestamp: 10/24/2021 | 5:18 PM CST --- Version 6 will be posted later tonight. Stay tuned.
Timestamp: 10/23/2021 | 8:20 PM CST ---
Quote:
Originally Posted by Urkaun
I must’ve missed something about run frequency. I thought you were very happy with it at 50/50 because of the variation in attacking play. How come you’ve reluctantly gone to 1/1?
Unfortunately, OS was running slow for me, so didn't get a chance to link when I was streaming, however I do go into detail there.
For here, which I'll include in the writeup, is the main issue with 50 run frequency is what we knew to be an issue with the CB jockey animations and how the multiple runs affected the CB,FB and attacker/midfielder positioning. It's reluctant because we liked everything that 50 RF brought such as better defensive positioning, better awareness, etc. The RF 1 allows the runs to be varied, such as less of a streak, and more of an awareness to the defensive line. It's not perfect, and it does not rid the CB jockey, but it's much, much better.
I know a couple on here stated the same, and just for clarity it wasn't that we ignored it, it's just that we really wanted to make 50 RF work because of all the benefits. The good thing is, the workaround of RF 1, and sticking to the base of Version 5, has allowed for a really good experience both pre and post patch.
Timestamp: 10/23/2021 | 3:49 PM CST ---The patch update makes a big difference physically to the game, pretty unreal actually. In terms of the sliders, the set we're working on is pretty much version 5 with [reluctantly] putting run frequency back to 1/1 as the biggest change. Some other values make a difference too though. I'll update the OP shortly to advise of the changes. Version 6 will probably be released soon as it works for both pre and post patch.
Timestamp: 10/20/2021 | 8:05 PM CST --- A couple more tests, and it seems the original Sprint 15/20 will remain, even for Legendary - so that part will change. After that, the other values are intact, with only marking looking good at 65 (from 70). It's early days on post-patch update, but very promising.
Patch update is very good, guys. Fouls are there. Evened up Sprint to 15/15 and the standing fouls came in too.
Of course, I'm testing, so the score reflects that, but the foul count at half-time.
This is using what is expected to be V6. (Version 5, Sprint 15/15, Pass Speed 40/40, Height 0, Length 40):
I left out width at 65, my bad. Was multitasking a bit.
You guys can definitely adjust the values as you'd like. The expected V6 was tested before the update on Stadia, PS5 and PC, and will be looked at for post update. I hope to get some time to stream here on the Stadia in a bit.
For post-update, with the added aggression by the CPU, the only question is marking if it needs to go down to 50 or stay at 70. I've played the same match several times and the jury is still out and what triggers what. I do know the Sprint evened out at 15/15 certainly helps introduce more standing tackles, thus different fouls.
Timestamp: 10/18/2021 | 10:05 PM CST --- The 95 width + marking 65 really didn't make that big of a difference in the end, at least not in fighting the CB jockey. We could go down quite the rabbit hole in trying to fix something that won't go away until another patch update.
In the meantime, Version 5 is still the one to use. There is consideration of a discrepancy in Legend, such as Sprint 15/20, but that's about it. Feel free to try it out.
Timestamp: 10/18/2021 | 1:07 AM CST ---
Think got it figured out. Width from 55 to 95 and marking from 70 to 65. I scaled from what was being worked on at 75, but still saw issues at times - not as much, but still there. Scaled up to 95 and eventually it's much, much, less. Even when it does happen, there's cover on the other sides.
World Class, Slow, V5 + 95 width, marking 65, fast build up for user's team (testing purposes):
Timestamp: 10/17/2021 | 5:11 PM CST ---
In regards to CB jockeying/very open attackers + ease of wingplay:
Quote:
Originally Posted by Matt10
So far the finding is that fast build up seems to cause this. can you confirm if that's what your using? Didn't see it before changing to this (previoously slow build up). Still streaming, feel free to chat.
Okay, so the finding is that slow build up is that this happens a bit more rare, mainly because the runs are still facing the ball rather than streaking - or towards goal directly.
What I did really think may be something of interest, and help the set overall, is increasing width to 75. Once this was done, there was better coverage on the wings, better secondary coverage by the CBs to prepare if the FB gets beat as well. The key is there is isolation for the CBs to "latch" onto and the opposite FB to pay attention to the back-post.
I tried it several times in the later parts of the stream here:
So, for those of you still wanting to help V5, try width at 75, report back, thanks.
Timestamp: 10/16/2021 | 8:08 AM CST ---Working out some of the issues reported, hoping to get an update to the set late tonight/morning.
Here is the Version 5 set. I'm a bit pressed for time today, so will do the write-up in full a bit later. Hope you all understand. Any questions about the values in the meantime, just ask.
The main comment I will make about the Run Frequency is how important custom team tactics (CTTs) are, and when we mess with this value too often, things can get out of sync. As I always say, all sliders are relative, and this "default" run frequency value is incredibly important to our set. It introduces not only more variety of attack, but also variety in defense, which is why you will see better pitch coverage, allowing all difficulties and speeds to be used.
Here is a preview of the gameplay, and the set below. As I said, I'll post the full write-up breaking down each value in a bit.
Version 4
Spoiler
Changelog & Updates:
Timestamp: 10/15/2021 | 7:09 PM CST ---Working out some of the issues reported, hoping to get an update to the set late tonight/morning.
Timestamp: 10/14/2021 | 11:42 PM CST --- Updated set to reduce pass speed for the CPU back to 30. Unfortunately the deep defensive line just cannot handle the faster pass speeds. Pass speed at 35 for the harder sets.
Timestamp: 10/14/2021 | 3:07 PM CST --- Version 4 + Other sets posted. Please read explanation in spoilers below!
Timestamp: 10/14/2021 | 9:16 AM CST --- There will be an update today. Version 4, which really isn't anything drastic, but just to keep it simple.
Timestamp: 10/12/2021 | 4:55 PM CST --- Managed to stream a bit with the Sprint, RF at Width and like what I saw. I did see some opportunties to increase width and even up sprint though. Width was actually a really nice spot because it allowed the central mids to stay a bit more goal-side and in front of the passing lanes. I haven't had a chance to test this for too long though, but I would like to hear some thoughts on it.
So the following are basically confirmed good:
Sprint 15/15 - CPU still stays in challenges, doesn't feel dominating against them either. Also helps some reaction spots for defenders/midfielders relative to CTT's (aggressive int vs conservative, etc).
RF 10/10 - Still good with it because it allows the midfielders to support the attack relative to their instructions, such as a mid who is set to be on the edge of the box, etc.
Still needs testing:
Width 55/55 - Nice spot because it allowed the central mids to stay a bit more goal-side and in front of the passing lanes. They did less of getting in eachother's way as a result. Of course different tactics can make this more varied.
Timestamp: 10/12/2021 | 2:40 PM CST --- One last little test here is width to 50. I've been playing with it for a day or so now. Just keeps an emphasis on those central mids not running into eachother so often - making the passes forward a bit easier.
So recap on what's being tested:
Sprint 12/15
Run Frequency 10/10
Line Width 50/50
Timestamp: 10/11/2021 | 5:24 PM CST --- 51 acceleration is just a bit too fast, despite the better reactions, but natural to FIFA, speed is the key. So back to 50 there. Sprint 15/15 is good and can possibly stay, but 12/15 is being explored after some feedback. After that, width to 48 - needs testing.
Timestamp: 10/11/2021 | 7:26 AM CST --- I do like the 15/15 Sprint, can you guys let me know how you feel about 51/51 acceleration and 48 width? Been playing with this for a bit and liking how the fatigue feels more intense, resulting in silly fouls and missed chances and the width is just a bit more covered. Paired up with the acceleration change, the attention to spacing is even sharper.
Timestamp: 10/07/2021 | 12:18 PM CST --- Posting Version 3 + Other Sets write-up, stay tuned!
Timestamp: 10/05/2021 | 2:29 PM CST ---It's going to take a minute, but V2B2 + Other sets (shorter halves, harder WC, harder legendary, etc) will be posted soon. Stand by.
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.
--------------------
--------------------
FIFA 22 Operation Sports Sliders - Version 4 + Other Sets
Explanation of each set and their corresponding values are listed in Spoilers: Please note that this year the values of the sets are divided by a | line. Most value differences between the sets are obvious, but please ask in the thread if you have questions of why certain values were chosen. The main changes for all sets are in the following values:
Sprint 10/10 (Previous 10/15)
Pass Error (Legendary) 52/62 (Previous 52/55)
Run Frequency 10/10 (Previous 5/5)
Line Width 55/55 (Previous 45/45)
FB Positioning 60/60 (Previous 70/70)
Version 3 was really good for pre-patch and post-patch. Now that we're in post-patch for all platforms, we can continue improving the slider set. This iteration is really to focus on better positioning in the midfield and also making sure physicality is felt, while keeping the ball free.
The following sets are additions to the base, and also addresses the customizations that are possible to make for varying preferences such as lower minutes and more difficult.
Of course, as we always say, the set(s) posted is intended as a BASE, meaning you are not hardcoded into putting in these values, and are free to modify to your own personal preferences. Remember, we test with various teams of all leagues, tactics and quality of players - so the base set posted is a rounded approach that gives enough flexibility to those who want to adjust.
With all that said, here are the explanations of each set. Please know that if the value is the same through all three sets, the writeup is repeated in explaining that specific value.
*Also, we aren't doing Ultimate difficulty this year as it's 99 overall rating for the CPU, it just doesn't make sense to dive into that unrealistic approach.*
Enjoy!
► Version 4 - consists of Professional/World Class + Legendary
Spoiler
♦♦♦ Goal: The focus here is just establishing better feel and physicality in the right spots. The CPU makes great foot-to-ball contact, which means fouls are hard to come by. Lowering Sprint of the CPU has allowed the game to even out a bit more, and allow those moments of physicality to happen more often. After that, it's really about making the ball feel alive without constantly being on the backfoot. The widening of the midfield ensures the attacks are approached with variety. ♦♦♦
♦♦♦ 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 the value is different, it will be separated by a | indication. Please refer to posted image of slider set as well.
Sprint - 10/10 (Previous: 10/15)
► The main change here is to get back the solid feel, but without the discrepancy. Even when testing 15/15 it felt too fast and sliding a lot more. The best Sprint value is relative to the pass speed value, which is why that got attention as well. We want to ensure there is more of a firm feel to players and speedsters feel like themselves, and big centerbacks feel like the obstacles they're meant to be. The key indicator with this value is the feel in the coming together of players. It doesn't feel like they are simply deflecting off one another, they are truly interacting whether it be a shirt pull or a sliding challenge.
Acceleration - 50/50
► In order to complement the physicality, we had to raise acceleration back to 50. The main issue with it under 50 is that the CPU struggles to start accelerating into challenges or maintaining those 1v1 situations. The working theory here is that because under 50 doesn't impact stamina, that there is less effort extended, which results in less dynamic situations that could be possible.
Shot Error - 65/65
► Just a slight lowering here to get more balance throughout the league. The high shot error still produces misses of all kinds of variety, but another note is that because we've lowered pass error, the User & CPU's crossing has improved, which means more heading opportunities - so lowering shot error was important to ensure there's a threat there as well.
Pass Error - 52/52 | 52/62 (Previous: 60/60 | 52/55)
► Lowering pass error was needed now that we have the lines and marking to a good, and consistent, place. With this error change it's opened up the way the CPU moves the ball. Switching of the field returns, lobbed passes and also whipped crosses. In Version 4, Legendary gets a slight bump as that will help with less route-one play at the top of the box.
Shot Speed - 49/49
► No changes here. The mix of shot power is controlled by the shot error. There are still the deflections out for corners, and also enough pace in which the keeper can't get to the ball.
Pass Speed - 40/30 (Previous 40/40) *amended*
► Unfortunately, the change in increasing pass speed to the original version 4 just wasn't going to work because of the deep defensive line. The CPU loves to pass quickly and pass error can't afford to be raised much more.
Injury Frequency - 75/75
► Tested a lot of 80 and it resulted in fairly consistent injuries, so dropped it down just a tad to something we've used in the past that works well again.
Injury Severity - 25/25
► Tested at 30 for the majority of the time, so of course found a good balance reaching another value we've used before at 25. Good variety of injuries from torn ACL's to bruised shoulders. Sometimes players need to be subbed off, sometimes just treatment or walk it off.
GK Ability - 50/50
► There are enough odd animations with keepers this year that it didn't make sense to "play around" and keep using values under 50.
Marking - 70/70
► No changes with marking thankfully because it was a hard value to find a proper balance for, relative to the set we have. Teams that press will not hide that fact and they may overcommit, but just like they would in the real match, they will do their best to recover from vulnerable positions. The drop back teams will be aggressive when it matters, but will not give up so much space in 1v1 situations.
Run Frequency - 10/10 (Previous: 5/5)
► This helps with a bit more variety and to also compensate for the increased width that is applied throughout all sets, which make the center of the pitch much more harder to navigate through. It does introduce secondary runs, which will increase the challenge slightly for those who are not setting up their tactics or play style to anticipate through passes. The combination of pass speed and pass error will allow the ball to be more free though, so just because more runs doesn't equal more opportunities.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. [/color]
Height - 65/65
► Again, no changes here as it is a value that has been tested [significantly] and does not do anything. Cosmetic purposes only.
Length - 25/25
► No changes as this is an important value and has been through a lot of sample sizes throughout. As mentioned above, the run frequency will extend the pitch, but so will the length as it controls the types of runs that are made. While the slider value of Height does nothing, the length will assist in height tactics that teams choose, which is why there are still offsides and not just defenders following deeply into the box or endline. As always, we want compression and decompression, and these combinations of values allow that to exist.
Width - 55/55 (Previous 45/45)
► A big change throughout all the sets because of how well it brings in coverage in the middle of the pitch. Before at 45 the central midfielders would run into eachother and essentially give away the passing lanes, making it fairly mindless to pass forward. With this adjustment, the midfielders have a bit more space between each other, and are able to focus on their "1v1" or passing lane.
FB Pos - 60/60 (Previous 70/70)
► A slight change here just to get the fullbacks to drop back earlier so it's not a constant counter-attack, regardless of tactics. Some teams that play high press can get caught out, but this will help give them a bit more of a chance. FB will still get up the pitch per instructions with no issues.
FT Control - 85/85
► No changes. 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.
► Harder World Class + Harder Legendary
Spoiler
♦♦♦ Goal: While a lot of values here are similar to the version 4 posted, there are certain areas that stand out to make the gameplay a bit more challenging for the respective difficulties. ♦♦♦
♦♦♦ 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 - 10/10 (Previous: 10/15)
► The main change here is to get back the solid feel, but without the discrepancy. Even when testing 15/15 it felt too fast and sliding a lot more. The best Sprint value is relative to the pass speed value, which is why that got attention as well. We want to ensure there is more of a firm feel to players and speedsters feel like themselves, and big centerbacks feel like the obstacles they're meant to be. The key indicator with this value is the feel in the coming together of players. It doesn't feel like they are simply deflecting off one another, they are truly interacting whether it be a shirt pull or a sliding challenge.
Acceleration - 50/51 | 50/50
► A slight discrepancy for the World Class set to ensure the CPU has just a bit of an advantage. As users, we have the freedom away from the programming, so a 1pt advantage isn't so significant that it will be unrealistic, but it should be challenging. Legendary is challenging as is without creating this discrepancy, but feel free to do so if needed.
Shot Error - 65/55 | 55/55
► The shot error is fairly straightforward here as the user will be at a tad disadvantage compared to the CPU.
Pass Error - 52/50 | 55/55 (Previous 52/50 | 55/50)
► A slight raise for the CPU on Harder Legendary as pass speed has increased. Pass error controls everything, and when the CPU is closer to 50, it just becomes a bit more of a challenge. The pass speed will help the CPU more, but they will try to exploit the user's positioning more directly.
Shot Speed - 49/49
► The mix of shot power is controlled by the shot error. There are still the deflections out for corners, and also enough pace in which the keeper can't get to the ball.
Pass Speed - 40/30 (Previous 40/40) *amended*
► Unfortunately, the change in increasing pass speed to the original version 4 just wasn't going to work because of the deep defensive line. The CPU loves to pass quickly and pass error can't afford to be raised much more.
Injury Frequency - 75/75
► Tested a lot of 80 and it resulted in fairly consistent injuries, so dropped it down just a tad to something we've used in the past that works well again.
Injury Severity - 25/25
► Tested at 30 for the majority of the time, so of course found a good balance reaching another value we've used before at 25. Good variety of injuries from torn ACL's to bruised shoulders. Sometimes players need to be subbed off, sometimes just treatment or walk it off.
GK Ability - 50/50
► There are enough odd animations with keepers this year that it didn't make sense to "play around" and keep using values under 50.
Marking - 70/70
► No changes with marking thankfully because it was a hard value to find a proper balance for, relative to the set we have. Teams that press will not hide that fact and they may overcommit, but just like they would in the real match, they will do their best to recover from vulnerable positions. The drop back teams will be aggressive when it matters, but will not give up so much space in 1v1 situations.
Run Frequency - 10/10 (Previous: 5/5)
► This helps with a bit more variety and to also compensate for the increased width that is applied throughout all sets, which make the center of the pitch much more harder to navigate through. It does introduce secondary runs, which will increase the challenge slightly for those who are not setting up their tactics or play style to anticipate through passes. The combination of pass speed and pass error will allow the ball to be more free though, so just because more runs doesn't equal more opportunities.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. [/color]
Height - 65/65
► Again, no changes here as it is a value that has been tested [significantly] and does not do anything. Cosmetic purposes only.
Length - 25/25
► No changes as this is an important value and has been through a lot of sample sizes throughout. As mentioned above, the run frequency will extend the pitch, but so will the length as it controls the types of runs that are made. While the slider value of Height does nothing, the length will assist in height tactics that teams choose, which is why there are still offsides and not just defenders following deeply into the box or endline. As always, we want compression and decompression, and these combinations of values allow that to exist.
Width - 55/55 (Previous 45/45)
► A big change throughout all the sets because of how well it brings in coverage in the middle of the pitch. Before at 45 the central midfielders would run into eachother and essentially give away the passing lanes, making it fairly mindless to pass forward. With this adjustment, the midfielders have a bit more space between each other, and are able to focus on their "1v1" or passing lane.
FB Pos - 60/60 (Previous 70/70)
► A slight change here just to get the fullbacks to drop back earlier so it's not a constant counter-attack, regardless of tactics. Some teams that play high press can get caught out, but this will help give them a bit more of a chance. FB will still get up the pitch per instructions with no issues.
FT Control - 85/65 | 85/75
► The first touches will be a bit softer for the CPU than they are on 85+, but not to the point they are absorbed into the players' feet unrealistically.
► Shorter Halves World Class + Harder Legendary
Spoiler
♦♦♦ Goal: The core of version 4 still holds true in these sets, but with less time to play, we need to bump up some values and lower some errors to ensure it's not just frustration being experienced. We still want there to be enough of a challenge, but also do not want to remove the possibilities of experiencing the variety of play that this year's game has brought us. ♦♦♦
♦♦♦ 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 - 10/10 (Previous: 10/15)
► The main change here is to get back the solid feel, but without the discrepancy. Even when testing 15/15 it felt too fast and sliding a lot more. The best Sprint value is relative to the pass speed value, which is why that got attention as well. We want to ensure there is more of a firm feel to players and speedsters feel like themselves, and big centerbacks feel like the obstacles they're meant to be. The key indicator with this value is the feel in the coming together of players. It doesn't feel like they are simply deflecting off one another, they are truly interacting whether it be a shirt pull or a sliding challenge.
Acceleration - 50/50
► No need to modify this value as we're not going for more sped up animations just because there is less time being experienced.
Shot Error - 55/55
► The high shot error still produces misses of all kinds of variety, but another note is that because we've lowered pass error, the User & CPU's crossing has improved, which means more heading opportunities - so lowering shot error was important to ensure there's a threat there as well.
Pass Error - 52/52 | 52/62 (52/52 | 52/55)
► A slight bump in pass error since pass speed has increased. The 62 helps the Version 4 Legendary set, and should do the same here. Feel free to lower the pass error to make it harder. Pass error controls everything, and when the CPU is closer to 50, it just becomes a bit more of a challenge. The pass speed will help the CPU more, but they will try to exploit the user's positioning more directly. A slight discrepancy in favor of the user on the Legendary set as we've increased the run frequencies.
Shot Speed - 49/49 | 50/50
► A bit of a strange one here because the shot speed at 49 on other sets seem fine, but with less time (tested 4-8 mins), the legendary keepers are much better and seem to make a lot of saves. Not wanting to reduce GK Ability, the next option was to raise shot speed, which has actually balanced the set to have a mix of shots and still have shot error control the behavior of the shots.
Pass Speed - 40/30 (Previous 40/40) *amended* | Harder World Class + Legendary 40/35
► Unfortunately, the change in increasing pass speed to the original version 4 just wasn't going to work because of the deep defensive line. The CPU loves to pass quickly and pass error can't afford to be raised much more. Pass speed at 35 for the harder sets.
Injury Frequency - 75/75
► Tested a lot of 80 and it resulted in fairly consistent injuries, so dropped it down just a tad to something we've used in the past that works well again.
Injury Severity - 25/25
► Tested at 30 for the majority of the time, so of course found a good balance reaching another value we've used before at 25. Good variety of injuries from torn ACL's to bruised shoulders. Sometimes players need to be subbed off, sometimes just treatment or walk it off.
GK Ability - 50/50
► There are enough odd animations with keepers this year that it didn't make sense to "play around" and keep using values under 50.
Marking - 70/70 | 60/60
► The discrepancy here is that World Class needs a bit more help in aggression in 1v1's, while Legendary does well in balancing the space between the players, but is still aggressive when there's an opportunity to tackle. With less match time, it's important that there is a bit more room to breathe on the higher difficulty as well. Teams that press will not hide that fact and they may overcommit, but just like they would in the real match, they will do their best to recover from vulnerable positions. The drop back teams will be aggressive when it matters, but will not give up so much space in 1v1 situations.
Run Frequency - 10/10
► This value is raised to accomodate for less time played, which means less match action in front of goal. It also allows counters to happen a bit more often, depending on tactics of course, to help with less time played.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. [/color]
Height - 65/65
► This value has been tested [significantly] and does not do anything. Cosmetic purposes only.
Length - 25/25
► An important value and has been through a lot of sample sizes throughout. As mentioned above, the run frequency will extend the pitch, but so will the length as it controls the types of runs that are made. While the slider value of Height does nothing, the length will assist in height tactics that teams choose, which is why there are still offsides and not just defenders following deeply into the box or endline. As always, we want compression and decompression, and these combinations of values allow that to exist.
Width - 55/55 (Previous 45/45)
► A big change throughout all the sets because of how well it brings in coverage in the middle of the pitch. Before at 45 the central midfielders would run into eachother and essentially give away the passing lanes, making it fairly mindless to pass forward. With this adjustment, the midfielders have a bit more space between each other, and are able to focus on their "1v1" or passing lane.
FB Pos - 60/60 (Previous 70/70)
► A slight change here just to get the fullbacks to drop back earlier so it's not a constant counter-attack, regardless of tactics. Some teams that play high press can get caught out, but this will help give them a bit more of a chance. FB will still get up the pitch per instructions with no issues.
FT Control - 85/65 | 85/75
► 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 3
Spoiler
Changelog & Updates:
Timestamp: 10/14/2021 | 9:16 AM CST --- There will be an update today. Version 4, which really isn't anything drastic, but just to keep it simple.
Timestamp: 10/12/2021 | 4:55 PM CST --- Managed to stream a bit with the Sprint, RF at Width and like what I saw. I did see some opportunties to increase width and even up sprint though. Width was actually a really nice spot because it allowed the central mids to stay a bit more goal-side and in front of the passing lanes. I haven't had a chance to test this for too long though, but I would like to hear some thoughts on it.
So the following are basically confirmed good:
Sprint 15/15 - CPU still stays in challenges, doesn't feel dominating against them either. Also helps some reaction spots for defenders/midfielders relative to CTT's (aggressive int vs conservative, etc).
RF 10/10 - Still good with it because it allows the midfielders to support the attack relative to their instructions, such as a mid who is set to be on the edge of the box, etc.
Still needs testing:
Width 55/55 - Nice spot because it allowed the central mids to stay a bit more goal-side and in front of the passing lanes. They did less of getting in eachother's way as a result. Of course different tactics can make this more varied.
Timestamp: 10/12/2021 | 2:40 PM CST --- One last little test here is width to 50. I've been playing with it for a day or so now. Just keeps an emphasis on those central mids not running into eachother so often - making the passes forward a bit easier.
So recap on what's being tested:
Sprint 12/15
Run Frequency 10/10
Line Width 50/50
Timestamp: 10/11/2021 | 5:24 PM CST --- 51 acceleration is just a bit too fast, despite the better reactions, but natural to FIFA, speed is the key. So back to 50 there. Sprint 15/15 is good and can possibly stay, but 12/15 is being explored after some feedback. After that, width to 48 - needs testing.
Timestamp: 10/11/2021 | 7:26 AM CST --- I do like the 15/15 Sprint, can you guys let me know how you feel about 51/51 acceleration and 48 width? Been playing with this for a bit and liking how the fatigue feels more intense, resulting in silly fouls and missed chances and the width is just a bit more covered. Paired up with the acceleration change, the attention to spacing is even sharper.
Timestamp: 10/07/2021 | 12:18 PM CST --- Posting Version 3 + Other Sets write-up, stay tuned!
Timestamp: 10/05/2021 | 2:29 PM CST ---It's going to take a minute, but V2B2 + Other sets (shorter halves, harder WC, harder legendary, etc) will be posted soon. Stand by.
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.
--------------------
--------------------
FIFA 22 Operation Sports Sliders - Version 3 + Other Sets
Explanation of each set and their corresponding values are listed in Spoilers: Please note that this year the values of the sets are divided by a | line. Most value differences between the sets are obvious, but please ask in the thread if you have questions of why certain values were chosen.
Version 2 Beta was really good to us. A lot of great gameplay overall, and I think we managed to accomplish what we were looking for as a base. I believe that a good base can be improved, and that is the purpose of this update. Some gameplay elements have returned such as cross-field passes from the CPU, lobbed passes and crosses with pace. I think we liked the base to overcome issues, but lost a bit of the variety that is craved for. This is why we work on sliders from default and move gradually away, and sometimes find values that are essential to be closer. Nature of the beast when testing sliders, and why we have the environment that we do.
The following sets are additions to the base, and also addresses the customizations that are possible to make for varying preferences such as lower minutes and more difficult.
Of course, as we always say, the set(s) posted is intended as a BASE, meaning you are not hardcoded into putting in these values, and are free to modify to your own personal preferences. Remember, we test with various teams of all leagues, tactics and quality of players - so the base set posted is a rounded approach that gives enough flexibility to those who want to adjust.
With all that said, here are the explanations of each set. Please know that if the value is the same through all three sets, the writeup is repeated in explaining that specific value. Also, we aren't doing Ultimate difficulty this year as it's 99 overall rating for the CPU, it just doesn't make sense to dive into that unrealistic approach.
Enjoy!
► Version 3 - consists of Professional/World Class + Legendary
Spoiler
♦♦♦ Goal: This version is of course building off of Version 2 and the good that came with it. There are some opportunities to improve areas such as the CPU passing, and passing variety, while also getting a tad more physicality than before. The result is a good balance of challenging and realistic, but still gives room to have varied experiences from each team faced. ♦♦♦
♦♦♦ 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 the value is different, it will be separated by a | indication. Please refer to posted image of slider set as well.
Sprint - 10/15 (Previous: 5/5)
► We had to get a couple things sorted here which was ensuring the CPU would stay in their challenges longer, especially when chasing a runner off-the-ball, and the other is to ensure there is more physicality as on values under 10 result in less chance of players falling down. Instead of falling down, they would absorb tackles or any type of physicality, which has a lesser chance of experiencing the true animation library for this year.
Acceleration - 50/50 (Previous: 49/49)
► In order to complement the physicality, we had to raise acceleration back to 50. The main issue with it under 50 is that the CPU struggles to start accelerating into challenges or maintaining those 1v1 situations. The working theory here is that because under 50 doesn't impact stamina, that there is less effort extended, which results in less dynamic situations that could be possible.
Shot Error - 65/65 (Previous: 70/70)
► Just a slight lowering here to get more balance throughout the league. The high shot error still produces misses of all kinds of variety, but another note is that because we've lowered pass error, the User & CPU's crossing has improved, which means more heading opportunities - so lowering shot error was important to ensure there's a threat there as well.
Pass Error - 52/52 | 52/55 (Previous: 60/60 | 55/65)
► Lowering pass error was needed now that we have the lines and marking to a good, and consistent, place. With this error change it's opened up the way the CPU moves the ball. Switching of the field returns, lobbed passes and also whipped crosses.
Shot Speed - 49/49
► No changes here. The mix of shot power is controlled by the shot error. There are still the deflections out for corners, and also enough pace in which the keeper can't get to the ball.
Pass Speed - 40/30
► With the lowering of pass error, the ball will now skip across the turf a bit more, so there's no need to adjust pass speed either. The CPU does like the driven pass, but the positioning is solid enough that they won't be able to constantly pass forward without interruptions.
Injury Frequency - 75/75 (Previous: 50/50)
► Tested a lot of 80 and it resulted in fairly consistent injuries, so dropped it down just a tad to something we've used in the past that works well again.
Injury Severity - 25/25 (Previous: 50/50)
► Tested at 30 for the majority of the time, so of course found a good balance reaching another value we've used before at 25. Good variety of injuries from torn ACL's to bruised shoulders. Sometimes players need to be subbed off, sometimes just treatment or walk it off.
GK Ability - 50/50 (Previous: 48/48)
► There are enough odd animations with keepers this year that it didn't make sense to "play around" and keep using values under 50.
Marking - 70/70
► No changes with marking thankfully because it was a hard value to find a proper balance for, relative to the set we have. Teams that press will not hide that fact and they may overcommit, but just like they would in the real match, they will do their best to recover from vulnerable positions. The drop back teams will be aggressive when it matters, but will not give up so much space in 1v1 situations.
Run Frequency - 5/5
► Still happy with this value as it allows runs to still happen in the tight spaces, which with the runs - and the defenders following those runs - it extends a pitch length of 25 into the 50's. In addition, the FB positioning at 70 will bring that element of modern football of overlapping and underlapping runs, with the midfielder oftentimes tucking in on the opposite runs.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. [/color]
Height - 65/65
► Again, no changes here as it is a value that has been tested [significantly] and does not do anything. Cosmetic purposes only.
Length - 25/25
► No changes as this is an important value and has been through a lot of sample sizes throughout. As mentioned above, the run frequency will extend the pitch, but so will the length as it controls the types of runs that are made. While the slider value of Height does nothing, the length will assist in height tactics that teams choose, which is why there are still offsides and not just defenders following deeply into the box or endline. As always, we want compression and decompression, and these combinations of values allow that to exist.
Width - 45/45
► No changes. 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
► No changes. 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 a 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
► No changes. 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.
► Harder World Class + Harder Legendary
Spoiler
♦♦♦ Goal: While a lot of values here are similar to the version 3 posted, there are certain areas that stand out to make the gameplay a bit more challenging for the respective difficulties. ♦♦♦
♦♦♦ 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 - 10/15
► We had to get a couple things sorted here which was ensuring the CPU would stay in their challenges longer, especially when chasing a runner off-the-ball, and the other is to ensure there is more physicality as on values under 10 result in less chance of players falling down. Instead of falling down, they would absorb tackles or any type of physicality, which has a lesser chance of experiencing the true animation library for this year.
Acceleration - 50/51 | 50/50
► A slight discrepancy for the World Class set to ensure the CPU has just a bit of an advantage. As users, we have the freedom away from the programming, so a 1pt advantage isn't so significant that it will be unrealistic, but it should be challenging. Legendary is challenging as is without creating this discrepancy, but feel free to do so if needed.
Shot Error - 65/55 | 55/55
► The shot error is fairly straightforward here as the user will be at a tad disadvantage compared to the CPU.
Pass Error - 52/50 | 55/50
► Pass error controls everything, and when the CPU is closer to 50, it just becomes a bit more of a challenge. The pass speed will help the CPU more, but they will try to exploit the user's positioning more directly.
Shot Speed - 49/49
► The mix of shot power is controlled by the shot error. There are still the deflections out for corners, and also enough pace in which the keeper can't get to the ball.
Pass Speed - 40/30
► With the lowering of pass error, the ball will now skip across the turf a bit more, so there's no need to adjust pass speed either. The CPU does like the driven pass, but the positioning is solid enough that they won't be able to constantly pass forward without interruptions.
Injury Frequency - 75/75
► Tested a lot of 80 and it resulted in fairly consistent injuries, so dropped it down just a tad to something we've used in the past that works well again.
Injury Severity - 25/25
► Tested at 30 for the majority of the time, so of course found a good balance reaching another value we've used before at 25. Good variety of injuries from torn ACL's to bruised shoulders. Sometimes players need to be subbed off, sometimes just treatment or walk it off.
GK Ability - 50/50
► There are enough odd animations with keepers this year that it didn't make sense to "play around" and keep using values under 50.
Marking - 70/70
► No changes with marking thankfully because it was a hard value to find a proper balance for, relative to the set we have. Teams that press will not hide that fact and they may overcommit, but just like they would in the real match, they will do their best to recover from vulnerable positions. The drop back teams will be aggressive when it matters, but will not give up so much space in 1v1 situations.
Run Frequency - 5/5
► Still happy with this value as it allows runs to still happen in the tight spaces, which with the runs - and the defenders following those runs - it extends a pitch length of 25 into the 50's. In addition, the FB positioning at 70 will bring that element of modern football of overlapping and underlapping runs, with the midfielder oftentimes tucking in on the opposite runs.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. [/color]
Height - 65/65
► Again, no changes here as it is a value that has been tested [significantly] and does not do anything. Cosmetic purposes only.
Length - 25/25
► No changes as this is an important value and has been through a lot of sample sizes throughout. As mentioned above, the run frequency will extend the pitch, but so will the length as it controls the types of runs that are made. While the slider value of Height does nothing, the length will assist in height tactics that teams choose, which is why there are still offsides and not just defenders following deeply into the box or endline. As always, we want compression and decompression, and these combinations of values allow that to exist.
Width - 45/45
► No changes. 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
► No changes. 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 a 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 - 85/65 | 85/75
► The first touches will be a bit softer for the CPU than they are on 85+, but not to the point they are absorbed into the players' feet unrealistically.
► Shorter Halves World Class + Harder Legendary
Spoiler
♦♦♦ Goal: The core of version 3 still holds true in these sets, but with less time to play, we need to bump up some values and lower some errors to ensure it's not just frustration being experienced. We still want there to be enough of a challenge, but also do not want to remove the possibilities of experiencing the variety of play that this year's game has brought us. ♦♦♦
♦♦♦ 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 - 10/15
► We had to get a couple things sorted here which was ensuring the CPU would stay in their challenges longer, especially when chasing a runner off-the-ball, and the other is to ensure there is more physicality as on values under 10 result in less chance of players falling down. Instead of falling down, they would absorb tackles or any type of physicality, which has a lesser chance of experiencing the true animation library for this year.
Acceleration - 50/50
► No need to modify this value as we're not going for more sped up animations just because there is less time being experienced.
Shot Error - 55/55
► The high shot error still produces misses of all kinds of variety, but another note is that because we've lowered pass error, the User & CPU's crossing has improved, which means more heading opportunities - so lowering shot error was important to ensure there's a threat there as well.
Pass Error - 52/52 | 52/55
► Pass error controls everything, and when the CPU is closer to 50, it just becomes a bit more of a challenge. The pass speed will help the CPU more, but they will try to exploit the user's positioning more directly. A slight discrepancy in favor of the user on the Legendary set as we've increased the run frequencies.
Shot Speed - 49/49 | 50/50
► A bit of a strange one here because the shot speed at 49 on other sets seem fine, but with less time (tested 4-8 mins), the legendary keepers are much better and seem to make a lot of saves. Not wanting to reduce GK Ability, the next option was to raise shot speed, which has actually balanced the set to have a mix of shots and still have shot error control the behavior of the shots.
Pass Speed - 40/35
► The increase in pass speed for the CPU is needed here to get the ball moving just a tad quicker, but not so much that each pass chosen is a driven one.
Injury Frequency - 75/75
► Tested a lot of 80 and it resulted in fairly consistent injuries, so dropped it down just a tad to something we've used in the past that works well again.
Injury Severity - 25/25
► Tested at 30 for the majority of the time, so of course found a good balance reaching another value we've used before at 25. Good variety of injuries from torn ACL's to bruised shoulders. Sometimes players need to be subbed off, sometimes just treatment or walk it off.
GK Ability - 50/50
► There are enough odd animations with keepers this year that it didn't make sense to "play around" and keep using values under 50.
Marking - 70/70 | 60/60
► The discrepancy here is that World Class needs a bit more help in aggression in 1v1's, while Legendary does well in balancing the space between the players, but is still aggressive when there's an opportunity to tackle. With less match time, it's important that there is a bit more room to breathe on the higher difficulty as well. Teams that press will not hide that fact and they may overcommit, but just like they would in the real match, they will do their best to recover from vulnerable positions. The drop back teams will be aggressive when it matters, but will not give up so much space in 1v1 situations.
Run Frequency - 10/10
► This value is raised to accomodate for less time played, which means less match action in front of goal. It also allows counters to happen a bit more often, depending on tactics of course, to help with less time played.
● The Height, Length, Width (often referred as "HLW") are quite important to consider for each slider set. [/color]
Height - 65/65
► This value has been tested [significantly] and does not do anything. Cosmetic purposes only.
Length - 25/25
► An important value and has been through a lot of sample sizes throughout. As mentioned above, the run frequency will extend the pitch, but so will the length as it controls the types of runs that are made. While the slider value of Height does nothing, the length will assist in height tactics that teams choose, which is why there are still offsides and not just defenders following deeply into the box or endline. As always, we want compression and decompression, and these combinations of values allow that to exist.
Width - 45/45
► 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
► 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 a 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 - 85/65 | 85/75
► 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 (V2B)
Spoiler
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.
Spoiler
♦♦♦ 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 1 Beta
Spoiler
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.
Spoiler
♦♦♦ 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.
Like someone asked on another thread, will there be separate sliders for next gen & current gen as it seems the games plays a lot different with hypermotion & other new stuff current gen doesn’t get?
Like someone asked on another thread, will there be separate sliders for next gen & current gen as it seems the games plays a lot different with hypermotion & other new stuff current gen doesn’t get?
Sent from my iPhone using Operation Sports
Yes I believe so. I haven't played the current gen version yet, but I will have it on PC/Stadia.
Yes I believe so. I haven't played the current gen version yet, but I will have it on PC/Stadia.
No me neither but what I saw on beta forums were most people’s complaints about the game seem to stem from current gen & next gen were definitely seeing a different game.
Going to cause a massive headache then for you Matt to keep track of everything.
After taking 21 off, I'll be giving 22 a go with the EA Play trial. Hoping you wizards can cook up a decent experience
I have been watching some streamers with early access, and the game does look improved. A bit more willingness to get back in defense from the AI. I also really like how the ball looks in the air this year, excited to see how the weight of passes feel.
The only concern I've seen in limited views, is the AI does not want to cross. I watched games where the user was Arsenal vs. Chelsea, and then City. 2 games, 0 AI crosses. They get in terrific spaces, with intelligent passing. They'll be looking to cross, then poof they go into the little dribble dribble, pass back animation.
My eyes will be glued to this thread, hoping we get a really good on field product this year for FIFA.