Following the recent large patch to FIFA 22, it’s about time to pull out ol’ reliable Matt10 and crew to showcase the FIFA 22 sliders they have been working on so far this year. We’ve waited until Version 7 to “unveil” them here on the front page (I just like giving games some time to before going to sliders), but as always these folks have been hard at work since before FIFA was even released.
I’ll let Matt10 do most of the explaining in the next couple sections, but I will say at the start that the focus for the sliders seems to have been a bit “easier” and more enjoyable for the team this year because there’s not as many glaring issues that can’t really be fixed at all (such as CPU players not crossing the ball or tracking back through the midfield in last year’s game), so it seems to have given them more leeway to tweak the game to try to find a nice experience. These sliders generally work on multiple difficulty levels, and you still have the freedom to make your own edits to the sliders to make them your own.
If you want to contribute to the discourse surrounding the sliders, this article’s comments section links directly to the thread, and you can also just head to the thread here as well.
FIFA 22 Sliders – Version 7
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.
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.
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.
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.
Version 7 Slider Values
The Goal With Version 7
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!
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.
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!
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.
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).
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.
Where To Find The Crew
If you want to follow any of them elsewhere, here is their info:
I leave most of the footy takes to KG, but I just want to say again Matt10 and co. do a great job here. There are oodles of amazing slider makers here at OS, but there are not many who are as collaborative and open to respectful feedback as this group. I don’t think you can go wrong at least checking out these sliders and seeing if they are for you.