EA SPORTS FC 26

@Chris Davies @Topaz are you playing in authentic mode? I assume so, but since the separation between the two modes, I find it difficult to follow the discussion because it is never 100% clear which mode and which settings are being referred to.
 
@Chris Davies @Topaz are you playing in authentic mode? I assume so, but since the separation between the two modes, I find it difficult to follow the discussion because it is never 100% clear which mode and which settings are being referred to.
The majority default here will be Authentic Mode, unless someone states competitive. That's just the logic I follow, since most here want a more sim experience
 
I'd REALLY love to give it a try, but the online crowd are truly ripping it a new one from what I'm seeing on socials. I think I will sadly have to wait at least some other patch to see if they hold the line.
 
Hi guys. Im after some help please. I play on WC, authentic mode, 10 min halves. Im loving career mode but im getting frustrated that the CPU feel like they are quicker, sharper, first to everything, no matter who im playing against. Im playing on vanilla authentic mode so sliders are apparently the same as mine. Looking at possibly diving into some sliders. Any help, thoughts very grateful.
 
Hi @Chris Davies ,
Next time you meet the EA Devs, just show them up with this video and ask why they do not deliver something at least of that quality, when "others" with infinitely less resources can:

 
Hi guys. Im after some help please. I play on WC, authentic mode, 10 min halves. Im loving career mode but im getting frustrated that the CPU feel like they are quicker, sharper, first to everything, no matter who im playing against. Im playing on vanilla authentic mode so sliders are apparently the same as mine. Looking at possibly diving into some sliders. Any help, thoughts very grateful.
I'd start with giving Matt10's sliders a chance first. I know exactly what you're talking about with regards to the AI.

How many times I shout at my player to run as he seems to be lightly jogging to a loose ball? 🤣🤣

Start with someone's base slider set, and you can edit yourself a little when you see something you don't like the look of (like FB width, if they seem too narrow etc.)
 
To be fair, I'd much rather have far less choice but have tactics that really change games (and have to be right in order for you to gain an advantage) - than have the customisation options we had before, which didn't really do much other than allow easy exploits (e.g. setting everything to the most attacking options possible and the pass accuracy / basketball gameplay leading to easy goals).

---

Re: the latest patch. Played a few games tonight. For me it's a sizable AI improvement without feeling overpowered. I'm quite impressed!

The physics still make it really difficult for me to enjoy the game (e.g. player facing his own goal and yet powering a pass at 100mph in the exact opposite direction with the slightest stroke of his opposite leg sidefooting the ball).

The responsiveness is ridiculous too, leading to horribly twitchy dribbling even with League Two teams, and it doesn't feel at all organic to me (with players buzzing around like flies).

But credit where credit's due, it is moving in a realistic direction, and if the fundamentals get work next year, it could become something special.

(I'm just trying to overlook that the fundamentals have been an issue since FC began, and also, the Competitive players want the physically impossible pinball physics.)
Fair.
I was coming more from the technical side reg. that video. I never thought about that topic in detail and it sure made sense to me.
But yeah, in general I’m pretty much with you on that tactical part.
 

Lack of Contextual Awareness and Tactical Adaptability in CPU AI​

Hello to all dear friends. This was another one of my feedback reports to the EA FC development team. Please support this feedback on Discord. One voice alone cannot make a difference, and we need the support of fellow football simulation gamers like you. 🔽

Lack of Contextual Awareness and Tactical Adaptability in CPU AI


Another critical issue lies in the CPU’s lack of contextual understanding of match situations both within a single match and across two-legged or tournament-based formats.
  • The CPU does not adjust its tactical behavior according to the current scoreline or the stage of the competition. For instance, when trailing by one or two goals late in a knockout game, the CPU often continues to play conservatively instead of switching to high-pressing tactics, committing more players forward, or taking calculated risks to equalize. Conversely, when leading comfortably, the CPU rarely shifts into a more defensive or time-management style of play.​
  • In two-legged ties (such as UEFA competitions or domestic cups), the CPU shows no awareness of aggregate results. It plays the second leg as if it were an isolated friendly, rather than adapting its approach based on whether it needs to defend an advantage or chase a deficit. This lack of dynamic tactical response removes the sense of narrative tension and realism that defines real-world knockout football.​
  • Additionally, tournament context is ignored. The CPU behaves identically in a high-stakes final or a low-importance group stage match. It fails to reflect the psychological and tactical adjustments that real teams naturally make depending on the magnitude of the match.​
  • Another layer of this issue concerns the difference in approach between strong and weak teams. While minor tactical adjustments exist, CPU teams still lack authentic identity: weaker teams often press unrealistically high even when facing elite opponents, while stronger sides sometimes play passively regardless of the opposition.​

These problems collectively cause the gameplay to feel disconnected from real football logic, as if the CPU operates in isolation from the actual competitive environment of the match or tournament.

Subject: CPU Match Context Awareness & Dynamic Tactical Adaptation​

Feedback Summary


Currently, the CPU in EA SPORTS FC exhibits a fundamental lack of understanding regarding match context, scoreline, and competition format. This issue severely undermines realism and immersion, especially in offline modes where players expect the CPU to behave intelligently and adaptively based on match situations.

Detailed Analysis

  1. Lack of Scoreline Awareness
    The CPU demonstrates little to no awareness of the current score during gameplay. It fails to alter its tactical approach when trailing, drawing, or leading.​
    • When losing late in the game, the CPU rarely increases attacking intensity, applies high pressing, or commits more players forward.​
    • When leading comfortably, it continues to play aggressively instead of maintaining possession, managing time, or reinforcing its defense.
      This static behavior prevents dynamic match flow and eliminates the emotional tension that should emerge naturally from changing scorelines.​
  2. No Recognition of Two-Legged Match Results
    In competitions like the UEFA Champions League or domestic cups, the CPU has no awareness of aggregate results between first and second legs.​
    • It plays the return leg as a completely isolated match, ignoring whether it needs to protect an advantage or chase a deficit.​
    • Consequently, the second leg lacks tactical urgency and emotional pacing, which are critical to the authenticity of tournament football.​
  3. No Adjustment Based on Tournament Type or Stage
    The CPU applies the same tactical logic in all matches, whether it’s a friendly, a group-stage game, or a cup final.​
    • In real football, intensity, caution, and risk-taking vary drastically depending on the stakes.​
    • The absence of tournament awareness results in matches that feel identical in atmosphere and strategic depth, regardless of their importance.​
  4. Inconsistent Tactical Identity Between Strong and Weak Teams
    Another core issue is the CPU’s failure to demonstrate logical differences in approach between lower-tier and top-tier teams.​
    • Weak teams sometimes press unrealistically high even against elite opponents, leaving themselves exposed.​
    • Conversely, top teams often play passively, showing no intent to dominate or control the match tempo.
      This leads to homogenized gameplay, where tactical diversity and personality between teams disappear.​
  5. No Dynamic Mental or Psychological Response
    Real teams adjust mentally based on context — becoming cautious under pressure, desperate when trailing, or composed when leading.
    The CPU’s behavior, however, remains emotionless and disconnected, offering no sign of urgency, frustration, or determination when match situations demand it.​

Summary of Impact


These problems collectively cause the CPU to feel disconnected from the reality of football. Matches lack drama, tactical evolution, and situational logic — three elements that define real-world football and were once the foundation of EA’s simulation philosophy.

Improving this system would not only enhance realism but also restore the emotional narrative of career and tournament modes, giving players the sense that every match — and every goal — truly matters.
Category​
Issue​
Expected Behavior​
Suggested Design Direction​
Scoreline Awareness
CPU doesn’t react to being ahead or behind.​
Adaptive tactical changes high press or defensive block depending on situation.​
Introduce a Dynamic Match Context Module that adjusts tactics based on live score and remaining time.​
Aggregate Awareness
No understanding of two-legged results.​
Adjust game plan in the second leg (e.g., park the bus when ahead, go all-out attack when behind).​
Implement a two-leg logic tracker integrated with tournament data.​
Tournament Context
Identical behavior across all competitions.​
Vary aggression, risk, and pacing based on match importance.​
Add a Match Importance Weighting System affecting CPU mentality.​
Team Identity Logic
Weak teams play like top-tier ones.​
Tactical realism based on team strength, manager style, and morale.​
Refine Team Tactical Identity Profiles using PlayStyle data.​
Psychological Adaptation
No emotional reaction to in-game events.​
Urgency, frustration, composure reflected through tactics and animations.​
Connect Emotional AI States to tactical behaviors and animation triggers.​

Design Documentation – CPU Match Context Awareness

1. Scoreline Awareness​


Problem:
The CPU does not adapt its tactical behavior according to the match score. It shows no urgency when losing, nor does it manage possession or time effectively when leading. Matches feel static and emotionally flat.


Expected Behavior:
The CPU should dynamically adjust its mentality, pressing intensity, and tactical shape depending on the scoreline and remaining match time. For example:​
  • Switch to High Press when trailing in the last 15 minutes.​
  • Drop deeper and retain possession when leading by more than one goal.​

Implementation Suggestion:
Introduce a Dynamic Match Context Module that continuously evaluates scoreline, game time, and team condition to trigger tactical changes in real time.

2. Aggregate Awareness (Two-Leg Logic)


Problem:
In two-legged ties, the CPU behaves as if each match is isolated. It doesn’t recognize aggregate results and therefore fails to defend an advantage or chase a deficit in the return leg.

Expected Behavior:
The CPU should:​
  • Play more defensively and reduce risk when leading on aggregate.​
  • Adopt a high-risk, attacking style when trailing after the first leg.​
Implementation Suggestion:
Add a Two-Leg Logic Tracker that records the first-leg result and informs the tactical decision-making engine before and during the second leg. This logic should integrate with both team mentality and substitution behavior.

3. Tournament Context Awareness

Problem:

The CPU does not differentiate between competition types or match importance. A cup final is played with the same pace and mentality as a group-stage or friendly match.


Expected Behavior:
The CPU’s tactical aggression, composure, and intensity should vary based on match importance, competition format, and stage. Finals and knockout games should feel more tense and emotionally charged.


Implementation Suggestion:
Develop a Match Importance Weighting System that influences the CPU’s decision tree. This system would assign intensity values based on context — e.g., “Final” > “Knockout” > “Group Stage” > “Friendly.”

4. Team Identity Logic

Problem:

Team strength and tactical identity are inconsistently represented. Weak teams often press too aggressively against elite opponents, while stronger teams occasionally play passively, ignoring their dominance potential.


Expected Behavior:
Each team should have a clear tactical identity consistent with its real-world philosophy, strength, and manager style. Lower-tier teams should defend deeper versus top-tier sides, while elite teams should control the game with confidence and structure.


Implementation Suggestion:
Refine Team Tactical Identity Profiles using data from PlayStyles, team attributes, and manager tendencies. This ensures that every team reacts appropriately to both opposition strength and game context.

5. Psychological and Emotional Adaptation

Problem:

The CPU remains emotionally static. It doesn’t show signs of frustration, urgency, or composure under pressure, leading to robotic and predictable behavior.


Expected Behavior:
CPU teams should display mental and emotional fluctuations — becoming desperate when trailing, cautious when protecting a lead, or nervous during penalty shootouts.


Implementation Suggestion:
Connect tactical parameters to Emotional AI States (e.g., Confidence, Pressure, Frustration). These states should influence decision-making speed, pass risk level, and player positioning under stress.

6. Overall Design Direction

Problem:

Current CPU logic isolates gameplay from the emotional and strategic reality of football. Every match feels disconnected from the surrounding competition, eliminating the narrative and drama of real tournaments.


Expected Behavior:
Matches should evolve emotionally and tactically depending on context — result, competition, team strength, and moment-to-moment pressure.


Implementation Suggestion:
Develop a unified Contextual AI Framework that merges all the above systems (Scoreline, Tournament, Aggregate, Team Identity, Emotion) into a single decision model. This framework would drive adaptive tactics, emotional variance, and situational realism across all offline modes.

End of Feedback.​
 
I see that run jockey does not work properly when I am playing kick off. Movement of player become slow and start to walk as a crab. While i am at the training ground running jockey it works as intended.
Does anyone else noticed this?
 
Hi guys. Im after some help please. I play on WC, authentic mode, 10 min halves. Im loving career mode but im getting frustrated that the CPU feel like they are quicker, sharper, first to everything, no matter who im playing against. Im playing on vanilla authentic mode so sliders are apparently the same as mine. Looking at possibly diving into some sliders. Any help, thoughts very grateful.
You can switch to custom sliders and slightly lower the CPU acceleration slider if you want an advantage.
 
Let’s bear in mind some context: the authenticity feature requires the undoing of the competitive features which were seen as given eAthletes an advantage, such as double or triple team defenders. My optimistic hope is that off ball runs were intentionally removed from competitive play and will be reintroduced in an upcoming title update.
 
Let’s bear in mind some context: the authenticity feature requires the undoing of the competitive features which were seen as given eAthletes an advantage, such as double or triple team defenders. My optimistic hope is that off ball runs were intentionally removed from competitive play and will be reintroduced in an upcoming title update.
What you mean?
 
What you mean?
During Chris Davies’ interview, Bodgan and Andreas made it clear that authentic mode was created to be more like a real football simulation while allowing competitive mode to still exist for twitch eSports players. Previously, there was only one mode and because eSports was the biggest audience, their demands had to be met, meaning the changes to gameplay made us simulation players upset because it felt unrealistic.

We are starting to see the cleft in authentic and competitive mode grow. My hope is this will continue to grow and make the game “realistic” as we generally define it.

My reference to off-ball runs is one of my specific beefs with FC26. When I play FIFA 17, if I have the ball in the final third, every player, even the goalkeeper is crashing the box to create movement and the chance for a tap in. On FC 26, players seem to stand still by comparison. My hope is future tile updates will allow authentic mode to restore intelligent off ball runs seen in previous titles (like FIFA 17).
 
EA SPORTS FC 26 version 1.2.0 will soon be available and includes the updates below.

Gameplay

Attacking
  • Further reduced the accuracy of Acrobatic shots taken right after a flick.
  • Slightly increased frequency of AI teammate attacking runs into the box.
  • Strikers were sometimes not supporting counter attacks after making a pass.
  • Wingers could have sometimes dropped back during attacks instead of running into open space.

Defending
  • Slightly reduced how tightly AI defenders will mark pass receivers on the edge of their box.
  • Improved defensive man marking during short corners.
  • Improved through passing and crossing to better respect your aim input.

Goalkeeping
  • Goalkeepers were sometimes punching on crosses when it would’ve been more beneficial to catch the ball.
  • Improved goalkeeper logic when determining if they should dive at the ball when a dribbler is nearby.
  • Improved instances of the goalkeeper overcommitting to one side when attempting to save a first time far post shot.
  • Remapping controls will no longer affect Be A Goalkeeper default inputs.
  • Known Issue: remapped controls may incorrectly display on the Be A Goalkeeper UI, this is a visual issue only.
  • CPU AI goalkeepers could’ve sometimes taken unnecessary touches instead of passing the ball.

Other
  • Addressed cases of the Player Indicator not displaying correctly.
  • Improved Player Switching input accuracy in some cases.
  • Addressed instances of the ball incorrectly bouncing off the player’s leg when requesting a shot.
  • Sometimes a requested shot could’ve resulted in the player performing a sliding shot when it wasn’t necessary.
  • When calling a teammate short, the called player could’ve become unresponsive during set pieces.
  • Improved referee logic when calling fouls for physical contact from behind.
  • Addressed instances of Directed Runs not following the requested input correctly.
  • In some cases, a requested pass to the keeper could’ve resulted in an unintended header if the ball was slightly in the air.
  • [Competitive Gameplay Only] Removed cases of a player becoming unresponsive during an animation where they looked like they were out of breath.
  • In rare cases, a deflected ball could have passed through the goalkeeper’s chest.
  • The Teammate Contain Indicator could’ve incorrectly displayed on user-controlled players in Clubs matches. This was a visual issue only.
  • Addressed cases of Player Switching not working as intended during airball situations.
  • Addressed instances of user-controlled players not moving towards the ball following a deflection.
  • In rare situations the ball carrier would not perform a requested shot.
  • Addressed rare cases of pass receivers moving in an unintended direction before the pass is made.
  • Shield requests could have sometimes resulted in shielding taking place too far from the opponent.
  • Addressed instances of animations playing out incorrectly.
 
Hopefully there’s a fix this time to save all of my gameplay settings and to fix crosses into the box so that they have purpose and are fun.
 
  • Improved referee logic when calling fouls for physical contact from behind.

I played one match (20 minutes total) with the new update and replayed the same one I had left on pause yesterday with Quick Resume. Of course, with the update the game restarted.I didn’t notice any differences.

As for fouls, nothing seems to have changed. I only got one while shielding the ball, but statistically it doesn’t feel any different compared to before, given how random some fouls are called while others aren’t.It’s a pity, because there’s a lot of feedback about fouls, but at the moment it doesn’t seem to be part of their plans.
 
The worst part with this updates is that they go from one extreme to the other. Previous was much more tight defensively (smart defending AI i would say) whereas the current is much more loose (my AI players don't cover as much). Its like i am playing two different games. Maybe i should get used to it.

Also ,the running jockey still broken on the PC.
 
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