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EA SPORTS FC 26

authentic world class difficulty is easier since the recent beta update. AI doesn’t pressure you as much. Annoyingly, I can’t figure out why some players don’t sprint but seem to run in slow motion when I press the sprint button.
 
It's because player speed is still tied to defense jockey bug where they just jog backwards. Authentic gameplay also adjust sliders. One thing I know from past experience is to never touch player speed as it will literally break defense.
Completely agree, I think it's a fact. Speed is directly tied to difficulty because of this, which is a horrible situation because you have to choose between sane speeds and a totally passive defence, or insane speeds with a reactive defence but also unbearable gameplay (the AI ping-pongs it around like a pinball machine).

All comes back to the core of the game, and the fundamentals on top, being the issue - the game isn't recreating football, it's so "Competitive focused" (or "gamified") that it's speed/reflex based with insane pass/shot accuracy.

As a result, half of actual football is missing, e.g. no fouls, no free ball, no 50/50 balls because the ball and players are on rails - which renders half the tactics pointless (long balls don't cause panic because the ball is always locked onto a target) - for the sake of "competitive" equality.

I just hope (and there IS hope) that the Authentic Mode team can deconstruct their gameplay model enough over the next few years to fix this situation - because (as @Anth James has proven with his PC mods) you can salvage a really good game out of this engine... but it needs someone determined to give us that, on the inside of the company.

I've had some nice games after the last beta update - I'm enjoying it more than FIFA 19 now, which is the first time I've preferred an FC to any FIFA - but man, you have to overlook a LOT.

(Which you had to in latter PES titles too in fairness - Game Boy level AI, stiff animations that resulted in gameplay issues, etc. - but it felt more "human".)

authentic world class difficulty is easier since the recent beta update. AI doesn’t pressure you as much. Annoyingly, I can’t figure out why some players don’t sprint but seem to run in slow motion when I press the sprint button.
I find all players "reposition" incredibly fast under AI control, but when you control them their actual speed attribute / stamina matters and they move at the speed they should.

Which all plays into the above (another horrible, required "programming shortcut" to make the game difficult, and the game can never be realistic with all of these horrible fudges).

In 2025, with the hardware we have now, you'd hope for a massively physics-based football game with brilliant AI. But the reality is, every dev's focus is "what sells", not "how do we break the mould".
 
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Okay, there was an update for the beta. Now full crowd and higher framerate :)


This gameplay reminds me a bit of the versions of FIFA before David Rutter took over for FIFA 09, it's gone full circle back to the absolute shite that used to get 2/10 reviews. How did they get to the point where there's no actual dribbling system, it's just superficially animated 360 degree movement.
 
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It's unfortunate that my English skills are so terrible.
So, I try my best to avoid exposing myself. To avoid looking like a native living in the Brazilian jungle. :LMAO:

But I have something important to say.
EA, in authentic gameplay, has a specialized team. That's what was said. They have technology, professionals, specific programs, endless resources.

Then we look at Anth James.
He's just an ordinary British kid with his PC who cares about transforming the game (dedicating hours of his time). And he manages to achieve incredible results. With a simple mod.

Why doesn't EA make an offer to have him in Vancouver?
Then, yes, it would be revolutionary. We would have an evoweb representative on the official development team.

Analyzing the beta gameplay.
When one person controls a team, it's enjoyable, I'd say.
But when the CPU (AI) controls, it's terrifyingly grotesque. Everything changes. Movements, players spinning around as if having epileptic seizures. Nothing about their decisions makes sense. This isn't about sliders, it's about programming.

Oh my God, I don't understand why they did it this way. Maybe it's on purpose to discourage people from playing offline and preferring FUT competitive approach. This is where users will spend their money.
 
Maybe it's on purpose to discourage people from playing offline and preferring FUT competitive approach. This is where users will spend their money.
Exactly. It is normal if in 2025 we see bad moments in games from 5-7 years ago. But if we see the same things in an upcoming new game, it looks like degradation. It shows the attitude of the developers towards the players. Maybe it looked like a "game" before, but now it's just a "money product". I think the FC26 developers not only didn't play the old FIFA games, but also their own game.
 
I read in a couple of places that there was an update in the beta and that the simulation mode was much better, with more player weight, no frantic movements, etc... is it true?
 
Feels about the same to me. Game is a little easier on authentic world class though. CPU doesn’t harry you quite as much and it’s easier to turn away from pressure.
 
Why are the players legs going like they are on speed 200.on the treadmill , then make pin point Lazer guided passes. Hilarious
 
EA FC is designed for human-versus-human play.

When we see the CPU controlling the players, nothing makes sense. I'm referring to decision-making, of which there are hundreds throughout the match.
Dribbling. Fouls. Long- and mid-range shots. How to apply tactics (winning) or (losing). Dominating. Running. Make two one..
No slider in the world can solve this problem. And, yes, AI programming.

I hardly see anyone talking about this important topic.

Question the developers why they aren't interested in improving the CPU. Leaving more humanized aspects.

For example:
If you play (adjusted sliders) (controls in full manual) against your friend at home, it's a sensational experience, very close to simulation.
But when the CPU controls, all realism goes out the window. Players start spinning, shaking, and making horrible passes with their backs turned, sideways, or backward. Always repeating one or two flawed plays.

The command prompts of these programming algorithms are terribly limited. And they end up overlapping the Sliders you selected.

I apologize for my poor English.
But, in FIFA 2007, there's a very comprehensive article explaining that at that time (before the online craze), EA engineers were very interested in making the CPU more human-like. It was from this idea, creating different variables, that the momentum arose. Link
 
  • Beginner / Amateur → has heavy boosts for the user and big nerfs for the CPU. CPU plays very passive, not human-like at all.
  • Semi-Pro → CPU still has reaction delays, slow pressing, and toned-down accuracy. Still too “dumbed down” compared to a human opponent.
  • Professional → This is the most “neutral” baseline. CPU plays with standard player attributes, minimal hidden boosts. Mistakes appear naturally (missed tackles, misplaced passes).
  • World Class → Adds hidden reaction and positioning boosts, CPU closes down faster and anticipates more than humans normally could.
  • Legendary / Ultimate → Very far from human. CPU reads inputs, reacts instantly, and uses attribute boosts to maintain pressure.

digging through the files to mod ea fc 25. my goal its now to mod the game on professional difficulty
 
  • Beginner / Amateur → has heavy boosts for the user and big nerfs for the CPU. CPU plays very passive, not human-like at all.
  • Semi-Pro → CPU still has reaction delays, slow pressing, and toned-down accuracy. Still too “dumbed down” compared to a human opponent.
  • Professional → This is the most “neutral” baseline. CPU plays with standard player attributes, minimal hidden boosts. Mistakes appear naturally (missed tackles, misplaced passes).
  • World Class → Adds hidden reaction and positioning boosts, CPU closes down faster and anticipates more than humans normally could.
  • Legendary / Ultimate → Very far from human. CPU reads inputs, reacts instantly, and uses attribute boosts to maintain pressure.

digging through the files to mod ea fc 25. my goal its now to mod the game on professional difficulty

I'm not agree with your comment on Legendary level.
It's the best alternative in term of CPU behaviour.
WC is too easy for a player who played FIFA since the start.
Now, Legendary could be tweak nicelly.

We saw on the beta of FC 26 , CPU on WC is too easy. It was better on FC 25.
 
We saw on the beta of FC 26 , CPU on WC is too easy. It was better on FC 25.
But no work was done on the difficulty level - only the gameplay in Authentic, i.e. slowing it down, and the knock-on effect of that is the defender "jogging" issue.

They've not made the difficulty easier or changed how it works - it's just that the whole game is balanced on a needle and as soon as you make one thing better, ten other things are inadvertently negatively influenced - and I put that fragility entirely down to how many "shortcuts to fun" the game runs on (e.g. "Competitive" dumbed-down defensive AI, AI player repositioning that ignores stamina/speed attributes, tackles that give you "glue boots" so the player doesn't get upset when the ball rolls away, etc.).

There's so much of that stuff I don't know how you can reshape it into a real-feeling football game (especially the AI) and make it challenging.
 
I'm not agree with your comment on Legendary level.
It's the best alternative in term of CPU behaviour.
WC is too easy for a player who played FIFA since the start.
Now, Legendary could be tweak nicelly.

We saw on the beta of FC 26 , CPU on WC is too easy. It was better on FC 25.
I looked through the files and there are modifiers so different level of difficulties

Modifiers for ball control , pass error , risk taking chances , strength of players , auto locking onto ball etc

My goal it’s to mod professional difficulty to have same level of defensive Ai and attacking AI
This will give best gameplay in terms of using the players attribute instead of these modifiers that boost the AI

There values in the files to mod , which nerfs things like vision and tracking etc on easier difficulty

There is even parameters you can change for no lock on for the ball so it’s more free

There is also parameters make defensive AI double press , which gets rid of 1v1 defending

This convince me that EA can easily have new gameplay changes from 26 implemented in 25 with just a update

There are different tabs also for gameplay for 11v11 to Volta to Rush

Which I suspect in FC 26 , there gona be a different tab for authentic gameplay so when they change n tweak it won’t affect online gameplay

Do you ever wonder why no matter how high you turn up pass error slider on legendary difficulty, it will always end match with above 85% accuracy . It’s because the a risk taking , pass selection parameter which stops the Ai from passing if not a successful one . That’s is why higher difficulty will never be fun to play
 
That’s is why higher difficulty will never be fun to play
On professional difficulty level, the AI does not use cheat parameters, and we seeing difference between the skills of players. Back in the day when I used global player skill editing in PES 11–13, I always tested it on professional difficulty because it showed what is AI capable of without cheats. In FIFA 18-19 on world class and legendary levels, when the AI wins by doing things like slowing down my players, or when my players not running forward into the penalty area when me attack, it makes me furious and swear:BRICK: This is why now I prefer to play for fun on professional difficulty in FIFA 18-19-21-22 with full manual controlling, because the game doesn't annoy or unnerve me, and also match goes slower temp than on high difficulty.
 
I'm not agree with your comment on Legendary level.
It's the best alternative in term of CPU behaviour.
WC is too easy for a player who played FIFA since the start.
Now, Legendary could be tweak nicelly.

We saw on the beta of FC 26 , CPU on WC is too easy. It was better on FC 25.
Idk, I personally feel like the CPU gets overwhelming on Legendary on the PS5 era fifa games. Constant tikitaka and john wick like dribbling that just gives me a headache.
 
did you things like this are turned off on purpose in the game files
  • Enabled (DropHoldingMf = ON)
    • Defending block is narrower, deeper, harder to break centrally.
    • Midfield line sometimes thins, leaving fewer players to contest higher up.
    • Great if you want your team to defend like Atlético Madrid / Inter (compact middle).
  • Disabled (DropHoldingMf = OFF)
    • More midfield presence, higher pressing shape.
    • Vulnerable to balls slipped between midfield and defense (“zone 14”), but better chance of breaking forward when possession is regained.

This is also turned ON in default files


UseWideDefenderOnlyForKeepShapeWide


tells the engine how to treat wide defenders (fullbacks / wingbacks) when organizing the defensive block.


  • ON (checked / true)
    • Wide defenders’ primary job is to hold the team’s width.
    • They stay wider to stretch the back line horizontally, instead of tucking inside to mark narrower threats.
    • Their covering behavior prioritizes keeping the block stretched so the opponent cannot easily exploit the flanks.
    • Inside marking or stepping infield is minimized; they mainly “lock” the wide channels.
  • OFF (unchecked / false)
    • Wide defenders can behave more like general zonal markers.
    • They may tuck inside to cover runners, track central threats, or pinch in closer to CBs.
    • This sacrifices some width protection, but keeps the block more compact centrally.
 
I think that half of the gameplay is done by attributes of teams that are playing. Usually in FC DB players doesn't have a peculiar play style because of that overall number that makes every attributes used in that calculation very close (max 10 pts) to the overall level. So every defender is strong on tackling, intercepting, marking, every midfielder is strong at passing, vision, dribbling, tackles.. no weakness, no very strong attribute. So a gameplay that is good get watered by this attributes distribution.
 
so gameplay is same as prevoius fifa's, midfielders doesn't cover while defending? most of videos I saw I guess are on competitve mode and cannot find the right answer
 
Some good stuff coming from Gamescom - here's an interview with the head of Career Mode and one of the Authentic Mode gameplay producers:


Sam Rivera, who had been the Gameplay Lead Producer from FIFA 18 through FC 25, was promoted and stepped back from direct involvement in the game's development. With Paul Parsons now serving as the Gameplay Lead Producer for FC 26, this leadership shift is the primary reason for the significant changes in this year's title.
 
Very much off-topic, but I do think this impacts FC in general:

sGzo3G1.jpeg


:ROLL:

Think of where the gameplay could be right now if that was the focus, given the technology that's available - yet, if anything, it's been dumbed down for the past (minimum) six years. It's heartbreaking.

I really hope this Authentic Mode team can take huge steps forward and not have to take baby steps like the Competitive Mode team have to (due to the financial risk of FUT players suddenly not liking it).
 
Very much off-topic, but I do think this impacts FC in general:

sGzo3G1.jpeg


:ROLL:

Think of where the gameplay could be right now if that was the focus, given the technology that's available - yet, if anything, it's been dumbed down for the past (minimum) six years. It's heartbreaking.

I really hope this Authentic Mode team can take huge steps forward and not have to take baby steps like the Competitive Mode team have to (due to the financial risk of FUT players suddenly not liking it).
Only Authentic mode should have RTX hair. Competitive can have the old triangle hair
 
Sam Rivera, who had been the Gameplay Lead Producer from FIFA 18 through FC 25, was promoted and stepped back from direct involvement in the game's development. With Paul Parsons now serving as the Gameplay Lead Producer for FC 26, this leadership shift is the primary reason for the significant changes in this year's title.
In fact, he is as Lead of Match Experience, which encompasses gameplay, audio and graphics.
 
In 4 weeks, we could try the new FC. I hope Authentic mode will bring some fresh air to the série.
I haven't seen any video with custom sliders showing a more aggressiv AI. It works well with FC 25. In my last 5 matchs, I have 3 penalties without activing hand in the surface option.

The lack of faults is one of the big issue of FIFA since a long time on vanilla. "Aggressiv tackle" slider was a gamechanger for me. It works really well.
 
Lack of aggressive AI is because AI doesn't make a lot of attacking runs(or atleast smart ones). They are very much glued to their zone(same issue that's plagued in PES 2021). So you have situations where FBs don't overlap or underlap with wingers(which is essential in modern football) and CMs never make a run into the box. So at max, when you/CPU go into attack, you will have like 4 attacking options(CAM, ST, LW, RW) and because of how fast AI defenders retreat, it will be like 4v6 and if CAM is the ball holder, you have only 3 players that could potentially make run where at max, only 2 will make run. So to combat that, EA makes CPU AI play crazy ping pong passing and make human AI defenders make a huge gap for CPU ai strikers to go in. So all the goals are same. It's also why crossing doesn't work. No one really in the box outside of the striker who is against 3 or 4 defenders.
 
I read on X, a man who has the beta, he has only 2 faults in 11 matchs on career from CPU. OMG!
Football is viril contacts, fighting in the air, close marking, long shots, etc...
Vanilla, since FIFA 20, that didn't exist. What a shame !
 
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