nicetoknowyou
Championship
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?
				
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- 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
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.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 difficultiesI'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.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.
Some good stuff coming from Gamescom - here's an interview with the head of Career Mode and one of the Authentic Mode gameplay producers:
	
Only Authentic mode should have RTX hair. Competitive can have the old triangle hairVery much off-topic, but I do think this impacts FC in general:
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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).
In fact, he is as Lead of Match Experience, which encompasses gameplay, audio and graphics.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.

Very much off-topic, but I do think this impacts FC in general:
![]()
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).
My time with the FC26 beta finished positively* - while fundamental issues will stop me from buying the game**, there are true positives. Midfielders tracking back and defenders (occasionally) working together actually force you into build-up play, for example - and the goalkeepers feel much more human. So I'm hopeful in this new direction.Good interviews
https://xbox-mag.net/2025/08/25/jou...t-de-rencontrer-deux-des-developpeurs-du-jeu/
https://www.kicker.de/wir-muessen-m...eher-reparatur-als-revolution-1139939/artikel
Bogdan is the developer of authentic gameplay.
If you didn't understand what Chris was saying in his first point, watch this!My time with the FC26 beta finished positively* - while fundamental issues will stop me from buying the game**, there are true positives. Midfielders tracking back and defenders (occasionally) working together actually force you into build-up play, for example - and the goalkeepers feel much more human. So I'm hopeful in this new direction.
...until I read, in your articles:
- "Sam Rivera, gameplay lead for FC26" - for obvious reasons (click here).
 
- "Entire months were invested to make the results of a tackle more reliable" - key word being "reliable", i.e. magnetic boots and a magic ball - which, regardless of community feedback, is very much what I expect from Sam (see above link).
 
- "Regardless of the choice of play style (Competitive or Authentic), the developers' desire remains the same: they want their game to remain fun" - there's that "fun" word, which means "streamlined" or "simplified" gameplay which doesn't represent football.
 
I hope this gameplay split is the start of great things, but I can't help but feel like it will always be hampered when he is the head of the operation.
* Exclusively when using Authentic Mode - online is Competitive-Mode-locked and thoroughly unenjoyable even with friends. Which just shows how important Authentic Mode is.
** Same old fundamental issues e.g. no momentum in the ball or players' bodies, passes like bullets, no fouls... Just very little of the game being determined by physics, but rather "fun" (with all passes magnetised to a target even on manual).