• Major upgrades completed! Please report any issues you spot in here

EA SPORTS FC 26

I apologize if I offend anyone here, thank you and sorry to all members, let's continue with the topic and main subject which is EA FC, could someone tell me what day we can test the game for 10 hours, in this case who is a member of e acess?
 
Feel like they will be tracking how many users use the authentic mode, and if it doesn't hit the numbers, will they bother to build on it?
There is a massive community of players who only play single player or split screen and never touch the online modes. The fact they've even bothered with this mode is an admission that they want to cater to this audience.
 
I have some hope for FC 26 after @Chris Davies said it's a FC 25 but with better goalkeeper, better rythme.
The game is out in 12 days, and I try to tweak FC25 to have a better gameplay.

Moderator note: All following clips are from FC25.
I'm surprised to see new GK animations after a year of playing FC 25 or sometimes neverseen actions from CPU;

This match against Auxerre was my best of FC 25.


The CPU was clever, try to find holes in my defense. They score twice : a collective one and a personnal one.

- The collective action goal



- The personnal action goal



Another match against Brest


Sometime the feeling is great

Against a big team like FC Baecelona, you see the game wants to accelerate ( Champion's League match)


I have only got the console version without mods, so the gameplay can be tweak even more on PC!
 
Last edited by a moderator:
There’s still something not right with the ball physics in this game especially when it comes to headers, goalkeeper deflections and crossing the ball into the box. Also, actually crossing the ball into the box, attacking headers from crosses into the box and defending headers from crosses into the box all still feel vague and boring to me. Thought all this would have been improved by now.
 
There’s still something not right with the ball physics in this game especially when it comes to headers, goalkeeper deflections and crossing the ball into the box. Also, actually crossing the ball into the box, attacking headers from crosses into the box and defending headers from crosses into the box all still feel vague and boring to me. Thought all this would have been improved by now.
Crosses / In Air stuff / Headers have been awful in FIFA/FC ever since I can remember. The game uses this weird mechanic where only 1 person on each team can go for the ball in the air and then it calculates a "winner" then just only does that action. Theres no physics at play or anything, its all predermined crap that hasnt been fixed for years. But when you have producers who believe skill moves and "one-frame passing" is more important, this is what you get.
 
Crosses / In Air stuff / Headers have been awful in FIFA/FC ever since I can remember. The game uses this weird mechanic where only 1 person on each team can go for the ball in the air and then it calculates a "winner" then just only does that action. Theres no physics at play or anything, its all predermined crap that hasnt been fixed for years. But when you have producers who believe skill moves and "one-frame passing" is more important, this is what you get.
They really really need to get crossing correct in this game. Crossing is a fundamental part of football. Sort cross,whipped cross to a diving or glancing header. Or slide on to a cross at the far post. Early cross to a volley this used to be in footie games years ago. Now Crossing is a waste of time and even still I keep trying in hope that my striker will connect. Please bring it back
 
Everyeye.it : For this gameplay division you've adopted, are there two separate teams working on it? How does the team structure work based on this division?

Bogdan Banasiewicz : I wouldn't say there are two separate teams. It's a single team. For example, I work on authentic gameplay, but I simply spend more time on that, collaborating with other producers and designers. For example, I make sure the shooting changes work well for both competitive and authentic gameplay . When we test, we do it together, and then the Design Council gives us additional feedback. It's important to maintain a balance, especially on the fundamentals.

Sam Rivera : They're not different teams, but different experts leading the various parts. We make sure we have the right people playing and providing feedback on both types of gameplay.

Everyeye.it : So two separate managers for each mode, each with a small focus group?

Bogdan Banasiewicz : Exactly, some of us focus more on "authentic" gameplay, like me. But, going back to the shooting or passing example, even if I work on authentic gameplay, I still have to make sure that what's developed for competitive play works equally well.

Physics and the annual cycle
Everyeye.it : Among the aspects you've worked on, are ball physics also included?

Sam Rivera : We focused on the speed of the ball when passing. This year we've made a lot of adjustments in this area, as well as on shooting. Every "so many years" we update the physics more in-depth. The last big update was when we captured real data on the bounce and movement of the ball , implementing it into the game with machine learning techniques.This year, however, we've calibrated passes and shots, which control the speed of the ball.

Bogdan Banasiewicz : The only thing I'd add is that in authentic gameplay, we can also use sliders to adjust the ball's behavior depending on the situation. For example, in deflections by goalkeepers or defenders. So, once again, thanks to the gameplay division, we can also calibrate this aspect differently.
 
Everyeye.it: For this gameplay division that you've adopted, are there two separate teams working on it? How does the team structure work based on this division?

Bogdan Banasiewicz: I wouldn't say there are two separate teams. It's a single team. For example, I work on authentic gameplay, but I simply devote more time to it by collaborating with other producers and designers. For example, I ensure that shoot changes work well for both competitive and authentic gameplay. When we test, we do it together, and then the Design Council gives us additional feedback. It is important to maintain balance, especially in the fundamentals.
Well, it tells a way different story than the "two teams for two modes" publicity stunt they advertised the whole thing as in the beginning. I'm somehow not surprised anyway, it's way more coherent and logic with what we have (not) seen so far.
 
I keep hearing that most matches ends up with very high scoreline. Is that something you saw?
Online, yes (even in friendlies with friends, scorelines were absolutely insane).

But not in Authentic Mode. While I didn't see a 0-0, the most common result I saw was 1-0.

But with Sam's recent comments, and this list of "fixes" including outrunning defenders more easily, AI players not running offside as often (which is supposed to happen) and yet more responsiveness... I am worried.
 
Your Closed Beta feedback told us that there were some cases where AI defenders felt unnaturally fast, catching attackers too easily in some cases.


What we’ve found is that the cause of this isn’t actually the speed of AI defenders.


Instead, some ball trapping animations were slowing down the ball carrier more than intended. This means that an attacker can take too long to receive a ball and get moving, making it feel like the defenders are way too quick for them.
This is the typical knee jerk reaction by developers. A few people that are important to them have cried (usually content creators) and now they are going to ruin the game to suit them and their playstyle. So instead of the developers creating an idea and the player base adapting, they are adapting the game to be the exact same as the previously ruined game, charge £70 for it and the cycle continues. What a load of rubbish. (This is not the only developer that does this... and its a real problem with gaming right now).

I wanted to let people know though that "Sim" / "Authentic" has been split on many things within the gameplay files. You can hope that the guys in charge of the "Sim" side of things wont follow what they are doing to suit UT.
 
Last edited:
This is the typical knee jerk reaction by developers. A few people that are important to them have cried (usually content creators) and now they are going to ruin the game to suit them and their playstyle. So instead of the developers creating an idea and the player base adapting, their are adapting the game to be the exact same the previously ruined game, charge £70 for it and the cycle continues. What a load of rubbish. (This is not the only developer that does this... and its a real problem with gaming right now).

I wanted to let people know though that "Sim" / "Authentic" has been split on many things within the gameplay files. You can hope that the guys in charge of the "Sim" side of things wont follow what they are doing to suit UT.
I don't remember which FIFA it was that introduced it. It's FIFA 22 or FIFA 23 that introduced it first but essential it makes dribblers have fake acceleration and speed boost that means regardless of pace, you can burst past elite defenders without any struggle. That ruined the difficulty of that game so much. I think receiving the ball should always make dribbler slower than the defender that's chasing them and depending on their ball control stat, it might be even slower. Even Messi in real life will take a second to get the first touch to control it which might slow him down compared to a defender that's chasing. This is such a stupid change to have little to no time taking the first touch. They should have just scaled the first touch speed based on ball control instead of going all the way to almost none. I fear this will cause high scoreline.
 
I don't remember which FIFA it was that introduced it. It's FIFA 22 or FIFA 23 that introduced it first but essential it makes dribblers have fake acceleration and speed boost that means regardless of pace, you can burst past elite defenders without any struggle. That ruined the difficulty of that game so much. I think receiving the ball should always make dribbler slower than the defender that's chasing them and depending on their ball control stat, it might be even slower. Even Messi in real life will take a second to get the first touch to control it which might slow him down compared to a defender that's chasing. This is such a stupid change to have little to no time taking the first touch. They should have just scaled the first touch speed based on ball control instead of going all the way to almost none. I fear this will cause high scoreline.
Yes I remember this too, I believe that was 23. Still it wasn't as bad offline compared to online which meant unless you wanted to wait a lifetime to search against other 3 star teams, you'd be playing against PSG or Madrid over & over and M'bappe & Vinicius was totally untouchable.

Of course they're fast players in reality but they're not undefendable however the game was structured to create attacking thrills & defending wasn't balanced very well so all you had to do was abuse sprinting with those types of attackers from anywhere on the pitch & you'd be helpless to do anything about it.
 
I don't remember which FIFA it was that introduced it. It's FIFA 22 or FIFA 23 that introduced it first but essential it makes dribblers have fake acceleration and speed boost that means regardless of pace, you can burst past elite defenders without any struggle. That ruined the difficulty of that game so much. I think receiving the ball should always make dribbler slower than the defender that's chasing them and depending on their ball control stat, it might be even slower. Even Messi in real life will take a second to get the first touch to control it which might slow him down compared to a defender that's chasing. This is such a stupid change to have little to no time taking the first touch. They should have just scaled the first touch speed based on ball control instead of going all the way to almost none. I fear this will cause high scoreline.
Yeah, I think this is a recognized issue.. However, I believe it's something that FIFA 23 OS Sliders tries to address with discrepancies in Sprint Speed and Acceleration for User/CPU.. Also there are some first touch error settings that they also changed.. (I use a slightly personalized version, and I think the game is enjoyable in WC, Slow settings)..

Anyway, a small parenthesis. :)
 
Last edited:
I don't remember which FIFA it was that introduced it. It's FIFA 22 or FIFA 23 that introduced it first but essential it makes dribblers have fake acceleration and speed boost that means regardless of pace, you can burst past elite defenders without any struggle
It looks like it appeared in FIFA 21. In my opinion, it's more related to skills "balance" and maybe weight than dribbling and agility/speed skills. Sometimes I'm playing F21, and little women with balance 90+ looks like unstoppable rockets 🚀
 
Last edited:
This is the typical knee jerk reaction by developers. A few people that are important to them have cried (usually content creators) and now they are going to ruin the game to suit them and their playstyle. So instead of the developers creating an idea and the player base adapting, they are adapting the game to be the exact same as the previously ruined game, charge £70 for it and the cycle continues. What a load of rubbish. (This is not the only developer that does this... and its a real problem with gaming right now).

I wanted to let people know though that "Sim" / "Authentic" has been split on many things within the gameplay files. You can hope that the guys in charge of the "Sim" side of things wont follow what they are doing to suit UT.

Thankfully (unless i'm mistaken), authentic mode isn't compatible with UT so there's absolutely no reason that the devs should be considering any changes other than things that could offer a more realistic experience.
 
Thankfully (unless i'm mistaken), authentic mode isn't compatible with UT so there's absolutely no reason that the devs should be considering any changes other than things that could offer a more realistic experience.
As much as this is true. The files themselves are mixed with some variables that are "sim" (Authentic) specific. I would have preferred an approach that they took with Volta / Penta where they are completely separate in their entirity. With this being the case and it being EA, I would still exist some items that are meant for Ultimate Team to unfortunately still affect Authentic.
 
As much as this is true. The files themselves are mixed with some variables that are "sim" (Authentic) specific. I would have preferred an approach that they took with Volta / Penta where they are completely separate in their entirity. With this being the case and it being EA, I would still exist some items that are meant for Ultimate Team to unfortunately still affect Authentic.
That's incredibly disappointing, but I'm not surprised sadly. If e.g. the animations are always shared (and I can't see them making Authentic-specific animation changes) then it'll always just be a diluted version of the default game (and it cannot be stressed just how detached from football it is - I'm shocked at the state of online play this year).
 
But I understood there that the attacking player had an unnecessary trot animation, so they adjusted, even the speed of the defender is equal.

Regarding the division of gameplay, I was a little lost because I understood that there would be two different teams with different ideas. Something EA needs to bring to Authentic is the long animations.
 
As much as this is true. The files themselves are mixed with some variables that are "sim" (Authentic) specific. I would have preferred an approach that they took with Volta / Penta where they are completely separate in their entirity. With this being the case and it being EA, I would still exist some items that are meant for Ultimate Team to unfortunately still affect Authentic.
Wow if they use the same files instead of having a separate category/group, that would be extremely disappointing. Just having specific keys being different is not good enough. It needs to be a different group altogether.
 
Seems that animations are calculated dynamically based on players and ball position. That means we would see barely human behaviour (a leg stretch unnaturally) just because the ball should be controlled/checked by a player. That's why players seems to have a perfect ball control or behave strangely. If they remove that calculation and use the animation pool that they already have, without forcing a player to get the ball with leg stretching, or with knee cap flying, just let it go until it will be capable of that, they the game will start to be realistic.
 
Seems that animations are calculated dynamically based on players and ball position. That means we would see barely human behaviour (a leg stretch unnaturally) just because the ball should be controlled/checked by a player. That's why players seems to have a perfect ball control or behave strangely. If they remove that calculation and use the animation pool that they already have, without forcing a player to get the ball with leg stretching, or with knee cap flying, just let it go until it will be capable of that, they the game will start to be realistic.
It feels to me that the ball goes to where the players are, rather than the players going to where the ball is (hence passes going directly to the recipient or an opponent with no in-between, magnetised to one or the other, even on full-manual).

There's no flicking on a ball with a header into space for a player to run onto - they are simply telegraphed directly to a player.

That's the killer for me, and my biggest worry with "Authentic Mode" is that they'll never have the resource to reverse the "for-fun" / ultra-responsive physics simplification.

Anything that makes it feel like that wasn't "my" pass (or my player's pass considering his attributes / body position etc.), but rather the AI simply "autocompleted" the pass for me, is the opposite of fun to me.
 
It feels to me that the ball goes to where the players are, rather than the players going to where the ball is (hence passes going directly to the recipient or an opponent with no in-between, magnetised to one or the other, even on full-manual).

There's no flicking on a ball with a header into space for a player to run onto - they are simply telegraphed directly to a player.

That's the killer for me, and my biggest worry with "Authentic Mode" is that they'll never have the resource to reverse the "for-fun" / ultra-responsive physics simplification.

Anything that makes it feel like that wasn't "my" pass (or my player's pass considering his attributes / body position etc.), but rather the AI simply "autocompleted" the pass for me, is the opposite of fun to me.
I'm referring on how the player control the ball when it is in the "inner circle" around the player. At that time the pass was already done and went along the vector line (looking magnetized) between the players.
I mean, if we compare real life behaviour, where the passes are not really perfect if they are done over 10/15 meters, not only by direction, but also by power and height, is totally different compared to FC. All the players are master of first touch, and the ball, once got in the inner circle, never leave it as much as real life. This make the fight over the ball basically rare, as 3/4 of FC player roster have the same control as Barcelona or Madrid players.
 
preload is available now! does anyone think launching the game before the intended release date will be an option?
 
Back
Top Bottom