EA SPORTS FC 26

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.
 
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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. :)
 
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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?
 
if the core of the game is the same (it is) then simple lowering accleration slider we have now will just slow the game. what is new? they are afraid to make a shift becouse of the money they make with fut. they know that the game plays anything but football...
 
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.



FIFA 18:
FIFA 18 多点争顶.png
 
Welcome technical improvements to the PC version!!

I personally use the DualSense on PC and they've put in all the haptic features! :APPLAUD:

EA SPORTS FC™ 26 | FC 26 PC Deep Dive​

https://www.ea.com/es/games/ea-spor...&utm_medium=social&cid=86088&ts=1757684743566
All these shit and they still include option to max out the lods during gameplay camera, smh...

Oh, it seems like they added kernel level anti cheat too. So that counts me out from this franchise. Not installing invasive anti cheat like that while I don't even play online, neither do the servers stay active for more than few years anyways and you can't play online as a result. Meaning you will have an offline only game in few years but still have the kernel level bloat.
 
I jumped onto FC25 for one last time this morning, and actually think the fake Bergamo kit is ok, blue and black kinda. But wtf are those home kits for the Milan clubs?? The away kits are ok annoyingly. But the home versions?? So I jumped onto the EAFC kit creator and took five minutes to come up with something basic. I even tweeted at the official EA FC account (they listened before when I mentioned the home/away match option, which they added to FIFA 17). Here's what I came up with, the idea being close enough but not too close to get sued. Maybe the Milan one could have thin white lines either side of the black
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FIFA 18:
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Wow.

The sad thing is, my gut reaction to that screenshot is "that's revolutionary". And it's from FIFA 18, released eight years ago.

And the even sadder thing is, I don't believe we'll ever get back there.
 
That video you posted highlights the issue... it has been like that since FIFA 14. You see how the ball magically gravitates toward the player it wants to head it? Even though there are multiple people surrounding the player, it still results in a perfect header. This is an issue, at least for me!

Yes, in that video there are more people going for the ball than just 2 or 3 but its the same result.
 
That video you posted highlights the issue... it has been like that since FIFA 14. You see how the ball magically gravitates toward the player it wants to head it? Even though there are multiple people surrounding the player, it still results in a perfect header. This is an issue, at least for me!

Yes, in that video there are more people going for the ball than just 2 or 3 but its the same result.
Essentially, you are right.
Currently, none of the football games can achieve the realistic effect of multiple players competing for headers in an actual football match.

Additionally, the crossing mechanism in the FIFA series is worse than that in the PES series, particularly since FIFA 18.
 
In 14 headers were broken despite the promises (too easy to get, at least with auto crosses, and generally very dull and unsatisfying, imho easily the worse thing of on otherwise masterpiece). I don't care much for technicisms, I only know that from 16 to 18 I've found them very rewarding/balanced, then from 19 onwards they started to really feel what I define as "plastic", like in most aerial duels it's more like you are watching a pre rendered micro scene.. i remember watching time ago one of those silly "let's play all max height vs minimum height players" challenge videos on YouTube on one of the post 20 fifa/EA FC (can't remember which precisely, to be fair), and the fact that the short players, that looked like small children compared with the super tall ones, still somehow won almost if not all the headers in defence really underlined the concept.
 
I jumped onto FC25 for one last time this morning, and actually think the fake Bergamo kit is ok, blue and black kinda. But wtf are those home kits for the Milan clubs?? The away kits are ok annoyingly. But the home versions?? So I jumped onto the EAFC kit creator and took five minutes to come up with something basic. I even tweeted at the official EA FC account (they listened before when I mentioned the home/away match option, which they added to FIFA 17). Here's what I came up with, the idea being close enough but not too close to get sued. Maybe the Milan one could have thin white lines either side of the black
View attachment 375393View attachment 375394
On FB, someone posted the shirts for these teams for FC26. Much better than FC25 (even if Milan's is still a little dodgy), and hopefully the shorts match that (no more Milan orange shorts pls!)
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On FB, someone posted the shirts for these teams for FC26. Much better than FC25 (even if Milan's is still a little dodgy), and hopefully the shorts match that (no more Milan orange shorts pls!)
View attachment 375660
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And what should the kits be used for?

Inter and AC Milan are not licensed.

However, you can add the original kits to your PC via mod. At least until FC25.

It remains to be seen whether this will also work with FC 26.
 
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