EA SPORTS FC 26

To exaggerate slightly, I'm currently spending more time in the settings menu checking options than on the pitch because the game simply won't save my fucking settings.

Kickoff mode for example. I go into the menu, tactical fouls are disabled. I enable them and exit the settings. Then I go back in and they're disabled again. So I enable them again. And only then are they saved. But only for the next game, after that it starts all over again. How many years has EA been unable to fix this? Same thing with other options. It's so incredibly annoying.

Apart from that, is there no remaining playing time anymore when you start the trial?
It is bug.....since ea fc 25 :D

Your settings are still there, trust me. Every time you start game you have to go to settings/profiles/load profile
 
Something is wrong with the difficulty in authentic mode. World class is the hardest and ultimate is easier than world class.
 
Have you locked controls to "competitive" at the top of that settings page by any chance? I would imagine you can't use this option online (which is primarily what that control set is for).

Which is a shame because it makes more sense to make skills contextual than Street Fighter style...
No I have the other option (don’t know what it’s called in English but it’s not competitive controls.)

Is anybody else having problem enabling simplified skill moves??
 
Alright, played 2 games on the trial. Authentic mode, most settings on semi. I'm the one of the biggest critics of this abomination of a game for decades (I liked FIFA 16 and 17 though). Honestly this felt like EA's best effort since FIFA 17. Just 2 games though in quick play World Class with Championship teams.
Pros:
- I didn't have to babysit every single player in defense.
- Slow pace felt realistic.
- There was some inertia in the players movements. Not great but it is there.
- Saw some variety by the CPU AI. At least they cross the ball now.
- Less skating than before.
- Some heavy touches by the players were finally a nice surprise.
Cons:
- Ball is still floaty. You don't feel the ball as a separate entity.
- Quick feet movement is still there. They tried to reduce it but it's still there.
- Crosses in the box are underwhelming because of the floaty physics.
- GKs rarely rush out (this is easy to fix for EA at least).
- Few fouls only in 20min games.
So to my shocking surprise this is better than I expected. Ofc it's far from being a good sim football game. I was sure I'll come here and thrash EA as usual after playing a couple of games but I can't do it at this point. 🤔
I'll monitor the game and the updates it will receive. Most likely I'll play the whole 10h trial which is again a first for me as I usually uninstall this joke of a game within 1h.
Playing on PC, 4k, everything on Ultra, everything was smooth with no stutters (9800x3D, 5070ti). Graphics are OK, still on the cartoony side compared to FIFA 16. Can't even compare it to PES 21 with mods whick looks like real football on 4k but I don't play sports videogames for their graphics quality.
 
Here's my direct feedback to EA regarding FC26:



Summary (provided by Gemini):

This video from Matt10L provides direct feedback to EA regarding #FC26, focusing on two main issues with gameplay:

  • Fullback Positioning: The video highlights that fullbacks drop back too early and are not wide or high enough to support the attack or be available for transition. This rigid positioning creates a numerical disadvantage and doesn't reflect modern football tactics where center-backs often cross the halfway line. The suggestion is to reduce tactical adherence for fullbacks and free up their positioning.
  • Misunderstanding of Attacking Thirds: The video argues that the game treats the entire pitch, up to the halfway line, as an "attacking third," leading to unrealistic defensive animations. A key example is center-backs turning their backs to the ball carrier and running into their own box when they should be engaging the attacker further up the field. This creates excessive space for shots on goal.
The video suggests that the solution is to simplify the game's base by going back to basic football principles, where players naturally support each other, and then adding advanced tactical adjustments. It also encourages EA to leverage the community for feedback.

You can watch the full video here: https://www.youtube.com/watch?v=j1Qla8FvjXM
 
Okay, hear me out, I'm not saying this is true, I'm saying this might be true, but the Xbox One/PS4 version is the game to play if you don't like twitchy animations, non-existent ball physics, and oversaturated cartoonish graphics.
 
Something is wrong with the difficulty in authentic mode. World class is the hardest and ultimate is easier than world class.

I knew I wasn’t imagining this!

The difficulty above feels like there is constantly loads of space to counter attack in to,m (probably from the way the AI is coded to attack to make the above levels feel difficult). The game basically ends up like a basketball match that any experienced player is just going to win the ball from the AI, go up the other end and score.

It’s easier to keep the ball and defend on World Class, but it definitely feels more difficult overall to win the game.
 
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Here's my direct feedback to EA regarding FC26:



Summary (provided by Gemini):

This video from Matt10L provides direct feedback to EA regarding #FC26, focusing on two main issues with gameplay:

  • Fullback Positioning: The video highlights that fullbacks drop back too early and are not wide or high enough to support the attack or be available for transition. This rigid positioning creates a numerical disadvantage and doesn't reflect modern football tactics where center-backs often cross the halfway line. The suggestion is to reduce tactical adherence for fullbacks and free up their positioning.
  • Misunderstanding of Attacking Thirds: The video argues that the game treats the entire pitch, up to the halfway line, as an "attacking third," leading to unrealistic defensive animations. A key example is center-backs turning their backs to the ball carrier and running into their own box when they should be engaging the attacker further up the field. This creates excessive space for shots on goal.
The video suggests that the solution is to simplify the game's base by going back to basic football principles, where players naturally support each other, and then adding advanced tactical adjustments. It also encourages EA to leverage the community for feedback.

You can watch the full video here: https://www.youtube.com/watch?v=j1Qla8FvjXM

„It’s not tactical stuff, it’s common sense on the football field!“
IMG_7250.gif
 
Here's my direct feedback to EA regarding FC26:



Summary (provided by Gemini):

This video from Matt10L provides direct feedback to EA regarding #FC26, focusing on two main issues with gameplay:

  • Fullback Positioning: The video highlights that fullbacks drop back too early and are not wide or high enough to support the attack or be available for transition. This rigid positioning creates a numerical disadvantage and doesn't reflect modern football tactics where center-backs often cross the halfway line. The suggestion is to reduce tactical adherence for fullbacks and free up their positioning.
  • Misunderstanding of Attacking Thirds: The video argues that the game treats the entire pitch, up to the halfway line, as an "attacking third," leading to unrealistic defensive animations. A key example is center-backs turning their backs to the ball carrier and running into their own box when they should be engaging the attacker further up the field. This creates excessive space for shots on goal.
The video suggests that the solution is to simplify the game's base by going back to basic football principles, where players naturally support each other, and then adding advanced tactical adjustments. It also encourages EA to leverage the community for feedback.

You can watch the full video here: https://www.youtube.com/watch?v=j1Qla8FvjXM

Thank you for this!
I have an unrelated question, what visual settings are you using to get the game to look like that?
I cannot seem to find the right combination of hdr levels/brightness/contrast.
 
Practice arene has different gameplay than rest of the game at least on Series X. There is zero animation skipping, players have weight and ball seems to be more realistic.
I was saying this last year ... and this year also ... or those learn to play/challenges or what they are called ... shoting-shoting line

It always feels different for me compared to in-game
 
No I have the other option (don’t know what it’s called in English but it’s not competitive controls.)

Is anybody else having problem enabling simplified skill moves??

Like tactical fouls the simplified skill moves is also a setting that gets disabled in my game as soon as I leave the settings menu, although I enable them. But hey, at least they are not greyed out. :D
 
Only a few games in and maybe my standards have slipped but I'm liking it so far.

Playing in Authentic mode and

Full backs overlap
2nd press works
Defensive midfielder stays in position
Legacy defending seems to work.

My main issues have always been that's it's impossible to defend, and how rubbish the team shape is, so if that's fixed and the speed isn't bonkers I'll probably be happy to play it.

Test will be if I get to the end of this 10 hour trail.

I have noticed on transitions both back lines retreating to artificially create space, so I'm hoping that's a slider/tactics thing rather than a feature.

Been playing FIFA 17 lately few days and the transition from that to this doesn't feel jarring.
 
I am still enjoying the trial and my career mode - I have reported the lack of fouls so hopefully there is enough feedback on this issue for it to be addressed.

One thing I would love to see is more randomness/physicality in the box from crosses. It feels like there is a pre-determined outcome whenever the ball goes into the box. Anything in or around the 6 yard box just gets swallowed up by the GK, without so much of a challenge.

It would be great if a GK fumbled the ball, fell over his own man or we could see some real grappling between players. It feels a bit too passive sometimes.
 
One thing I would love to see is more randomness/physicality in the box from crosses. It feels like there is a pre-determined outcome whenever the ball goes into the box.
That's my biggest issue - everything is pre-determined and the game does nothing to hide it.

It's interesting using "precision pass" (R1+:triangle: / RB+Y, though I wish I could use it by just pressing the pass button)... Really recommend people fiddle with that. For two reasons.

1) Depending on your game settings (you can select "normal" or "high" accuracy for precision passing, which I would hope means "attributes come into it" vs "fully manual", but I have no idea), you can put the ball into free space, which the default controls simply don't allow (even on full manual).

But you can see that within a millisecond of the input being accepted, players move to where the ball will be INSTANTLY.

It makes me realise why FC feels completely inorganic to me, and more like skating laserbot-ball - nothing feels human about it, with every pass/cross being 100% perfect (to your man, or to the opponent).

2) You end up with almost 100% pass accuracy, because suddenly your passes aren't going straight to the opposition when the game decides your input / pass choice wasn't good enough.

Doesn't that show how simple things are right now? If you switch to fully manual passes and suddenly the AI never gets the ball (because you're not passing directly to it), it's not really AI is it?
 
I’ve seen deflected balls that not go to the AI directly. I’ve seen slower pace buildup from the AI in authentic mode. I’ve seen some nice headers against the AI.

What I’m basically missing is all the weight and inertia, freedom and physicality, unpredictability and randomness, some basic fundamentals of the game called football and the joy of just playing it all together, like @Anth James mod brings to the table and what I’ve been enjoying it the last 12 month.

I've been „messed up“ by what I've been through the last 12 months. At the same time I’ve come to love what I've experienced the last twelve months. And I'm also willing to invest another twelve months to get at least a little bit of football simulation in my living room with the help of James.
 
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Playing Bayern, they are knocking it around, keeping possession and going backwards which is good to see.

Neuer just hit the back of his own defender with a kick which is a nice bit of randomness.

Laimer just missed kicked it out of play with his weaker foot when under pressure.
 
Here's my direct feedback to EA regarding FC26:



Summary (provided by Gemini):

This video from Matt10L provides direct feedback to EA regarding #FC26, focusing on two main issues with gameplay:

  • Fullback Positioning: The video highlights that fullbacks drop back too early and are not wide or high enough to support the attack or be available for transition. This rigid positioning creates a numerical disadvantage and doesn't reflect modern football tactics where center-backs often cross the halfway line. The suggestion is to reduce tactical adherence for fullbacks and free up their positioning.
  • Misunderstanding of Attacking Thirds: The video argues that the game treats the entire pitch, up to the halfway line, as an "attacking third," leading to unrealistic defensive animations. A key example is center-backs turning their backs to the ball carrier and running into their own box when they should be engaging the attacker further up the field. This creates excessive space for shots on goal.
The video suggests that the solution is to simplify the game's base by going back to basic football principles, where players naturally support each other, and then adding advanced tactical adjustments. It also encourages EA to leverage the community for feedback.

You can watch the full video here: https://www.youtube.com/watch?v=j1Qla8FvjXM

"The moment of possession is not even over with and he's already running backwards." Well, at least he waved bye.
 
Only a few games in and maybe my standards have slipped but I'm liking it so far.
They haven't, many of us have said the same things. I think the issue is for some people is that whilst many things have been improved, others haven't been touched at all.

I think we need perspective on how much they've done in a short amount of time. In Fifa 23, I started a Juventus career mode. In my first game I lost 7-6 at home to Bolonga. If I turned down the difficulty even one level the game became trivial and boring.

All I want right now is a game where I can play a manager mode, switch my brain off and not get pulled out of the immersion by bullshit. So far I think this game will achieve that.
 
I’ve seen deflected balls that not go to the AI directly. I’ve seen slower pace buildup from the AI in authentic mode. I’ve seen some nice headers against the AI.

What I’m basically missing is all the weight and inertia, freedom and physicality, unpredictability and randomness, some ground fundamentals of the game called football and the joy of just playing it all together, like @Anth James mod brings to the table and what I’ve been enjoying it the last 12 month.

I've been „messed up“ by what I've been through the last 12 months. At the same time I’ve come to love what I've experienced the last twelve months. And I'm also willing to invest another twelve months to get at least a little bit of football simulation in my living room with the help of James.
Have you tried the saturator's sliders? I'm constantly encountering random situations, including bounces, bad controls, and loose balls. It's all pretty organic for a game that hasn't been patched yet.
 
Have you tried the saturator's sliders? I'm constantly encountering random situations, including bounces, bad controls, and loose balls. It's all pretty organic for a game that hasn't been patched yet.
Using @saturator sliders as well and FUMA settings. World Class is too difficult for me (so at least for now I'm playing on professional) but freedom with passes is nice. Plenty of random bounces, loose balls. Precision manual passing is very rewarding imo
 
The game isn't even out of the week's trial period yet, and the FUT players are begging for even more passive AI.

If EA don't make two entirely separate games, I really can't see Authentic Mode being able to become something special.

(There's even worse tweets about Competitive needing to be even faster.)

 
I don’t see how adjustments can be made to one mode without affecting the other. This game wasn’t built years ago with that in mind. And unfortunately, influencers like Jamboo FC, Ovvy Fc, Inception FC and Nealguides, among many others, will always have EA’s ear.
 
I don’t see how adjustments can be made to one mode without affecting the other. This game wasn’t built years ago with that in mind. And unfortunately, influencers like Jamboo FC, Ovvy Fc, Inception FC and Nealguides, among many others, will always have EA’s ear.
The files are separated this year, so they technically can do this. How they decide to implement changes is up to EA, but they are able to separate them.
 
The game isn't even out of the week's trial period yet, and the FUT players are begging for even more passive AI.

If EA don't make two entirely separate games, I really can't see Authentic Mode being able to become something special.

(There's even worse tweets about Competitive needing to be even faster.)


And here we go!
 
You dont need to go into details to see the game is still broken to an unplayable extent.

Even without using the sprint button the AI gives you free escort to the box as soon you are on the sideline:



This is so-called "authentic" gameplay on legendary difficulty. It is absolutely pointless to play.

PES2021 on Legendary, Full manual, gamespeed -2 is still the unrivaled and most realistic soccer game on consoles to me.
 
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