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EA SPORTS FC 26

Authentic gameplay is a joke and a marketing gag. Makes everything just slower and sluggish. Thats not what I want when It comes to realism. Old PES wasnt slow and felt 100 times more like real football than FC26. Authentic should be driven by physics (ball and players) and not the same broken engine just slower.
Not only that it's not realistic, it's not fun either. I still keep authentic features on but i started using custom sliders instead of authentic sliders. It's very half baked and the CPU cannot play properly with those sliders.
 
I don't know if anyone else already talked about it. But usually EA was known for getting at least the atmosphere and chants etc. right. But since a few years ago even that is not true anymore. I just watched this video (shout out to @Matt10).



And at 00:14 you can hear Borussia Dortmund Chants ("Borussia! Borussia BVB!"). In a game between Arminia Bielefeld and Fortuna Düsseldorf... And I remember having similar experiences when I played EA FC 25. For example you would hear Juve Chants in a match with AC Milan etc. This just shows once more, how lazy the development of this game got. Like I said, Fifas strength over PES used to be an authentic atmosphere and I really can't remember that back in the "good old days" you'd hear chants from teams not involved in the match. Imagine trying to get pumped up for your team in Career Mode and then you have to hear fan chants for other (rival) teams.. Even if the gameplay was good, this would be a game breaker for me.:D
 
I tried to play with all sliders=50. Also tried to play with custom sliders (not radical) on world class/legandary difficulty, using England vs Germany/Italy. Gameplay looks "robotized", is all time "opening game", like "pass-pass-shot" ping-pong arcade. With 30 minutes full match length this leads to unrealistic results.
In the authentic mode, the game has difficulty only if playing versus high-class teams. At the same time, most of the CPU's goals look cheating in my opinion. If play matches like Helsinki vs Pescara, or women's teams, the CPU only plays normally near the player's half of the field. But in its own half of the field, the CPU plays passively, as if it provokes an easy tackling of the ball. But only in authentic mode i can see "realistic" mistakes from CPU side. Like this GK's mistake, where CPU's goalkeeper runnig to the ball, but then comeback. First time i thinking that is CB's mistake:D:
[GK.gif/SPOILER]
 
I think you're going the wrong way by focusing on competitive mode. You'll be impacted, as in other years, by the changes demanded by FUT players in the next patches, whereas by working on authentic mode, apparently this won't be the case.
 
I've tried sliders from several people, a gameplay mod too, but for me now the custom sliders with authentic gameplay turned off were the turning point. The problem with authentic gameplay is in the physics of the ball and the players. Players seem to have a magnet on the field that leaves their movements limited. The ball doesn't flow and gets very stuck, something that looks much better with gameplay turned off. For me, it was a new game for the better!
That's where I'm feeling as well. It's just a bit "soft" with the authentic gameplay On. With it Off, it feels like past iterations - and with that comes some of the old issues, but we've overcome them through the years.

The biggest issue on both gameplay Authentic On/Off is the defensive line not being engaged past the halfway line and part of the build-up. However, I do feel that the sliders are more reactive, or adhered to, with authentic Off compared to On. Something to dive into of course.
 
Has anyone noticed an improvement of teammate CPU defenders effectiveness (making tackles and pressing call) with authentic versus competitive (defenders running away from the ball)?
 
Has anyone noticed an improvement of teammate CPU defenders effectiveness (making tackles and pressing call) with authentic versus competitive (defenders running away from the ball)?
In my experience here it's the opposite lol in authentic gameplay the defenders run away from the ball and in custom with authentic mode disabled it has been much easier to deal with the defense! I think we will have a good game this year with authentic mode disabled and with correct custom sliders, I think the problem at the moment is to make the AI defense more reactive, more compaction of the players on the lawn and make the AI less direct and work the ball more, but I think with mods or some correct sliders we will have a beautiful game!
 
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Here is one of the problems with this game, you have to choose, animations VS slow pace + clunky animations

from operationsports forum
For the progress of these sliders it's really important to realise that by raising sprint speed to 38 it creates a massive discrepency between how players move. There seems to be 2 sprint speed slider thresholds in the game that directly effect the sprint animation:

- 35 Sprint Speed is the slider threshold DISABLES the sprint animation for ALL players (this is why it's use for authetic)
- 44 Sprint Speed is the slider threshold that ENABLES the sprint animation for ALL players

Anything in between these values and there will be players who can sprint, and others that can't. For example, setting it to 36 I belive would "unlock" the sprint animation for the quickest players in the game who have maybe 85+ sprint speed. You need to go all the way to 44 SS to unlock the sprint animation for players with sprint speed below about 55.

I have tested this extensively as I wasn't happy with how players just jogged on the authetic sliders and didn't actually sprint. I'm also willing to make a video to prove this, but honestly it should be really obvious within the first 5 minutes of playing this 1.5 version of the sliders. Just try chasing a fast winger who can now sprint with a defender who who's bit slower and can't spint because his stats don't "unlock" the sprinting animation.

Respectfully, the sooner the set can commit to either 35 or 44 sprint speed the better and faster the progress will be. Personally I think 44 SS with 46 Acc plays much better than 38 SS + 50 Acc. I don't really care about stamina being used slightly less to have players move in a much more realistic way. You can still manage players who get tires as you see fit and the CPU still makes subs regardless, so it makes little difference and the trade-off is there. Also shorter halves use more stamina, which has been the case for years so I'm not sure why keeping Acc so high is important? Maybe it has other impacts on gameplay that can be clarified but personally I don't see it.

Haven't really tested the rest of values from the set, but I'll report back once I have a bigger sample size.
 
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In my experience here it's the opposite lol in authentic gameplay the defenders run away from the ball and in custom with authentic mode disabled it has been much easier to deal with the defense! I think we will have a good game this year with authentic mode disabled and with correct custom sliders, I think the problem at the moment is to make the AI defense more reactive, more compaction of the players on the lawn and make the AI less direct and work the ball more, but I think with mods or some correct sliders we will have a beautiful game!
Strange because it seems the driver to create 1v1 defending was to make the game “harder” for competitive players. Authentic mode it seems is for people like us who want a single player simulation unlike “competitive” players who are just abusing the game to score the most goals, with no regard to how actual football is played.
 
Strange because it seems the driver to create 1v1 defending was to make the game “harder” for competitive players. Authentic mode it seems is for people like us who want a single player simulation unlike “competitive” players who are just abusing the game to score the most goals, with no regard to how actual football is played.
As you said, the game gets very "heavy and stuck" in authentic mode, which makes delivery and marking difficult! It seems to me that the idea of authentic and valid mode is interesting, but it still lacks refinement. It seems that the authentic mode team is small and was launched in a hurry. My vision is this at the moment!
 
Here is one of the problems with this game, you have to choose, animations VS slow pace + clunky animations

from operationsports forum
Yeah, I'll say that post has caused a bit of a splitting of hairs with our discord slider testing group because exactly as you say, it's about what individuals choose for their game. Do you want slower pace? Then you may have to sacrifice proper stamina depletion. Do you want faster pace, or a more confident CPU, you may have to raise Sprint to do so. Want players to never have a chance of jogging animation - raise sprint, but the feel may be a lot faster with a 44 sprint at 50 acceleration compared to a 44 sprint at 46 acceleration because you also want proper stamina depletion.

This is the problem with EA and their addition/removing of options, then throwing in different variables that affect the overall experience. I don't even think the intent is to customize in that sense, but it's just another example of trying to run before you can walk. Instead of building off of the base gameplay from FC24 (relevant to what they were doing more recently), they changed body types and physics that were paired up with tactic defining gameplay. It's not surprise there are comments about it feeling empty because you're not moving defenders around or setting up overloads, you're really not even playing the sport - it's just pass around and cross, or pass forward and shoot.
 
Yeah, I'll say that post has caused a bit of a splitting of hairs with our discord slider testing group because exactly as you say, it's about what individuals choose for their game. Do you want slower pace? Then you may have to sacrifice proper stamina depletion. Do you want faster pace, or a more confident CPU, you may have to raise Sprint to do so. Want players to never have a chance of jogging animation - raise sprint, but the feel may be a lot faster with a 44 sprint at 50 acceleration compared to a 44 sprint at 46 acceleration because you also want proper stamina depletion.

This is the problem with EA and their addition/removing of options, then throwing in different variables that affect the overall experience. I don't even think the intent is to customize in that sense, but it's just another example of trying to run before you can walk. Instead of building off of the base gameplay from FC24 (relevant to what they were doing more recently), they changed body types and physics that were paired up with tactic defining gameplay. It's not surprise there are comments about it feeling empty because you're not moving defenders around or setting up overloads, you're really not even playing the sport - it's just pass around and cross, or pass forward and shoot.
Trust me, there is no difference between acceleration 44 and acceleration 50 when it comes to stamina depletion, i tested it today and you will always end up with 55-75% stamina depletion. Sweet spot is sprint 44 and acceleration 44. Higher acceleration is another game breaker because it makes players less grounded and they lack of weight.
 
Trust me, there is no difference between acceleration 44 and acceleration 50 when it comes to stamina depletion, i tested it today and you will always end up with 55-75% stamina depletion. Sweet spot is sprint 44 and acceleration 44. Higher acceleration is another game breaker because it makes players less grounded and they lack of weight.
I'm not going to take a position on this, but I also don't like blanket statements because the game is so subjective to the game's context. For example, I played the same 41 in-game minutes to gauge on sprint/acc 44/46 and 44/50. The latter was more depleted at that time than the first. That follows the logic I expect. Is it a whole bit more? No, but to say there's no difference is just leaving the door open for response, which is another reason I don't use absolutes. I've learned that for every statement made, another statement can be made to refute it - that's why personal preference is given more room than arbitrary values.

Sprint/acc 44/46:
Mua62g.png


Sprint/acc 44/50:
wXKhBm.png


And again, I don't agree with the higher acceleration makes them less grounded. Here's a raw stream that started using 32/65 sprint/acc from last week, eventually finishing in lower accel values. It was just some chaos/stress testing at the time. In terms of feel, it wasn't off the mark at all. In fact, it shows how authentic features On may be masking some sliders impact/adherence.



In the end, it's what is relative to what is being used to balance the values. A higher marking, a higher aggression tactically, the emphasis to sprint is greater with a higher sprint value, etc. Context matters, and that's how we navigate within all these variables and the sacrifices they require for something close to a footy game. Arbitrary values serve as thresholds, but sometimes the game just needs more sample size and feedback - or sometimes we need to get out of the weeds and just accept that one size won't ever fit all.
 
To be sure, I have the utmost respect for all of your opinions, but to me, Competitive (non-Authentic) feels like the same old crap from FC25. Players slide around the pitch in seemingly random directions, ping-ponging balls to and fro. But authentic is a breath of fresh air. Itfeels much more like a real match. To be fair, it’s a far cry from FIFA 17 or 14 yet this is the game we have.
 
I'm not going to take a position on this, but I also don't like blanket statements because the game is so subjective to the game's context. For example, I played the same 41 in-game minutes to gauge on sprint/acc 44/46 and 44/50. The latter was more depleted at that time than the first. That follows the logic I expect. Is it a whole bit more? No, but to say there's no difference is just leaving the door open for response, which is another reason I don't use absolutes. I've learned that for every statement made, another statement can be made to refute it - that's why personal preference is given more room than arbitrary values.

Sprint/acc 44/46:
Mua62g.png


Sprint/acc 44/50:
wXKhBm.png


And again, I don't agree with the higher acceleration makes them less grounded. Here's a raw stream that started using 32/65 sprint/acc from last week, eventually finishing in lower accel values. It was just some chaos/stress testing at the time. In terms of feel, it wasn't off the mark at all. In fact, it shows how authentic features On may be masking some sliders impact/adherence.



In the end, it's what is relative to what is being used to balance the values. A higher marking, a higher aggression tactically, the emphasis to sprint is greater with a higher sprint value, etc. Context matters, and that's how we navigate within all these variables and the sacrifices they require for something close to a footy game. Arbitrary values serve as thresholds, but sometimes the game just needs more sample size and feedback - or sometimes we need to get out of the weeds and just accept that one size won't ever fit all.

:APPLAUD:
 
Another good example of what I mean about EA, and in this example FC players themselves, looking at "quick fixes" rather than actual fixes that make a good, organic, unforced gameplay model.

We had the "kick off goal fix" earlier this week, which simply makes the AI defenders defend for 30 seconds and then go back to being bollards...

And now this request (see second line):

3acfomvO_o.jpg

Do you not think that the better fix would be to make passing important - even necessary? Rather than pointlessly rewarding people for taking a pointless action?

If you don't need to pass - even in the 11v11 game, "Competitive" or "Authentic" - do you not realise there's a MUCH bigger issue here? A combination of pass accuracy and passive defences?
 
Another good example of what I mean about EA, and in this example FC players themselves, looking at "quick fixes" rather than actual fixes that make a good, organic, unforced gameplay model.

We had the "kick off goal fix" earlier this week, which simply makes the AI defenders defend for 30 seconds and then go back to being bollards...

And now this request (see second line):

3acfomvO_o.jpg

Do you not think that the better fix would be to make passing important - even necessary? Rather than pointlessly rewarding people for taking a pointless action?

If you don't need to pass - even in the 11v11 game, "Competitive" or "Authentic" - do you not realise there's a MUCH bigger issue here? A combination of pass accuracy and passive defences?

Feels like this is what happens when a significant section of your player base doesn't understand the sport from first principles.

EA FC has become the COD of sports games maybe. Where people who don't play any other game do play EA FC. And have no idea or interest in how it should play. They just know what doesn't feel good sometimes.
 
To be sure, I have the utmost respect for all of your opinions, but to me, Competitive (non-Authentic) feels like the same old crap from FC25. Players slide around the pitch in seemingly random directions, ping-ponging balls to and fro. But authentic is a breath of fresh air. Itfeels much more like a real match. To be fair, it’s a far cry from FIFA 17 or 14 yet this is the game we have.

Yes I agree and of course everyone has their own touch feel and taste that they bring to the game but I think part of the issue is that many have been desensitized over the years with the janky fast gameplay that creates a lot of in game moments/action. It took me a while to get used to the game after years away from FIFA/EAFC but one thing that has worked for me is of course full manual and halves as long as possible but more than this it is realizing that these games are super responsive but that does not mean you need to input so much as you play.

If you relax look around before you pass only input information when you need to dribble or turn to create space and when defending not running around like a chicken with your head cutting off then the game settles really nicely into something approaching realism. watch real football and see how much of it is standing and passing and looking its not all about running running running.

The other thing that helps is being brave with your manual passes. If the games are slow and boring it is usually because of your ability level as a player. You can create with thought and skill and create realistic randomness that you can then react to. Using inputs to send players on a run also help. we cant just change sliders and wait for the AI to make runs for us we are the main variable that has the most control.

Long story short you have to either chase realism which will sometimes be boring and frustrating or you should chase arcade fun. Trying to find a gold locks in between will just lead to endless tinkering. Im happy that the game is set up for two camps now. It was inevitable that a third camp would develop asking for something in the middle.
 
Yes I agree and of course everyone has their own touch feel and taste that they bring to the game but I think part of the issue is that many have been desensitized over the years with the janky fast gameplay that creates a lot of in game moments/action. It took me a while to get used to the game after years away from FIFA/EAFC but one thing that has worked for me is of course full manual and halves as long as possible but more than this it is realizing that these games are super responsive but that does not mean you need to input so much as you play.

If you relax look around before you pass only input information when you need to dribble or turn to create space and when defending not running around like a chicken with your head cutting off then the game settles really nicely into something approaching realism. watch real football and see how much of it is standing and passing and looking its not all about running running running.

The other thing that helps is being brave with your manual passes. If the games are slow and boring it is usually because of your ability level as a player. You can create with thought and skill and create realistic randomness that you can then react to. Using inputs to send players on a run also help. we cant just change sliders and wait for the AI to make runs for us we are the main variable that has the most control.

Long story short you have to either chase realism which will sometimes be boring and frustrating or you should chase arcade fun. Trying to find a gold locks in between will just lead to endless tinkering. Im happy that the game is set up for two camps now. It was inevitable that a third camp would develop asking for something in the middle.
Good take on how to play a football game, try to do the same as well, taking my time, switching sides etc.
But the problem is that you have a CPU ai on the other side, thats where the problem is.
But love the approach on how to play a football game
 
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Yes I agree and of course everyone has their own touch feel and taste that they bring to the game but I think part of the issue is that many have been desensitized over the years with the janky fast gameplay that creates a lot of in game moments/action. It took me a while to get used to the game after years away from FIFA/EAFC but one thing that has worked for me is of course full manual and halves as long as possible but more than this it is realizing that these games are super responsive but that does not mean you need to input so much as you play.

If you relax look around before you pass only input information when you need to dribble or turn to create space and when defending not running around like a chicken with your head cutting off then the game settles really nicely into something approaching realism. watch real football and see how much of it is standing and passing and looking its not all about running running running.

The other thing that helps is being brave with your manual passes. If the games are slow and boring it is usually because of your ability level as a player. You can create with thought and skill and create realistic randomness that you can then react to. Using inputs to send players on a run also help. we cant just change sliders and wait for the AI to make runs for us we are the main variable that has the most control.

Long story short you have to either chase realism which will sometimes be boring and frustrating or you should chase arcade fun. Trying to find a gold locks in between will just lead to endless tinkering. Im happy that the game is set up for two camps now. It was inevitable that a third camp would develop asking for something in the middle.
.have noticed this too in fifa and pes.

The less you sprint, the less the AI sprints, the more the games calm down...
 
.have noticed this too in fifa and pes.

The less you sprint, the less the AI sprints, the more the games calm down...

Yes and even beyond sprinting the less you move period the less you input the better it plays. Because it is so responsive that you can move and spin like crazy and it's tempting to do so but if you play patiently the movement becomes realistic and you can let the ball do the work. When you watch real football it is often a chess match where you are pressed but not all the way. Players often are standing still with a frozen ball thinking about the next pass or its one touch. You only see rapid movement when there is a lot of space or if a player is taking someone on with a dribble. But when you watch people play EAFC they never stop moving.
 
I don't think anyone was talking about turning on competitive mode were they? That mode is all 50 sliders. I think there's definitely more benefits to authentic features turned off more than anything. As I've said before authentic features on is genuinely like playing against a passive defense that never shifts.
 
Good take on how to play a football, try to do the same as well, taking my time, switching sides etc.
But the problem is that you have a CPU ai on the other side, thats where the problem is.
But love the approach on how to play a football game

for sure we can only control ourself. It is nice that there is the option to restrict to full manual only with online seasons so you can have two players playing realistically if both play patiently.

I have no skill with sliders but Ive had a lot of success with @saturator 's sliders specifically his settings for the CPU have got them playing in a way that is enjoyable for me and gives both variety and at times has them really "thinking" about how to break down my shape. Been good enough for me so far.
 
I don't think anyone was talking about turning on competitive mode were they? That mode is all 50 sliders. I think there's definitely more benefits to authentic features turned off more than anything. As I've said before authentic features on is genuinely like playing against a passive defense that never shifts.
I was referring to Authentic off - AI defense attacks the ball like hornets. Not gegenpressing, intentional team pressure to force a bad pass. No, it’s a series of heat seeking cruise missles locked onto the ball.
 
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