EA SPORTS FC 26

Hello.... did somebody make a patch which makes AI to commit more fouls during the career single player mode like in old PES or Fifa 16? I am still waiting. Thank you for the information.
 
After many months I played the game yesterday. I was surprised how much the game evolved in terms of positioning and cpu AI. Also there was midfield now, not end to end game, even in competitive mode. I hope this is good ground for them to develop next game to be even better.
Is it still possible to walk down the sidelines and the CPU is just watching?
 
Is it still possible to walk down the sidelines and the CPU is just watching?
I haven't tested this, I try to play normal like I would play any other game. The feeling on the ball is good especially on authentic mode. My main issue is defending, sometimes I feel like I cannot do anything to stop ai from scoring.
 
Played it again after some months. It's such a flawed game fundamentally. Note to self: DO NOT BUY AGAIN even though it's half price somewhere along the line.
 
I haven't tested this, I try to play normal like I would play any other game. The feeling on the ball is good especially on authentic mode. My main issue is defending, sometimes I feel like I cannot do anything to stop ai from scoring.
Going 1 on 1 on the sidelines is basicly not a strange behavior, much more a very common move in football. During the trial this was absolutely gamebreaking and the first couple of patches did not fix it.
 
Not sure if this is allowed here but I can’t find a college football thread, EA are getting killed right now by the College Football community for adding micro transactions to an offline mode lol

 
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Not sure if this is allowed here but I can’t find a college football thread, EA are getting killed right now by the College Football community for adding micro transactions to an offline mode lol

If microtransactions in offline modes are only essentially to "cheat" - and the money it makes goes towards development of that mode (which of course is up to the developer, and it probably wouldn't) - then I personally wouldn't mind.

Of course, I understand people want to play the game the way they want to play it; a lot of FC players will want to sign Messi for Norwich City and flood the club with £100bn to buy whoever they want, particularly kids. To be fair, I'd be upset in their shoes. But... It could be worse.

Hell, if content was dropped a few months after release that we had to pay to unlock (e.g. if another tier was added to a country's database and their argument was that the license and integration cost money), I'd pay for it - again, if it went towards Career Mode development.

But the other caveat would be "if the gameplay warranted it" (and gave me a Football Manager like experience on the pitch), and right now it doesn't.

Also, it should be said that the FC Career Mode lead producer, Andreas Wilsdorf, has denied this is coming to FC in the near future:

 
His answer is still very open, in my opinion. Career already earns XP for the current season pass and does have some rewards tied to it, boots and managers (?) I believe.
So far nothing has been shown but we know an 'open world' concept is being worked on for clubs (other modes too?), with EA there is no reason to think that wont be pushed to Be a Player mode at the very least. Especially with all the 'your pro can buy x for maverick points!'

My playtime is probably 50% of what it normally is because things are just not fun. The perks or whatever they call them and engine as a whole have combined to make the game feel like it's trying to be a 5v5 arena game.
 
Today, while watching France vs Morocco, I noticed an impressive detail that I need to share. Here it goes.
Look carefully at this image captured from the match:

1.png


Notice that the entire Moroccan team is positioned in their defensive half. Modern football has practically become like this: one team applies total pressure, while the other sits deep to exploit counter-attacks.
What do I mean by this?

All football games are wrong. It’s hard to explain in text, but the dimensions (proportions) should be much better adjusted. The players are too small, and the movement logistics don’t feel right.
Just from the center circle to the penalty area, there’s way too much space and distance to cover.
The players’ stride (3D animation) should be completely reviewed by the developers. I mean, already thinking about EA FC 27.
 
If microtransactions in offline modes are only essentially to "cheat" - and the money it makes goes towards development of that mode (which of course is up to the developer, and it probably wouldn't) - then I personally wouldn't mind.

Of course, I understand people want to play the game the way they want to play it; a lot of FC players will want to sign Messi for Norwich City and flood the club with £100bn to buy whoever they want, particularly kids. To be fair, I'd be upset in their shoes. But... It could be worse.

Hell, if content was dropped a few months after release that we had to pay to unlock (e.g. if another tier was added to a country's database and their argument was that the license and integration cost money), I'd pay for it - again, if it went towards Career Mode development.

But the other caveat would be "if the gameplay warranted it" (and gave me a Football Manager like experience on the pitch), and right now it doesn't.

Also, it should be said that the FC Career Mode lead producer, Andreas Wilsdorf, has denied this is coming to FC in the near future:


The communty wins!
 
Not sure if this is allowed here but I can’t find a college football thread, EA are getting killed right now by the College Football community for adding micro transactions to an offline mode lol

I think EA has completely misunderstood monetization and microtransactions. They could go back to the old arcade‑hall model and sell “pay‑to‑time.” In other words, I would first buy a full‑price title (basically like buying the arcade machine), and then I would pay per minute of playtime.

I would actually be very happy if this system were introduced. As a 44‑year‑old, it would finally allow me to stop playing sports games completely. It would be a relief to know that, one way or another, I’d only end up playing the older games.
 


One thing I found interesting and that he mentioned is that, these days, the game is so fast and responsive that it’s difficult for the collision algorithm to determine whether a collision constitutes a foul or not, since there have been instances where the algorithm has failed. In other words, the game is so fast and responsive that it actually influences how fouls are called.
 


One thing I found interesting and that he mentioned is that, these days, the game is so fast and responsive that it’s difficult for the collision algorithm to determine whether a collision constitutes a foul or not, since there have been instances where the algorithm has failed. In other words, the game is so fast and responsive that it actually influences how fouls are called.

So is it affecting the game as a whole no matter what? Or is it the case that if the game was knocked down to Slow game speed (or Sim now), it detects fouls better? As back when I played it, I'd get maybe a foul or two per match, occasionally more
 


One thing I found interesting and that he mentioned is that, these days, the game is so fast and responsive that it’s difficult for the collision algorithm to determine whether a collision constitutes a foul or not, since there have been instances where the algorithm has failed. In other words, the game is so fast and responsive that it actually influences how fouls are called.

Really interesting, some interesting quotes in this video (some good ones for us, I think).

So is it affecting the game as a whole no matter what? Or is it the case that if the game was knocked down to Slow game speed (or Sim now), it detects fouls better? As back when I played it, I'd get maybe a foul or two per match, occasionally more
This doesn't answer your question but it goes into the difference in responsiveness between the modes. I've pulled out some choice quotes below.

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I think there's two very distinct areas of concern here; what we call "online responsiveness" [which is] really your ability to play through your connection, right? It's how well can you play the game through a an internet connection that has so many factors. We've over the years - and especially last year - made huge investments in really getting to the root of this problem.

[The other area], very interestingly, you both touch upon, is responsiveness as "
the game within the game". So, you press a button and something happens. That kind of responsiveness. And also, the split between "authentic" and "competitive". Responsiveness in terms of input responsiveness is a major pillar for us, especially in competitive, but not only [there].

So, one of the misconceptions you might make about competitive versus authentic is that, oh, it's about prioritising responsiveness, or visual fidelity. Really it isn't all about that. If I were to try to, you know, phrase it, it would be more about prioritising the consistency of outcomes and predictability of outcomes [in competitive], and that when I perform a mechanic the same way, I [always] get the same result. Not wanting to deal with too much chaos, too many cases of "I took a shot, it took three deflections and it went to the opponent, that feels frustrating to me". Or, I I tackled or intercepted, [but] the ball physics just made the ball [run] away, and the opponent kept possession.

So, the appetite to deal with the intangibles of football is a lot lower in competitive, and we try to [create] an experience that is more predictable, more consistent, while authentic - that's chaos, you know, improvisation and unpredictability is what [that] player craves. So, it's really more about that. And then responsiveness, or you know, visuals.

So in that sense, the drive to make the game more responsive input-wise is a major pillar that's not going to go away, and we want to give users that
ability to change their pad angles quickly, to react very quickly and have players really respond.

A big challenge, a conundrum that we have when designing these experiences, is; okay, how much of the natural football actions should I consider when I decide if an outcome is allowed or not? If I'm facing a certain way and I'm trying to shoot or pass [in an] odd direction, should I allow that or not? And is it unresponsive that a player fails to do that, or does it badly? The user has told us that's what they want it to do. So, these questions are answered differently whether it's a competitive concern or an authentic concern. That really is the difference, much more intricate than it might look from the surface.

So it was a pivotal moment in gameplay design when we decided to split [gameplay] and to be able to cater more to what matters most to each of these [audiences]. They're still very large cohorts, by the way. Even within competitive, there's so much variety in their motivations and in their skill levels
and how they approach the game. So, none of this is easy, but I love the opportunity to be here and give a glimpse of what that problem is really about, and how we work really hard to try and find positive solutions for everybody in all of these aspects.


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[At this point, one of the interviewers asks for a third gameplay mode: "There are competitive modes within Ultimate Team that are designed to be
competitive. Do you think that there's a chance that we could see a third [gameplay mode], which would allow for quicker changes to that more hardcore, shall we say, player cohort that play the game a lot, and where these small differences, like you were saying with [the] Bruiser [PlayStyle], that make a big difference in the game, can maybe acted upon a little bit quicker?"]

That is actually a very interesting direction to think about. It's very hard to talk about it without, you know, saying things that I shouldn't be saying about possible future plans, but okay; what we can say is that - the split just happened in 26. We're just now maturing this idea of how flexible can we be with our gameplay? That's why I think it's so pivotal to allow us to be more flexible, to be more daring in what we can offer in terms of variety of experience while preserving something that's very core and very dear to the competitive cohort, which is that fine competitive balance, right? So yeah; we have two, why not have more?

Whether it's you know, still like a number of experiences or just small adjustments to experiences in areas of the game where you can afford to do that
and where users are more accepting or welcoming of a different flavour of things. [It's a] very tricky area to step on because it talks about things that we're not even close to ready to [be] talking about. But I did want to acknowledge what you're saying is something that we also see as, you know, opening a door for us.

And yeah, it takes a close relationship and close alignment with Content. Absolutely does. We're just maturing that now, right? We're understanding what this gives us and how our users regard that balance and how much they want to preserve it. How do we preserve that while still offering, you know, fun experiences, different experiences, things that they maybe want to incorporate back to their core competitive experience. I think it's now open [for discussion and it] maybe wasn't before and it's very exciting.


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Being a hopeful dreamer (and idiot), my hope is that a "third gameplay mode" could mean that online play - outside of Ultimate Team - becomes a "normal" experience (I'd rather authentic was the default gameplay for all modes excluding Ultimate Team, because football should always feel like football and behave like football, creating magic, varied, unpredicatable moments rather than magic magnet boots and scorcher goals without having to earn it).
 
I haven't really followed development of FC26 and the future for a while but I read something about the commentator's voices being sampled to use them for AI generated commentary, was that ever expanded on in any detail? For me the commentary and presentation is the key part of the experience, the idea that perhaps "scripts" could be generated at the end of each season and the commentators able to talk about past meetings you've had with teams, past meetings with certain players, maybe talk about the previous season or two so if you do a "journey to the EPL" with some low league team they'll talk about that, things like that.
 
I haven't really followed development of FC26 and the future for a while but I read something about the commentator's voices being sampled to use them for AI generated commentary, was that ever expanded on in any detail? For me the commentary and presentation is the key part of the experience, the idea that perhaps "scripts" could be generated at the end of each season and the commentators able to talk about past meetings you've had with teams, past meetings with certain players, maybe talk about the previous season or two so if you do a "journey to the EPL" with some low league team they'll talk about that, things like that.
It's about generating callnames, not dynamic commentary.
 
I think the best way to describe the player movement: running on a treadmill that is sliding across ice.
 
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