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Is it still possible to walk down the sidelines and the CPU is just watching?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.
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.Is it still possible to walk down the sidelines and the CPU is just watching?
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.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.
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:
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
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.
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.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
It's about generating callnames, not dynamic commentary.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.
Whilst DLSS 5 can ruin the artistic vision in certain titles, in sports games and those based on real life examples/scenarios it works amazingly well. I saw a clip of NBA 2K26 and it looked almost like real life. The only way I was able to tell it wasn't real TV highlights of an NBA game was that the animations stuck out like a sore thumb now due to the increase in graphical fidelity.
I've seen some photos of it used in PES 21 as well, and in still images it genuinely looks indistinguishable from reality. It just lags too much on most GPUs to be worth it, and I don't know how good it would look in gameplay.Whilst DLSS 5 can ruin the artistic vision in certain titles, in sports games and those based on real life examples/scenarios it works amazingly well. I saw a clip of NBA 2K26 and it looked almost like real life. The only way I was able to tell it wasn't real TV highlights of an NBA game was that the animations stuck out like a sore thumb now due to the increase in graphical fidelity.
With the new files its totally worth it. Im running it with Smooth Motion, full 165 Frames in eFootball and FC 26 on a RTX 5080. The ghosting is almost completely gone with the new version.I've seen some photos of it used in PES 21 as well, and in still images it genuinely looks indistinguishable from reality. It just lags too much on most GPUs to be worth it, and I don't know how good it would look in gameplay.
[ADAPTIVE_DIFFICULTY]
ENABLED = 1
//this is for 11v11
LAST_GOAL_DIFFERENCE_ABS_THRESHOLD = 6 // e.g. "Single game loss >= 6 goals", "Single game win >= 6 goals"
STREAK_ABS_THRESHOLD_0 = 3 // e.g. "Three back to back losses with a negative goal diff of >= 9 (Beginner)"
STREAK_ABS_THRESHOLD_1 = 3 // e.g. "Three back to back losses with a negative goal diff of >= 9 (Amateur)"
STREAK_ABS_THRESHOLD_2 = 3 // e.g. "Three back to back losses with a negative goal diff of >= 9 (Semi-Pro)"
STREAK_ABS_THRESHOLD_3 = 4 // e.g. "Four back to back losses with a negative goal diff of >= 12 (Professional)"
STREAK_ABS_THRESHOLD_4 = 4 // e.g. "Four back to back losses with a negative goal diff of >= 12 (World Class)"
STREAK_ABS_THRESHOLD_5 = 5 // e.g. "Five back to back losses with a negative goal diff of >= 15 (Legendary)"
ACCUMULATED_GOAL_DIFFERENCE_ABS_THRESHOLD_0 = 9 // e.g. "Three back to back losses with a negative goal diff of >= 9 (Beginner)"
ACCUMULATED_GOAL_DIFFERENCE_ABS_THRESHOLD_1 = 9 // e.g. "Three back to back losses with a negative goal diff of >= 9 (Amateur)"
ACCUMULATED_GOAL_DIFFERENCE_ABS_THRESHOLD_2 = 9 // e.g. "Three back to back losses with a negative goal diff of >= 9 (Semi-Pro)"
ACCUMULATED_GOAL_DIFFERENCE_ABS_THRESHOLD_3 = 12 // e.g. "Four back to back losses with a negative goal diff of >= 12 (Professional)"
ACCUMULATED_GOAL_DIFFERENCE_ABS_THRESHOLD_4 = 12 // e.g. "Four back to back losses with a negative goal diff of >= 12 (World Class)"
ACCUMULATED_GOAL_DIFFERENCE_ABS_THRESHOLD_5 = 15 // e.g. "Five back to back losses with a negative goal diff of >= 15 (Legendary)"
//this is for VOLTA
SSF_LAST_GOAL_DIFFERENCE_ABS_THRESHOLD = 4 // e.g. "Single game loss >= X goals", "Single game win >= X goals"
SSF_ACCUMULATED_GOAL_DIFFERENCE_ABS_THRESHOLD_0 = 6 // e.g. "3 back to back losses with a negative goal diff of >= 9 (Beginner)"
SSF_STREAK_ABS_THRESHOLD_0 = 2 // e.g. "3 back to back losses with a negative goal diff of >= 9 (Beginner)"
SSF_ACCUMULATED_GOAL_DIFFERENCE_ABS_THRESHOLD_1 = 6 // e.g. "3 back to back losses with a negative goal diff of >= 9 (Amateur)"
SSF_STREAK_ABS_THRESHOLD_1 = 2 // e.g. "3 back to back losses with a negative goal diff of >= 9 (Amateur)"
SSF_ACCUMULATED_GOAL_DIFFERENCE_ABS_THRESHOLD_2 = 6 // e.g. "3 back to back losses with a negative goal diff of >= 9 (Semi-Pro)"
SSF_STREAK_ABS_THRESHOLD_2 = 2 // e.g. "3 back to back losses with a negative goal diff of >= 9 (Semi-Pro)"
SSF_ACCUMULATED_GOAL_DIFFERENCE_ABS_THRESHOLD_3 = 9 // e.g. "4 back to back losses with a negative goal diff of >= 12 (Professional)"
SSF_STREAK_ABS_THRESHOLD_3 = 3 // e.g. "4 back to back losses with a negative goal diff of >= 12 (Professional)"
SSF_ACCUMULATED_GOAL_DIFFERENCE_ABS_THRESHOLD_4 = 9 // e.g. "4 back to back losses with a negative goal diff of >= 12 (World Class)"
SSF_STREAK_ABS_THRESHOLD_4 = 3 // e.g. "4 back to back losses with a negative goal diff of >= 12 (World Class)"
SSF_ACCUMULATED_GOAL_DIFFERENCE_ABS_THRESHOLD_5 = 12 // e.g. "5 back to back losses with a negative goal diff of >= 15 (Legendary)"
SSF_STREAK_ABS_THRESHOLD_5 = 4 // e.g. "5 back to back losses with a negative goal diff of >= 15 (Legendary)"
[ADAPTIVE_DIFFICULTY_RULES]
INCREASE_RULES_11V11 = RULE1, RULE2, RULE3, RULE4, RULE5, RULE6
DECREASE_RULES_11V11 = DRULE1, DRULE2, DRULE3, DRULE4, DRULE5, DRULE6
INCREASE_RULES_3V3 = SSF_RULE1, SSF_RULE2, SSF_RULE3, SSF_RULE4, SSF_RULE5, SSF_RULE6
DECREASE_RULES_3V3 = SSF_DRULE1, SSF_DRULE2, SSF_DRULE3, SSF_DRULE4, SSF_DRULE5, SSF_DRULE6
INCREASE_RULES_3V3_GK = SSF_RULE1, SSF_RULE2, SSF_RULE3, SSF_RULE4, SSF_RULE5, SSF_RULE6
DECREASE_RULES_3V3_GK = SSF_DRULE1, SSF_DRULE2, SSF_DRULE3, SSF_DRULE4, SSF_DRULE5, SSF_DRULE6
INCREASE_RULES_4V4 = SSF_RULE1, SSF_RULE2, SSF_RULE3, SSF_RULE4, SSF_RULE5, SSF_RULE6
DECREASE_RULES_4V4 = SSF_DRULE1, SSF_DRULE2, SSF_DRULE3, SSF_DRULE4, SSF_DRULE5, SSF_DRULE6
INCREASE_RULES_4V4_GK = SSF_RULE1, SSF_RULE2, SSF_RULE3, SSF_RULE4, SSF_RULE5, SSF_RULE6
DECREASE_RULES_4V4_GK = SSF_DRULE1, SSF_DRULE2, SSF_DRULE3, SSF_DRULE4, SSF_DRULE5, SSF_DRULE6
INCREASE_RULES_FUTSAL = SSF_RULE1, SSF_RULE2, SSF_RULE3, SSF_RULE4, SSF_RULE5, SSF_RULE6
DECREASE_RULES_FUTSAL = SSF_DRULE1, SSF_DRULE2, SSF_DRULE3, SSF_DRULE4, SSF_DRULE5, SSF_DRULE6
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Description: "User scores in first 5 minutes"
// WHEN <GoalEvaluation> IF <user score is greater than opponent score and before 5 minutes> DO <increase difficulty by 0.25>
RULE1_PARAM1 = 300 // 5 Minutes
RULE1_OUTPUT = 0.25
// Description: "User scores in first 20 minutes"
// WHEN <GoalEvaluation> IF <user score is greater than opponent score and before 20 minutes> DO <increase difficulty by 0.25>
RULE2_PARAM1 = 1200 // 20 Minutes
RULE2_OUTPUT = 0.25
// Description: "Score >= 2 goal lead"
// WHEN <GoalEvaluation> IF <user has greater than 2 goal lead> DO <increase difficulty by 0.25>
RULE3_PARAM1 = 2 // Goal lead
RULE3_OUTPUT = 0.25
// Description: ">70% possession after at least 20 minutes"
// WHEN <BallOOP> IF <user has greater than 70% of possession and after 20 minutes> DO <increase difficulty by 0.25>
RULE4_PARAM1 = 70 // Possession percentage
RULE4_PARAM2 = 1200 // 20 Minutes
RULE4_OUTPUT = 0.25
// Description: "More than 5 shots in first 30 minutes"
// WHEN <BallOOP> IF <user has more than 5 shots in the first 30 minutes> DO <increase difficulty by 0.15>
RULE5_PARAM1 = 5 // Shots
RULE5_PARAM2 = 1800 // 30 Minutes
RULE5_OUTPUT = 0.15
// Description: "More than 10 shots on target at any point"
// WHEN <BallOOP> IF <user has more than 10 shots on target> DO <increase difficulty by 0.1>
RULE6_PARAM1 = 10 // Shots on target
RULE6_PARAM2 = 10 // Increments on PARAM1
RULE6_OUTPUT = 0.1
// Description: "Losing at any point"
// WHEN <GoalEvaluation> DO <decrease difficulty by 0.1>
DRULE1_PARAM1 = 0 // 0 Minutes
DRULE1_OUTPUT = -0.1
// Description: "No shot on target within 30 minutes of play"
// WHEN <BallOOP> IF <after 30 minutes> DO <decrease difficulty by 0.2>
DRULE2_PARAM1 = 1800 // 30 Minutes
DRULE2_OUTPUT = -0.2
// Description: "<30% possession any time after 30 minutes"
// WHEN <BallOOP> IF <possession less than 30% and after 30 minutes> DO <decrease difficulty by 0.2>
DRULE3_PARAM1 = 30 // Possession
DRULE3_PARAM2 = 1800 // 30 Minutes
DRULE3_OUTPUT = -0.2
// Description: "<2 shots by 60th minute"
// WHEN <BallOOP> IF <number of shots less than 2 and after 60 minutes> DO <decrease difficulty by 0.2>
DRULE4_PARAM1 = 2 // Shots
DRULE4_PARAM2 = 3600 // 60 Minutes
DRULE4_OUTPUT = -0.2
// Description: "<4 shots on target 80th minute"
// WHEN <BallOOP> IF <number of shots less than 4 and after 80 minutes> DO <decrease difficulty by 0.3>
DRULE5_PARAM1 = 4 // Shots
DRULE5_PARAM2 = 4800 // 80 Minutes
DRULE5_OUTPUT = -0.3
// Description: "Losing by 2 goals"
// WHEN <GoalEvaluation> IF <losing by 2 goals> DO <decrease difficulty by 0.1>
DRULE6_PARAM1 = -2 // Goals
DRULE6_OUTPUT = -0.15
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Description: "User scores in first PARAM1 minutes"
// WHEN <GoalEvaluation> IF <user score is greater than opponent score and before PARAM1 minutes> DO <increase difficulty by 0.25>
SSF_RULE1_PARAM1 = 30 // 0.5 Minutes
SSF_RULE1_OUTPUT = 0.25
// Description: "User scores in first PARAM1 minutes"
// WHEN <GoalEvaluation> IF <user score is greater than opponent score and before PARAM1 minutes> DO <increase difficulty by 0.25>
SSF_RULE2_PARAM1 = 60 // 1 Minutes
SSF_RULE2_OUTPUT = 0.25
// Description: "Score >= PARAM1 goal lead"
// WHEN <GoalEvaluation> IF <user has greater than PARAM1 goal lead> DO <increase difficulty by 0.25>
SSF_RULE3_PARAM1 = 2 // Goal lead
SSF_RULE3_OUTPUT = 0.25
// Description: ">70% possession after at least PARAM2 minutes"
// WHEN <BallOOP> IF <user has greater than 70% of possession and after PARAM2 minutes> DO <increase difficulty by 0.25>
SSF_RULE4_PARAM1 = 70 // Possession percentage
SSF_RULE4_PARAM2 = 180 // 3 Minutes
SSF_RULE4_OUTPUT = 0.25
// Description: "More than 5 shots in first PARAM2 minutes"
// WHEN <BallOOP> IF <user has more than 5 shots in the first PARAM2 minutes> DO <increase difficulty by 0.15>
SSF_RULE5_PARAM1 = 10 // Shots
SSF_RULE5_PARAM2 = 180 // 3 Minutes
SSF_RULE5_OUTPUT = 0.15
// Description: "More than 10 shots on target at any point"
// WHEN <BallOOP> IF <user has more than 10 shots on target> DO <increase difficulty by 0.1> <Activate the rule on subsequent PARAM2 shots on target>
SSF_RULE6_PARAM1 = 10 // Shots on target
SSF_RULE6_PARAM2 = 10 // Increments on PARAM1
SSF_RULE6_OUTPUT = 0.1
// Description: "Losing at any point"
// WHEN <GoalEvaluation> DO <decrease difficulty by 0.1>
SSF_DRULE1_PARAM1 = 0 // 0 Minutes
SSF_DRULE1_OUTPUT = -0.1
// Description: "No shot on target within PARAM1 minutes of play"
// WHEN <BallOOP> IF <after PARAM1 minutes> DO <decrease difficulty by 0.2>
SSF_DRULE2_PARAM1 = 180 // 3 Minutes
SSF_DRULE2_OUTPUT = -0.2
// Description: "<30% possession any time after PARAM2 minutes"
// WHEN <BallOOP> IF <possession less than 30% and after PARAM2 minutes> DO <decrease difficulty by 0.2>
SSF_DRULE3_PARAM1 = 30 // Possession
SSF_DRULE3_PARAM2 = 180 // 3 Minutes
SSF_DRULE3_OUTPUT = -0.2
// Description: "<2 shots by PARAM2th minute"
// WHEN <BallOOP> IF <number of shots less than 2 and after PARAM2 minutes> DO <decrease difficulty by 0.2>
SSF_DRULE4_PARAM1 = 2 // Shots
SSF_DRULE4_PARAM2 = 60 // 1 Minutes
SSF_DRULE4_OUTPUT = -0.2
// Description: "<4 shots on target PARAM2th minute"
// WHEN <BallOOP> IF <number of shots less than 4 and after PARAM2 minutes> DO <decrease difficulty by 0.3>
SSF_DRULE5_PARAM1 = 3 // Shots
SSF_DRULE5_PARAM2 = 180 // 3 Minutes
SSF_DRULE5_OUTPUT = -0.3
// Description: "Losing by 2 goals"
// WHEN <GoalEvaluation> IF <losing by 2 goals> DO <decrease difficulty by 0.1>
SSF_DRULE6_PARAM1 = -2 // Goals
SSF_DRULE6_OUTPUT = -0.15