EA SPORTS FC 27

It does look good for 10 seconds, and then you see some turn or rocket-laser-guided pass and your brain just goes "aaaaaaaaaaaaaaaa".
That moment takes one second, but it is soo immersion breaking.
 
Thank you for your explanation.

If you have the FC 27 beta, could you please test Jog Dribbling? I want to know how much it actually slows down on-ball animations, turning speed, inertia and overall movement

Also, does combining lower Acceleration + lower Jog Dribbling create noticeably more realistic dribbling and rotations, or is adjusting Jog Dribbling alone enough without touching Acceleration? Any quick impressions would be greatly appreciated.

"I'm really curious to see how impactful and effective the changes to the Jog Dribbling and Sprint Dribbling sliders actually are in practice. Can adjusting these two sliders make on-ball animations, turns, and overall movement more realistic?"​
Everybody is whining about sharp player turns and unnatural dribbling speed, but no one dares to touch the sliders which should have the decisive impact to combat it :)
 
I am curious to see how the player behaves with jog dribbling slider on 99
I am much more curious to see have players behave with a jog dribbling slider on 1 and if someone is grateful enough to share it.

I set dribbling and agility below 20 in FC26 via stats editing and zippy movements are not really an issue anymore.
 
I am shocked how unnatural AI dribbling and ball control looks in ea fc 27, i would say 50% worse than in ea fc 26 + sliders :SICK:
 
I think, even from these Beta tests it's becoming apparent that "Authentic 2.0" is yet again straight out of the EA Marketing Playbook. "All talk, no trousers" as the saying goes here.

If they'd genuinely wanted an authentic experience for users, they would have recognised that without fixing the way players run, the way they kick the ball, the way the ball behaves, there's NO WAY you can put together an "authentic experience".

Without these things, you can't make genuine footballing decisions on the pitch. Because the AI can do what they want, and they can do it in the blink of an eye.

So, what EA actually do is make tiny little changes that hardly affect the overall experience. Then they make a big noise about these tiny little changes. And they give it a title: Announcing Authentic 2.0! So very EA.
 
The same company made both of these animations. Presumably they're in the same game, even (first is from FC26 but I'm guessing it's still in FC27).

The game needs to be built around how human the first one is, and not how Saturday morning cartoon the second one is (which every player moves like in every match, in every mode).

It's not even about "slow the game down" (Authentic is so slow by default you often can't outrun defenders).

It's that, if passes took a realistic amount of time to arrive and had to be controlled - you could see a whole world of teammates / opponents off-the-ball making decisions and having battles in real-time, space being made and space being closed. And you have time to observe all this and strategise your next pass. Like the real game.

Right now, pass button = instant pass, and players reposition at the same speed, leaving every line on the pitch as a pixel-perfect 4-4-2 or whatever it is. Like Sensible Soccer. Not a football simulation.



 
This is a good video that showcases pretty much the best experience you're going to have. The way the game flows, team beahviour, dfficulty in creating chances etc. The game requires a lot of thought and patience on Authentic.

 
I am much more curious to see have players behave with a jog dribbling slider on 1 and if someone is grateful enough to share it.

I set dribbling and agility below 20 in FC26 via stats editing and zippy movements are not really an issue anymore.
Not sure what floats your boat, but behaviour is wild. With jog dribbling slider on 1, when you sprint you hardly move fast, very hard to see notible difference in regular movements. on 99 it's crazy, every forward touch send the ball miles. If you press R2 the ball goes very far.
 
The same company made both of these animations. Presumably they're in the same game, even (first is from FC26 but I'm guessing it's still in FC27).

The game needs to be built around how human the first one is, and not how Saturday morning cartoon the second one is (which every player moves like in every match, in every mode).

It's not even about "slow the game down" (Authentic is so slow by default you often can't outrun defenders).

It's that, if passes took a realistic amount of time to arrive and had to be controlled - you could see a whole world of teammates / opponents off-the-ball making decisions and having battles in real-time, space being made and space being closed. And you have time to observe all this and strategise your next pass. Like the real game.

Right now, pass button = instant pass, and players reposition at the same speed, leaving every line on the pitch as a pixel-perfect 4-4-2 or whatever it is. Like Sensible Soccer. Not a football simulation.




I agree with everything you said. But passing isn't that instant now on Authentic, and you really have to aim and consider the power before you do. The assists really have been taken off, if you don't focus, you'll misplace the ball, or try and pass to a player that is tighly marked who get dispossessed really quickly/or the ball will be intercepted. First FC in years I have to pass back to maintain possession.
 
I agree with everything you said. But passing isn't that instant now on Authentic, and you really have to aim and consider the power before you do. The assists really have been taken off, if you don't focus, you'll misplace the ball, or try and pass to a player that is tighly marked who get dispossessed really quickly/or the ball will be intercepted. First FC in years I have to pass back to maintain possession.
I have to disagree on the passing, mate. I've even tried playing on manual - but it's more the AI I'm talking about.

Countless times I've seen Brighton (on World Class, none of the "enhanced difficulty" switches on) ping-pong-pass in the final third at absolute lightning speed, spinning in an instant to hit the pass back (without their leg/foot even needing to move).

The ball physics (gravity, momentum) change with each kick in order to suit the moment, rather than the players having to control the ball, or move out of position slightly, or abandon their run/plan to get to a ball.

I'm not saying this isn't an improvement, but - it feels like a polished version of the old This is Football games to me, where you'd rotate the player and the ball would rotate with them (like they were on a plate). The ball hasn't been a separate entity since the game was called FIFA.

When Tranmere play a big team in reality, they will hit long balls into space and hope that 1 time out of 10, a runner will get to it first. Here, every kick is magnetised to a player. The concept of a free ball doesn't exist. In my experience.
 
I have to disagree on the passing, mate. I've even tried playing on manual - but it's more the AI I'm talking about.

Countless times I've seen Brighton (on World Class, none of the "enhanced difficulty" switches on) ping-pong-pass in the final third at absolute lightning speed, spinning in an instant to hit the pass back (without their leg/foot even needing to move).

The ball physics (gravity, momentum) change with each kick in order to suit the moment, rather than the players having to control the ball, or move out of position slightly, or abandon their run/plan to get to a ball.

I'm not saying this isn't an improvement, but - it feels like a polished version of the old This is Football games to me, where you'd rotate the player and the ball would rotate with them (like they were on a plate). The ball hasn't been a separate entity since the game was called FIFA.

When Tranmere play a big team in reality, they will hit long balls into space and hope that 1 time out of 10, a runner will get to it first. Here, every kick is magnetised to a player. The concept of a free ball doesn't exist. In my experience.
I believe you, but it's odd I haven't seen that. I'm playing on Legendary, and basically holding onto the ball is a scrap most of the time. I'm not seeing that ping pong, I'm usually not trying to engage, just anticipate and try and cut out. The weird instant turns they used to do aren't really there, and they can be second guessed most of the time.

But for sure all the fundamentals are lacking, main reason I'm editing a FIFA 16 mod for the new season. They were in a much better place back then.
 
I believe you, but it's odd I haven't seen that. I'm playing on Legendary, and basically holding onto the ball is a scrap most of the time. I'm not seeing that ping pong, I'm usually not trying to engage, just anticipate and try and cut out. The weird instant turns they used to do aren't really there, and they can be second guessed most of the time.

But for sure all the fundamentals are lacking, main reason I'm editing a FIFA 16 mod for the new season. They were in a much better place back then.
To be fair, I play on World Class mostly - I'll try Legendary more often.

(Also, let me know if you share that FIFA 16 mod!)
 
Reminds me of tactical camera. Game looks and behaves way better on the ea sports gamecam
Is tactical camera still in the game? Or is competitive just tactical with a new name? If you get a chance, can you see if Central Maw Stadium is still bugged in EA GameCam. GameCam is my personal favorite but it’s unusable in that stadium. Thank you for any help!
 
Is tactical camera still in the game? Or is competitive just tactical with a new name? If you get a chance, can you see if Central Maw Stadium is still bugged in EA GameCam. GameCam is my personal favorite but it’s unusable in that stadium. Thank you for any help!
Yes still in the game. Competitive is really similar to legacy cam, with tactical further out.

How do you mean bugged in GameCam? I just tried it and seemed OK, only weird thing was camera kind of seeming higher when the ball is on the near side, I guess to avoid clipping.
 
Yes still in the game. Competitive is really similar to legacy cam, with tactical further out.

How do you mean bugged in GameCam? I just tried it and seemed OK, only weird thing was camera kind of seeming higher when the ball is on the near side, I guess to avoid clipping.
I appreciate you taking the time to check! In FC 26, that stadium was far too zoomed in when you used EA GameCam. It just looked weird compared to the other stadiums with that camera.
 
I appreciate you taking the time to check! In FC 26, that stadium was far too zoomed in when you used EA GameCam. It just looked weird compared to the other stadiums with that camera.
I think it might be similar then, although it didn't feel too zoomed in for me, maybe only when the ball was in the near side.
 
Not sure what floats your boat, but behaviour is wild. With jog dribbling slider on 1, when you sprint you hardly move fast, very hard to see notible difference in regular movements. on 99 it's crazy, every forward touch send the ball miles. If you press R2 the ball goes very far.
Thank you. As said, i was hoping for decreased speed when changing directions in posession, just as the dribbling stats do. But i still think it can be helpful, as it seems that higher values can de-magnetize and make the ball a more separate entity.
 
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I'm pla
Even in pes 5, the ball seems natural when controlling/trapping it. Trapping used to be one of the key aspect of the game, here it just glues to the feet. Its soo offputting.
I'm playing of PS5 Pro,Fuma, Authentic and I haven't seen many tiki taka from CPU.
The ball is not glue to our feet.
 
Looks like I need to ditch my Xbox Series X and get myself a PS5 Pro then...

I'm sorry @saturator but we've seen Authentic gameplay footage over the last few posts and it's clear to see (and worse to feel).
 
The funny thing about the pass-receiving animation is that it looks like the player has a magnet implanted; the ball comes in and locks onto the player, turning them into a single entity, lol!
Try this: put on manual passing and try to hit it just a few meters outside of the recipient’s reach.

Bonus: try severely undercooking a pass directly to a teammate.

Extra bonus: try severely overcooking a short pass and watch it break the sound barrier.
 
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