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- EA_Poppy10 months ago
Community Manager
Transferbug
Hallo zusammen, folgendes Problem. Wenn ein Spieler transferiert wurde im Hauptmenü erscheint das Problem das man mit ihm nichts anfangen kann. (Siehe Bild) wenn man X drückt dann hängt sich das Spiel komplett auf und es muss neugestartet werden. Bitte einmal um Prüfung oder Rückmeldung ob es bekannt ist. Danke schonmal6Views0likes0CommentsFreund lässt sich nicht hinzufügen
Hallo liebes EA team, ich wollte gerade ganz entspannt mit einen kollege ein paar Freundschaft spiele zocken. Aber aufeinmal sehen wir nur unsere platform leute, er spielt auf PS und ich auf Xbox und wir sehen uns nicht obwohl wir uns als freunde haben und wir crossplay an haben. und usere ganzen andere Freundschaft partien sind auch weg. ich weiß nicht ob das ein bug momentan ist oder was neues rein gemacht wurde das wir noch was anderes an machen müssen, ich würde mich aber über eine Rückmeldung freuen (CM Edit: Titel geändert)27Views0likes1CommentEA SPORTS FC™ 27 | The Grounds & Clubs Deep Dive
Your Club’s world just got a lot bigger. The Grounds is the most social way to play EA SPORTS FC™ 27, bringing up to 100 players together in a shared football playground, built around a central Terrace and three distinct districts inspired by football cultures around the world. Available on PlayStation®5, Xbox Series X|S, PC, and Nintendo Switch™ 2, The Grounds lets you meet up with friends, take part in Small-sided football matches and Kickabouts in the park, connect with renowned football mentors, and experience everything this football playground has to offer. With Clubs at the heart of this evolving world, you and your Clubmates have more ways to connect, compete, and progress your Club. The World The Grounds is built around a central Terrace that connects three distinct districts, each shaped by different football cultures. From social spaces and in-world activities to Clubs and Stadium competition, each area offers different ways to explore, play, and connect with others. The world will continue to evolve throughout the year through new seasons, campaigns, and live updates, introducing changes to its atmosphere, activities, rewards, and ways to play. The Terrace This is where every session begins. The Terrace connects all three districts, enabling you to go directly to the Clubhouse Entrance for instant Clubs access, check out information kiosks to learn more about The Grounds, and browse the latest content in The Grounds Store. The Clubhouse This is where the Clubs experience lives in EA SPORTS FC™ 27. Now part of an evolving world, the Clubs Stadium and Clubhouse entrance will update based on your Club customisation and identity. Montclair Montclair captures the energy of French urban football through its cage pitches and metropolitan setting. Zeiza Zeiza celebrates Argentina’s Potrero spirit, a fusion of European and Latin style architecture. Parkside Parkside captures the working-class football heritage of the UK. 11v11 Stadium Access Home to 11v11 Drop-in. Rush Stadium Access Home to drop-in Rush experiences, including Ranked Rush and Rush Tournaments. Mentors Mentors will guide you through everything The Grounds has to offer, with each player having their own specialist area: Alex Hunter Returns from The Journey as your right-hand man, helping guide you through player improvement challenges inspired by his rise from prospect to champion. Kylian Mbappe Brings the influence of Bondy’s local pitches to football activities centred on Small-sided play, agility, and creativity. Chloe Kelly Draws on the culture of grassroots football in England through Kickabouts and other in-world activities built around creativity, freedom, and playing with friends. Paulo Dybala Draws on his move from Argentina to Europe through Clubs and Stadium events focused on teamwork, Club identity, and loyalty. Ways to Play Clubs Leagues and Playoffs The Clubs experience now lives inside The Grounds, including the return of Leagues and Playoffs. Walk into your Clubhouse to jump straight into all of the ways to play in Clubs experience. Clubs Live Tournaments One of the biggest additions to Clubs in EA SPORTS FC™ 27 is the expansion of Live Events with Club Tournaments. These 11v11 competitions give you and your Clubmates another way to compete against other Clubs beyond Leagues and Playoffs. Tournament Events can feature different numbers of rounds, match rules, and rewards, helping keep the competition fresh throughout the year. Club Tournaments can use House Rules to keep things fresh throughout the year: Mystery Ball King of the Hill No Rules Headers and Volleys Survival Long Range Stadium Drop In Stadium Drop In is a way for players to access matchmade Stadium features from the world of The Grounds including Stadium Rush, Rush Live Tournaments, and 11v11 Drop In. Accessing these modes will take you out of the world and into a classic matchmaking experience where you’ll be paired against players of a similar skill level. Small-sided Face off in competitive football across 1v1, 2v2, 3v3, and Rush matches on a variety of pitches throughout The Grounds. Matches last three minutes, with Rush offering an in-world version of the mode played on a dirt pitch, separate from the Rush Stadium experience. For 1v1, both teams will have one CPU goalkeeper and one outfield player, while 2v2 and 3v3 will feature smaller goals and no goalkeepers. Score more goals than the opponent by the end of the time to win. Battle for possession when the game begins as the ball is launched from the middle of the pitch. Shooting assistance is set to Manual and Passing Assistance is set to Fully Assisted with the rest of gameplay set the same as in regular 11v11 play. Fouls are enabled and free kicks work as follows: When a foul is made outside of the penalty area, the player fouled will have to shoot from the exact spot the foul was committed When a foul is made inside of the penalty area, the player fouled will have to shoot from the designated penalty spot Players will have to shoot during a Freekick, passing and dribbling is disabled The rest of the players, teammates, and opponents will be positioned behind the Freekick taker and won't be able to get in front of the ball for a set time If the foul is not taken before that time period, the Freekick taker and the rest of the players will be able to move freely again Kickabouts Kickabouts mix football with other sports like Dodgeball, Basketball, or Bocce Ball to introduce a variety of new ways to play both cooperatively and competitively. Bocce Ball Bocce Ball is a three-player free-for-all played over three one-minute rounds. Each round becomes more difficult as new obstacles are added and the route to each target becomes less direct. The Pitch is split into two areas. Balls continuously spawn in the Player Zone, while the Gameplay Zone contains the Targets, rings, obstacles, and Dead Zones. Score points by passing or shooting balls into Targets. After a ball lands inside a target, a timer begins. When it expires, the target splits into smaller Targets, progressing from Large to Medium and then Small. Players earn points for each ball still inside the target when it splits. Balls in the centre earn bullseye points, while balls knocked out before the timer expires do not score. You can also earn points by sending balls through rings, even if another ball knocks yours through. After three rounds, the player with the most points wins. See a breakdown of the scoring system below: Large Target: 100 points Large Target Bullseye: 200 points Medium Target: 500 points Medium Target Bullseye: 750 points Small Target: 1,250 points Small Target Bullseye: 2,000 points Ring: 300 points Dead Zone: -150 points Team Keepaway Team Keepaway is a 3v3 game played over one three-minute round on a medium-sized pitch surrounded by walls. The goal is to keep possession for as long as possible by passing the ball between teammates. The game begins with the ball dropping in the center of the pitch and players fighting for possession. While on the ball, you’ll be able to perform any type of pass. While defending, you will be able to perform any type of tackle to recover the ball, but take care, as fouls will still be given. The team with the most points when time expires wins. A team can also win immediately by taking a 1,000-point lead. There are multiple ways to earn points in Team Keepaway: If player holds the ball, 5 points will be given each second If a player does a regular pass, 20 points will be given. If a player does a first time pass, 40 points will be given. If a player does 5 passes in a sequence, a multiplier will be applied for the next passes. 5 passes = x2 10 passes = x3 If a player intercepts a pass, 15 points will be given - whatever multiplier was being applied to the opponents team will be given as a bonus to the intercepting team. If a player does a successful slide tackle, 20 points will be given. If a player does a foul, 100 will be taken away as a penalty. The Big Race The Big Race is a four-player free-for-all set across a full-sized pitch. Play a total of three races in one track, with each track having a maximum of two minutes to be completed. The race is divided into three different obstacle variations of the same track. Complete the full race and try to get as many points as possible in each track. The Big Race starts with all four players positioned on the start line with a ball at their feet. Only dribbling is enabled, guiding the ball through a race track full of obstacles such as Gates to go between, Lava Floors to avoid, Moving Colliders to dodge, and Defender Zones to dribble through. Once the first player crosses the finish line in each track, the rest of the players will have 15 seconds to finish. The player with the most points at the end of the race wins. See a breakdown of the points system below: 1st - 9 points 2nd - 6 points 3rd - 3 points 4th - 1 points Attacking Scenarios Attacking Scenarios is a 2v2 competitive match on a medium-sized walled pitch. Consisting of four, one-minute long rounds, each round selects a random scenario from a pool of ten. Starting with both teams on their end of the pitch, the scenario will be shown through a banner then added to the top of the screen before the ball is launched down the centre line and play begins. For Attacking Scenarios there’s no goalkeeper, no fouls, no offsides or other similar rules. The only requirements that matter are those required in the current scenario. If a goal is scored but doesn't meet the current scenario's requirements, a new ball is launched back in immediately to continue play. When a round's timer hits 0:00, the ball pops, ending the round and preventing post-round goals. The next round will begin immediately, starting with a new scenario. The team at the end of round four with the most points wins. If there’s a tie after the fourth round, a final fifth round will be played for one minute, using one of the two remaining unplayed scenarios. The first to score a goal wins. See a breakdown of the scenarios and points system below: Bronze Dribble the ball in - 1 point Score a first time shot - 1 point Break a target when scoring - 1 point Score off of a wall bounce - 1 point Silver Complete three passes before scoring - 2 points Collect three balloons before scoring - 2 points Score an aerial goal - 2 points Gold Score from inside a zone - 3 points Score through one or more gates - 1 point per gate Ball Hog - Hold the ball to generate points to score - up to 6 points Bucket Ball Bucket Ball is a team-based 2v2 game on a medium sized pitch. The game is three minutes long, with a one minute overtime period for tied games. If either team scores during overtime the game ends instantly with the scoring team as the winner, if there's still a tie at the end of overtime, the game ends in a draw. The game begins with a ball being dropped into the middle and players positioned on either side of the pitch. Battle for possession to get the first chance to attack. Score by sending the ball through the opposition team's hoop using precision lob pass and spike. There are 3 main types of shots: Precision Lob Pass (performed using lob button) Precision Header (performed using lob button while the ball is in the air) Spikes (performed using shoot button while the ball is in the air) Strategise with your teammate to try to score by either getting close to the hoop or taking a risk and shooting farther from the hoop. Higher jumps are activated with the shoot button to make it easier to perform a spike, or to defend Once a team scores, kickoff starts from the side of the opposition team. In the event of a foul, a “free throw” is given to the fouled team. Once a free throw is granted, the fouled player has 10 seconds to shoot with a lob pass while the rest of the players are frozen. If the player doesn't take the shot in ten seconds, the game continues as usual. At the end of three minutes, the team with the highest score wins. See a breakdown of the scenarios and points system below: 2 points for scoring during a free throw or scoring from inside the 3 pointer zone 3 points for scoring beyond the 3 pointer zone 2 bonus points are given for scoring with a spike (a total of 4) Balloon Ball Balloon Ball is a four-player free-for-all game on a medium pitch. Divided into three rounds, each round increases in difficulty based on the density of obstacles scattered around the pitch. Each player starts every round with three balloons attached and floating above their head. The last player standing with at least one balloon remaining wins the round. Become the last player standing by popping all the opposition balloons while protecting your own. The game starts with all four players positioned at the four quarters of the pitch. Shoot the ball to pop other players’ balloons. Each hit pops one balloon and when all three are popped, the player is eliminated and teleported to the sideline to spectate. A ball must be recently and forcefully kicked to pop balloons. A ball that has slowed to a crawl will cool off and not register hits. If the ball goes out of play, it’s automatically thrown back in after a short delay, launched toward the centre of the pitch. As rounds progress, obstacles are progressively removed from the pitch, increasing the risk of being hit. At the end of each round, the last player standing earns the most points. All other players earn points based on their finishing position. The player with the highest cumulative score across all rounds wins the game. A golden balloon power-up spawns periodically at a random position throughout the game. Collect the power-up by running into it or kicking the ball at it and gain one of three randomly allocated abilities: Invincible Become temporarily immune to balloon pops for a set time Tyres Tyres are fired toward opposition players, causing them to stumble or fall Boomerang Ball After hitting an opposition player, the ball automatically chains to every other player on the pitch in sequence before returning to the kicker If a power-up is not collected within a set window, it disappears and a new one will spawn at a different location after a cooldown period. With thirty seconds remaining in a round, Sudden Death activates, and the golden balloon power-up will turn red meaning it can no longer be collected. Every three seconds, a ball is fired directly at a random remaining player. All surviving players are highlighted with a red player glow and players can continue to kick the footballs at each other during this round. See a breakdown of the scenarios and points system below: Points are awarded at the end of each round based on finishing position: 1st place (last player standing): 250 points 2nd place: 150 points 3rd place: 75 points 4th place (first eliminated): 50 points Goal Control Goal Control is a 1v1 competitive game on a medium pitch. The pitch contains eight goals, set up differently across three, one-minute rounds. If scores are tied after the final round, sudden-death will be played. Claim and control goals to outscore your opponent. At round start, all goals are neutral (white). Control a goal by scoring. Controlled goals change colour to match the owning player. Scoring into an opponent-controlled or neutral goal flips ownership immediately. A Golden Goal modifier can be enabled for specific rounds, with a bonus awarded if one player controls all goals at the same time. If the ball leaves play, it’s thrown back in after a short delay. See a breakdown of the scenarios and points system below: 1 point per second for each goal controlled 2 points per second per goal when all goals controlled simultaneously Golden Goal score As well as the goal that is scored in, the player is awarded Control of another 2 goals Tie-break win condition: First valid goal wins immediately If no goal is scored the game ends in a draw Drop Kick Targets You can find Targets scattered across the football world. Spawn a ball on command and hit the target, managing shot power by timing the release of the kick. Look out for weekly Objectives challenging you to search every corner of the world and break as many Targets as you can find to earn rewards! There are several different Targets that can be found throughout the world Circles Rings Pentagons Live Services & In-World Events The Grounds will continue to evolve throughout the new season with Campaigns, and live updates. These updates can change the look and atmosphere of the world while introducing new activities, rewards, Store content, and ways to play. Campaigns can also bring linked In-World Events to The Grounds, connecting different activities into a larger path of challenges and rewards. An event may begin with Kickabouts or Small-sided matches in one of the districts before leading into a larger competition at the Rush or 11v11 Stadium. Events can feature different activities, requirements, match rules, and rewards, giving you new reasons to explore The Grounds and see how the world changes throughout the season. Archetype Changes Along with tuning updates across all existing Archetypes, we’ve made some changes to how you build, develop, and customize your player Archetypes in EA SPORTS FC™ 27. First, all Archetypes are now unlocked by default, giving you immediate access to any Archetype right out the gate. Customizing your player is also far more flexible. Archetype resets no longer cost Coins or a reset consumable, and you can now fine-tune individual attributes rather than being forced to reset your entire build at once. You can make these adjustments seamlessly on the fly from the in-world menu, The Clubhouse, or directly inside Clubs and Rush lobbies. Masteries Masteries represent your long-term growth as a complete footballer. Every Archetype you develop leaves a lasting mark on your Pro. By reaching set milestones, you’ll unlock permanent Attribute boosts that carry across all of your builds. For instance, reaching Level 10 with a Finisher Archetype unlocks +1 Finishing and +1 Composure to every archetype you use. Masteries reward long-term progression. The more archetypes you master over time, the better your Pro becomes across the board. Archetype Attributes Boosted Shot Stopper GK Positioning, GK Reflexes Sweeper Keeper GK Handling, GK Diving Progressor Long Passing, Standing Tackle Boss Aggression, Strength Marauder Sliding Tackle, Sprint Speed Disruptor Stamina, Interceptions Recycler Def. Awareness, Short Passing Maestro Reactions, Ball Control Creator Free Kick Accuracy, Vision Spark Crossing, Dribbling Magician Curve, Acceleration Finisher Composure, Finishing Target Balance, Jumping Amps Amps are a new type of item that give you more control over how your Archetype performs on the pitch. When equipped, they add specific benefits to your active Archetype for a limited time. There are four tiers of Amps, spread across two categories: Standard Amps Tier 1 - Attribute boosts Tier 2 - Greater Attribute boosts Signature Amps, inspired by football heroes and icons Tier 3 - Greater Attribute boosts,PlayStyles and Perks Tier 4 - Greater Attribute boosts, PlayStyles+ and Perks You can equip up to three amps at a time, including two Standard Amps and one Signature Amp. Equipping an amp is simple, navigate to the Amps tab under Archetypes, select a slot, and choose an amp from your inventory. Amps apply to all stadium matches as well as in-world Rush. Each Amp can be used for a set number of matches before it expires. Amps will be released throughout the FC 27’s live service, tying into specific Campaigns throughout the world. You’ll have plenty of ways to earn Amps in The Grounds and Clubs through Objectives, Live Events, Campaigns, and season progression. Additional Amps will also be available from the Store. Consumables Consumables continue to provide ways to progress your Archetype outside of playing matches. The Grounds introduces new Consumable variations designed to help players who join later in the year catch up on Archetype progression. New Archetype-targeted Consumables directly apply AXP to specific Archetypes. AXP multipliers will continue to apply across all Archetypes, while direct AXP boosts can be more focused. For example, one Consumable may apply AXP to any Archetype, another specifically to the Boss Archetype, and another to any Midfield Archetype. Consumable level caps now also apply on an item-by-item basis. One Consumable may have a level cap of 25, while another may have a cap of 50. These caps will always remain within the global maximum level cap. Consumables will continue to be earnable in The Grounds and Clubs through Objectives, Live Events, Campaigns, season progression, and the Store. Club Objectives New Club Objectives give you and your Clubmates more ways to progress together and earn unique rewards. Some objectives focus on shared achievements in Clubs, such as winning five League matches, while others will track your Club’s combined progress across different experiences, such as collectively winning 50 1v1 matches. This gives every Club member a way to contribute, even when you are not all playing together. These objectives will be broken down into the following categories: Club Milestones: long-term objectives to complete as a Club, earning fans to boost your Club reputation. These are broken into Bronze, Silver, Gold categories. Club Weeklies and Seasonals: weekly and seasonal objectives to complete with Clubmates. Complete these objectives with your Clubmates to earn Amps, Consumables, and Coins. Elite Objectives: special objectives for Clubs in Elite Division to earn extra rewards, giving clubs a reason to keep playing and earning once reaching Elite. Customization Showcase your Achievements and create your own football-inspired style through a range of Clothing and Accessories, including items from some of your favourite brands. You can customize your street and stadium looks separately to express your identity on and off the pitch. Emotes You can assign up to eight Emotes to the Emote Wheel and trigger them to interact with others across The Grounds. Emotes are also used in the post-match rewards sequences in Kickabouts and Small-sided as celebrations. Stores You can find customization options, emotes, cosmetic bundles, and more in the various in-world stores throughout The Grounds. All of the in-world Stores feature different customization outfits, attire, cosmetic bundles, accessories, and emotes, while the Menu Store is focused on Amps and Consumables. The Grounds Store – located in The Terrace – offers the full range of available cosmetic content, while the District Stores feature smaller selections that can include items inspired by their local identity. The Grounds Store Parkside Market Boutique Montclair Tienda Zeiza Menu Store Clubhouse Season Pass Play The Grounds and complete objectives to earn Season Points and unlock rewards including outfits, accessories, emotes, Amps, Consumables, and Coins. Upgrade to the Premium Pass for additional rewards as you progress through the seasonal reward track. Thanks for checking out The Grounds Deep Dive. We can’t wait for you to step into the new world of The Grounds and experience everything this football playground has to offer when EA SPORTS FC™ 27 launches. Stay tuned for more EA SPORTS FC™ 27 Deep Dives, and join the conversation to share your feedback with us on the EA SPORTS FC™ Discord: discord.gg/easportsfc3Views0likes0CommentsEA SPORTS FC™ 27 | FC Feedback Deep Dive
We know players want to understand how their feedback shapes EA SPORTS FC™. Throughout FC 26, you told us what you’d like to see improved and that you wanted more transparency into how feedback is used, where it goes, and when it leads to change. As we approach the release of EA SPORTS™ FC 27, this Deep Dive explains how we approach feedback, and how your voice will help to shape the game. After a full season of gathering your feedback through the Player Feedback Portal, Discord, EA Forums, Design Council, and more, we continue to get new feedback from you and refine how we review it. For FC 27, player feedback will inform the development process earlier, more often, and across more areas of the game. How Can I Leave Feedback? There are several places you can share feedback with our teams, depending on the type of feedback you want to provide. The Player Feedback Portal is the clearest way to submit structured feedback about a specific area of the game FC 27’s Portal will launch alongside the game and will be available to Closed Beta participants as well Discord allows you to join real-time conversations and participate in polls EA Forums provides you a space for more detailed and ongoing discussions PC players can also share feedback through Steam Community Each feedback channel helps us understand a different part of the player experience. Together, they give our teams a broader picture of how players are experiencing FC. What Do We Do With Your Feedback? When you share your feedback, it becomes part of a bigger picture that helps our teams understand what players are experiencing across EA SPORTS FC™. Gathering feedback from a variety of sources helps us understand different parts of the player experience. Some give us a broad sense of how the community is feeling, some help us spot specific issues, and some help us to understand how different players experience the same feature, mode, or update. Combining the feedback across these channels gives us a clearer picture of your current experience and allows us to: Understand player priorities Identify recurring issues and feedback trends Share insights with development teams Make changes where required We bring this feedback together through our internal processes. Our FC 27 team meets consistently to review what players are telling us, identify the areas that require further investigation, and create action plans for how we can respond. Those actions can take different forms, from investigating an issue more deeply or making direct changes to the game, to providing more clarity around how a feature works. The goal is to make sure feedback is shared with the right teams, considered alongside game data and development priorities, and communicated back to players as clearly as possible. A single comment may not always lead to direct change, but when feedback trends are clear and consistent, they can help our teams better understand player priorities and determine the right next steps. Our Approach To Feedback in FC 27 Throughout FC 26, we improved how we gathered and communicated player feedback, and for FC 27, we want to act on clear feedback trends sooner and provide greater visibility into the areas our teams are reviewing. Throughout the season we’ll use surveys, polls, discussions, and playtests to ask players about specific features and areas of the game. This enables our teams to gather clearer feedback, better understand the reasons behind it, and compare what we hear across community discussions, gameplay data, and research. We also want to do more to close the loop with players by communicating the feedback trends we are seeing, the areas our teams are investigating, and examples of where player input has contributed to changes. Not every piece of feedback will lead to an adjustment, and some changes may require additional time, testing, or technical work. Our goal for FC 27 is to identify and respond to feedback trends more quickly while making it clearer how player feedback moves from the community into development. Player Feedback Portal The Player Feedback Portal is a survey that’s open 24/7 and lets you provide specific feedback on your chosen area of the game. The Portal continues to be the clearest and most direct way for our teams to review and track your feedback. It also helps us connect your responses with gameplay data, other community discussions, and broader social chatter. Since the Portal’s launch last year, we’ve reviewed tens of thousands of responses covering nearly every aspect of FC 26. We’ll continue to use Portal responses closely throughout FC 27 to understand your experience, identify key feedback themes, and help inform where changes may be needed. We’re currently getting the Portal ready for FC 27, and we’ll share the link with you as it rolls out alongside the Closed Beta and full game. How to use the Player Feedback Portal: Visit the Player Feedback Portal and sign in with your EA account Select which part of the game you’d like to leave feedback on Provide your detailed feedback Press Submit Our development and community teams regularly review Player Feedback Portal responses. We analyse data alongside broader community trends to validate findings and guide future updates. When additional context is needed, we may follow up through Discord or in-game communications. Discord Discord is key in helping us to understand community feedback in real time. The server is monitored daily by members of our team and moderators, ensuring feedback is reviewed, acknowledged, and shared with the right teams. The best way to leave feedback on Discord is through the following channels: #💭┃fc-feedback #📊┃polls Join the conversation in our official Discord and help shape the future of EA SPORTS FC™. Steam Community We also have a dedicated channel for PC feedback through Steam Community. Our teams regularly monitor the Steam Community Hub to review bug reports, respond to player issues where possible, and collect PC-specific feedback to bring back to development teams. There are two main ways to share feedback through the Steam Community. The first is by reporting issues and joining conversations in Discussions. The second is for noting any technical issues or bugs, posting detailed Bug Reports to help us investigate and identify trends affecting the community. Stay tuned for our PC-specific Deep Dive in September, where we will discuss what’s coming to EA SPORTS FC™ 27 on PC. EA Forums EA Forums continue to be the main place for structured community discussion. The forums are organised by topic, allowing you to easily share detailed feedback, discuss recent updates, and engage with other members of the FC community. Our community team and moderators review your posts to identify recurring themes and potential issues to inform in-game updates. Discussions on the EA Forums help us keep ongoing feedback topics updated, sourcing additional examples, videos, suggestions, and player discussion. Join the conversation in EA Forums here: https://forums.ea.com/category/ea-sports-fc-en Design Councils Design Councils enable us to bring global player perspectives into development. They help us hear from a variety of players with different playing styles, priorities, and experiences within the game. For FC 27, we held the following three hands-on playtests, gathering detailed feedback from players, creators, and community voices across different areas of the game: Career playtest in April 2026 The Grounds playtest in May 2026 Gameplay fundamentals and FUT playtest in May 2026 We were able to implement key feedback from each of these playtests to be ready in time for FC 27 launch. For example, the triggered run and through pass changes in FC 27 were a direct result of the feedback we received during our Gameplay Fundamentals playtest in May. We’re planning to continue hosting these feedback sessions throughout FC 27 to ensure we’re creating updates that align with feedback from some of our most passionate players. Closed Beta The Closed Beta runs from 5 August, 2026 - 25 August, 2026. The Closed Beta is an invite only work-in-progress build of EA SPORTS FC™ 27 that gives selected players an early opportunity to try parts of the game before launch. As this is a pre-release build, some features may not reflect their final launch experience. The Closed Beta will be available on the following platforms: PlayStation®5 PlayStation®4 PC (Steam and the EA app) Xbox Series X|S Xbox One Nintendo Switch™ Nintendo Switch™ 2. Before 18 August, eligible players on PlayStation®5, Xbox Series X|S, PC, and Nintendo Switch™ 2 will have access to The Grounds, while access to other modes may be limited. Your invitation email will tell you which game modes you can access. Starting 18 August, all modes will be available to play. Here’s how you can get invited to the Closed Beta. In order for a chance to be selected for the Closed Beta, you’ll need to sign up for EA Playtesting first. https://www.ea.com/playtesting To learn more about EA Playtests and Closed betas, check out EA Help. https://help.ea.com/en/articles/ea-account/beta-playtest/ If you’ve been invited to play, we’ll send your code to the email address linked to your EA Account. Rules: You must be 18 years old or older. To play the Closed Beta, you’ll need an online connection and an EA Account. You’ll also need to accept the EA User Agreement, EA Privacy & Cookie Policy, and the Pre-release Feedback Agreement. It’s against our rules to post, stream, capture, or otherwise share content from Closed Beta gameplay and forums. If you break those rules, you’ll lose access to the Closed Beta and be placed on a no-access list for future opportunities. In addition, your posted or streamed content may be taken down, and you might get a strike on any channels that you stream the Closed Beta from. Our advisors can't give you a code if you don’t get one. Your code is just for you. It can’t be transferred to another account or shared with another player. The Closed Beta is only available in the US, Canada (excluding Quebec), United Kingdom, and Ireland You need an active subscription to Xbox Live Gold, PlayStation®Plus, or Nintendo Switch Online to play. If you want to report a bug or give feedback, there’s a Closed Beta specific FC 27 forum you can visit here: https://forums.ea.com/category/fc-27-playtest-en. Access to these forums is limited to players who have been invited to the Closed Beta. You can also expect to see the Player Feedback Portal and other surveys in-game. You’ll have to login using your EA Account used to log in to the Closed Beta. Please note that for the Closed Beta our advisors won’t be able to help troubleshoot anything that might happen while you’re playing. For more information about the Closed Beta and FAQ, please visit our Help Article: Once the Closed Beta finishes we'll publish a Pitch Notes article summarising the feedback we've received from the community, the key themes that emerged, and the updates the development team is investigating. Your feedback throughout the Closed Beta will play an important role in shaping the final experience. Help Shape EA SPORTS FC™ 27 Every one of your discussions helps us better understand how you experience the game and informs the decisions we make when building the future of EA SPORTS FC™. Thanks again for your continued feedback. Stay tuned for more EA SPORTS FC™ 27 Deep Dives, and join the conversation to share your feedback with us on the EA SPORTS FC™ Discord: discord.gg/easportsfc10Views0likes0CommentsTitel: FUTTIES-Bauplan II nicht nutzbar – falsche GES-Anforderung
Hallo, bei der Evolution „FUTTIES-Bauplan II“ scheint eine falsche Voraussetzung hinterlegt zu sein. FUTTIES-Bauplan II verlangt: – GES genau 97 – Seltenheit: FUTTIES-Evolution Das Problem ist, dass mein Spieler nach Abschluss der vorherigen FUTTIES-Bauplan-I-Evolution auf 98 GES aufgewertet wurde. Dadurch kann dieser Spieler nicht in Bauplan II eingesetzt werden, obwohl Bauplan II offensichtlich als Fortsetzung dieser Evolution vorgesehen ist. Aktuell wird mir deshalb kein geeigneter Spieler für FUTTIES-Bauplan II angezeigt. Bitte prüft, ob die GES-Anforderung von 97 bei FUTTIES-Bauplan II fehlerhaft ist und eigentlich 98sein sollte bzw. ob die Evolution entsprechend korrigiert werden kann. Plattform: Xbox Series X Vielen Dank.9Views0likes0CommentsGrundlagen-EVO „Intro: Boni-EVOs“ wird nach Abschluss nicht als erledigt erkannt
Hallo EA-Team, ich habe ein Problem mit der Aufgabe „Vielfalt – Grundlagen-EVO abschließen“. Die Aufgabe sagt, dass ich die „Intro: Boni-EVOs“ vollständig abschließen muss. Ich habe die benötigten 3 Rush-Spiele abgeschlossen, die EVO freigeschaltet und die EVO vollständig beendet. Trotzdem wird die Aufgabe nicht als abgeschlossen angezeigt. Die Aufgabe bleibt weiterhin offen und zählt nicht für meinen Fortschritt. Ich habe das Spiel bereits neu gestartet, aber der Fehler besteht weiterhin. Bitte überprüft diesen Fehler und behebt ihn, damit die Aufgabe korrekt abgeschlossen wird. Danke.4Views0likes0CommentsÖsterreichische Icon od. Hero Karte in kommenden EA FC Games
Es gab noch nie FIFA bzw. EA FC Spielen eine Icon oder Hero Karte aus Österreich. Deswegen habe ich eine Konzept-Icon-Karte von Hans Krankl erstellt. Krankl hat beim FC Barcelona viele Titel und auch den goldenen Schuh gewonnen. Es wäre mal toll, solch eine Karte in kommenden Games zu sehen.15Views0likes0CommentsTransfermarktbann auf FC 26
Hi Leute, seit einigen Tagen probiere ich nun meine Münzen durch einen Bann wieder zubekommen. Da ich durch ÜV wohl auffiel bekam ich die Warning. Jetzt probiere ich seit Tagen die Sperre zu überprüfen. Ich hatte mal nen gutes Video von Jibi auf YouTube gesehen, leider war das vor einigen Jahren veröffentlicht. Trotzdem ist die Chance wohl bei Datenschutz irgendwas auf der Ea Seiten gut, den falschen Bann richtig zu stellen. Hat also von euch jemand ne Ahnung wie ich das finde oder meine Münzen zurückbekomme. Und natürlich habe ich nichts gemacht, habe nur einen Account und keiner meiner Freunde spielt mehr das „hervorragende Game“ (CM Edit: Titel geändert)38Views0likes6CommentsFC 27 Direkt Kommunikationen
Hallo zusammen! Wie auch letztes Jahr für FC 26, fassen wir in diesem Thread wieder Updates vom FC Direct Communication Twitter/X Channel auf Deutsch zusammen, da wir wissen, dass nicht alle von euch auf dieser Social Media Plattform sind und daher solche Updates vielleicht verpassen würden. Schaut hier also rein für aktuelle News zu FC 27, die von unseren Teams auf Twitter/X geteilt werden.21Views0likes7CommentsEA SPORTS FC™ 26 | Titel Update v1.6.6
EA SPORTS FC 26-Version 1.6.6 ist jetzt live und enthält die unten aufgeführten Updates. Clubs Problembehebung: - Wir haben weitere Fälle korrigiert, in denen ein Fehler auftrat, wenn man versuchte, eine Online-Partie zu spielen. Allgemeines, Audio und Grafik Problembehebungen: - Wir haben ein Stabilitätsproblem behoben, das auftreten konnte. Möchtest du uns direktes Feedback zu EA SPORTS FC 26 geben? Nimm dir ein paar Minuten Zeit, besuche https://go.ea.com/fc26pfp und sage uns deine Meinung. Vielen Dank an alle, die Feedback abgegeben haben und weiterhin abgeben. Im Laufe der EA SPORTS FC 26-Saison werden wir weitere Infos und Updates bereitstellen, sobald sie vorliegen. Die neuesten Infos und Updates findest du auf @EASFCDIRECT auf X oder WhatsApp, im EA SPORTS FC-Tracker und im EA SPORTS FC-Discord. - Das EA SPORTS FC-Team13Views0likes0CommentsIntel Core i5-3550 – FC 26 runs flawlessly; FC 27 Beta crashes with c000001d.
I launch the game via the EA app and reach the splash screen; as soon as it says "Game is starting," the splash screen disappears, and 3–5 seconds later, I’m automatically back in the EA app. Please take a look at the screenshot—I just want to play the beta. I never had any issues like this with FC26. Please fix this bug. Intel Core i5-3550 – FC 26 runs flawlessly; FC 27 Beta crashes with c000001d.40Views0likes2Comments- 20Views0likes1Comment
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