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code bug
I was sent a email telling me I got a closed beta code but when I looked in to it u guys gave me a ps4 version and North American servers but I’m on ps5 and in Europe ultimately the code dosent work on the ps store can I please get help with this problem as I wish to try out fc277Views0likes0CommentsCode never initially sent, but follow-up was?
Hello, I have received a email today (attached) following up on a code that was claimed to be sent sometime between Aug4th-12th. When I checked my email, it seems I never got one between that time. I reached out to support and they recommended to post on here. I am not sure if the initial email went to spam, was deleted accidentally or never sent. I am wondering how I can regain access to the code that was sent to me earlier which this newest email is pointing to. Thank you.Dr_Peanut_OD1 hour agoNewcomer20Views0likes0CommentsTransfer negotiations are super unpredictable and unrealistic
Whenever I try to buy someone, the manager I'm currently negotiating with will say, for example, that they want £31,500,000 , so if I counter it with, £29,000,000 they will say wait a couple of days or something, then when they want to renegotiate they start asking for £43,000,000 then if I try countering for what they previously were asking for they instantly cancel the negotiations and I'm back to square one.NVGhoul3 hours agoNewcomer7Views1like1CommentFC 27 Beta – Manager Career Thoughts & Feedback
I’ve been playing Manager Career in the FC 27 beta and completed my first season with Brighton. Career Mode has always been my main focus in FC, and I wanted to share some thoughts after a full season. Overall, I’m enjoying FC 27, but there are areas I think could be improved. GAMEPLAY Overall, I have enjoyed the gameplay in FC 27. The pace and acceleration feel slower than FC 26, and it is noticeably harder to simply use a fast player to blow past a defender. The CPU seems to mark more tightly and does a better job of closing space without immediately overcommitting. This has changed the way I attack. Passing and movement feel much more important. If I make a good pass to a stationary player, that player often cannot simply receive the ball and explode past the defender because the defender closes the space quickly. Passing into the path of a player who is already moving, particularly with a well-timed through ball, is much more effective. Give-and-goes and combinations therefore feel more important than they did in FC 26. First touch also seems much more important. A good first touch can give you the small amount of space needed to make the next pass, dribble or shot, while a poor first touch gives the defender enough time to close you down. I like that because receiving the ball cleanly actually feels consequential. Some attacking patterns that were very reliable in FC 26 also seem less effective. For example, playing the ball into the middle and then immediately sending a through ball wide could previously create an easy path into the final third. In FC 27, the defender often recovers and closes the wide player quickly, forcing me to stop, recycle possession or find another passing option. Similarly, getting wide and making a quick cut back toward the middle still works, but it is much less automatic. Finesse shots also seem noticeably less overpowered. In FC 26, particularly with the Finesse Shot PlayStyle, getting into the right position and hitting a finesse shot across goal could become an extremely reliable way to score. That shot can still be effective in FC 27, but it does not feel nearly as automatic. More broadly, my impression so far is that PlayStyles in general do not feel as overpowered or as capable of determining the outcome of an action on their own. They still provide an advantage and help differentiate players, but they seem to complement a player's ability rather than overpower the underlying gameplay. So far, I consider most of this a positive change. I am still learning which attacking patterns work consistently, and I like that I haven't immediately found one or two moves that allow me to repeatedly exploit the CPU. The gameplay seems to place more emphasis on creating space through passing, movement and timing rather than simply relying on pace or repeating the same attacking pattern. CPU TEAMMATE DEFENDING One area I would still like to see improved is CPU teammate defending. This was also something I noticed frequently in FC 26. The opposing CPU seems to mark my players fairly tightly and closes down space well, but I don't always see the same behavior from my own CPU-controlled teammates. At times, opposing players are able to dribble toward my defenders while they continue to back off rather than actively engaging the ball carrier. Second-man press helps apply pressure, but even then the CPU-controlled teammate often seems more interested in containing the player than actually attempting to win the ball, leaving me to switch defenders and make the tackle myself. I do want to mention that FC 27 has added considerably more gameplay sliders, including sliders specifically affecting CPU teammate behavior such as CPU Teammate Marking. I haven't experimented extensively with these yet, so some of this behavior may be adjustable. I appreciate having that additional control and plan to experiment with it more. At the default or near-default settings I've used so far, however, there still seems to be a noticeable difference between how tightly the opposing CPU defends my players and how aggressively my CPU teammates defend the opposition. RATINGS / SQUAD MANAGEMENT The new approach to player ratings and squad management has been one of the more interesting changes for me. Player ratings generally seem lower than I am used to seeing in FC 26, although I am still learning exactly how the new rating and potential systems work. What I particularly like is that a player's current rating now seems much more responsive to what is happening during the season. The Player Updates section on the main Career Mode page regularly highlights players with messages such as “In good form” or “Thinks he should be playing more.” These updates are not just informational, as they can affect the player's current overall rating. The updates also seem to take the individual player's situation and expected role into account. For example, if I sign a player with a Rotation squad role and then don't give him enough playing time, I will frequently see a negative update related to his lack of minutes. I have also had a player ask for a new contract, and after giving him one the game indicated that he was happy and his rating received a slight increase. I like this because it gives me another reason to think about who should actually be playing rather than simply selecting the players with the highest base ratings. Managing a player's role, playing time, form and happiness can have a direct impact on how effective that player currently is. Fatigue has also had a noticeable impact on my squad selection. FC 26 allowed me to set training plans and thresholds, such as having a player train harder when his sharpness fell below a certain level. I have not found an equivalent level of control in FC 27 so far. Instead, I am regularly entering matches with players who are not fully recovered. Since fatigue is one of the first things I look at when selecting my lineup, this has forced me to rotate my squad more frequently. I actually consider the increased need for rotation a positive from a realism standpoint. The same is true of injuries. I have injury frequency turned down, but I have still experienced a reasonable number of injuries over the course of the season. Between fatigue, injuries, form, morale and playing-time concerns, I have had more reasons to use the entire squad rather than simply playing my strongest XI every match. I have not explored every part of the new training, sharpness and development systems yet, so there may be additional controls or mechanics that I have not discovered. These are simply my impressions after completing my first season. TRANSFERS The transfer system is significantly different from FC 26. Transfers feel much less automatic, and there seem to be more factors determining whether a player can actually be signed. When scouting players in FC 27, I can now see their level of interest in joining my specific club. I am managing Brighton, and many players at bigger Premier League clubs are simply not interested in joining. This immediately makes the club I am managing more relevant when deciding which players are realistic targets. The process itself also takes considerably more time. The first step is to inquire about buying or loaning the player. I then have to wait several in-game days for the club to respond. If the club is willing to proceed, negotiations can begin. After submitting an offer, I again have to wait for a response rather than immediately finding out whether the offer has been accepted. The presentation of negotiations has changed as well. During this process, the game displays a phone icon and the player's face at the top of the screen, essentially representing the ongoing communication. This is quite different from FC 26, where negotiations were presented through face-to-face cutscenes. Negotiating with a club showed my manager meeting with the opposing manager in my office, while player negotiations showed my manager meeting with the player and his agent, either in the office or at a restaurant. There are also separate considerations involving the selling club and the player. A club can simply refuse to sell—for example, I have had a club indicate that it was unwilling to sell a player to a rival club. Even if the club is willing to proceed, the player can still decide that he is not interested in joining. This means that identifying a player I want no longer guarantees that I will be able to sign him simply because I have the money to do so. The amount of time involved changes how I approach a transfer window. Each stage can take several in-game days, so pursuing one player and eventually having the deal fall apart can use up a significant portion of a limited window. This encourages me either to have several potential transfers developing at the same time or to be more confident that a particular transfer is realistic before committing too much time to it. Because of that, I think the game could do a better job explaining why negotiations break down. I have had several potential transfers fall apart without being given a clear reason. I don't mind that transfers can fail; the possibility of failure adds uncertainty to the process. However, when several in-game days have been invested in a deal, knowing why it failed would help me make better decisions about which players to pursue next. Overall, the new system adds more variables to squad building. I have to consider not only a player's ability and price, but whether the selling club is willing to do business, whether the player is actually interested in joining my club, and how much of the transfer window I am willing to spend pursuing a deal that may ultimately fall through. CAREER MODE PRESENTATION / IMMERSION There are some changes to the presentation of Manager Career, although a number of the smaller details still feel very similar to FC 26. One change I noticed is how press conferences are handled. Rather than choosing to attend a press conference, they now appear automatically at different points throughout the season and I am given two responses to choose from. I like that these interactions are incorporated into the flow of the season rather than requiring me to select them separately. However, so far I have not noticed the responses having much of an impact on the team or my career. It would be nice if the choices had more noticeable consequences so that there was a reason to think about which response I select. A lot of the matchday presentation also feels very familiar. Much of the commentary I have heard appears to be the same as FC 26, and many of the pre-match sequences, such as the shots of supporters and other stadium animations, are similar or identical. I did notice an option to download additional commentary content, although I have not tried this yet and am not completely sure how it works, so my impressions here are based only on the commentary I have actually used. These are relatively small things individually, but over the course of a long Career Mode save they contribute to matches eventually feeling repetitive. I would like to see more variation and context in these areas, particularly commentary that responds to what is actually happening during the career. Things such as a surprising league position, an important run of form, a player having an exceptional season, a major transfer, or an upcoming match having significant implications for the table could help make each season feel more connected to the career being played. Overall, the presentation is still enjoyable, but after playing a lot of FC 26 it is easy to recognize many of the same commentary lines and pre-match sequences. More variation and more acknowledgement of events occurring within the save would go a long way toward making a long-term Manager Career feel more immersive. AWARDS / SEASON RECOGNITION One area I would like to see expanded is how individual awards are handled. At the end of my first season, the Player of the Year winner was not the player with the strongest overall goals, assists, or match rating. The player who won was on the team that won the league, so team success may have been a factor, and I don't necessarily think the selection itself was wrong. The larger issue for me is that there is very little context around the award. I would like to see ongoing award races throughout the season where I can view the leading candidates, their statistics, and how the race is developing. Madden, another EA Sports title, already does something similar. Once enough of the season has been played, award races begin to appear and you can follow the leading candidates as the season progresses. I would love to see a similar concept incorporated into Manager Career. Ideally, this would include the major awards such as Player of the Year, Manager of the Year, Golden Boot, Golden Glove, Young Player of the Year, any applicable Defender of the Year award, and the Ballon d'Or. These do not all need to work exactly the same way, but having dedicated races and some type of presentation when the winners are announced would make them feel like meaningful events within the career. This could also help explain why a particular player wins an award. Goals and assists are obviously important, but things such as match ratings, clean sheets, team success and overall performances may also factor into different awards. Being able to follow the candidates throughout the season would make the eventual results feel connected to what actually happened during the year rather than simply having a winner appear at the end. For a long-term Manager Career, I think this would add a significant amount of immersion. Following an award race involving one of my players, competing for Manager of the Year during a successful season, or seeing one of my players enter the Ballon d'Or conversation would give individual performances and team success another storyline to follow throughout the year. CLUB HISTORY / TROPHY ROOM Another feature I would love to see expanded in Manager Career is the ability to look back at the history created during a save. There is already a Manager Career section that keeps track of some accomplishments and career information, which I appreciate. I would like to see that concept expanded into a more detailed club history or trophy room that records what happens throughout the career. One of the things that can make a long Career Mode feel less meaningful is how quickly accomplishments from previous seasons disappear. After several seasons, I would like to be able to look back and see what my club and players actually accomplished rather than having to remember it myself. A club history section could keep a season-by-season record of things such as league finishes, trophies won, cup and European results, and the manager's overall record. A trophy room could visually display the trophies the club has won during the career and show the season each one was won. If one of my players wins an individual award, that should remain recorded somewhere as well. I would also like to see much more historical statistical tracking. Madden is a good example of what I mean. During a season, I can look at the current statistical leaders, but I can also look at career records and see the all-time leaders in major categories. I would like to have something similar in Manager Career. For example, I should be able to view the current season's leaders in goals, assists, clean sheets and other major statistics, while also having career and historical leaderboards that continue to update as the save progresses. It would be great to see when a player is approaching or breaking a club or league record rather than having those statistics essentially disappear when the next season begins. This would work particularly well alongside an expanded awards system. An award race gives me something to follow during the current season, while historical statistics, a club history and a trophy room give those accomplishments permanence after the season ends. For players who spend many seasons with the same club, this would help turn the save into its own history. By year five or ten, I could look back at where the club started, what we won, which players became club legends, which records were broken, and how the team changed over time rather than each new season largely replacing the previous one. If I could choose only one new feature to add to Manager Career, this would probably be it. A major reason I play sports games is the statistics and the history that develops over multiple seasons. Career Mode gives us the ability to play through many seasons and create our own version of football history, but I would like the game to do more to preserve that history. Having season and career statistics, records, awards, trophies and previous results remain accessible would give much more meaning to everything that happens over the course of a long save. GAMEPLAY SLIDERS I think the expanded gameplay sliders are worth highlighting as a separate addition. Sliders are a major part of the experience for many offline players, and there is always a lot of discussion within the community about finding the right settings to create the type of gameplay each player wants. FC 27 appears to provide considerably more control in this area. Instead of relying only on broader settings such as Shot Error, there are now more specific sliders for different types of shots, including finesse, power and low-driven shots. There are also new sliders that affect the behavior of CPU-controlled teammates, including CPU Teammate Marking. I have not experimented extensively with most of the new sliders yet, so I don't want to make judgments about how effective each individual setting is. Most of my changes so far have been relatively limited while I try to understand how the default gameplay behaves. However, I appreciate the additional level of control. Different players are looking for very different experiences from FC, particularly in offline Career Mode, and more granular sliders potentially allow players to address specific aspects of gameplay without changing something much broader. For example, if one particular type of shot is too accurate, being able to adjust that shot specifically is preferable to increasing overall Shot Error and affecting every type of finish. I expect these additional settings will become especially useful once players have had more time with the game and begin developing and sharing different slider setups. For an offline mode that people can play for hundreds of hours, having more control over how the game behaves is a meaningful addition. OVERALL THOUGHTS Overall, I am enjoying FC 27 and have had a positive experience with the beta so far. After completing a full season in Manager Career, there are changes to both the gameplay and Career Mode systems that have made the experience feel different from FC 26, while there are also some areas that still feel very familiar or could use additional depth. Most of my suggestions are less about making Career Mode fundamentally different and more about giving greater depth and meaning to what is already there. Manager Career is a mode that can be played for hundreds of hours and across many seasons, so features that make individual seasons feel distinct and preserve the history created along the way would add a lot to the long-term experience.9Views0likes0CommentsAuthentic Gameplay Feedback – I want smarter football, not harder football
Hi EA SPORTS FC team, I wanted to share some feedback as an offline player who really enjoys playing FC as a football simulation. I’m not looking for a game that is easier or harder. I don’t want the CPU to become more aggressive, faster or stronger just to make the game more challenging. I simply want the football on the pitch to feel more believable. I’ve been playing FC for a long time and there are a few things that keep coming up for me. TEAM SHAPE AND POSITIONING This is probably my biggest issue at the moment. I want teams to feel compact, but also properly staggered. In real football, the defensive midfielders aren’t constantly standing almost level with the attacking midfielders, while the wingers are already as high as the striker. Ideally, you would see something like: Defence → midfield/DMs → attacking midfielders/wingers → striker with small but noticeable distances between the lines. The defensive line doesn’t have to drop deeper just to make the team compact. I would much rather see the AI understand the space between the lines and position players accordingly. Compact shouldn’t mean everyone standing on the same vertical line. This is something that makes a huge difference to me because you notice it throughout the entire match. MORE MOVEMENT AND PASSING OPTIONS IN ATTACK Another thing I notice a lot is how static the attack can feel. Sometimes I have the ball and there are simply not enough useful options around me. Teammates either stand still or make a very predictable run straight forward. I’d love to see more situations where players actually react to what’s happening: a winger moving into space instead of running straight ahead a midfielder coming towards the ball when needed a striker making a delayed run overlaps and underlaps diagonal and curved runs players moving away from areas that are already crowded I don’t want everyone constantly making runs behind the defence. I just want teammates to give me more believable options. The new attacking movement shown for FC 27 looks very promising in this regard, and I really hope it works consistently in actual matches. CPU DEFENDING – SMARTER, NOT STRONGER This is another big one for me. Sometimes CPU defending feels a bit “magnetic”. You can have a normal physical challenge and suddenly the ball seems to belong to the CPU, or an AI defender makes an interception that feels almost automatic. I’d much rather see the CPU defend through good positioning and decision-making. Give me more genuine 50/50 situations. Let the CPU sometimes mistime a challenge. Let loose balls actually be loose. And please don’t compensate for defensive weaknesses simply by making the CPU more aggressive, faster or stronger. Smarter AI is much more enjoyable than stronger AI. SECOND BALLS AND AERIAL DUELS This is connected to the previous point. Real football has so many unpredictable second-ball situations. After a header, tackle, blocked shot or goalkeeper save, I want to see the ball genuinely become available to either team. Sometimes the CPU should win it. Sometimes I should win it. Sometimes nobody should have it immediately. I don’t want the game to feel like the same team is automatically going to win the second or even third ball. Those little messy situations are actually part of what makes football feel real. GOALKEEPERS I’d really like to see more variety from goalkeepers. Especially in 1v1 situations, I’d like the goalkeeper to make more intelligent decisions about when to come out and how far to come out to reduce the angle. And when making a save, the outcome shouldn’t always be the same animation. Sometimes the keeper should: hold the ball parry it to the side push it forward make a difficult second save get a hand to it but still concede One thing that really bothers me is when a goalkeeper makes a save and almost throws the ball into his own goal because of the animation. More variation would make goalkeepers feel much more alive. SHOOTING I actually like having more control over where I shoot. If I aim for the far corner, I want the ball to go towards the far corner. But that doesn’t mean every shot should be perfect. I’d love to see more natural variation: slightly wide slightly too high post crossbar good save rebound perfect finish The input should control the intention, but not guarantee the outcome. That’s what I think would make shooting feel much more realistic. PENALTIES Penalties are another area where I think the game could feel much more natural. One thing I really miss is being able to simply side-foot a penalty along the ground. If I use very little power and aim low towards the corner, I would expect the ball to stay very close to the ground. At the moment, even when I try to do this, the ball seems to get off the ground. I’d also like to see more realistic variation from goalkeepers. A slowly hit penalty placed very close to the post shouldn’t automatically become an easy save just because the goalkeeper guessed the correct side. Sometimes it should be a great save. Sometimes it should go in. Sometimes it should hit the post. Sometimes the keeper should get a hand to it and the ball should rebound back into play. More variation would make penalties much more exciting. SIDE SELECTION BEFORE THE MATCH This is a small thing, but honestly one of the things that bothers me more than it probably should. I’d love to have a proper coin toss / side selection before the match. In real football, the teams don’t simply have a fixed attacking direction for the first half. Why not have: Coin toss → winner chooses the side → kick-off Or simply give us an option to choose which goal we want to attack first. I play with clubs where the home atmosphere is a big part of the experience. Being able to choose to attack towards the home supporters in the first half would make a surprisingly big difference. It’s a tiny feature, but it would add a lot of immersion. MORE AUTHENTIC CUP PRESENTATION IN KICK-OFF I’d also really like to see more competition-specific presentation in Kick-Off. For example, why not allow a DFB-Pokal round match in Kick-Off with the proper DFB-Pokal presentation and overlay? It doesn’t even have to be a full tournament mode. Something as simple as: DFB-Pokal → Round Match / Final would already be great. The same could eventually be done for the Europa League and Conference League. For offline players, these little details make a big difference. WHAT I MEAN BY “AUTHENTIC GAMEPLAY” I think all of these points come down to the same thing. I don’t want the CPU to be harder just for the sake of being harder. I don’t want perfect AI. I don’t want every pass, shot or tackle to work perfectly. I want believable mistakes, believable decisions and believable situations. Sometimes I want to score a beautiful goal. Sometimes I want to hit the post. Sometimes the goalkeeper should make an incredible save. Sometimes he should make a mistake. Sometimes I should lose a 50/50. Sometimes I should win one I didn’t expect to win. Sometimes my winger should make the perfect run without me asking him to. And sometimes he should make the wrong decision. That’s football. For me, the best version of FC isn’t the one that feels the most difficult. It’s the one where I occasionally forget that I’m playing a video game. I really hope FC 27 can move further in that direction. Thanks for reading and for continuing to improve the game.12Views1like0CommentsSongs Suggestions
I have just a couple of songs that could be added for this year soundtrack. 99 Luftballons-NENA Undone(The Sweater Song)- Weezer What I Wanna Hear-Dirty Nice Egomaniac-SOFY Falling in a Sleeping Wind-Vona Vella Dirty Little Secret-The All-American Rejects I Can't Be With You-The Cranberries Hotel Rooms-Ax and the Hatchman Flowers-George Moir No pressure for adding the songs and no pressure on making the game just try to make it polish as possible and here is the link to the Playlist https://open.spotify.com/playlist/4iBD7hongu0cEaGr5k8722?si=jwLAaMSSRp-WS5-PJ_HITA&utm_source=copy-link&pi=MCHbG3wlT7WMb&sci=spotify%3Acard-config%3A2U4zKut7UCbm9tqem8cfgl Forgot to write this day ago but if you want to you can suggest your songs.R5Y7127 hours agoSeasoned Newcomer54Views0likes2CommentsCreate a Player is Extremely Limited and Outdated
Hello EA Sports FC Team, I would like to give feedback regarding the Create a Player feature (In the settings menu), which feels extremely limited and outdated compared to the current state of the game. At the moment, several important attributes and systems cannot be customized, such as: Skill Moves stars Composure PlayStyles / PlayStyles+ Work Rates (attacking and defensive dedication) Secondary / multiple positions This becomes even more frustrating because Create a Player is not tied to any specific game mode by default. Since it is a standalone creation tool, there should be full freedom and no artificial limitations. Why this matters EA Sports FC has evolved significantly with: PlayStyles and PlayStyles+ More detailed player behaviors Tactical depth and positioning However, the Create a Player system does not reflect this evolution at all. It feels stuck several generations behind. What I would like to see Full customization of Skill Moves and Weak Foot Ability to assign PlayStyles / PlayStyles+ Editable work rates (Attack / Defense) Freedom to select multiple positions Control over attributes like composure and mentality Overall, a creation system that matches the depth of modern FC gameplay Final thoughts If a player is creating a custom athlete outside of Career Mode, Clubs, or Ultimate Team, the system should allow total creative freedom. Players who want realism can self-limit, but the option should exist. This would greatly improve immersion, creativity, and replay value. Thank you for your time. (CM: Thread moved from PT to EN. Please post in the language of the board per rule.)VictorJhepherson8 hours agoSeasoned Newcomer31Views2likes2CommentsTürkiye
Dear EA SPORTS FC Team,I am writing this on behalf of the massive and highly dedicated Turkish gaming community. While we genuinely appreciate having the Trendyol Süper Lig and the newly updated Turkish National Team fully licensed in the game, the current representation of Turkish football feels incomplete without its lower divisions. We strongly request the addition of the Trendyol 1. Lig (and potentially the 2. Lig) in future editions of EA SPORTS FC.Here is why this addition makes perfect sense for both EA and the global player base:A Massive, Highly Active Market: Turkey represents one of the largest and most passionate player bases for EA SPORTS FC in Europe. Millions of Turkish players engage heavily with Career Mode and Ultimate Team every single day.Fixing the Broken Career Mode Experience: Currently, playing a Career Mode in Turkey lacks depth. Because there is no 1. Lig, teams never get relegated, and no new teams get promoted. This completely ruins the realism and long-term replayability of the Turkish Süper Lig.Unlocking "Road to Glory" Potential for Global Players: The Trendyol 1. Lig features historic clubs, passionate fanbases, and incredible young talents. Adding this league would not just benefit Turkish players—it would capture the attention of Career Mode enthusiasts worldwide who love taking historical clubs from the lower tiers all the way to UEFA Champions League glory.Maximizing the Value of the Turkish Commentary Team: EA made a fantastic investment by bringing back Turkish commentators to the game. However, restricting this feature to only 18 Süper Lig clubs feels like an underutilization of that investment. Expanding the league system would give the Turkish commentary package the full depth it truly deserves.The community has been waiting for this addition for many years. Expanding the Turkish football pyramid would drastically increase player satisfaction, drive higher engagement, and boost sales in a region that already deeply loves this franchise.Thank you for listening to your community. We hope to see the Trendyol 1. Lig in the near future!Best regards,4Views1like0CommentsFC 27 Create-a-Club: Add Fictional Sponsors, RGB Colors & New Crests
Hello EA Team, Create-a-Club is arguably the best feature in Manager Career Mode, however sponsorless kits ruin the immersion. Every real-world team has a front-of-shirt sponsor, and missing this detail stops many dedicated fans from buying the newer FC games. I know many players who buy FC exclusively for this mode. While new features added this year are great, upgrading the kit editor is what would make Create-a-Club a true masterpiece. Even if real brand licensing is too complex, use fictional sponsors gives the same feel. Please consider adding these key improvements to the Create-a-Club editor for FC 27: - Fictional Kit Sponsors: Using fictional brands to make custom kits look authentic. - Full RGB / Color Wheel: Total freedom to pick exact color shades instead of being limited to preset palettes. - Expanded Emblem Library: More crest templates and customization shapes. These simple additions would completely transform the mode and restore massive goodwill with the offline community. If you agree, please hit the "Like" button below so the community managers see this!21Views2likes1CommentFenerbahçe jersey font
Hello everyone. The font used on Fenerbahçe jerseys for years is incorrect. Actually, the default font used in the FC 26 game looked much nicer. The font seen in the FC 27 trailer is also too thick. I will share the fonts from the trailer and the actual fonts with you. I kindly request that you use the actual font or the default font used last year. Have a good day everyone.FBerke1212 hours agoNewcomer9Views0likes0Comments(Suggestion) Add the Bulgarian First League (efbet Liga) to EA Sports FC 27
Hello EA Sports Team & Community Managers, With the arrival of FC 27, I would like to strongly suggest adding the Bulgarian first league (efbet league) or at least fully licensed top tier Bulgarian clubs like Levski Sofia, Ludogorets, and CSKA Sofia into the game. Bulgaria has an extremely passionate and loyal football fanbase, yet our domestic league remains unrepresented... Bringing authentic Bulgarian teams and leagues into FC 27 would be very good for our Bulgarian or even worldwide community..? It would make all the Bulgarian fans around the country so happy to finally see our teams, stadiums, and players officially recognized in the game. Thank you for reading, and please consider passing this feedback along to the development and licensing teams!19Views0likes1CommentMy Career Mode Vision - Building a Football Club, Not Just a Team
Dear Players, Dear Developers I am a long-time FIFA / EA SPORTS FC player, and Career Mode is the part of the game I enjoy the most. First of all, I want to say that I think the current Career Mode has a good foundation. I do not think it needs to be completely replaced. Instead, I believe it needs to become deeper, more realistic and much more focused on long-term club development. My biggest wish is simple: I don't want to feel like I am just managing a team. I want to feel like I am building a football club. I would love to see a Career Mode where a save can last 30, 40 or even 50+ seasons, where clubs can rise and fall, stadiums can grow, fanbases can develop, finances can succeed or fail, young players can become legends and the entire football world continues to evolve. 1. Long-Term Careers – 30, 40 or 50+ Seasons One of the biggest changes I would like to see is a much longer Career Mode. A career should not feel like it has a fixed ending after a limited number of seasons. I would love to be able to start in 2026 and still be playing in: 2035 2045 2055 2065 The football world should continue evolving throughout the entire save. New generations of players should appear. Older players should retire. New managers should emerge. Clubs should rise and decline. New rivalries should develop. A small club should potentially become a European giant. A traditional giant should potentially fall into financial problems and decline. The player should be able to create a football history that spans generations. 2. Career Mode Should Be Much Slower This is probably my biggest gameplay-related criticism of the current Career Mode. If you are good at the game, it is possible to take a mid-table club and turn it into one of the best clubs in the world within approximately four or five seasons. I don't think this should be possible so easily. Imagine taking a club like Augsburg or Borussia Mönchengladbach. Realistically, the journey should look more like: Years 1–3 Survive or finish mid-table Improve the squad Develop young players Improve finances Years 4–7 Fight for European qualification Improve facilities Increase reputation Build the fanbase Years 8–12 Regular European football Potential Champions League qualification Attract better players Years 12–20+ Become a genuine title contender Build a strong club identity Potentially compete for European trophies Even if the player is extremely good, becoming one of the biggest clubs in the world should take many years. Winning matches should help, but success alone should not instantly transform a club's reputation, finances, stadium and attractiveness. 3. Club Reputation Should Be Dynamic A club should have a much deeper reputation system. Players should consider: Club history Current league European competition Recent results Stadium Fanbase Salary Playing time Facilities Manager reputation Club prestige For example, if I take a small club into the Champions League, an 88-rated superstar should not automatically want to join. The club may have qualified for the Champions League, but it might still have: a small stadium limited facilities low commercial revenue a small fanbase low historical reputation The club should need time to establish itself. 4. A Real Financial System I would love to see a proper football club financial system. Instead of mainly having a transfer budget, the club should have real income and expenses. Income Matchday revenue Ticket sales Season tickets TV rights Sponsorships Shirt sales Merchandise European competitions Domestic competitions Player transfers Hospitality Catering Stadium revenue Expenses Player transfers Player wages Staff wages Youth academy Scouting Training facilities Stadium construction Stadium maintenance Medical facilities Security Travel Other club costs This would make financial management a genuine part of Career Mode. 5. Clubs Should Be Able to Go Into Debt This would make decisions much more meaningful. For example: I have €80 million available. I decide to build a €150 million stadium. The club could finance the project with a loan. Now I have: €150 million stadium investment Long-term debt Interest payments Regular financial obligations I would then have to generate enough revenue to pay for the stadium. This would create actual risk and reward. 6. Financial Problems Should Have Real Consequences If I manage a club badly, the game should allow me to genuinely damage it. Possible consequences could include: Stage 1 Board warning Stage 2 Reduced transfer budget Stage 3 Transfer restrictions Stage 4 Forced player sales Stage 5 Debt restructuring Stage 6 Points deductions Stage 7 Licensing problems Stage 8 Potential forced relegation Stage 9 Potential insolvency This would make financial responsibility important. 7. Build Your Own Stadium For Create-a-Club, I would love to see a completely customizable stadium system. Players should be able to design: Stadium size Stand layout Number of tiers Roof Floodlights Big screens VIP areas Executive boxes Press areas Fan shops Restaurants Catering Parking Away section Home end Family areas Hospitality areas Ideally, the stadium could have different architectural styles and shapes. Every created club could therefore have a truly unique home. 8. Stadium Development Over Time A new club should not start with a modern 50,000-seat stadium. It could start with: 5,000–8,000 seats or even rent a local stadium. Then, over many years: 8,000 → 12,000 → 18,000 → 25,000 → 35,000 → 50,000 Every expansion should: Cost money Take time Affect finances Increase potential revenue Increase club prestige The stadium should become part of the club's history. 9. Build the Entire Club Infrastructure The stadium should only be one part of the development system. I would love to see a complete club campus. For example: Training Centre Training pitches Gym Recovery facilities Medical centre Youth Academy Youth pitches Academy buildings Boarding facilities Youth medical facilities Club Facilities Club offices Fan shop Museum Hospitality Restaurants Parking Each facility could have multiple upgrade levels. 10. Create-a-Club Should Actually Feel Like Starting a Club When creating a new club, you should not simply receive a transfer budget. You should have a complete starting situation. For example: Club finances €5 million Stadium 6,000-seat rented stadium Training facilities Basic Youth academy Level 1 Scouting Limited Fanbase Small Reputation Low You then have to build the club. This would make Create-a-Club much more satisfying. 11. Sponsors Sponsors should become an important part of the club. You could negotiate sponsorships based on: Club reputation League Fanbase Stadium European football Success Market size Sponsors could also grow with the club. A small club might have a local sponsor. Twenty years later, the same club might have a major international sponsor. For Create-a-Club, I would love the ability to place sponsors on: Front of shirt Sleeves Shorts Training kits 12. Custom Kits and Club Crests Create-a-Club should offer much more customization. I would love: Home kit Away kit Third kit Goalkeeper kits Training kits Warm-up kits And ideally the possibility to import custom kits and club crests, subject to the appropriate platform and content rules. This would allow players to create genuinely unique clubs. 13. Goalkeeper Kits Goalkeepers should have much more kit variety. For example: More designs More colors Long sleeves Short sleeves Different shorts Different socks More unique goalkeeper designs It is a small feature compared to stadiums and finances, but it would improve customization. 14. Dynamic Attendance One of my favorite ideas is a dynamic attendance system. Stadiums should not always be full. If I manage a club with low popularity, the stadium should reflect that. For example: Newly created club Capacity: 6,000 Average attendance: 1,800 After several successful seasons: Average attendance: 3,500 After promotion: Average attendance: 5,000 After European qualification: Average attendance: 6,000+ Eventually: The stadium becomes consistently sold out. This would make the growth of the fanbase feel real. 15. Fans Should Develop With the Club The fanbase should not just be an animation in the stadium. Over time, a club could develop: Fan clubs Ultras Rivalries Chants Traditions Banners Matchday culture The club's fan culture should become part of its identity. 16. Derby Matches Should Feel Special Not every match should have the same atmosphere. A normal league match should feel normal. But: Derby Cup final Champions League knockout Title-deciding match Relegation battle Promotion playoff should feel completely different. I would love to see: Choreographies Pyrotechnics Flags Banners Smoke Special chants More intense reactions Special stadium presentations Larger away support A derby should feel like a derby. 17. A Much Bigger Youth Academy The Youth Academy should become a major part of Career Mode. Instead of essentially having one youth structure, I would love multiple age groups: U9 U10 U11 U12 U13 U14 U15 U16 U17 U18 U19 You could invest in: Youth coaches Scouts Training facilities Medical staff Nutrition Boarding facilities International scouting The academy could eventually become one of the best in Europe. 18. Youth Development Should Be Less Predictable Not every player with high potential should automatically become a superstar. A player could: Develop quickly Develop slowly Stagnate Break through unexpectedly Suffer injuries Change position Become much better than expected This would make youth development much more exciting. 19. Realistic Reserve Teams Second teams should follow real-world restrictions. For example: If Bayern's first team is in the Bundesliga, Bayern II should never be able to get promoted into the Bundesliga. The same rules should apply across the relevant competitions. This should be handled automatically by the game. 20. Much More Intelligent AI Transfers AI clubs should have their own transfer philosophies. For example: Bayern Established stars and elite talent Dortmund Young talent, development and future sales Freiburg Financially responsible recruitment Smaller clubs Loans, free agents and inexpensive players Wealthy clubs More aggressive spending Transfers should make sense for the individual club. 21. AI Clubs Should Plan Years Ahead AI clubs should identify future squad problems. For example: If a left-back is 32 years old, the club should start looking for a replacement before he declines. AI clubs should: Plan succession Renew contracts Develop youth Sell players Replace aging players Build squad depth Plan around European competitions The AI should behave more like a real sporting director. 22. Clubs Should Be Able to Rise and Fall The football world should never be static. A huge club could decline. A small club could become a giant. For example: Big club Champions League ↓ Europa League ↓ Mid-table ↓ Relegation ↓ Financial problems While another club could go: Small club Lower league ↓ Promotion ↓ Top division ↓ European football ↓ Champions League This should happen naturally throughout the simulation. 23. The Football World Should Continue Without You The player should not be the center of the football universe. While I manage one club: Other managers should be hired and fired. Other clubs should buy and sell players. Other clubs should develop. Clubs should go bankrupt. New rivalries should appear. New stars should emerge. Clubs should become dominant. Other clubs should decline. The world should continue independently of the player's actions. 24. Board and Ownership The board should have different priorities. For example: Avoid relegation Qualify for Europe Win trophies Develop young players Improve finances Increase attendance Build the stadium Improve the academy If I consistently fail, I could be fired. If I massively exceed expectations, my reputation should increase. 25. Manager Legacy After 20 or 30 seasons, the manager should have a genuine legacy. For example: Manager Career 30 seasons 1,500 matches 900 wins 8 league titles 3 Champions League titles 12 domestic cups If I stay at one club for decades, I could become a true club legend. My time at the club should become part of its history. 26. Generations of Players With a 30–50+ year Career Mode, generations could become a huge part of the experience. A player could join my academy at 15 or 16. He becomes: Academy player → First-team player → Star → Captain → Club legend → Retired Twenty years later, another generation takes over. The game should make these long-term stories possible. 27. Club Identity Should Develop After 10, 20 or 30 years, my club should feel completely different from when I started. The club could develop its own: Playing style Transfer philosophy Youth identity Fan culture Stadium Rivalries History Reputation Financial strength Eventually, I should look at the club and think: "I built this." That feeling should be one of the main goals of Career Mode. 28. Career Mode Should Not Have a "Perfect Ending" Even if I win the Champions League, the career should not feel finished. There should always be something else to achieve. For example: Build the biggest stadium Create the best youth academy Become financially dominant Build a European dynasty Recover from financial problems Rebuild after a bad period Develop another generation Take over another club Create a new football empire There should always be another story. 29. The Ultimate Goal: Build a Football Institution My ideal Career Mode would allow me to start with something like: A small club Small stadium Small fanbase Small budget Basic facilities Small youth academy Low reputation And after 30 years: A European giant 50,000+ seat stadium Huge fanbase World-class facilities One of Europe's best academies Major sponsors International reputation Multiple generations of club legends Domestic trophies European trophies A unique history And I should be able to look back at everything that happened during those 30 years. Final Thoughts I don't believe Career Mode needs to become a completely different game. The foundation is already there. What I would like to see is a much deeper simulation surrounding it. I want Career Mode to feel less like: Play matches → buy better players → win trophies → repeat and much more like: Build a football club. I want success to take time. I want failure to have consequences. I want finances to matter. I want stadiums to grow. I want fans to grow. I want youth academies to matter. I want AI clubs to behave intelligently. I want clubs to rise and fall. I want the football world to continue without me. And most importantly, I want to be able to play for decades. If I start with Augsburg, Mönchengladbach or a completely fictional club, becoming one of the biggest clubs in the world should be an incredible long-term achievement. It should take 10, 15 or even 20+ years. And when I finally win the Champions League after building the club for decades, I should be able to look at my stadium, my academy, my players, my fans and my club history and genuinely think: "I built this club from the ground up." That is the Career Mode I would love to play. Thank you for listening to the community and continuing to improve EA SPORTS FC. I hope that one day Career Mode can become not just a mode where we manage football teams, but a true long-term football club simulation. This would be my dream Career Mode.6Views0likes0CommentsBringing back the Last minute goal animation in clubs
The feeling of scoring in the last minute in pro clubs is such a nice feeling u and ur mates just start screaming and happy but there is no animation for it like in fut in club u just run around until it just skips to kick off i wish yall would bring back last min goal animation next fc ty for yall time3Views0likes0CommentsFC27 Manager Career AI GK too Overpowered
So when you’re in tactical view of a game and you’re watching the Goalkeeper saves almost everything the only way you can score if off a rebound or an unexpected pass but any shot towards the GK will be saved no matter the placement. Some goals are still allowed but only if the GK has to cover ground. If the GK only relies one reactions AI vs AI GK will win every single time.BeastKid19021 hours agoSeasoned Newcomer9Views0likes2Comments- M7mdd__06271 day agoRising Newcomer28Views0likes5Comments
Suggestions For FC 27
FC 27 Wishlist – Gameplay, graphics and kick-off improvements we actually need! 🖥️⚽Hey guys and EA team, with FC 27 coming up, I wanna drop some thoughts on what needs to be fixed. I’m seeing these complaints everywhere online, so it’s not just me. If we want the next game to actually feel like next-gen football, here is the stuff that needs a serious overhaul:🧠 Gameplay & Player AIDefensive AI is still frustrating – defenders randomly stop marking or drop way too deep and ruin the offside trap. Attackers need better runs and spatial awareness instead of just running straight into defenders. We need more realistic physics. Weight and momentum should actually matter when turning or sprinting. Right now it feels too arcadey and fast.🎨 Graphics & Player FacesMassive update on starheads – too many well-known players still look generic or have face scans from 5 years ago. Hair physics and tattoos need a big upgrade too. Fix body types. Tall physical midfielders shouldn't have the same generic player model and animations as short agile wingers. Distinct players should look and move differently.📊 Ratings & Player BehaviorRatings need to make sense and reflect real-life form throughout the season, not just random upgrades. High-profile players need their real-life personalities, unique running styles, tendencies, and authentic reactions.🎮 Kick-off Mode (Quick Match)Kick-off feels super neglected even though tons of people still play couch co-op with friends. We need better matchday immersion: proper pre-match cutscenes, realistic stadium atmospheres, and better presentation packages to make a simple match feel like a huge UCL final. More customization options for local multiplayer would be amazing.Let me know what you guys think or if I missed anything! Hopefully a CM can pass this over to the dev team! 👊Best regards5kjk8n4l827c1 day agoSeasoned Newcomer28Views1like2Comments
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