Forum Discussion
My current concerns about FC 26
lie in the number of scripts that have been added to the game. For example, goalkeepers and the direction where the ball usually goes—that’s clearly scripted.
When a defender intercepts the ball from a dribbler, the dribbler goes into a "stun" state for 1.5 seconds—this is also clearly a script. However, it’s somewhat acceptable if it helps reduce rebound issues, especially if it only triggers with perfect timing.
Also, based on what the developers said, they don’t want people to score from corners because they don’t consider it a skillful move. That’s why in FC 25, crosses and corners were completely dead.
FC 26 might follow the same path, and that’s another obvious script.
All they do is tweak the success rate—if they lower it too much, you’ll have almost no chance to score from a corner. If they raise it, you’ll score more often.
But what we need is balance. Even things like the trajectory and power of crosses are now scripted.
Long balls and through passes also seem heavily scripted.
If the game is filled with scripts, that means the fun disappears—because you simply can’t play your own style, or be creative, or build unique passing plays.
You’ll find yourself forced to play the way the game wants you to play—basic ground passes and safe play.
You’ll keep trying to figure out how the game works, how to avoid the scripts, and how to show your real skill. But if the scripting becomes too much, you’ll just end up frustrated, and eventually, the gameplay becomes bad.
That’s what I’m afraid of.
To sum up my point:
I just don’t want the game to fully control the majority of chances. The ball shouldn’t always follow the same path— There needs to be variety and differences in how chances play out, based on the players’ movements, their inputs, and their direction.
For example, with corners:
If a player is positioned well, heads the ball in the right direction with proper timing and power, he should be rewarded for that. It’s not his fault—the goalkeeper should be the one who reads the header and makes the save. That’s where balance comes in. But if a player does everything right—perfect positioning, direction, and power— And then the game suddenly makes the shot weak on purpose and the ball goes out in a silly way…
That’s a bad script. I don’t want that.
And this applies to everything I said in my previous comment.