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ShaarkkL's avatar
ShaarkkL
Seasoned Rookie
2 months ago

Experience, Levels and Attributes, PRO Clubs

I want to congratulate the innovation of being able to allocate points wherever I want without needing to follow a node pattern. However, the game now forces you to buy experience boosts. In a casual Rush match, the maximum experience you can earn is 250, casual matches give 300, and club league matches give 400 experience.

To reach level 50, you need 40,000 experience from level 1 to level 50, which means:

40,000 / 250 = 160 Rush matches 40,000 / 300 = 134 casual matches 40,000 / 400 = 100 league matches

When you first start the game, you don't know what you want to play, you haven't joined a club to play with friends, you have no idea what position you'll end up playing tomorrow, so you choose based on your preferences today, December 9th. Calculating roughly:

160 matches x 5 minutes = 800 minutes / 60 minutes (hour) = 13 and a half hours 134 x 6 minutes = 804 minutes / 60 minutes (hour) = 13 and a half hours 100 x 12 minutes = 1,200 minutes / 60 minutes (hour) = 20 hours

That's not counting the time it takes to organize a casual match, finding players, then finding opponents, entering the match, 30 seconds of halftime pause.

Let's calculate about 2 minutes finding a match, 15 seconds to enter the match, and 30 seconds of pause. 3 more minutes per match (approximately):

160 matches x 3 minutes = 480 + 800 = 1,280 minutes / 60 minutes (hours) = 21 hours 134 matches x 3 minutes = 402 + 804 = 1,206 minutes / 60 minutes (hours) = 20 hours 100 matches x 3 minutes = 300 + 1,200 = 1,500 minutes / 60 minutes (hours) = 25 hours

What does this statistic show us? First and foremost, in casual matches there's a terrible user experience where what should be 13 and a half hours of gameplay actually involves 7 hours stuck in lobbies searching for matches.

Second: To reach level 50 you need 21 hours of Rush matches, and all this for "JUST ONE" position. Then it turns out I find a team in a community to play league, and we're all forwards, so we have to change positions. Now the forwards won't want to change positions because they're level 1 again—they need another 21 hours to reach level 50 in that archetype.

There are so many things to learn, yet I'm limited to choosing one archetype and grinding that archetype to level 50 just to have a "playable" character on the field. Remember, you start at 73 overall, and I don't see any pro players using 73 overall characters to win matches.

In conclusion, they innovated with a point system that's great because it gives you freedom to choose what you want, but it's extremely costly in terms of time. Having to go back to level 1 to play another position seems really bad, honestly. In FC 25, you trained up to level 120 and didn't have to go back to level 1 to start over. It took me over 7 months of gameplay to reach level 120, and I didn't complain about the time it took because it wasn't necessary—I wanted to change position, I changed; I wanted to play there, I changed. But never starting from 0 again.

Now, with an experience boost that costs 5 dollars, you go from earning 400 experience in a league match to earning 4 x 6 = 2,400 experience. In just 12 league matches you're already at level 50, with only 10 dollars and 2 hours of gameplay.

We need to find a solution to earn more experience without having to pay so much. I understand you love microtransactions on top of the base game cost, but think about this: Like an MMORPG, how do you make people spend many hours trying to achieve something without getting tired? You've achieved the complete opposite—you make people tired doing what should be totally fun, leveling up without even realizing it.

But there's tremendous difficulty in starting to play at 73 overall for every position you want to play. I now want to create an MC (midfielder) having started as a DC (center back), but honestly, starting over, being level 1 with low overall—very boring. So I stay in my position and that's it, what a drag.

I had thought of something like increasing the weekly training experience limit. 1,000 points is very little when you need 40,000 to reach level 50—that's not even 3% of it (IN ONE WEEK). If you multiply that by the number of archetypes available, we don't even reach 0.003% of the total experience needed to play any position at high overall.

Increase the experience that matches give you.

ABSOLUTELY NECESSARY: Increase the starting overall. 73 overall is very low, way too low. The vast majority of people are pay-to-fast, and all the teams you face are emerald archetypes (max level 75). How can I beat a team that's constantly pressing me, they're everywhere, they have over 5 million club fans, and on top of that, they're all max level? How can I "compete" against them and manage to climb divisions?

Weekly club rewards: Club coins, experience boosts, experience, whatever, but give weekly rewards, similar to Division Rivals in Ultimate Team, but for PRO Clubs. We already climbed divisions, we're in Division 2, but what does that give us? What does it guarantee me? What makes me want to keep climbing divisions?

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