Developing dynamic difficulty, weather, attributes and realistic gameplay in FC
Dear EA FC Team,
Please implement a mandatory "Realistic Simulation Mode" in Career Mode for both User and AI. Here is the detailed and direct feedback to elevate tactical realism:
1. Dynamic Weather System
* No manual weather selection for matches.
* Weather conditions change dynamically day by day.
* Weather patterns match real-world calendar months and regional climates.
2. Context-Driven Dynamic Difficulty & Adaptive Manager AI
* Eliminate static, pre-match difficulty levels completely.
* Implement an adaptive match difficulty engine driven by real-time data.
* AI scaling must factor in active player attributes, team ratings, and seasonal form.
* Match difficulty must adjust fluidly to mid-game tactical and formation shifts.
* Managers must dynamically swap player positions based on match score and momentum.
* Implement an intelligent, context-based squad selection and roster rotation system.
* Managers must dynamically change starting lineups and player selections for every match.
* Roster selection must adapt to the opponent's formation, playstyle, and tactical strengths.
* Squad selection must factor in the current state, fatigue levels, and form of the user's team.
* Completely eliminate the unrealistic mechanic of playing with a static, unchanged lineup.
3. Automatic Performance-Based Attribute Scaling
* Completely remove the traditional, manual skill points allocation from the UI.
* Eliminate attribute upgrades via unrealistic, text-based training menus.
* Implement an automatic attribute scaling system driven directly by live match performance.
* Individual player attributes must grow or drop automatically based on actions in the match.
* Executing successful passes, clinical finishes, or dribbles automatically upgrades those specific attributes.
* Missing clear goals, losing physical duels, or misplacing passes triggers automatic drop of respective stats.
* Matchday squad selection and overall playtime are determined directly by this shifting attribute matrix.
4. Advanced Core Gameplay, Physicality & Referee AI
* Add contextual passing variety based on body posture (trivela, curled, driven).
* Reintroduce powerful low driven crosses from wide areas into the box.
* Implement aggressive diving slide finish animations for distant balls.
* Revamp physical ball shielding mechanics in tight spaces and time-wasting situations.
* AI defenders must physically swarm shielding players with intense 1v2 pressure.
* Add specialized animations for diverse physical pulling styles, including shirt pulling, shoulder pulling, and arm pulling.
* Implement a dedicated controller input mechanism that allows players to strategically win fouls and earn tactical free-kicks during physical contact.
* Upgrade referee AI frequency to call high-stakes physical collisions and fouls.
* Referees must hand out realistic tactical cards for intentional cynical tackles.
5. Tactical Set-Pieces & Free-Kick Overhaul
* Reintroduce low power free-kicks driven directly beneath the jumping wall by pressing the Shoot button twice while holding RB/R1.
* Enable low curved free-kicks that bend around the side of the wall by pressing the Shoot button twice while holding RT/R2.
* Implement an advanced tactical setup allowing two or three attacking players to stand directly inside or against the opponent's defensive wall.
- These attacking players must actively block the goalkeeper's line of sight and screen the defenders, then dynamically break
- apart and disperse the moment the free-kick is struck.