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MG1590440's avatar
MG1590440
Seasoned Scout
3 days ago

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.
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