Hello EA SPORTS FC team, I would like to share some positive feedback about
Hello EA SPORTS FC team, I would like to share some positive feedback about EA SPORTS FC 27. In my opinion, the game currently feels very good and the gameplay is enjoyable and well-balanced. I really like the way the game plays right now. I would like to suggest keeping the current gameplay as close as possible to its current state in future updates. If possible, please focus on fixing bugs and technical issues, rather than changing the gameplay. I think FC 27 is in a good place right now, and I would love to keep playing it for many months with a similar gameplay experience.FIX YOUR GAME!
What an absolute joke of a game and a games company! apparently no such thing as a live support agent just an impudent robot who’s no help at all. How you can manage to make the same game every single year is bizarre to me and yet it’s worse than the one before!! the inability to change players whilst defending corners is ridiculous, leaves spaces in the box whilst my other 10 players are stood still gawping at the ball the button delay, takes about 5 years to register that you’ve pressed the button ( may be a controller issue however no issues whilst playing other games) The changing of players whilst defending, the game chooses the ‘suggested’ player to change to and then when you switch defenders it goes to someone completely different. the passing, never goes where you pass it the ball just locks on to the oppositions feet and the through balls are almost impossible to play rant over, fix your game especially after charging us extortionate prices for that pile of crap12Views1like0CommentsTrash
THIS IS THE SECOND GOD **bleep** TIME IVE BEEN DISCONNECTED RIGHT BEFORE A GAME THAT IM WINNING AND KICKED OUT OF ULTIMATE TEAM AND LOG BACK IN AND HAVE A DISCONNECTION WARNING THIS GAME SUCKS ALL THE WAY FROM GAMEPLAY TO BUGS ITS AWFUL SOMEHOW EVERY YEAR YOU MANAGE TO MAKE A GAME WORSE AND WORSE THE ONLY GOOD THING ABOUT THIS GAME HAS BEEN THE GROUNDS NOTHING ELSE HAS BEEN GOOD I WISH I HADNT SPENT A PENNY ON THIS GAMEHorrible gameplay
Dear EA SPORTS FC Team, I want to raise several serious complaints about the gameplay in EA SPORTS FC 27. Every year I buy this game expecting improvements, but some basic parts of football seem to be getting worse instead of better. First: passing. Why does passing feel so incredibly slow? Players often take far too long to release the ball, even when the pass input has already been given. This completely ruins the flow and responsiveness of the game. These are supposed to be professional footballers, yet simple passes regularly feel delayed and unnatural. Second: first touches and ball control. Why do so many first touches make the ball bounce or jump upwards? It happens constantly. A professional footballer should be able to control a normal pass without the ball bouncing away from them nine times out of ten. It makes absolutely no sense and makes the gameplay feel artificially difficult rather than realistic. It genuinely feels like basic football mechanics are getting worse every year. Passing and controlling a football are two of the most fundamental parts of the sport. How can these mechanics feel this inconsistent in a football game with this level of development and investment behind it? Another issue is snow and the constant white effect coming off the pitch. Why is there so much white spray or mist constantly flying upwards? It is distracting, excessive and looks completely unnatural. Please either significantly reduce this effect or give players the option to disable it. Millions of customers buy EA SPORTS FC every year. With the amount of money, development time and resources behind this franchise, customers should be able to expect responsive passing, realistic first touches and visual effects that actually improve the experience instead of making it worse. Please take these complaints seriously and address these issues in upcoming gameplay updates. I would also appreciate an explanation of whether the slow passing, bouncing first touches and excessive snow effects are intentional gameplay decisions or issues that are currently being worked on. Kind regards, Patrick35Views0likes0CommentsEA FC 27 Seasons – Real Madrid Is Making Team Selection Pointless
I genuinely think Real Madrid needs looking at in Seasons. This isn't a complaint because I've lost a few games to Real Madrid. It's because playing Seasons currently feels like you're actively handicapping yourself if you don't choose Real Madrid. The problem isn't that Real Madrid are good. Obviously they should be one of the best teams in the game. The problem is the combination of attributes, pace, physicality, finishing and individual players seems to create a team that is disproportionately effective compared with virtually every other club. And that has a knock-on effect which, in my opinion, fundamentally damages Seasons. You can pick another genuinely elite club — Manchester City, Liverpool, Bayern, Barcelona, Arsenal, PSG, Inter, whoever — and then find yourself repeatedly coming up against Real Madrid. At that point, the mode starts feeling less like: “Which football team do you want to play as?” and more like: “How much of a disadvantage are you willing to accept by not picking Real Madrid?” That's not good team balance. Mbappé and Vinícius are obviously huge parts of the problem. Their combination of acceleration, pace, dribbling and finishing can make defending them feel completely different from defending comparable attackers on other teams. Then you have Bellingham and the rest of the squad giving Madrid very few obvious weaknesses. The result is that Real Madrid don't merely feel like the best team on paper — they feel like the most effective team in the actual game mechanics. And that's an important distinction. I'm not asking EA to make Real Madrid bad. I'm not asking for artificial 50/50 team balancing either. If a player chooses Real Madrid, they should absolutely have access to an elite football team. But there needs to be enough of a difference between “the best team” and “the obviously most advantageous team to pick” that people actually have a reason to use the enormous number of other clubs available in Seasons. At the moment, repeatedly playing Real Madrid makes the mode incredibly predictable. You see the opponent select Madrid and you already know what you're going to be dealing with: pace in behind, balls into Mbappé/Vinícius, ridiculous recovery speed, and attackers who can turn relatively ordinary situations into goals. Eventually it becomes boring. And that's the real problem. Seasons should encourage variety. I want to play against different teams. I want to learn how different squads work. I want someone to surprise me by turning up with Dortmund, Atlético, Milan, Newcastle, Napoli or another team and having a completely different tactical battle. Instead, if the most effective competitive choice is overwhelmingly obvious, the natural consequence is that everyone gravitates towards it. So please, EA: look at Real Madrid's actual in-game effectiveness rather than simply their individual ratings. Look at win rates, usage rates, goal-scoring statistics and how often particular players are involved in goals in Seasons. If the data shows what many players are experiencing, then something needs adjusting. Because right now, Real Madrid don't just feel like one of the best teams in FC 27. They feel like the answer to the question the game is supposed to let us choose for ourselves. And if Seasons becomes “Real Madrid Simulator” because picking anybody else is unnecessarily difficult, then what's the point of having hundreds of clubs to choose from? Please give us a reason to use them.11Views0likes0CommentsAttacking USER AI: Strikers randomly stop forward runs
I’ve repeatedly encountered an issue with attacking AI where a striker will simply stop making a forward run for no apparent tactical reason. This does not only happen around the penalty area or when reaching the byline. It can happen much earlier in an attack, sometimes when the player carrying the ball is only around halfway into the opposition half. For example, I can be advancing down the wing with the ball while my striker is making a good forward run ahead of me. There is still significant space between the striker and the opposition penalty area and the attack is progressing normally. The striker then suddenly stops running completely. He isn’t checking towards the ball carrier, changing to a diagonal run, trying to lose his marker, moving into another useful space or reacting to an offside position. He simply terminates the forward run and stands still. This regularly destroys promising attacks because I’ve already seen the run developing and am carrying the ball forward or preparing a through ball based on the striker continuing his movement. By the time the pass is played, the striker has stopped and the ball travels harmlessly into space or out of play. The issue is particularly noticeable with quick strikers making runs in behind, because there are situations where they have successfully beaten or are beginning to beat the defensive line and then inexplicably stop despite open space ahead. Expected behaviour: If the original forward run is no longer appropriate, the attacking AI should transition into another logical movement — checking towards the ball, bending the run, attacking another channel, staying onside, or continuing into available space. Current behaviour: The attacker can simply stop moving during an otherwise promising forward run, even when the ball carrier is still progressing and there is considerable space remaining ahead. Please review the logic governing continuation and termination of attacking runs, particularly during transitions and attacks progressing down the wings. This appears to occur on World Class difficulty but not professional.27Views0likes0CommentsManager Career: Top-club managers are being sacked far too quickly
I’ve noticed an issue with the manager market and AI manager sackings in Manager Career Mode. Managers at clubs expected to compete near the top of the league appear to be under extremely aggressive and unrealistic pressure if their team isn’t immediately meeting its highest objectives. For example, managers at clubs such as Manchester City and Arsenal can be sacked very quickly simply because the club isn’t first in the Premier League, sometimes by around January. I’ve also seen established managers such as Arteta, Maresca and Iraola lose their jobs very early. The problem isn’t managers being sacked — poor performance should absolutely have consequences. The problem is that the game appears to give managers at high-expectation clubs far too little time to recover from an underperforming period. A team expected to challenge for the title might realistically be 2nd, 3rd, 4th or even lower midway through a season without immediately sacking its manager, particularly if that manager has previously been successful or has built up credit with the club. It also creates a knock-on problem for long-term Career Mode saves because the managerial landscape changes far too quickly. After only a relatively short period, many of the recognisable managers have already been removed from their clubs, not because those clubs have catastrophically failed, but because they haven’t perfectly matched what appears to be a very rigid board expectation. I think the AI manager job-security system needs to take more factors into account, including: Previous-season performance and trophies How long the manager has been at the club The manager’s previous success with that club Current league position relative to the stage of the season Points gap to the club’s objective rather than simply league position Performance in domestic and European competitions Recent form and whether results are improving or deteriorating Whether the club is still realistically capable of achieving its objectives There should also be significantly more patience earlier in the season. Being outside the title position in November, December or January shouldn’t automatically put the manager of a title-challenging club on the verge of being sacked. The aim shouldn’t be to make managers almost impossible to sack. It should be to make sackings feel contextual and believable. A major club having a disastrous season and changing manager is realistic. Several major clubs repeatedly firing established managers because they aren’t first halfway through the season isn’t. This would make the Manager Career world feel much more stable and realistic over multiple seasons while still allowing managerial changes to happen organically. I think that last distinction is important because it heads off the obvious solution of EA simply reducing the sacking frequency globally. You don’t actually want that. You want the game to understand the difference between “Arsenal are third in January” and “Arsenal are 14th in January and have lost eight of their last ten.”Manager Career Mode Issues
When playing manager career mode when controlling the user team in wet weather, the ball acts like a bar of soap. Passes travel far too far and far too fast regardless of how light the past button is tapped, and players who have ball control 85+ cannot control the ball instead miss control and see possession to the team being controlled by the AI. The AI team, however, are not affected by the workwear conditions and all their touches are perfect. I’ve tried trapping the ball only jogging with the ball rather than sprinting. I’ve tried playing Direct passes rather than through balls and none of this makes an iota of difference. I really like the idea of the wet weather system. It just needs to be a little more balanced and less extreme.