EA FC 27 Roof Bug Allianz Arena
Hello EA Team, I noticed a visual bug regarding the Allianz Arena stadium during night matches in the EA Sports FC 27 Beta. The lighting on the roof is incorrect. The vertical strips between the roof sections glow bright white. However, in real life (and already correctly implemented in FC 26), these sections should glow vibrant red during Bayern Munich home matches. It seems like a visual regression where the correct lighting textures from the previous game were lost. I have attached screenshots comparing FC 26 (correct red lights) and the FC 27 Beta (incorrect white lights) to show the difference. Please fix this before the final release. Thank you!FC 27 Career Mode Suggestions: Leagues, Youth, Transfers & Gameplay
1. Addition of Women's Lower Leagues (Promotion & Relegation) To make Manager Career Mode truly immersive for women's football, we need multi-tier league structures with promotion and relegation. Suggested Leagues: Barclays Women's Championship (England - 2nd Tier) Primera Federación Fútbol Femenino (Spain - 2nd Tier) Why it matters: Playing in the WSL or Liga F currently lacks stakes without promotion/relegation. Adding 2nd divisions provides long-term depth, creates a realistic ecosystem for loaning out young female players, and adds licensed teams, badges, and authentic kits to Ultimate Team and Clubs. 2. Youth Academy & Squad Management Enhancements Promoting young talent currently carries too much risk if a player isn't fully ready for senior football. Demote to Youth / Reserve (U21) Team: Allow managers to send promoted youth players back to the Youth Academy or a playable/simulated U21 Reserve Squad. Why it matters: If loan deals fall through or a player isn't ready for first-team action, their development currently stalls on the bench. A flexible squad management system adds much-needed realism and safeguards player growth. 3. Dynamic Transfer Market Mechanics The current transfer market feels too passive. Modern football transfers require proactive negotiations, agent interactions, and creative deal-making. Active Player Offering: Give managers the ability to actively propose players to specific clubs via agents rather than waiting passively on the transfer list. Agent Pitches & Proactive Proposals: AI clubs and agents should pitch players directly to us (e.g., an agent offering an out-of-favor player or a player seeking a new challenge). Swap List" Option: A dedicated squad hub option to mark players available specifically for trade (e.g., swapping an unwanted striker for a needed defender). AI-Initiated Player Swaps: AI clubs should actively initiate transfer offers including player-plus-cash deals for our players. 4. Mixed-Gender Toggle for Offline Career Mode Ultimate Team has proven that mixed-gender gameplay animations work seamlessly together, and offline modes should offer that same flexibility. Optional On/Off Toggle: Give players an optional setting when creating a new Career Mode to enable or disable mixed-gender leagues, transfers, and youth academies. Why it matters: It respects player freedom—purists can keep it turned off for traditional realism, while players seeking a creative, sandbox experience can enjoy full access to the entire player database. Thank you for your hard work and dedication to improving the game. We hope to see these features considered for EA Sports FC 27 and future titles! Best regards,37Views1like4CommentsFC 27 Beta – Manager Career Thoughts & Feedback
I’ve been playing Manager Career in the FC 27 beta and completed my first season with Brighton. Career Mode has always been my main focus in FC, and I wanted to share some thoughts after a full season. Overall, I’m enjoying FC 27, but there are areas I think could be improved. GAMEPLAY Overall, I have enjoyed the gameplay in FC 27. The pace and acceleration feel slower than FC 26, and it is noticeably harder to simply use a fast player to blow past a defender. The CPU seems to mark more tightly and does a better job of closing space without immediately overcommitting. This has changed the way I attack. Passing and movement feel much more important. If I make a good pass to a stationary player, that player often cannot simply receive the ball and explode past the defender because the defender closes the space quickly. Passing into the path of a player who is already moving, particularly with a well-timed through ball, is much more effective. Give-and-goes and combinations therefore feel more important than they did in FC 26. First touch also seems much more important. A good first touch can give you the small amount of space needed to make the next pass, dribble or shot, while a poor first touch gives the defender enough time to close you down. I like that because receiving the ball cleanly actually feels consequential. Some attacking patterns that were very reliable in FC 26 also seem less effective. For example, playing the ball into the middle and then immediately sending a through ball wide could previously create an easy path into the final third. In FC 27, the defender often recovers and closes the wide player quickly, forcing me to stop, recycle possession or find another passing option. Similarly, getting wide and making a quick cut back toward the middle still works, but it is much less automatic. Finesse shots also seem noticeably less overpowered. In FC 26, particularly with the Finesse Shot PlayStyle, getting into the right position and hitting a finesse shot across goal could become an extremely reliable way to score. That shot can still be effective in FC 27, but it does not feel nearly as automatic. More broadly, my impression so far is that PlayStyles in general do not feel as overpowered or as capable of determining the outcome of an action on their own. They still provide an advantage and help differentiate players, but they seem to complement a player's ability rather than overpower the underlying gameplay. So far, I consider most of this a positive change. I am still learning which attacking patterns work consistently, and I like that I haven't immediately found one or two moves that allow me to repeatedly exploit the CPU. The gameplay seems to place more emphasis on creating space through passing, movement and timing rather than simply relying on pace or repeating the same attacking pattern. CPU TEAMMATE DEFENDING One area I would still like to see improved is CPU teammate defending. This was also something I noticed frequently in FC 26. The opposing CPU seems to mark my players fairly tightly and closes down space well, but I don't always see the same behavior from my own CPU-controlled teammates. At times, opposing players are able to dribble toward my defenders while they continue to back off rather than actively engaging the ball carrier. Second-man press helps apply pressure, but even then the CPU-controlled teammate often seems more interested in containing the player than actually attempting to win the ball, leaving me to switch defenders and make the tackle myself. I do want to mention that FC 27 has added considerably more gameplay sliders, including sliders specifically affecting CPU teammate behavior such as CPU Teammate Marking. I haven't experimented extensively with these yet, so some of this behavior may be adjustable. I appreciate having that additional control and plan to experiment with it more. At the default or near-default settings I've used so far, however, there still seems to be a noticeable difference between how tightly the opposing CPU defends my players and how aggressively my CPU teammates defend the opposition. RATINGS / SQUAD MANAGEMENT The new approach to player ratings and squad management has been one of the more interesting changes for me. Player ratings generally seem lower than I am used to seeing in FC 26, although I am still learning exactly how the new rating and potential systems work. What I particularly like is that a player's current rating now seems much more responsive to what is happening during the season. The Player Updates section on the main Career Mode page regularly highlights players with messages such as “In good form” or “Thinks he should be playing more.” These updates are not just informational, as they can affect the player's current overall rating. The updates also seem to take the individual player's situation and expected role into account. For example, if I sign a player with a Rotation squad role and then don't give him enough playing time, I will frequently see a negative update related to his lack of minutes. I have also had a player ask for a new contract, and after giving him one the game indicated that he was happy and his rating received a slight increase. I like this because it gives me another reason to think about who should actually be playing rather than simply selecting the players with the highest base ratings. Managing a player's role, playing time, form and happiness can have a direct impact on how effective that player currently is. Fatigue has also had a noticeable impact on my squad selection. FC 26 allowed me to set training plans and thresholds, such as having a player train harder when his sharpness fell below a certain level. I have not found an equivalent level of control in FC 27 so far. Instead, I am regularly entering matches with players who are not fully recovered. Since fatigue is one of the first things I look at when selecting my lineup, this has forced me to rotate my squad more frequently. I actually consider the increased need for rotation a positive from a realism standpoint. The same is true of injuries. I have injury frequency turned down, but I have still experienced a reasonable number of injuries over the course of the season. Between fatigue, injuries, form, morale and playing-time concerns, I have had more reasons to use the entire squad rather than simply playing my strongest XI every match. I have not explored every part of the new training, sharpness and development systems yet, so there may be additional controls or mechanics that I have not discovered. These are simply my impressions after completing my first season. TRANSFERS The transfer system is significantly different from FC 26. Transfers feel much less automatic, and there seem to be more factors determining whether a player can actually be signed. When scouting players in FC 27, I can now see their level of interest in joining my specific club. I am managing Brighton, and many players at bigger Premier League clubs are simply not interested in joining. This immediately makes the club I am managing more relevant when deciding which players are realistic targets. The process itself also takes considerably more time. The first step is to inquire about buying or loaning the player. I then have to wait several in-game days for the club to respond. If the club is willing to proceed, negotiations can begin. After submitting an offer, I again have to wait for a response rather than immediately finding out whether the offer has been accepted. The presentation of negotiations has changed as well. During this process, the game displays a phone icon and the player's face at the top of the screen, essentially representing the ongoing communication. This is quite different from FC 26, where negotiations were presented through face-to-face cutscenes. Negotiating with a club showed my manager meeting with the opposing manager in my office, while player negotiations showed my manager meeting with the player and his agent, either in the office or at a restaurant. There are also separate considerations involving the selling club and the player. A club can simply refuse to sell—for example, I have had a club indicate that it was unwilling to sell a player to a rival club. Even if the club is willing to proceed, the player can still decide that he is not interested in joining. This means that identifying a player I want no longer guarantees that I will be able to sign him simply because I have the money to do so. The amount of time involved changes how I approach a transfer window. Each stage can take several in-game days, so pursuing one player and eventually having the deal fall apart can use up a significant portion of a limited window. This encourages me either to have several potential transfers developing at the same time or to be more confident that a particular transfer is realistic before committing too much time to it. Because of that, I think the game could do a better job explaining why negotiations break down. I have had several potential transfers fall apart without being given a clear reason. I don't mind that transfers can fail; the possibility of failure adds uncertainty to the process. However, when several in-game days have been invested in a deal, knowing why it failed would help me make better decisions about which players to pursue next. Overall, the new system adds more variables to squad building. I have to consider not only a player's ability and price, but whether the selling club is willing to do business, whether the player is actually interested in joining my club, and how much of the transfer window I am willing to spend pursuing a deal that may ultimately fall through. CAREER MODE PRESENTATION / IMMERSION There are some changes to the presentation of Manager Career, although a number of the smaller details still feel very similar to FC 26. One change I noticed is how press conferences are handled. Rather than choosing to attend a press conference, they now appear automatically at different points throughout the season and I am given two responses to choose from. I like that these interactions are incorporated into the flow of the season rather than requiring me to select them separately. However, so far I have not noticed the responses having much of an impact on the team or my career. It would be nice if the choices had more noticeable consequences so that there was a reason to think about which response I select. A lot of the matchday presentation also feels very familiar. Much of the commentary I have heard appears to be the same as FC 26, and many of the pre-match sequences, such as the shots of supporters and other stadium animations, are similar or identical. I did notice an option to download additional commentary content, although I have not tried this yet and am not completely sure how it works, so my impressions here are based only on the commentary I have actually used. These are relatively small things individually, but over the course of a long Career Mode save they contribute to matches eventually feeling repetitive. I would like to see more variation and context in these areas, particularly commentary that responds to what is actually happening during the career. Things such as a surprising league position, an important run of form, a player having an exceptional season, a major transfer, or an upcoming match having significant implications for the table could help make each season feel more connected to the career being played. Overall, the presentation is still enjoyable, but after playing a lot of FC 26 it is easy to recognize many of the same commentary lines and pre-match sequences. More variation and more acknowledgement of events occurring within the save would go a long way toward making a long-term Manager Career feel more immersive. AWARDS / SEASON RECOGNITION One area I would like to see expanded is how individual awards are handled. At the end of my first season, the Player of the Year winner was not the player with the strongest overall goals, assists, or match rating. The player who won was on the team that won the league, so team success may have been a factor, and I don't necessarily think the selection itself was wrong. The larger issue for me is that there is very little context around the award. I would like to see ongoing award races throughout the season where I can view the leading candidates, their statistics, and how the race is developing. Madden, another EA Sports title, already does something similar. Once enough of the season has been played, award races begin to appear and you can follow the leading candidates as the season progresses. I would love to see a similar concept incorporated into Manager Career. Ideally, this would include the major awards such as Player of the Year, Manager of the Year, Golden Boot, Golden Glove, Young Player of the Year, any applicable Defender of the Year award, and the Ballon d'Or. These do not all need to work exactly the same way, but having dedicated races and some type of presentation when the winners are announced would make them feel like meaningful events within the career. This could also help explain why a particular player wins an award. Goals and assists are obviously important, but things such as match ratings, clean sheets, team success and overall performances may also factor into different awards. Being able to follow the candidates throughout the season would make the eventual results feel connected to what actually happened during the year rather than simply having a winner appear at the end. For a long-term Manager Career, I think this would add a significant amount of immersion. Following an award race involving one of my players, competing for Manager of the Year during a successful season, or seeing one of my players enter the Ballon d'Or conversation would give individual performances and team success another storyline to follow throughout the year. CLUB HISTORY / TROPHY ROOM Another feature I would love to see expanded in Manager Career is the ability to look back at the history created during a save. There is already a Manager Career section that keeps track of some accomplishments and career information, which I appreciate. I would like to see that concept expanded into a more detailed club history or trophy room that records what happens throughout the career. One of the things that can make a long Career Mode feel less meaningful is how quickly accomplishments from previous seasons disappear. After several seasons, I would like to be able to look back and see what my club and players actually accomplished rather than having to remember it myself. A club history section could keep a season-by-season record of things such as league finishes, trophies won, cup and European results, and the manager's overall record. A trophy room could visually display the trophies the club has won during the career and show the season each one was won. If one of my players wins an individual award, that should remain recorded somewhere as well. I would also like to see much more historical statistical tracking. Madden is a good example of what I mean. During a season, I can look at the current statistical leaders, but I can also look at career records and see the all-time leaders in major categories. I would like to have something similar in Manager Career. For example, I should be able to view the current season's leaders in goals, assists, clean sheets and other major statistics, while also having career and historical leaderboards that continue to update as the save progresses. It would be great to see when a player is approaching or breaking a club or league record rather than having those statistics essentially disappear when the next season begins. This would work particularly well alongside an expanded awards system. An award race gives me something to follow during the current season, while historical statistics, a club history and a trophy room give those accomplishments permanence after the season ends. For players who spend many seasons with the same club, this would help turn the save into its own history. By year five or ten, I could look back at where the club started, what we won, which players became club legends, which records were broken, and how the team changed over time rather than each new season largely replacing the previous one. If I could choose only one new feature to add to Manager Career, this would probably be it. A major reason I play sports games is the statistics and the history that develops over multiple seasons. Career Mode gives us the ability to play through many seasons and create our own version of football history, but I would like the game to do more to preserve that history. Having season and career statistics, records, awards, trophies and previous results remain accessible would give much more meaning to everything that happens over the course of a long save. GAMEPLAY SLIDERS I think the expanded gameplay sliders are worth highlighting as a separate addition. Sliders are a major part of the experience for many offline players, and there is always a lot of discussion within the community about finding the right settings to create the type of gameplay each player wants. FC 27 appears to provide considerably more control in this area. Instead of relying only on broader settings such as Shot Error, there are now more specific sliders for different types of shots, including finesse, power and low-driven shots. There are also new sliders that affect the behavior of CPU-controlled teammates, including CPU Teammate Marking. I have not experimented extensively with most of the new sliders yet, so I don't want to make judgments about how effective each individual setting is. Most of my changes so far have been relatively limited while I try to understand how the default gameplay behaves. However, I appreciate the additional level of control. Different players are looking for very different experiences from FC, particularly in offline Career Mode, and more granular sliders potentially allow players to address specific aspects of gameplay without changing something much broader. For example, if one particular type of shot is too accurate, being able to adjust that shot specifically is preferable to increasing overall Shot Error and affecting every type of finish. I expect these additional settings will become especially useful once players have had more time with the game and begin developing and sharing different slider setups. For an offline mode that people can play for hundreds of hours, having more control over how the game behaves is a meaningful addition. OVERALL THOUGHTS Overall, I am enjoying FC 27 and have had a positive experience with the beta so far. After completing a full season in Manager Career, there are changes to both the gameplay and Career Mode systems that have made the experience feel different from FC 26, while there are also some areas that still feel very familiar or could use additional depth. Most of my suggestions are less about making Career Mode fundamentally different and more about giving greater depth and meaning to what is already there. Manager Career is a mode that can be played for hundreds of hours and across many seasons, so features that make individual seasons feel distinct and preserve the history created along the way would add a lot to the long-term experience.14Views0likes0CommentsAuthentic Gameplay Feedback – I want smarter football, not harder football
Hi EA SPORTS FC team, I wanted to share some feedback as an offline player who really enjoys playing FC as a football simulation. I’m not looking for a game that is easier or harder. I don’t want the CPU to become more aggressive, faster or stronger just to make the game more challenging. I simply want the football on the pitch to feel more believable. I’ve been playing FC for a long time and there are a few things that keep coming up for me. TEAM SHAPE AND POSITIONING This is probably my biggest issue at the moment. I want teams to feel compact, but also properly staggered. In real football, the defensive midfielders aren’t constantly standing almost level with the attacking midfielders, while the wingers are already as high as the striker. Ideally, you would see something like: Defence → midfield/DMs → attacking midfielders/wingers → striker with small but noticeable distances between the lines. The defensive line doesn’t have to drop deeper just to make the team compact. I would much rather see the AI understand the space between the lines and position players accordingly. Compact shouldn’t mean everyone standing on the same vertical line. This is something that makes a huge difference to me because you notice it throughout the entire match. MORE MOVEMENT AND PASSING OPTIONS IN ATTACK Another thing I notice a lot is how static the attack can feel. Sometimes I have the ball and there are simply not enough useful options around me. Teammates either stand still or make a very predictable run straight forward. I’d love to see more situations where players actually react to what’s happening: a winger moving into space instead of running straight ahead a midfielder coming towards the ball when needed a striker making a delayed run overlaps and underlaps diagonal and curved runs players moving away from areas that are already crowded I don’t want everyone constantly making runs behind the defence. I just want teammates to give me more believable options. The new attacking movement shown for FC 27 looks very promising in this regard, and I really hope it works consistently in actual matches. CPU DEFENDING – SMARTER, NOT STRONGER This is another big one for me. Sometimes CPU defending feels a bit “magnetic”. You can have a normal physical challenge and suddenly the ball seems to belong to the CPU, or an AI defender makes an interception that feels almost automatic. I’d much rather see the CPU defend through good positioning and decision-making. Give me more genuine 50/50 situations. Let the CPU sometimes mistime a challenge. Let loose balls actually be loose. And please don’t compensate for defensive weaknesses simply by making the CPU more aggressive, faster or stronger. Smarter AI is much more enjoyable than stronger AI. SECOND BALLS AND AERIAL DUELS This is connected to the previous point. Real football has so many unpredictable second-ball situations. After a header, tackle, blocked shot or goalkeeper save, I want to see the ball genuinely become available to either team. Sometimes the CPU should win it. Sometimes I should win it. Sometimes nobody should have it immediately. I don’t want the game to feel like the same team is automatically going to win the second or even third ball. Those little messy situations are actually part of what makes football feel real. GOALKEEPERS I’d really like to see more variety from goalkeepers. Especially in 1v1 situations, I’d like the goalkeeper to make more intelligent decisions about when to come out and how far to come out to reduce the angle. And when making a save, the outcome shouldn’t always be the same animation. Sometimes the keeper should: hold the ball parry it to the side push it forward make a difficult second save get a hand to it but still concede One thing that really bothers me is when a goalkeeper makes a save and almost throws the ball into his own goal because of the animation. More variation would make goalkeepers feel much more alive. SHOOTING I actually like having more control over where I shoot. If I aim for the far corner, I want the ball to go towards the far corner. But that doesn’t mean every shot should be perfect. I’d love to see more natural variation: slightly wide slightly too high post crossbar good save rebound perfect finish The input should control the intention, but not guarantee the outcome. That’s what I think would make shooting feel much more realistic. PENALTIES Penalties are another area where I think the game could feel much more natural. One thing I really miss is being able to simply side-foot a penalty along the ground. If I use very little power and aim low towards the corner, I would expect the ball to stay very close to the ground. At the moment, even when I try to do this, the ball seems to get off the ground. I’d also like to see more realistic variation from goalkeepers. A slowly hit penalty placed very close to the post shouldn’t automatically become an easy save just because the goalkeeper guessed the correct side. Sometimes it should be a great save. Sometimes it should go in. Sometimes it should hit the post. Sometimes the keeper should get a hand to it and the ball should rebound back into play. More variation would make penalties much more exciting. SIDE SELECTION BEFORE THE MATCH This is a small thing, but honestly one of the things that bothers me more than it probably should. I’d love to have a proper coin toss / side selection before the match. In real football, the teams don’t simply have a fixed attacking direction for the first half. Why not have: Coin toss → winner chooses the side → kick-off Or simply give us an option to choose which goal we want to attack first. I play with clubs where the home atmosphere is a big part of the experience. Being able to choose to attack towards the home supporters in the first half would make a surprisingly big difference. It’s a tiny feature, but it would add a lot of immersion. MORE AUTHENTIC CUP PRESENTATION IN KICK-OFF I’d also really like to see more competition-specific presentation in Kick-Off. For example, why not allow a DFB-Pokal round match in Kick-Off with the proper DFB-Pokal presentation and overlay? It doesn’t even have to be a full tournament mode. Something as simple as: DFB-Pokal → Round Match / Final would already be great. The same could eventually be done for the Europa League and Conference League. For offline players, these little details make a big difference. WHAT I MEAN BY “AUTHENTIC GAMEPLAY” I think all of these points come down to the same thing. I don’t want the CPU to be harder just for the sake of being harder. I don’t want perfect AI. I don’t want every pass, shot or tackle to work perfectly. I want believable mistakes, believable decisions and believable situations. Sometimes I want to score a beautiful goal. Sometimes I want to hit the post. Sometimes the goalkeeper should make an incredible save. Sometimes he should make a mistake. Sometimes I should lose a 50/50. Sometimes I should win one I didn’t expect to win. Sometimes my winger should make the perfect run without me asking him to. And sometimes he should make the wrong decision. That’s football. For me, the best version of FC isn’t the one that feels the most difficult. It’s the one where I occasionally forget that I’m playing a video game. I really hope FC 27 can move further in that direction. Thanks for reading and for continuing to improve the game.Türkiye
Dear EA SPORTS FC Team,I am writing this on behalf of the massive and highly dedicated Turkish gaming community. While we genuinely appreciate having the Trendyol Süper Lig and the newly updated Turkish National Team fully licensed in the game, the current representation of Turkish football feels incomplete without its lower divisions. We strongly request the addition of the Trendyol 1. Lig (and potentially the 2. Lig) in future editions of EA SPORTS FC.Here is why this addition makes perfect sense for both EA and the global player base:A Massive, Highly Active Market: Turkey represents one of the largest and most passionate player bases for EA SPORTS FC in Europe. Millions of Turkish players engage heavily with Career Mode and Ultimate Team every single day.Fixing the Broken Career Mode Experience: Currently, playing a Career Mode in Turkey lacks depth. Because there is no 1. Lig, teams never get relegated, and no new teams get promoted. This completely ruins the realism and long-term replayability of the Turkish Süper Lig.Unlocking "Road to Glory" Potential for Global Players: The Trendyol 1. Lig features historic clubs, passionate fanbases, and incredible young talents. Adding this league would not just benefit Turkish players—it would capture the attention of Career Mode enthusiasts worldwide who love taking historical clubs from the lower tiers all the way to UEFA Champions League glory.Maximizing the Value of the Turkish Commentary Team: EA made a fantastic investment by bringing back Turkish commentators to the game. However, restricting this feature to only 18 Süper Lig clubs feels like an underutilization of that investment. Expanding the league system would give the Turkish commentary package the full depth it truly deserves.The community has been waiting for this addition for many years. Expanding the Turkish football pyramid would drastically increase player satisfaction, drive higher engagement, and boost sales in a region that already deeply loves this franchise.Thank you for listening to your community. We hope to see the Trendyol 1. Lig in the near future!Best regards,FC27 Manager Career AI GK too Overpowered
So when you’re in tactical view of a game and you’re watching the Goalkeeper saves almost everything the only way you can score if off a rebound or an unexpected pass but any shot towards the GK will be saved no matter the placement. Some goals are still allowed but only if the GK has to cover ground. If the GK only relies one reactions AI vs AI GK will win every single time.9Views0likes2CommentsLow crosses seem to not work properly
Every time I do a low cross the cross goes a very short distance. I’ve tried getting full power on it and it goes nowhere. It is not being blocked. I’ve got it set to animation start for my pass timing, and everything is assisted except for through ball, which is semi. please let me know if anyone else has this issue3Views0likes0CommentsAdd Grip Socks / Cut Socks Customization to FC 27
Please add Grip Socks / Cut Socks / Extra Low Socks as selectable customization options in FC 27. Many real-life professional players, including Kylian Mbappé, wear low-cut socks or cut socks with visible grip socks underneath. This has become a very common part of modern football and would make player appearance much more realistic. Since FC 27 already appears to have Extra Low Socks in the game, please allow players to manually select these options in Edit Player / Create Player. Ideally, the customization should include: Extra Low Socks Cut Socks Grip Socks visible underneath Different sock lengths Ability to use these options in Career Mode Ability to use them for created players Ability to use them in Clubs and Kick-Off This would be a small visual feature but would make a big difference to player authenticity and realism. Please give players the option to recreate the real-life boot and sock combinations used by players such as Mbappé and other professional footballers. Please add selectable Grip Socks / Cut Socks to FC 27.Fc 26 Bugs and Improvements
Issue 1: My players neither gk cant defend corners and i always concede from corners because either my keeper punches it into his own net, dosent catch it, and comes out to punch it at the wrong time, and also unlike previous fifa the game dosent auto switch to the player the ball is coming towards making it harder to defend it Issue 2: CPU Tackle Agression: The CPU tries to win the ball back but fails and ends up injuring my players this happens 7/10 times and most of the time my players are out for a long time