Shards overpricing
Hey FC Developers, I think someone has to fix the overpricing in shards. When new players like 122 overalls come out into the game, I could understand putting them as 60k+ shards, but you cannot just keep the 120s at the same price. Eventually nobody would buy the 120s because they are not worth their value since players with higher overall come out at the same or even lower price than them. When player with higher overalls come out, I believe you have to reduce the prices of the older players. Like I would buy a 121 Pirlo for 20k shards, while a 120 Gullit (AT THE SAME POSITION) costs 68k!!! I could buy 3 Pirlos and still have shards left over for the price of a player 1 overall lower than him. Hope you reply. Sincerely, Leonidas51Views4likes6CommentsTitle: Add a Clubs Mode to FC Mobile
Hello EA SPORTS FC Mobile team, I would like to suggest adding a Clubs mode to FC Mobile, similar to the Clubs mode in EA SPORTS FC on console and PC. The idea would be to let players create or join a club with their friends. Each player could control their own footballer during matches, for example: One player as goalkeeper One or more defenders Midfielders Wingers Strikers This would make it possible for a group of friends to play together as one team, instead of each player controlling the entire team. I think this would be an amazing addition to FC Mobile and would give players a completely new reason to play with their friends. Please consider adding a Clubs mode in a future update! Thank you for listening to the FC Mobile community.GAME MODE IDEA FOR FC MOBILE 27 UPDATE : FREE FOR ALL and target elimination
Hello EA SPORTS FC Mobile team and community. I have designed a new competitive game mode concept called LAST MAN STANDING.⚽ 4 teams compete on one shared cross-shaped pitch.👥 Each team has 11 players — 44 players total.🎯 Each team receives 3 specific enemy targets.⚽ A normal goal gives +3 team points.🎯 A target goal gives +3 team points +1 target progress.💀 When a target reaches 3/3, that player is permanently eliminated.⏱️ The eliminated player gets 5 seconds to choose a teammate to eliminate.🧤 After 5 outfield players are eliminated, the goalkeeper becomes vulnerable.🥅 If the goalkeeper is eliminated, the team plays with an open goal.🏆 The last surviving team wins. The goal is to combine normal FC Mobile football skill with strategy, survival and high-pressure decisions.I have prepared a complete Game Design Document explaining the rules, scoring, target system, elimination mechanics, goalkeeper system, HUD, anti-exploit rules, balancing and prototype roadmap.I would really appreciate feedback from the FC Mobile community and, if possible from the development team UPDATE — FULL DESIGN DOCUMENT AVAILABLE 🎮 I have also prepared a complete Game Design Document covering the target system, 3/3 elimination, 5-second teammate choice, goalkeeper vulnerability, scoring, anti-exploit rules, MOTM and a 10-minute match structure.I would especially like feedback on one question: Would a 4-team, 44-player Last Man Standing mode make.FC Mobile more competitive and fun, or would the number of players make it too chaotic?I would love to hear the community's opinion.2Views0likes0CommentsWhat happened to the animations and gameplay?
Why are these errors and glitches occurring? For instance, my player freezes during a collision, whereas an opponent's low-rated card—even one that is only partially ranked up and trained—reacts instantly while I can't move; the ball then snaps to the opponent as if my player had passed it to them. When taking a corner kick, my designated defender fails to react; an animation plays out that ends in a goal—do higher-rated opposing players really freeze my defenders like that? I don't understand what’s happened to the game lately; it feels like I’m not even the one playing. I lose partial control during matches—my players kick the ball away on their own instead of launching an attack. Sometimes, out of 10–15 chances in a match, you can't score a single goal because something unexpected always happens—a slow touch, or the ball bouncing away at the last moment. Through-balls consistently fall short and never reach the intended player who was perfectly positioned to score; the game is full of glitches. When will these errors be fixed? Or are they even aware of them? This is my first time on the forum; I’ve been experiencing so many strange anomalies while playing that I felt I had to report them. This isn't right—it wasn't such a major issue six months ago, but now it’s becoming increasingly frequent, showing up in every second or even third match. It feels like I’m being slowed down, then suddenly everything snaps back to normal for the following games. Developers, please help fix the gameplay—this is demotivating and ruins the experience.21Views0likes1CommentThe matches play out in an incredibly unfair way
it’s as if the players have stepped onto the pitch on the worst day of their lives. The game won't let you successfully finish anything; it’s all down to random chance, and it almost always works in the opponent's favor. This game has pushed me to the point of quitting; it generates an incredibly unfair number of errors and forces losing situations. I have never lost interest in the game as completely as I have in the last week or two... it has become disgusting.35Views3likes4CommentsI start moving the player, and instead of passing, he just kicks the ball away.
Through button shoot the ball on the goal why happend this every match 3-4-5 times? It keeps interfering with my gameplay; whenever my player runs into open space, the game interrupts the action—as if it thinks I pressed the shoot button. What is this? Instead of executing a through ball, he just blasts it at the goal out of nowhere, all on his own...10Views1like0CommentsThe automatic gameplay mechanics need to be toned down.
The way it interferes with and influences the outcome of matches is excessive. You can feel within the first five minutes that the opponent is going to have the advantage and a smoother game experience for the entire match. I’m not saying it’s "scripting," but this mechanic heavily influences match outcomes; it feels like I’m just running around in a Manager Mode simulation. This automatic gameplay assistance mechanism is over the top—it’s been ramped up like this ever since the TOTS cards were introduced. It’s simply excessive. The goalkeeper drops the ball right to the opponent, or my player throws it to them instead of a teammate when I’m leading, effectively leveling the score. Everyone should learn to create chances themselves rather than letting the AI do it by dragging one team down or weakening them to benefit the other. If someone is defending well, the AI shouldn't pull the defense apart; if someone is attacking well, the AI shouldn't slow them down. It should only kick in during critical situations, not to manufacture an advantage. These "Manager Mode-style simulations" in Head-to-Head matches are boring—it’s simply too much. Unfortunately, this same function operates in events too, where the CPU slows your team down to match theirs, even when there’s a 15 or 20 OVR difference. Please dial this back in the next update; the current state is excessive. It should only help when you actually press the shoot button or assist in getting the defense back into position—it shouldn't do anything else. If the developers keep this up, the game is turning into a simulation... It’s too much95Views3likes9Comments