Bring Authentic Gameplay and Kick-Off formats to Online Friendlies.
Platform: PC, Playstation, XBOX Game mode: Online Friendlies I've been playing FIFA/EA FC since FIFA 2000, and over the years I've gone from playing the game almost exclusively to barely playing it anymore. The main reason is the gameplay. The increasingly fast, arcade-like style no longer feels like the football game I used to enjoy. I still enjoy football games, but I want something that feels closer to actual football: slower build-up, more realistic player movement, meaningful positioning and less emphasis on constant high-speed action (especially with 90+ OVR players, which force you to use the meta to win). Interestingly, EA already introduced a solution for this with Authentic Gameplay for Career Mode and offline gameplay. My suggestion: Please make Authentic Gameplay available in Online Friendlies. I don't understand why a gameplay preset that exists specifically to create a more realistic football experience is restricted from online friendlies, especially when Online Friendlies are one of the best places for players who simply want to play realistic matches against their friends. This would not require creating an entirely new game mode. It would simply give players the option to select Competitive Gameplay, Authentic Gameplay when setting up an Online Friendly. Take this one step further: bring Kick-Off's new formats online I would also love to see the new match formats available in Kick-Off become selectable in Online Friendlies. For example, being able to play: - Champions League group-stage style competitions - Champions League knockout rounds - Two-legged ties - Penalty shootouts - Other tournament/competition formats already available in Kick-Off It would give Online Friendlies a completely different level of replayability. Why I think this matters: There is clearly a group of players who don't want to play Ultimate Team-style football every time they play online. Some of us simply want to sit down with a friend and play a realistic football match. I actually found myself moving away from EA FC and towards community-created football management/career experiences because they give me the feeling of managing and playing in a more authentic football environment. I (and many others) would genuinely come back to playing EA FC with friends much more often if Online Friendlies allowed us to combine Authentic Gameplay + real football competition formats + our own teams. EA already has the gameplay preset and many of the competition mechanics. It feels like the pieces are already there; they simply aren't available together in Online Friendlies. Please give us the choice. Not every player wants the fastest possible gameplay. Some of us just want to play football.10Views2likes1CommentBRING BACK FIFA STREET — FIFA STREET 2012 FOR PS5
EA — Please bring back FIFA Street. I’m asking for a modern FIFA Street game for PS5 based on what made FIFA Street 2012 so great. I don’t want another Volta-style mode or an arcade game with superpowers. I want REAL street soccer using the same kind of responsive FIFA controls and gameplay. What I want: 1v1, 2v2, 3v3 and small-sided games Realistic street environments and courts Real soccer physics and FIFA-style controls Skill moves and freestyle football Create your own player Offline career / World Tour Build and upgrade your player Recruit/build your own street team Progress through different locations and competitions Play against real professional players/teams No superpowers or ridiculous gimmicks FIFA Street 2012 already proved this formula worked. Please don’t just put street football inside FC. Give us a standalone FIFA Street game built for modern consoles. There are clearly still fans who want this. Please bring it back!trash game
I swear to God, if the **bleep** defending in this game was actually fair, I’d be winning all the time. Every time I lose, it’s because of some stupid defensive mistake. This game is trash, and the defending is absolute garbage. So you guys actually think this is “realistic”? Where the hell is the realism in this garbage!!?25Views2likes1CommentRequest to Add Professional Player Aymen Sadi to EA SPORTS FC 27 Database
Hello EA SPORTS FC Team, My name is Aymen Sadi, and I am a professional football player under contract with Toulouse FC. I am contacting you regarding my absence from the EA SPORTS FC 27 player database. I recently signed a professional contract with Toulouse FC and I am currently playing for Aubagne FC on loan. I would like to request that my player profile be added to the EA SPORTS FC 27 database. Here are my details: Full name: Aymen Sadi • Date of birth: 10 April 2006 • Nationality: French • Position: Right-back / Full-back • Height: 1.80 m • Current club: Aubagne FC (on loan) • Contract club: Toulouse FC • Preferred foot: Right I can provide official documentation confirming my professional contract and my current registration with the club, as well as recent photos and match footage if required. Official information about me can also be verified through Toulouse FC and other official football sources. Could you please let me know the appropriate procedure or department for submitting my information so that my player profile can be considered for inclusion in EA SPORTS FC 27? I would be happy to provide any additional documents, photographs, statistics or other information you may require. Thank you for your time and consideration. Kind regards, Aymen Sadi Professional Football Player Toulouse FC / Aubagne FC8Views0likes0CommentsFC 27 Competitive Gameplay Should Feel Like FC 26
I have been playing EA SPORTS FC 27 since September 18 through the Ultimate Edition Early Access, and after spending significant time with Competitive Gameplay, I would like to share my feedback about the overall gameplay experience. My main feedback is straightforward: I would strongly prefer FC 27 Competitive Gameplay to feel much closer to FC 26 Competitive Gameplay. This is especially important for modes that use Competitive Gameplay, including Ultimate Team and Clubs/The Grounds. Compared to FC 26, FC 27 currently feels noticeably heavier, slower, and less responsive in many fundamental areas such as passing, dribbling, turning, acceleration, sprinting, shooting, first touches, and general player movement. For me, FC 26 had a much better balance for Competitive Gameplay because the players reacted more immediately to controller inputs and the overall flow of the match felt faster, smoother, and more fluid. I am not asking for only one or two individual mechanics to be adjusted. I would prefer the overall Competitive Gameplay experience of FC 27 to be brought much closer to FC 26. 1. Passing Passing in FC 27 currently feels noticeably heavier and slower than it did in FC 26. There are many situations where I press the pass button and the player takes too long to release the ball. This makes quick combinations, one-touch passing, fast build-up play, and pass-and-move football less fluid. In FC 26, passing felt more immediate. When I pressed the button, the player generally released the ball quickly enough to maintain the rhythm of the attack. I would like FC 27 Competitive Gameplay passing to feel much closer to FC 26. In particular: - Faster response after pressing the pass button - Faster ball release - More responsive first-time passing - Faster and smoother short-passing combinations - Better flow during quick pass-and-move sequences - Less unnecessary animation delay before releasing the ball The objective should not simply be to increase passing assistance. The main issue is responsiveness and tempo. I want passing to react as quickly and smoothly as it did in FC 26 Competitive Gameplay. 2. Left-Stick Dribbling and Turning Dribbling and turning are also noticeably heavier in FC 27. Players sometimes take too long to change direction, even when controlling players with high dribbling and agility attributes. Small left-stick adjustments do not feel as immediate as they did in FC 26. This makes attacking in tight spaces more difficult and sometimes makes players feel less responsive than their attributes suggest. FC 26 felt better in this area because directional changes were quicker and the player responded more directly to the left stick. I would like FC 27 Competitive Gameplay to move back toward that feeling. I would prefer: - Faster left-stick response - Faster directional changes - Quicker turning - More responsive close control - Less excessive inertia - Less delay when moving from one direction to another - Less feeling of being locked into movement animations I understand that players need momentum and should not instantly rotate without any physical consequence. However, the current level of inertia feels too heavy compared to FC 26. For Competitive Gameplay, I strongly prefer the responsiveness and movement style of FC 26. 3. Acceleration and Sprint Acceleration and sprinting also feel heavier in FC 27. My main issue is not only top speed. The initial acceleration after pressing sprint feels slower. There can be a noticeable delay before a player begins accelerating properly. This affects attacking runs, counterattacks, defensive recovery, and one-on-one situations. FC 26 felt much more immediate when transitioning from normal movement into acceleration and sprinting. I would like FC 27 Competitive Gameplay to behave more like FC 26 in this area. When I press sprint, I want the player to react quickly. Acceleration should feel explosive when controlling players who have the appropriate pace and acceleration attributes. The difference between fast and slow players should also be immediately noticeable. Overall, sprint initiation and acceleration should feel closer to FC 26. 4. Shooting Shooting in FC 27 also feels slower and heavier. Sometimes there seems to be too much time between pressing the shoot button and the player beginning the shooting action. Inside the penalty area, even a small delay can completely change the outcome of an attacking opportunity. FC 26 generally felt more responsive. When a shooting opportunity appeared and I pressed the button, the player reacted more immediately. I would prefer FC 27 Competitive Gameplay shooting to feel much closer to FC 26. This includes: - Faster shooting response - Less delay before the shooting animation begins - Faster execution in appropriate situations - More responsive first-time shots - Smoother transition from dribbling into shooting Player balance, weak foot, pressure, body position, and attributes should obviously still matter. However, basic responsiveness should be closer to FC 26. 5. First Touch and Ball Control First touches also contribute to the heavy feeling of FC 27. There are situations where players take touches that feel unnecessarily heavy or push the ball too far away. This slows down the next action and makes quick attacking sequences harder to execute. FC 26 generally allowed smoother transitions between receiving the ball and performing the next action. I would like FC 27 Competitive Gameplay to return closer to that feeling. Good technical players should be able to: - Receive the ball - Control it quickly - Turn - Pass - Dribble - Sprint - Shoot without excessive delay between those actions. Poor passes, difficult body positions, defensive pressure, and player attributes should still influence the quality of the first touch. However, normal situations should feel smoother and more responsive. 6. Player Movement and Animation Delay Another major difference between FC 26 and FC 27 is player movement and animation responsiveness. In FC 27, players sometimes appear committed to an animation for too long before the game accepts the next action. This creates situations that feel like: Input -> delay/inertia -> animation -> action I would prefer it to feel more like FC 26: Input -> immediate reaction -> action I believe this is one of the biggest reasons FC 27 currently feels heavier. For Competitive Gameplay, responsiveness should have a very high priority. The game should avoid unnecessary animation locking whenever possible. Players should react more quickly when changing direction, passing, shooting, sprinting, or transitioning between actions. 7. Overall Gameplay Speed and Tempo This is probably the most important part of my feedback. I do not only want individual mechanics to be slightly adjusted. I prefer the overall speed, responsiveness, and flow of FC 27 Competitive Gameplay to be much closer to FC 26 Competitive Gameplay. FC 26 felt faster and more fluid in: - Passing - Dribbling - Turning - Player movement - Acceleration - Sprinting - Shooting - First touches - Transition between actions - General controller responsiveness FC 27 currently feels heavier across many of these areas at the same time. Because of that, the overall Competitive Gameplay experience feels significantly slower. For offline or more simulation-oriented gameplay, I understand why some players may prefer a slower and more physical experience. However, for Competitive Gameplay, especially in online modes, I strongly prefer the faster and more responsive feeling of FC 26. 8. Ultimate Team and Clubs/The Grounds This feedback is especially important to me because Competitive Gameplay is the experience I encounter in modes such as Ultimate Team and Clubs/The Grounds. These modes depend heavily on responsive controls. In competitive online matches, players frequently need to: - Make quick passes - Change direction rapidly - React to pressure - Create passing combinations - Accelerate into space - Shoot quickly - Defend transitions - Respond immediately to changing situations When the gameplay is too heavy, these actions become less satisfying and the match can feel less responsive to controller input. That is why I believe FC 26's gameplay style was better suited to Competitive Gameplay. I would like FC 27 Ultimate Team and Clubs/The Grounds to have the same kind of fast, responsive, and fluid feeling that FC 26 Competitive Gameplay provided. Comparison With FC 26 For me, FC 26 Competitive Gameplay simply felt better in terms of responsiveness and overall gameplay flow. Passing was quicker. Dribbling was more responsive. Turning was quicker. Acceleration felt more immediate. Sprint initiation felt faster. Shooting reacted faster. First touches transitioned more smoothly into the next action. Player movement felt less heavy. Most importantly, controller inputs felt more directly connected to what happened on screen. That is the gameplay feeling I would like to see in FC 27. Rather than only making small adjustments to the current FC 27 Competitive Gameplay, I would prefer EA to use FC 26 Competitive Gameplay as the main reference point for responsiveness, speed, movement, and overall match tempo. Final Feedback My main request is simple: Please make FC 27 Competitive Gameplay feel as close as possible to FC 26 Competitive Gameplay. I prefer FC 26's: - Gameplay speed - Passing speed and responsiveness - Dribbling responsiveness - Turning speed - Acceleration - Sprint responsiveness - Shooting responsiveness - First-touch responsiveness - Player movement - Animation transitions - Overall input responsiveness - Overall match tempo I am specifically talking about Competitive Gameplay. For modes such as Ultimate Team and Clubs/The Grounds, I believe the faster and more responsive gameplay style of FC 26 provides a much better competitive experience. FC 27 currently feels too heavy and slow compared to FC 26. I would really like to see Competitive Gameplay adjusted so that controlling players feels quicker, smoother, and more immediate again. For me, FC 26 Competitive Gameplay should be the reference point. Thank you for reading my feedback.You Completely Ruined the Game
This game is so bad. The defending is bad, player movement is bad, passing is bad, and shooting is bad. You literally have to spam R1 dribbling just to win. EA completely ruined the game with these stupid decisions and ideas they thought were genius.9Views0likes0CommentsFC 27 Clubs – Competitive 11v11, Training & Matchday Improvements
Clubs has a strong organized 11v11 community, but teams still lack several tools for proper training, match preparation, competitive play and post-match analysis. These suggestions are not about changing the core gameplay. They are about giving Clubs teams better tools to train, compete and organize matches. 1. Custom Match Settings for Clubs Friendlies Give captains more control over Friendly match rules. Suggested options: Start from Kick-Off / Second Half / Extra Time / Penalty Shootout Custom starting score Extra Time: On / Off Penalties: On / Off Two-legged matches with automatic aggregate score This would allow teams to practice penalty shootouts, extra time, protecting a lead, chasing a result and other competitive scenarios without having to play 90 minutes first. 2. Skill Games & Practice Arena with your Virtual Pro Allow players to use their actual Clubs Virtual Pro in Skill Games and Practice Arena, keeping their real build, attributes, height, weight, Archetype, Specialisations/PlayStyles and controller settings. Clubs players need a proper way to practice finishing, passing, defending, dribbling, free kicks and penalties with the same player they actually use online. 3. Multiplayer Team Training Ground Clubs should have a shared training environment where multiple teammates can join with their Virtual Pros. Captains could create scenarios such as: Attack vs defence Build-up against a press Counter-attacks Defensive positioning Crosses and finishing Most importantly, include a Restart Drill option so teams can repeat the same situation immediately. 4. Team Set-Piece Training As part of the Training Ground, allow teams to repeatedly practice: Corners Defensive corners Free kicks Wide free kicks Throw-ins Penalty shootouts Organized teams need to practice coordinated movement and positioning, not only individual set pieces. 5. Competitive Lobby & Ready Check Improve the pre-match lobby for organized 11v11 matches. Ideally it should show: Both teams' players and positions 11/11 status Connection/ping information Selected server/region when applicable Captain status READY status for both teams The match would start once both captains confirm that their teams are ready. 6. Spectator / Coach Mode Allow additional club members to join as spectators without occupying one of the 11 player positions. This could support: Coaches/managers Substitutes League broadcasters/content creators Tactical or broadcast cameras Optional broadcast delay for competitive integrity Competitive teams should be able to have a coach watch the match without having to sacrifice a player slot. 7. Full Match Replay Please allow Clubs teams to watch the complete match after it finishes, not only individual highlights. Being able to review the full 90 or 120 minutes would be extremely valuable for competitive teams analysing positioning, defensive structure, pressing, build-up patterns and tactical mistakes. Ideally, full-match replay could eventually work together with heatmaps, average positions, passing networks and other post-match analysis tools. 8. Better Competitive 11v11 Infrastructure Clubs already has a large community organizing leagues, tournaments and structured 11v11 matches externally. EA could gradually provide more infrastructure inside the game for this community: better private match configuration, tournament rules, two-legged ties, aggregate scores, team management tools, match history and competitive statistics. The goal is not to replace community-run leagues. It is to give organizers and teams better native tools to run them. Additional improvements A few smaller improvements would also help: Save multiple tactical presets and switch between them quickly Advanced statistics based on position Better post-match tactical analysis Improve the reliability of the existing reconnect functionality Clubs is fundamentally a team mode. Giving teams better tools to practice together, prepare together, compete properly and analyze their matches would significantly improve both organized 11v11 and the broader Clubs experience. I would be interested to hear from other Clubs players: which of these features would make the biggest difference for your team?21Views2likes0Comments