Apex is perfect
No, im being serious rlly, If you think apex is messed up, Go play other games, You wont. They arent games to begin with. Cod? dogsht. BF? dogsht (except for bf1 and v but these are very old). Even if apex is messed up. Its still wayyyyyy up there. like honestly have you tried the rest??? I just cant bro. Like fortnite is just so very childish. COD feels very cheap. BF6 is just a cod rip except everything is worse. there is literally nothing else worth your time and effort. Is there? well why are you here and not playing them in the first place huh? Am i being stupid? AM I?????Are the Developers aware/care
EA_David EA_Kent I am genuinely curious if the developers are aware of the issues W&T has caused to the RTG community specifically the Career and Season components of it. If you look at forums from last year I don't think you will find a single post praising that feature yet instead of listening to the community it seems they punished us and made it a ridiculous XP penalty to not have it. I enjoyed it in cfb25, but was forced to turn it off in 26 and now in 27 I have no choice but to accept that I will only be able to play RTG for 2 seasons (unless ofc I want to play as a walking corpse or stay level 80 forever since they removed the XP sliders aswell). Would love just one response from the EA admin community to address this and let us know if it is being listened to at all or if we should just accept it will never be worked on.„Grip Socks“ addition | small detail, big realism boost.
It sounds like a small thing, but for realism fans, it's something that would make the game much more realistic... I'm talking about "Grip Socks," the white socks that peek out from under the cut-off socks that every footballer wears these days. In FC27, we finally get the really low "low socks," which is already a big plus! If you could add this little detail of Grip Socks, it would be a huge improvement for everyone who values realism. I don't think it's a complicated programming task, but it's a big detail that would take realism to a whole new level. I would be delighted if this detail were added to FC27, perhaps via an update.374Views8likes8CommentsUnskateable Objects in a Skate Game
Devs, Love ya'll, really do. Quick question though. Wassup' with objects that are "unskateable"? I've noticed in my 700hrs that we have a small list of obstacles and objects that just do not belong here in our SKATE universe. Like for instance, the silver metal capped poles all throughout San Vansterdam! These are EVERYWHERE. I have spent HOURS trying to DARK STALL/SATAN spin them and it is quite literally an impossible feat. Those account for probably HALF of the unskateable objects honestly, but the others I just found on the new SUMR CAMP park. There's 2 lights beside a Sasquatch statue and a SUMR CAMP sign but these 2 lights look SATAN Spinnable or at least stall-able, or maybe even boardslide stall type thingy? NAH You aim directly for the obstacle, launch directly towards it but without directional control you go either left or right which feels terrible because there's no directional input being added so it just feels like you're veering off course. There's MORE out there tbh but I was wondering why do we even add these objects if there's no skate-able value to them at all? :)Controller QoL Suggestion: Tap to Inspect / Hold Fire Mode
Could we get an optional controller setting that swaps the current Left D-Pad behaviour? Currently: Tap = Change Fire Mode Hold = Inspect Optional setting: Tap = Inspect Hold = Change Fire Mode Fire mode is used far less often than inspecting, especially for players with heirlooms. Tap-to-inspect would make heirlooms feel much faster and more responsive on controller without changing the default controls for anyone who prefers them. It could also make heirlooms more appealing to controller players since their animations would be much easier to use regularly. A simple toggle in Controller Settings would be perfect.3Views0likes0CommentsWeapon Mastery Challenges (Kraber)
In order to master a weapon, you must complete 5 challenges and reach Level 100 for that particular weapon. Shotguns, SMGs, Assault Riffles, Marksman, Snipers, LMGs, and Pistols all resemble close to the same amount of kills needed to complete each weapons challenges. However, because the Kraber is a care package weapon that doesn't show up until later in the game (and not always a guarantee it will show up), the kill amount is halved compared to the other snipers. Furthermore, after the removal of mythic bins, the odds of finding a Kraber are now even less than before. For the last 2 seasons, I've made it a priority to pickup the Kraber in every match (Ranked, Wildcard, Mixtape, & Bot Mode), and I've only leveled up the Kraber maybe 10 levels. Please, lower the Kraber to level 50 for completion. Even in BOT Mode, where you can rack up the most XP for the Kraber, 5 or 6 kills barely gets you near 1000 XP. Each weapon level is 5000 XP in order to upgrade. The fact that mythic bin was removed from the game, and care packages not being a Kraber guarantee, makes this Kraber level 100 task near impossible.Game Design: Stop Adding, Start Subtracting
I want the development team to avoid additive design and instead focus on a philosophy of subtraction for game design. Continuously adding new mechanics and systems only inflates game complexity and leads to severe power creep. We need to pause and reevaluate past additions rather than keep piling on new layers. ExamplesNew Legends: Characters like Seer, Horizon, and Alter were released in an excessively strong state, breaking the overall balance and taking far too long to recover from. Reworks: Reworking legends and weapons (such as Ash and Hemlock) by adding entirely new abilities or mechanics (the "more is better" mindset) often creates new problems instead of solving them. On the other hand, when reworks like Bloodhound's fail to resonate with players, the development team's investment of effort turns into misplaced pride, making it impossible to fix or roll back. Sharing Class Skills via Perk Systems: Allowing characters to borrow abilities from other classes drastically expands individual toolkits, inevitably resulting in far too strong and broken meta. (Note: Pathfinder is an exception here, as his perks merely returned abilities he originally possessed, balanced against the trade-off of having an excessively large hitbox.) From a game design perspective, constantly adding mechanics backfires. What is truly needed is a philosophy of subtraction—reducing burden, complexity, and clutter. This is a fundamental principle in design.Solvedfreekick distance HIGHLIGHTER
f you're a player who cares about realism and fair mechanics in FC 26 — please support this post. Your voice matters. This is a question directed to the game developers. I’ve invested nearly 2,900 hours into FC 26, and I can honestly say — without a shadow of doubt — I consider myself an expert in set-pieces, especially free kicks. And that’s exactly why I’ve noticed something that doesn’t quite add up. Let me explain. https://youtu.be/VQ2jOXm1AVM134Views1like16Comments