Created Players Need to Actually Learn New Roles In Career Mode
The way created players develop new roles in Career Mode seriously needs to be fixed. I have been training created players for specific roles for over a season, and they STILL have not even gained Role+. I have a created player who started at 72 OVR. I have been training him specifically as a Wide Playmaker, and I am now halfway through Season 2. His base overall has grown to 82, his dynamic overall is reaching around 98, and somehow he STILL cannot play as a Wide Playmaker with even Role+. How does that make any sense? If a player spends a season and a half training in a specific role while developing by 10 overall points, at some point he should actually learn that role. Otherwise, what is the purpose of role-specific development plans? Created players should be able to earn Role+ and eventually Role++ through training, development, and actually playing in that role. There needs to be a clear and reasonable progression system instead of created players being permanently stuck with the roles they started with. Career Mode is supposed to be about developing players and creating your own storylines. Watching a player become one of the best players in the world while somehow being incapable of learning a role he has trained in for a year and a half completely ruins that immersion. Please fix this as soon as possible. It is genuinely taking the fun out of developing created players in Career Mode.3Views0likes0CommentsRequest 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 FC7Views0likes0CommentsFC 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.STAT COLOR
This is going to be really short but I have a hard time reading all the stats on manager career mode and the thing that helped with it was the red, yellow, and green stat bars on manager mode but now that its all white it just makes annoying and borderline unplayable I really wish you guys can bring it back really soon because in older fifas i hated that the stats are all the same colorManager career
The player level up system ( dynamic overall) in manger mode is wanky, one game a player is at 76, next at 64, and the morale system makes no sense to progression, it's all over the place. The bouncing of the ball when my player receives it: I play football and watch it, the balls don't bounce like that all the time. Through pass mechanics: the system basically picks it for me, I might as well be handing it to the opponents.10Views0likes0CommentsManager Career - Professional too easy and World Class frustratingly too hard.
I've been playing FC for years on world class difficulty using manual controls and love the game. Something has changed in FC27 which means that I find World Class setting too difficult to break down a team with an attack, but I can easily score 5 or 6 goals on professional. I don't know what specifically has changed, but opposition formations seem to be much tighter, press every ball (without exhaustion) and intercept passes that would have been safe in FC26 and prior. This game has loads of improvements, passing seems more natural and player movements are excellent. It would be really exciting if I could find a difficulty level that was challenging without resulting in 0-0 draws every match, with my players exhausted week in and out from battling for the ball constantly.FC 27 Career Mode: Tactical AI Should Create Footballers, Not Robots
The biggest problem I currently have with Career Mode gameplay is not simply that defending is too strong. The deeper problem is that tactics, team identity, manager philosophy and player intelligence do not create enough visible differences on the pitch. 1. Player Roles should not dictate fixed movements Player Roles should be tendencies within a tactical system, not rigid instructions. A winger should not stay wide simply because he has a "Wide Winger" role when the situation clearly calls for him to attack the inside space. Likewise, an Inside Forward should not automatically move inside regardless of the opponent's defensive structure. Players should read the situation. If the opponent's fullback moves inside, the winger should recognize the space outside. If the fullback stays wide, the winger should have the intelligence to attack the inside channel. The same applies to midfielders and CAMs. A CAM should not remain outside the box simply because his role focuses on build-up when the attack has created an opportunity to attack the penalty area. 2. Player individuality should matter more Players in the same position should not behave like interchangeable pieces. Messi, Cristiano Ronaldo, Vinicius Jr., Hazard, Bale and Di Maria can all operate from similar attacking positions, but their strengths, movement, decision-making and tendencies are completely different. Their attributes and football intelligence should naturally produce different decisions within the same tactical system. The user should not need to manually tell every player where to move in order to make them behave intelligently. 3. Team identity is missing One of the biggest problems is that different teams do not feel different enough. A top team, a mid-table team and a fourth-division team can often produce very similar patterns of play. Formations and tactical approaches should create recognizable team identities. A 3-5-2 should create different problems from a 4-3-3. A possession-based team should not attack like a counter-attacking team. A high-pressing team should not behave like a deep defensive team. A team focused on wing play should create different attacking patterns from a team focused on central combinations. The difference should be obvious while actually playing, without needing to look at the tactics menu. 4. Manager identity should matter Managers should have recognizable football philosophies. A manager focused on counter-attacking football should create different collective movements from a possession-based manager. A high-pressing manager should influence the team's defensive line, pressing behavior and transition structure. A defensive manager should create a different defensive block and transition behavior. The manager should feel like an actual manager, not simply a name attached to a tactical preset. 5. Attack, Defence, Possession and Pressing should actually change the team This is one of the most frustrating issues. Changing between defensive football, attacking football, possession, pressing or counter-attacking approaches often does not produce a significant enough visual change in the team's behavior. Even when giving the team more attacking instructions, the overall shape can remain almost identical. If I tell my team to attack, I should see midfielders taking more advanced positions, more players entering dangerous areas and the team pushing higher. If I tell the team to defend, I should see the block become deeper, wingers helping defensively and the striker potentially dropping to support the team. These changes should be visible during gameplay. The system I would like to see Instead of: Player Role -> Fixed Movement -> Player Executes Instruction I would prefer: Manager Philosophy -> Team Tactics -> Player Tendencies and Attributes -> Situational Decision The tactical system should define the team's philosophy and structure. The individual player should decide how to execute that philosophy based on his attributes, intelligence, positioning, the location of the ball and the behavior of opponents and teammates. This would also make Career Mode's transfer market much deeper. A player should not simply be valuable because of his OVR. His value should depend on whether his characteristics fit the manager's football philosophy. A fast winger with excellent 1v1 ability could be perfect for one system but less effective in another. A creative CAM could become extremely valuable in a possession-based system, while another CAM with pace and off-ball movement could be more valuable in a counter-attacking system. That would make scouting, transfers, youth development and squad building much more meaningful. The goal should not be to remove tactical control. The goal should be to make tactics intelligent and contextual. I want to feel the manager's philosophy when I play. I want different teams to feel different. I want different managers to feel different. I want different players in the same position to behave differently. And most importantly, I want players to make football decisions rather than simply following GPS instructions. The player should feel like a footballer making decisions within a tactical system, not a robot following a role.13Views0likes0CommentsFC27 BUG: Player Asks to Negotiate a New Contract, but the Game Won’t Allow It
This has happened multiple times with different players in Manager Career. A player sends a message saying: “Boss, anytime you want to chat about a new contract, give my agent a shout.” But when I go to negotiate the contract, the game blocks it and says: “You have recently negotiated a new contract with this player.” This is clearly contradictory. The game should not trigger a player message asking the manager to negotiate a new contract when contract negotiations with that player are currently locked. Since I have experienced this with several different players, it appears to be a recurring bug rather than an isolated situation. Platform: PS5 Mode: Manager Career124Views4likes2CommentsAdd a Notification Counter to the Career Mode Home Screen
When we receive new notifications in Manager Career—such as player chats, emails,—it would be helpful to show a small red notification badge with the number of unread notifications on the notification/message tab on the home page. Just like on a phone: 🔴 3 = 3 unread notifications. Right now, it’s easy to continue through the Career Mode menus without realizing that new messages or emails are waiting. It’s a very small UI addition, but it would make the home screen clearer and make important messages much harder to miss.14Views2likes1Comment