Timed out
Hey Guys, I just wanted to let you know that my main account MirzaWale3dahm4d was timed out during a wildcard game (I can't log back in) where I was on track to get 4k damage and 20 kills I was on 2.7k damage and around 10 kills it was one of the best games that I was having and now my chance to get my first 4k 20 Kills badges are gone (in one game) I'm not asking that you give me the badges but I would just like to ask for some sort of compensation big or small I don't really care. Best wishesBugs in career mode that EA urgently needs to fix
Here is my personal list of bugs in career mode which have to be fixed quickly: Transfer requests of players because of too less playtime but their morale is good and they play every game stamina is absolutely unrealistic. A starter can’t play two games in a row because he isn’t match fit and if you let him play then there is a high risk of an injury the changes on your bench in team management don’t save, that’s really annoying you can’t change the kit numbers in your national team and from loaned players the fix with the Regens and their overpowered OVR was really important but now there are only players under 70 OVR. I think there must be a rare chance of wonderkids and I don’t mean 18 years old with an 85+ rating. Sometimes a 70 or 73 OVR Regen would be great last chance to nominate your international squad is in march. Why there is no chance right in front of a big tournament?! when you play with hard negotiations in career mode it is impossible to buy players from rival clubs. That’s so unrealistic. In real life there is a chance that Arsenal buy a player from Chelsea or Barcelona from Madrid and so on. The other clubs can buy players from my team but not the other way round when I am interested in a player, then other clubs automatically want to have him too, no problem. But when I can’t buy him then he transferred 100% to one of the other clubs so I can provocate a mass of transfer only by saying that I am interested in him no loan offers or transfer offers for players with less than a 78 OVR. This is game breaking when you want to play with a small club or only with youth academy players Please correct me when I forget something or add it in the comments. Before these bugs aren’t fixed, career mode is unplayable and the most useless mode in the whole game. Career mode is the only reason why I buy this game so at this moment FC27 it totally useless for me and the baddest EA football game ever….. EA_DarkoUT Gallery Bug: Scream Hero Jill Scott Missing from Heroes Section
Issue Overview: There is a card classification and display bug within the FUT Gallery. When owning the Jill Scott Ultimate Scream Hero card in the club (as indicated by the "Added to Gallery" status in player bio), the item completely fails to appear when browsing the Heroes section in the Gallery. However, it displays and registers normally when navigating to the Ultimate Scream section. This indicates a backend database error regarding dual-rarity item filtering. https://youtu.be/R6t3zzhSvCU?si=ExtZfwENbxzSC5w2 Visual Proof & Impact: 1. Missing Item in Heroes Gallery: Dual-themed cards (Hero + Promo) get filtered out incorrectly from the dedicated Heroes gallery tab. 2. Inconsistent Gallery Tracking: While the item registers under Scream, its absence from the Heroes category disrupts accurate gallery completion and tracking. Recommended Fixes: Fix Dual-Rarity Gallery Filtering: Overhaul the Gallery's database query logic so that hybrid cards (like Scream Heroes) appear simultaneously under both relevant categories (Heroes and Ultimate Scream). Ensure Consistent Item Tracking: Audit all promotional hero items to prevent them from vanishing in specific gallery tabs. For all previously reported bugs and feedback, check our main archive here: Years of Unnoticed Reports: A Comprehensive Feedback & Bug Archive5Views0likes0CommentsVisual Bug: Ted Lasso Locked to AFC Richmond Jacket with Pixelated Badges
Issue Overview: When using manager Ted Lasso in Ultimate Team, he is permanently locked into wearing the AFC Richmond track jacket on the touchline, even when the club uses entirely different badges and kits. Furthermore, the logos printed on his jacket suffer from noticeable texture pixelation. Key Observations: Visual Disconnect: Regardless of whether your club represents PSG or any custom team, Ted Lasso continuously wears AFC Richmond attire instead of club-neutral or active team merchandise. Pixelated Logo Textures: Both the AFC Richmond crest and the Nike logo on his jacket render in low resolution with visible blurriness and jagged edges during close-up camera angles. Requested Solution: Allow Ted Lasso to wear standard team-branded tracksuits matching the active club badge, and fix the low-resolution texture bug on his default clothing assets. For all previously reported bugs and feedback, check our main archive here: Years of Unnoticed Reports: A Comprehensive Feedback & Bug Archive51Views0likes0CommentsCritical Refereeing Bug: Fouls Far Outside the Box Awarded as Penalty Kicks
Issue Overview: In rare but match-deciding instances, fouls occurring noticeably outside the 18-yard box are wrongly called as penalty kicks by the referee instead of standard direct free kicks. https://youtu.be/rcibvpVeAt4?si=95u7_JP5Lh6PqBlz Key Observations: Severe Positional Miscalculation: Even when contact occurs yards away from the penalty arc, the engine misinterprets the tackle boundary and points to the spot. Competitive Distortion: Granting free penalty goals off clear outside-the-box tackles severely corrupts match fairness across competitive modes. Required Fix: Correct foul collision coordinate mapping against the penalty box boundary to guarantee only genuine in-box infractions result in spot kicks. For all previously reported bugs and feedback, check our main archive here: Years of Unnoticed Reports: A Comprehensive Feedback & Bug Archive23Views0likes0CommentsTeam Management Bug: Multi-Tactics Scramble Positions In-Game
Issue Summary: When utilizing squads with multiple tactical presets (whether self-created or imported via tactic codes), the game completely scrambles and randomizes player positions upon entering an online match if any secondary tactic is used. https://youtu.be/VJvG6xV2gyE?si=Hu3n3pWgDztIaX3i Key Symptoms & Impact: Out Game vs. In Game Discrepancy: Formations mapped correctly in the squad menu (e.g., natural strikers at ST, central midfielders at CDM) randomly reassign players once the game kicks off, forcing wingers to ST or attacking players into defensive holding roles. Burning Limited Pause Windows: Players are compelled to use immediate pause windows at kick-off to manually reorganize their starting lineup, wasting strategic pause time. Crippled Tactical Depth: Many players now delete all alternative tactics to avoid this bug entirely, preventing dynamic mid-match adjustments unless they sacrifice 2 out of 3 pauses rebuilding custom tactics from scratch during gameplay. Required Fix: Ensure that secondary and imported tactic presets permanently lock and retain their menu-assigned player positions without automatic, arbitrary reshuffling when entering a live match session. For all previously reported bugs and feedback, check our main archive here: Years of Unnoticed Reports: A Comprehensive Feedback & Bug Archive24Views0likes0CommentsWalkout Animation Bug: 85-Rated False Walkouts & Missing 86 Walkouts
Issue Overview: There is an inverted rating threshold bug affecting the pack opening sequence. Walkout animations are designed to trigger for cards rated 86 and higher. However, 85-rated items currently trigger full stadium walkout sequences, whereas true 86-rated items fail to play the full walkout sequence and load into standard board presentations. https://youtu.be/PeQqjd9VIBI?si=zcpQ9xSyM0nXgW9a Key Observations: False Walkout on 85s: Pulling an 85-rated player erroneously activates full arena lighting, flags, and cinematic drone reveals usually reserved for elite ratings. Suppressed Walkout on 86s: Legitimately higher-rated 86 items skip this showcase entirely, going straight to basic stage setups and undermining the excitement of high-rated pulls. https://youtu.be/sOoipHyB5Qo?si=yJKAP-z1kSOBYrxc Recommended Fix: Recalibrate the pack animation rating filters to strictly ensure that all 85-rated cards remain standard boards, while 86+ rated cards consistently trigger the proper Walkout sequence. For all previously reported bugs and feedback, check our main archive here: Years of Unnoticed Reports: A Comprehensive Feedback & Bug Archive20Views0likes0CommentsUI Bug: Claiming Season Rewards Triggers Splash Screen
Summary: When claiming packs or Player Picks from the Season Pass while active inside Ultimate Team, the game frequently kicks the user back to the introductory promotional splash screen (e.g., Team of the Week), which should only trigger upon initial mode entry. Key Observations: Broken Menu Stack: Claiming progression rewards unexpectedly calls the login promotional overlay instead of keeping the user on the objectives/rewards screen or transitioning directly to the Store. Redundant Prompts: Forces players to repeatedly dismiss promotional overlays they have already viewed during the same session. Impact: Creates needless menu disruption, interrupts reward opening flow, and adds unnecessary friction to daily seasonal progression. Proposed Fix: Ensure the reward claim execution cleanly terminates in the active Season Pass view or routes directly to the 'My Packs' tab without re-triggering entrance splash events. For all previously reported bugs and feedback, check our main archive here: Years of Unnoticed Reports: A Comprehensive Feedback & Bug Archive26Views1like0CommentsRussia FC 27 routing issue - Warsaw vs Frankfurt
Hello EA team, I would like to report what appears to be a regional game data center selection / routing issue affecting EA SPORTS FC 27 players in Moscow and potentially other parts of Western Russia. The issue originally appeared in FC 26 around late July / early August, around the same period as the July 29 server maintenance discussed in other Eastern European latency reports. It has continued unchanged after the release of FC 27. Before this change, my typical latency was approximately 20-25 ms. Since then, it has almost doubled and is normally around 42-44 ms. I have now done several controlled tests and was able to reproduce a very significant difference depending on the routing and IP location. Setup: Platform: PlayStation 5 Location: Moscow, Russia Connection: wired Ethernet Current ISP: MTS GPON I have also tested different networking equipment and another ISP without resolving the issue. PS5 local IP during testing: 192.168.50.3 NORMAL CONNECTION - RUSSIAN IP With no VPN or alternative routing: FC 27 ping: consistently around 42-44 ms Game UDP connection observed during the match: 35.207.191.236:21037 This IP belongs to Google infrastructure and appears to correspond to the Frankfurt region. So under a normal Russian connection, FC appears to be selecting a Frankfurt game data center. POLAND ROUTING TEST I then routed only the PS5 connection through a Polish VPN exit. The result was immediately and consistently different: FC 27 ping: 23-25 ms Stable across multiple matches Game UDP endpoint: 34.0.253.20:21007 This Google IP range corresponds to Warsaw. This is nearly a 50% reduction in latency simply by changing the route / apparent source location. Additional tests: Direct Russian connection: 42-44 ms Finland VPN: approximately 42-46 ms Germany VPN: approximately 46-54 ms Poland VPN: consistently 23-25 ms This does not look like a problem with my home network, console, Ethernet connection or router. More importantly, FC itself is selecting a different game data center depending on the route/source IP: Russian IP -> Frankfurt -> approximately 43 ms Polish IP -> Warsaw -> approximately 24 ms I also tested the direct network route from Moscow to the Warsaw game endpoint. The route was approximately: Moscow -> St Petersburg -> Helsinki -> Tallinn -> Riga -> Warsaw Representative traceroute: 1 192.168.1.1 ~1 ms 2 100.110.0.1 ~4-7 ms 3 as25513.asbr.router ~3-5 ms 4 mag9-cr03-be12.51.msk.mts-internet.net ~3-4 ms 5 mag9-cr02-be13.77.msk.mts-internet.net ~3-4 ms 6 a433-cr06-eth-trunk15.msk.mts-internet.net ~4-5 ms 7 mmon-cr02-eth-trunk1.spb.mts-internet.net ~17 ms 8 radio-cr01-ae*.hel.mts-internet.net ~22-23 ms 9 hls-b3-link.ip.twelve99.net ~23 ms 10 hls-b4-link.ip.twelve99.net ~22 ms 11 tln-b6-link.ip.twelve99.net ~25-26 ms 12 riga-b6-link.ip.twelve99.net ~29-30 ms 13 war-b3-link.ip.twelve99.net ~39-40 ms The destination itself does not respond to ICMP ping, which is expected and does not affect the game UDP connection. WHAT I WOULD LIKE EA TO INVESTIGATE Could the network / matchmaking team please check the game data center selection for Russian IP ranges, particularly Moscow and Western Russia? EA currently operates FC game data centers in Warsaw, Helsinki and Frankfurt. For my connection, the current automatic selection sends me to Frankfurt at approximately 42-44 ms. However, when FC selects Warsaw, I get a stable 23-25 ms connection. This suggests that the current server-selection logic may no longer be choosing the lowest-latency data center for Russian players. I am NOT asking EA to hard-code every Russian player to one specific server. Instead, I would ask the team to investigate: Whether Russian IP ranges are currently mapped or prioritised toward Frankfurt. Whether the server-selection / regional routing behaviour changed around the July 29 FC 26 maintenance. Why Warsaw is selected when connecting from a Polish IP but apparently not from my normal Moscow connection. Whether Warsaw and Helsinki can again be considered for players in Moscow / Western Russia when their measured latency is lower than Frankfurt. Whether the matchmaking system is using actual latency measurements or geographical / IP-based regional mapping that may currently be incorrect for Russian networks. There are already similar reports from Romania, Ukraine and other Eastern European regions describing increased latency and selection of more distant Western European servers after the July 29 maintenance. The fact that an alternative route immediately reduces my latency from approximately 43 ms to 24 ms and changes the game endpoint from Frankfurt to Warsaw seems like useful evidence that this is not simply a local connection-quality problem. If the networking team needs additional traceroutes, game endpoint IPs, ISP information or connection tests, I am happy to provide them. Thank you.4.8KViews212likes379Comments