FC 27 Gameplay Feels Inconsistent and Unresponsive Across Too Many Mechanisms
FC 27 has a serious consistency problem. A lot of the gameplay feels like the game is deciding outcomes instead of reliably responding to the player’s inputs. The biggest issues I’m experiencing are: Defensive line / fullbacks The defensive line is constantly being broken by fullbacks dropping deeper than the centre-backs and keeping attackers onside. It happens far too often and makes maintaining a proper defensive line almost impossible. There are also situations where I manually switch to a fast fullback early and start tracking a run before the pass is even played, yet an opponent can simply trigger a winger to run around the outside and somehow get beyond the defender anyway. If I’ve anticipated the run, switched early and have the pace to cover it, I should have a realistic chance of defending it. Tackles, blocks and rebounds The game was supposedly designed to make successful defensive actions more rewarding, but it often feels like the opposite. I can make a correctly timed tackle or block and the opponent immediately recovers the ball while my defender reacts slowly. Shots also frequently come straight back to the attacker after blocks or rebounds, giving them another opportunity despite the initial defensive action being successful. A good defensive action needs to actually mean something. Jockeying and physical challenges Jockeying feels extremely weak and inconsistent. Attackers can run into or through defenders far too easily, and players often seem to phase past the defender instead of being properly contained. At the same time, opponents can barge into my players from behind and take the ball without a foul, while similar challenges from my players are regularly called as fouls. Physical challenges need much more consistent outcomes. There is also a new issue with bodying attackers. I can position my defender correctly, time the physical challenge properly and get my body between the attacker and the ball, but if the defender does not have Bruiser, attackers can somehow squeeze through, stay on their feet and continue running regardless of how small or weak they are. What makes this worse is that after the attacker gets through, the game often does not correctly indicate or select the next defender in their path. That makes recovering from the situation even more difficult despite having another defender positioned to stop the attack. Attacking AI and runs Attacking movement can also be extremely unintelligent. When I’m counterattacking, there can be obvious open space for an attacker to run into, yet instead of attacking that space they will run directly toward the feet or path of a defender who is backing off. The player has open grass available and still chooses the worst possible running lane. It makes no sense and kills counterattacks that should be dangerous. Passing Passing assistance feels unpredictable. There are situations where I aim clearly toward one player and the game selects a completely different receiver. This happens even with simple passes. Pass power also feels inconsistent. Even lightly powered passes can be massively overhit, which makes basic possession unnecessarily unreliable. The player should be able to understand why a pass went where it did. At the moment, the same type of input can produce very different results. Right-stick switching Right-stick switching is one of the biggest problems. I’ve experimented with different switching settings and sensitivity values, from the lowest values to the highest, but the game regularly switches to a completely different defender than the direction I indicated. I have even used the on-screen virtual controller to verify the direction of my right-stick input, and the selected player still does not correspond to that direction. This isn’t just frustrating. It directly leads to goals because defending happens in fractions of a second. If I correctly flick toward a player and the game chooses somebody else, I’ve effectively lost control of the defensive situation. L1 / LB player switching Closest-to-ball and Classic L1 switching are also inconsistent. Sometimes the game selects somebody who doesn’t appear to be the logical next defender at all. Because the next selection isn’t predictable, I have to wait to see who the game has given me before reacting. That delay is enough for an opponent to create a chance or score. Switching needs to be predictable. I should be able to develop muscle memory for who I’m going to receive when I press L1/LB. Loose-ball auto switching Even with auto switching enabled for loose balls, there are occasions where the game simply doesn’t switch. A loose ball can travel directly past one of my players while they stand watching it, and I remain controlling somebody farther away. The opponent then collects it and can immediately counter. If the setting is specifically supposed to switch control during loose-ball situations, it needs to do so reliably. Goalkeepers and near-post shots Goalkeepers seem extremely vulnerable to near-post shots. Even when the goalkeeper appears to have the near post covered and is positioned correctly, shots can still go past them far too easily. Positioning should matter. If the goalkeeper has correctly covered the near post, attackers should not be able to score there so consistently. Goalkeeper rushing Goalkeeper rushing also feels inconsistent. There are situations where I hold Triangle/Y because I want my goalkeeper to run aggressively toward the ball, but instead the keeper slowly jockeys forward. Meanwhile, opposing goalkeepers seem capable of immediately rushing out and closing down the attacker. If I’m manually holding the goalkeeper rush command, why isn’t the keeper actually rushing? If this behaviour is dependent on something like Sweeper Keeper++, that also needs clarification. My understanding is that PlayStyles affecting AI behaviour should not prevent a direct manual command from working properly. A manually triggered goalkeeper rush should still produce a predictable response. First touches and responsiveness Players regularly take unnecessarily large first touches even when I’m not sprinting. That gives opponents enough time to simply run into the player and recover the ball. Even agile players can feel extremely slow when turning or changing direction. Combined with inconsistent jockeying and physical challenges, there are too many situations where it feels like the player isn’t responding to the input quickly enough. The main problem across all of these mechanics is consistency and player control. I’m fine with making mistakes and conceding because I defended badly. I’m fine with an opponent reading what I’m doing and outplaying me. What is frustrating is not being able to predict how the game will interpret the same input from one situation to another. If I: switch in a particular direction, aim a pass toward a particular player, time a tackle correctly, position my defender correctly for a physical challenge, anticipate a run early, manually trigger my goalkeeper to rush, or position my goalkeeper correctly, the result should broadly reflect that input. Right now, FC 27 too often feels like I am fighting the controls, AI behaviour and player-selection logic instead of playing against my opponent. Losing because another player outplayed me is completely fair. Losing because the game selected the wrong defender, ignored a switching input, chose the wrong passing target, failed to switch to a loose ball, made an attacker run into a defender instead of open space, or produced a completely different response from the same command is not satisfying gameplay.32Views3likes2CommentsCareer Mode – Make Serie A Champion Badges Dynamic
I would like to suggest a small but meaningful immersion improvement for Serie A and Coppa Italia in Career Mode. The Scudetto and Coppa Italia champion badges already exist on the kits, but it would be great if they were dynamic and reflected the previous season's actual winners. For example: - If Inter wins Serie A, Inter should receive the Scudetto badge on their kit for the following season. - If Juventus wins the following season, the Scudetto should move to Juventus. - The same system should apply to the Coppa Italia champion badge. - This should work for both the user's club and CPU-controlled clubs. The badge should therefore change automatically from season to season based on the actual Career Mode results. This would be a relatively small visual feature, but it would make the Career Mode world feel much more persistent and reactive. The previous season's achievements would actually remain visible on the kits of the clubs that won them. European competitions already use different competition badges, so extending this dynamic behavior to the Serie A Scudetto and Coppa Italia badges would be a great additional detail. It would be especially nice for long-term Manager Careers, where seeing different clubs wearing the champion badges would make each season feel like it has its own history.4Views0likes0CommentsDesespero a jogar fc27
FC 27 precisa de mudanças urgentes na gameplay Sinceramente, o FC 27 está sendo uma das experiências mais frustrantes que já tive com a franquia. O problema não é simplesmente “não gostar da gameplay”. O jogo está com uma sensação muito ruim de controle. Em vários momentos parece que o jogador não responde ao comando que eu dei, demora para mudar de direção, faz animações que não correspondem ao que foi solicitado e parece perder completamente o controle da jogada. A defesa é outro problema enorme. Muitas vezes o defensor simplesmente não acompanha o atacante, mesmo quando estou fazendo o movimento correto manualmente. Você posiciona o jogador, tenta antecipar a jogada e, ainda assim, parece que o jogo decide a animação que vai acontecer. Os passes também estão extremamente inconsistentes. Você mira para um jogador e a bola vai para outro. Em situações simples, passes de poucos metros saem completamente errados. Isso tira a sensação de que o resultado da partida depende das decisões e da habilidade do jogador. Também existe uma sensação muito forte de que o gameplay está excessivamente dependente de velocidade, correria pelas laterais e determinados movimentos. Isso faz com que muitas partidas sejam extremamente repetitivas. E o pior é que estamos falando de um jogo que custa caro e que deveria entregar uma experiência muito mais polida desde o lançamento. A comunidade não está pedindo que a EA simplesmente deixe o jogo igual ao FC 26. O que queremos é uma gameplay em que nossos comandos sejam respeitados, em que os jogadores respondam de maneira consistente e em que o resultado das partidas seja determinado principalmente pelas decisões de quem está jogando. Por favor, EA, levem o feedback da comunidade a sério. Não adianta apenas lançar novos conteúdos para Ultimate Team enquanto a base do jogo, que é a própria gameplay, continua causando tanta frustração. FC 27 precisa de melhorias reais na gameplay, na responsividade, nos passes e na defesa.5Views0likes0CommentsI suggest improvements and additions to the relay camera's perspective.
Hello, I am a dedicated FC player who really enjoys the series, and I would like to make an important suggestion regarding the Broadcast Camera Angle, something that many FC players have been requesting for a long time. The current Broadcast camera options in the FC series are somewhat limited when it comes to recreating the realism, immersion, and dynamic feeling of watching an actual football broadcast. In fact, many PC players go through the trouble of creating or using unofficial camera mods and patches simply to achieve a more realistic broadcast-style camera angle. In comparison, other football games such as eFootball provide camera angles that are much closer to real-life football broadcasts, along with more detailed camera customization options. This greatly enhances the visual immersion of the game. I strongly believe that allowing players to further customize the Broadcast camera in the FC series would significantly improve the overall experience. For example, it would be great if players could have more control over settings such as: - Camera height - Camera angle - Zoom - Field of View (FOV) - Overall viewing range Expanding these options would provide several benefits. 1. Greater satisfaction for existing players Players would be able to create their preferred realistic broadcast view without having to rely on unofficial mods or external solutions. 2. A more immersive experience for football fans A camera angle that closely resembles an actual football broadcast would make the game feel much more like watching and experiencing a real match. 3. A stronger focus on realism in the FC series Improving the camera system would further enhance the realistic football experience that the FC series aims to provide. I believe that this could potentially be achieved simply by expanding the current range of camera height, angle, zoom, and FOV settings. The Broadcast camera angle has been a long-standing request from many players, so I sincerely hope EA will consider this feedback and explore the possibility of implementing more advanced camera customization options in a future patch or update. I hope the FC series can continue to evolve into an even more realistic and immersive football experience. Thank you for taking the time to read and consider this feedback.실제 축구 방송 스타일의 '중계 카메라 시점' 개선 및 추가를 건의합니다.
안녕하세요. FC 시리즈를 즐겁게 플레이하고 있는 유저입니다. 다름이 아니라, 많은 FC 유저들이 오랫동안 요청해 온 ‘중계 카메라 시점(Camera Angle)’ 개선에 대해 건의드리고자 합니다. 현재 FC 시리즈에서 제공되는 중계 카메라 시점은 실제 축구 방송에서 볼 수 있는 화면과 비교했을 때, 생동감과 몰입감 측면에서 다소 아쉬운 부분이 있습니다. 실제로 많은 PC 유저들이 보다 현실적인 축구 중계 화면을 구현하기 위해 번거로움을 감수하면서까지 **사설 카메라 모드(Patch)**를 제작하거나 적용하고 있는 상황입니다. 반면 타사 축구 게임인 eFootball의 경우, 실제 축구 중계 화면과 유사한 카메라 각도를 기본적으로 제공하고 있으며, 세부적인 시점 조정도 가능해 시각적인 몰입감 측면에서 좋은 평가를 받고 있습니다. FC 시리즈에서도 실제 축구 중계에 가까운 카메라 시점을 구현할 수 있도록 카메라 각도와 높이, 줌 및 가시 범위(FOV) 등의 세부 조정 옵션을 더욱 다양하게 제공해 주셨으면 합니다. 이를 통해 다음과 같은 효과를 기대할 수 있다고 생각합니다. 1. 기존 유저들의 만족도 향상 별도의 모드나 외부 프로그램을 사용하지 않고도 각자가 원하는 현실적인 중계 화면을 구현할 수 있어 게임에 대한 만족도가 높아질 수 있습니다. 2. 실제 축구 팬들의 몰입감 향상 실제 축구 중계를 보는 듯한 화면을 구현할 수 있다면, 단순히 게임을 플레이하는 것을 넘어 실제 경기를 시청하는 듯한 몰입감을 느낄 수 있을 것입니다. 3. FC 시리즈만의 현실적인 축구 경험 강화 게임 플레이뿐만 아니라 화면 구성에서도 실제 축구와 유사한 경험을 제공한다면 FC 시리즈의 현실적인 축구 게임이라는 장점을 더욱 강화할 수 있다고 생각합니다. 기술적으로 카메라의 높이, 각도, 줌, 가시 범위(FOV) 등의 조정 범위를 현재보다 조금만 더 확장해 주는 것만으로도 많은 유저들이 원하는 중계 화면을 구현할 수 있을 것이라 생각합니다. 중계 카메라 시점 개선은 오랫동안 많은 유저들이 요청해 온 부분인 만큼, 부디 적극적으로 검토해 주시고 향후 패치나 업데이트를 통해 반영해 주시기를 부탁드립니다. FC 시리즈를 더욱 현실적이고 몰입감 있는 축구 게임으로 만들어 주시길 기대하겠습니다 감사합니다.16Views0likes1CommentPLEASE INCLUDE THE NEWEST FUTBOL BOOTs in CLUBS League & DROP-INs
I know there is a baseline to start off with, but please include the latest drops of boots out on the market. Such as the newest iteration of Nike Mercurial Vapors & Superflies, Adidas Copa Pure IV, Sokito, Puma's, Mizuno Morelia Vs and the Alpha 3s, Adidas Predator 26' (More than just the 'Born for Goals' / Red and white pack), Phantom 6 elites, Tiempo Maestro's and Ligera Pros, etc,... Also, I suggested this for 26', but if and when you do, could make it so that their is a drop down menu to select from the color pack of each boot rather than having to scroll through. Ideally you would select the boot and there would be either the base color of the model or you can have a secondary action to scroll through a selection wheel for one of the other color ways in each boot silo. That would seem the most straight forward like with any current game that gives customization options. Such as what I have attached here: