Career mode - Create a player age only 2005??
Why hasn’t EA FC updated the age range for created players? We can only put an age of 2005, which means a player age is 19/20. The Create a Club age is limited is 2009, which means a player age is 15/16. It has been the same since FIFA 22. This is pure laziness from the game designers.722Views2likes5CommentsBug Fix
EA pls fix the football centre event. I have recently played the new week and received two ovr 112 players but I am unable to exchange them for 80 tokens whereby I did not place them in any of my lineups and I also made sure that I unlocked both of my players so that they are ready for selection and exchanges but I was just simply unable to do it even after trying my best to do so32Views0likes0CommentsIt's impossible to play this!
I am so sick of trying to beat the game instead of the opponent. Every match is a battle against the game itself! 26 years!!!! You’ve been making this game for 26 years, and it’s terrible! I simply don't understand how to pass the ball in this **bleep** game! I don't even aim the pass to the right (for example), but it... passes to the right anyway! You set the power to 2 bars, and it... passes with 3 or 4 bars of power. I conceded a penalty from 11 meters out—outside the goalkeeper's box. My ping doubled. My players are just 11 bushes on the pitch. And my tactics don't matter—it's just 11 bushes on the pitch. My AI-controlled players run away from the opponent right after he receives a pass. Or four of them rush at a single player. What exactly am I paying for? Just for the privilege of owning the game or actually playing it?! I don't understand how there can be a fair game when EA is the middleman! I've only been playing this game since February, and I honestly don't understand how people play it year after year! It is the **bleep** game in the history of humanity.10Views0likes0CommentsFix this before Fc 27 or in the near future EA
I genuinely think EA could make Ultimate Team much better by slowing down the content cycle and making the game more focused on skill, grinding and actually enjoying the game. For example, gold cards could be much more relevant during the first couple of months, with TOTS later becoming one of the major points of the year. Icons and Heroes could remain extremely rare and actually get that feeling like you beat the game when you pack one and instead of constantly releasing new promos, there could be fewer major promos throughout the year. I’d also reduce the number of SBCs and Evolutions released at once. Rather than being able to complete everything in one day, give players a few genuinely good options and make them choose which one fits their team. That would make the decisions feel more meaningful. On evos they have ruined the power curve and there whole purpose should have been to bring a bronze player you might know or you’ve seen playing for your local club, up to a gold rating or just be usable enough to play in your team becuase you enjoy playing with the nostalgia of using that exact player not what it is used for now they are way too overpowered and everyone’s focused on what evo comes out this week becuase they are better than the cards in promos and half of the sbcs so just make them a smaller part of the games focus. Content also doesn’t necessarily need to be released every single day. Giving players more time to actually use and enjoy the content they’ve earned would make the game feel less like a constant grind. The store should also be less focused on pay-to-win. I’d like to see more ways for free-to-play players to earn useful rewards through actually playing the game, rather than having to spend money or grind an unreasonable amount of time for coins because road to glories are also are big in content in your community Most importantly, I’d improve the gameplay and make it more skill-based and rewarding. Add things like player IDs, a proper Weekend League/competitive system, Top 100 leaderboards and a 2v2 Weekend League. I’d also seriously look at PlayStyles and whether they make the game too dependent on specific card mechanics rather than the actual stats and ability of the player. I don’t think Ultimate Team needs more content. I think it needs better content, better gameplay and a better reason to keep playing.12Views0likes0CommentsHow EA Could Make Ultimate Team More Rewarding and Enjoyable
I genuinely think EA could make Ultimate Team much better by slowing down the content cycle and making the game more focused on skill, grinding and actually enjoying the game. For example, gold cards could be much more relevant during the first couple of months, with TOTS later becoming one of the major points of the year. Icons and Heroes could remain extremely rare and actually get that feeling like you beat the game when you pack one and instead of constantly releasing new promos, there could be fewer major promos throughout the year. I’d also reduce the number of SBCs and Evolutions released at once. Rather than being able to complete everything in one day, give players a few genuinely good options and make them choose which one fits their team. That would make the decisions feel more meaningful. On evos they have ruined the power curve and there whole purpose should have been to bring a bronze player you might know or you’ve seen playing for your local club, up to a gold rating or just be usable enough to play in your team becuase you enjoy playing with the nostalgia of using that exact player not what it is used for now they are way too overpowered and everyone’s focused on what evo comes out this week becuase they are better than the cards in promos and half of the sbcs so just make them a smaller part of the games focus. Content also doesn’t necessarily need to be released every single day. Giving players more time to actually use and enjoy the content they’ve earned would make the game feel less like a constant grind. The store should also be less focused on pay-to-win. I’d like to see more ways for free-to-play players to earn useful rewards through actually playing the game, rather than having to spend money or grind an unreasonable amount of time for coins. Most importantly, I’d improve the gameplay and make it more skill-based and rewarding. Add things like player IDs, a proper Weekend League/competitive system, Top 100 leaderboards and a 2v2 Weekend League. I’d also seriously look at PlayStyles and whether they make the game too dependent on specific card mechanics rather than the actual stats and ability of the player. I don’t think Ultimate Team needs more content. I think it needs better content, better gameplay and a better reason to keep playing.Thank you!
Just want to give my thanks! I am absolutely thrilled. Honestly, it’s music to my ears every single time I load into a match lately. For the past 10 games, EA has blessed me with opponents who are two whole divisions above me, boasting win rates that make my record look like a total joke. I am achieving pure spiritual [Edit - CM] and floating on cloud nine watching my defense get utterly dismantled by these pro-level tryhards. It is truly a spiritual experience. In fact, I am so deeply moved by this flawless FC 26 matchmaking system that I’ve started gifting these absolute legends three free own goals as a bonus. Consider it my humble tribute to their incredible merit and EA's unmatched algorithmic genius. Thank you for this unparalleled joy. Truly, I am living the dream.49Views0likes1CommentBad decisions in end of cycle with power curve
I genuinely cannot understand how the decision-makers behind EA SPORTS FC 26 could make so many poor decisions throughout an entire game cycle—decisions that have directly contributed to such a high level of dissatisfaction among the player base. How is this even possible? Why, at precisely the point when players should finally be able to enjoy using the best players in the game, did you decide to give away free packs containing virtually all of the best players and effectively bring the game to an end? There are still twenty days left until the next installment, and players could have spent those final weeks actually enjoying the rewards of everything they worked for throughout the entire year. This should have been the period when people could finally build and play with the teams they had worked so hard to achieve, and get the most enjoyment out of the game. If you look at it another way, the game had already ended unusually early—almost four months ago, in terms of the overall content and progression cycle. But now, with this latest decision, it feels as though you have technically ended the game altogether. It is as if everything has simply been reset. I honestly cannot understand the reasoning behind this decision. After an entire year of playing, grinding, building squads, completing objectives and working toward the best players, why would you suddenly give almost everyone access to those players for free, when there are still three weeks left in the game? You have effectively removed the final reason for players to keep playing during the very period when they should have been enjoying the game the most. This is an incredibly disappointing way to end the FC 26 cycle.Career mode
Please listen to the Career Mode community: It’s honestly frustrating that after over 10 years, we still cannot properly edit important player attributes like Composure and Defensive Awareness, or freely change/add Player PlayStyles. For a game that gives us the ability to create players and customize squads, why are some of the most important gameplay attributes still locked? If I want to create a realistic player, recreate a real-life player, make a custom youth prospect, or build a specific type of player, I should have the freedom to decide their attributes and PlayStyles. This has been requested by Career Mode players for YEARS. We shouldn’t have to wait another 5 or 10 years for basic editing options that should already be available. Please give us: Full editing access to Composure Full editing access to Defensive Awareness The ability to add, remove, and change PlayStyles More complete editing of player attributes in general These options for both created players and existing players Career Mode is supposed to be about having control over your football world. Let us actually have that control. Please don’t ignore this request again. We’ve been asking for it for over a decade.27Views0likes0CommentsCarryover from FC26 to FC27
Hello EA SPORTS FC Team, I would like to share some feedback regarding the Pre-Season Whistle Event. *First, please consider increasing the number of attempts available to players. The current limit feels too restrictive and makes it difficult to fully enjoy the event, complete objectives, and earn rewards. *Second, I would love to see a feature that allows players to carry over all progress, items, resources, and club assets from FC 26 to FC 27. Many players invest a significant amount of time building their clubs, and having the option to transfer everything to the next title would make that effort feel more rewarding. Even if a full carryover is not possible for everyone, please consider making it an optional feature so players can choose whether they want to continue their existing club into the next game. Thank you for listening to community feedback and for continuing to improve EA SPORTS FC.Sincerely220Views0likes0Comments