To EA Canada
In Pro Clubs, having at least 7 free slots to create a player would be ideal, as 5 slots are insufficient. In FUT mode, allowing 3 players to play together, similar to the 3v3 format in Konami's football game, would enhance the fun. In Pro Clubs shops, making "bling bling" items more expensive could encourage players to engage more actively or make purchases with real money. Implementing a script for DMFs to play closer to CBs and for RBs and LBs to create a compact defensive line would improve gameplay by reducing space. Additionally, the offside trap does not work during free kicks, as players remain in position instead of moving forward. During goal kicks, if a player is positioned manually, they automatically move back when the cursor switches to another player, which can be frustrating.11Views0likes0CommentsCHEATERS
Hackers ruined the experience for PC players from the very first week of FC 25. Cheats were available for purchase on DAY ONE, and the game quickly became unfair and unplayable. Many of us quit not because the game was bad, but because it stopped being competitive and fun. If FC 26 doesn't launch with a strong anti-cheat system from day one, you're going to lose a whole segment of your community in the first week.245Views3likes19CommentsReferee mode or Modo árbitro
I would like to see referee mode added to FC26. It would be cool and fun. You will receive a match contract, for example, a contract for Madrid and City, and a Champions League final. Me gustaría que metiera fc26 el modo árbitro sería divertido creo yo echar amarilla o roja o mirar el var o dejar la jugada, los contratos sería de partido por ejemplo un contrato de Cádiz y las palmas en la jornada 25 de la liga hyper motion3Views0likes0CommentsFor enhancing the enjoyment of visual and intuitive cooperative gameplay.
You're looking for ways to visually communicate your intended play to teammates in FC25, similar to the existing rush prediction line. Specifically, you want to be able to show your desired run direction or intended pass target while you're the ball possessor. Here's a breakdown of your excellent suggestions and a possible implementation: Enhanced Visual Communication for Ball Possessors in FC26 Your idea to expand visual communication for ball possessors would significantly improve team play, especially in drop-in matches where real-time verbal communication is limited. This would allow for more intuitive, fluid, and diverse tactical approaches. Proposed Implementations 1. Dynamic Run/Pass Direction Indicator * How it works: While protecting the ball (e.g., holding the "protect" button), pushing the right analog stick in a desired pass direction would display an arrow, similar to the existing rush prediction line. * Benefit: This clearly shows teammates where you intend to pass or where you want them to make a run to receive the ball, preventing miscommunications and passes to empty spaces. 2. Pre-Set Positional Markers * How it works: Using the D-pad , you could instantly place temporary markers at pre-registered "hot spots" on the field. For example: * Up: Opponent's right corner near the touchline. * Down: Left 45-degree angle inside the penalty area. * Left/Right: Other strategic positions you've customized. * Marker duration: These markers would persist for approximately 5 seconds, providing a brief window for teammates to react and move into position. * Benefit: This allows you to highlight specific attacking or defensive areas you want teammates to occupy, facilitating more complex set plays or tactical movements without needing to pause the game. Why This Matters While established clubs can develop synergy over time, drop-in matches often suffer from a lack of shared understanding of intentions. Implementing these visual communication tools would: * Reduce miscommunication: Fewer passes to "ghosts" or players running in different directions than intended. * Increase fluidity: Players can react more quickly and intuitively to your plans. * Promote diverse tactics: Allows for more intricate and varied attacking patterns. * Enhance enjoyment: Makes drop-in matches more satisfying by fostering better teamwork and more successful plays. This kind of feature would transform the drop-in experience from a chaotic scramble into a more cohesive and enjoyable football simulation.18Views0likes0CommentsGive control to set Piece (co op season) to fc26
Hello EA team, I would like to suggest improvement for FC 25 in Co-Op online modes (such as FUT Co-Op or Online Seasons with a friend across platforms). Currently, the game automatically assigns control of set pieces (penalties, free kicks, and corners) during online Co-Op matches, and there is no way to choose or predefine which player gets to take them. It would be a great addition to allow us to configure (either before the match or via a simple menu) which co-op partner takes which type of set piece. For example, one player could always take penalties, while the other takes free kicks and corners. This would improve coordination, add flexibility, and make the co-op experience more enjoyable — especially in crossplay (e.g., PS5 and PC). I would be happy if you added this. To fc26. Thank you for considering this! Best regards, A passionate FC player --12Views0likes0CommentsFeature Suggestion for FC 26
To enhance tactical flexibility and player agency in FC 26, I propose extending the Auto, Semi, and Manual control framework to the "Call for Support" and "Trigger Run" mechanics. Currently these features require manual activation, which can limit a player's ability to dynamically manage off-ball movement and support during both build-up and attacking phases Several existing gameplay elements, such as Passing, Through Balls, Crosses, and Tactical Pressing, already utilize Auto, Semi, and Manual modes, empowering players to tailor the level of control to their preferred style - ranging from fully automated assistance to full manual precision. Applying this control paradigm to "Call for Support": Auto mode means teammates automatically position themselves closer to the ball carrier when isolated or under pressure. Semi mode allows situational support where some movements happen automatically, but the player can still manually trigger support runs when needed Manual mode grants full control to the player, requiring explicit input to initiate any support runs. Similarly, for "Trigger Run": Auto mode facilitates intelligent, context-driven forward runs by off-ball teammates without player input. Semi mode offers a hybrid approach, balancing automatic runs with plyer-initiated ones. Manual mode provides the player complete command over the timing and selection of all attacking runs. Integrating these control options would deepen the strategic layer of gameplay by allowing players to dictate the level of off-ball movement automation, thus catering to a spectrum of skill levels and tactical preferences. Thank you considering this proposal to further refine FC 26's gameplay mechanics5Views0likes0CommentsFeature Suggestion
Hello guys, I want to suggest this feature, that I as a player would love to see it's included in the upcoming FC 26 game. I want to suggest that you guys, the FC 26 devs should make the "call for support" and "trigger run" either be Auto, Semi or Manual. "Call for support" is when you have the ball and your teammates might be far from you so press a button to call them closer to you, this feature would be much better if it could be done either Automatically, Semi or Manually just like how features like Passing, Lob through ball are Also "Trigger run" this is another useful feature for attacking, this is when you have the ball and you're attacking your opponent and you want your players to run towards your opponent's goal or to occupy free spaces, this one also would be much better if it could be done either Automatically, Semi, or manually just like the other features with Auto, Semi, Manual choices27Views0likes3Comments- 7Views0likes1Comment