CQB Attrition
Enjoy this, but it’s annoying with the spawning. Everyone is constantly spawning on top of each other. Then the other teams learn where respawning happens and camp out taking everyone out all over again. There are just too many players. Maybe 3 teams instead of 4. Or have more random spawning locations. Just makes it irritating when you feel like all yourself doing is spawning, dying, spawning dying on repeat at the same place. Anyone else having this issue?Update on points transfer
I had opened the same discussion a few days ago regarding the points transfer, and as helpful as the managers of the threads have been, we are now 3-4 days (depending on console) from release and we still aren’t sure on the points transfer system. Now I understand it might come out later on with the FC27 deep dive, but I know this is a subject alot of people are waiting for. I have seen a lot of accounts on twitter post about buying points from a company for FC26 to transfer onto FC27. Do they know something we don’t?14Views0likes1CommentThe Cheating Fix Nobody Wants to Actually Implement
Cheating in online games isn't a detection problem, it's an identity problem. Anti-cheat vendors keep playing whack-a-mole with kernel drivers and behavior heuristics because they're trying to solve "is this specific process cheating" instead of "is this a real, accountable human." Flip the problem and it gets a lot smaller. The system: Verified accounts only. To play ranked/competitive servers, you need an account tied to a mobile number and a real email provider — no Gmail, no Hotmail/Outlook, no throwaway domains. Use a provider that requires ID-backed signup or a paid domain, so burner accounts cost real money and real effort to make. Device-bound certificate. Once verified, the game client issues a digital certificate tied to that install — hardware ID plus account. This certificate is what the server checks, not just a login token. Server-side auth gate. Game servers reject any connection that doesn't present a valid, verified certificate. No cert, no join. This happens at the network/auth layer, before matchmaking, before the anti-cheat kernel driver even has to do anything. Ban = actually banned. Because the account is tied to a phone number and a real identity trail, a ban follows the person, not just the hardware ID. Rebuying the game or reinstalling Windows doesn't get you back in — you need a new verified phone number and a new legitimate email, which raises the cost of re-offending dramatically. Why it works faster than software-based anti-cheat: current anti-cheat is reactive — it detects a cheat, cheat devs patch around it, repeat forever. This is preventative — it doesn't care what software you're running, it cares whether you're a verified, accountable person. A cheater who gets banned can't just spin up a new Gmail and be back in five minutes. A few honest caveats worth flagging, since "fixed in a month" is the part that won't survive contact with reality: Phone verification has a black market already — SMS-verification bypass services exist for pennies per number, and cheaters/gold-farmers already use them at scale for other platforms. It raises the cost, it doesn't kill the supply. Privacy and regulatory pushback — tying gameplay to a real phone number is a significant data-collection ask, and in places like the EU it runs into GDPR questions about necessity and proportionality. Legit players get burned — people who share a household, use work-issued email domains, live somewhere with unreliable mobile carriers, or just don't want their gamertag linkable to their real number will have real friction. It doesn't stop the actual cheat vector — device-bound certs authenticate the account, not the client integrity. A verified, real-identity player can still run an aimbot; you've made cheaters more identifiable and bannable, not literally undetected. The one gaming platform who has the balls to do this will show cheating will be wiped out in 3 months maybe less .172Views6likes16CommentsInput Device Diversity and Game Accessibility in Modern Anti-Cheat Systems
As the latest FPS titles implement kernel-level anti-cheat standards—such as the updated Javelin system—we need to open a constructive dialogue regarding input device diversity and accessibility, which are crucial for players. While able-bodied players typically rely on mice, keyboards, or gamepads, individuals with disabilities may find operating these devices difficult. Is it possible to use alternative devices, such as leverless controllers? Embracing device diversity and fostering an environment that ensures fair play is, I believe, a way of showing consideration for everyone who loves games.Dem Bones Deluxe didn't add Premium Pass to my account.
I bought the Dem Bones Deluxe yesterday right after the servers came back up. I have everything else from the pack except the premium pass. EA support told me to post here because they can't do anything for some reason, including give me a refund. I've logged in on both PC (EA and Steam) and Xbox. I've already missed out on the first day tix redeem and haven't been able to skate the new area so I'm going to go ahead and use some of the SVB that came with the pack to buy the premium pass and ask for a refund to my account via SVB instead, plus maybe a little extra if you're able for jumping through hoops about this problem for the last 30 hours.20Views0likes2CommentsContinued Fan Interest in Alice: Asylum
Dear Electronic Arts Team, I'm writing as a longtime fan of American McGee's Alice and Alice: Madness Returns. I recently revisited Alice: Madness Returns and also spent time looking through the Alice: Asylum concept and Design Bible. It reminded me just how unique this franchise is. Even more than a decade after Madness Returns, there is still nothing quite like Alice in terms of its atmosphere, art direction, psychological storytelling, music, and interpretation of Wonderland. I understand that EA previously decided not to move forward with Alice: Asylum. However, I would genuinely ask EA to reconsider the future of the Alice franchise. What surprised me is how active the interest still is. Discussions about Alice: Asylum continue across Reddit, YouTube, social media and gaming communities, with both longtime fans and completely new players discovering Madness Returns and asking for a third game. With the renewed popularity of dark fantasy, psychological horror and visually distinctive single-player games, I believe Alice could have an audience today that may be even larger than it had when Madness Returns originally released. I'm not submitting a new game idea or asking EA to use any concept of mine. I simply want to add my voice as a customer and fan who would enthusiastically support a return of Alice — whether through Alice: Asylum, a revival of the franchise, or even remasters of the existing games. Alice deserves the opportunity to return to Wonderland. Thank you for taking the time to read this and for preserving such a unique franchise in EA's history. Best regards, Viktor A very hopeful Alice fan4Views0likes0CommentsTime Trial keeps reverting to Realistic Performance
I've selected Equal Performance in Time Trial mode, but I noticed that the Realistic Icon gets placed next to my name on the leaderboard and the in-game settings has reverted to Realistic as weA few other members of my league have reported this happening as well. Anyone else having the same problem? It renders using any other car but the McLaren and Merc pointless as they're so far off the pace.NHL 27 Crashes Every Time I Try to Play XSX
That's it. No matter what the mode. I can't finish a single game without a crash to desktop and sometimes a crash forcing a reboot. I can't even load up a Moment without a crash. I have an Xbox Series X. I remember similar problems with past versions but I don't recall the specifics. I really want to know if I'm ever going to get a working product or if I should initiate a full refund from microsoft.Crash Observability Architecture
Objective Reduce the time between a crash appearing in production and developers understanding its root cause. Raw crash counts alone provide limited information. A useful crash-analysis pipeline should automatically collect and group failures. Recommended information Where privacy and platform requirements allow: Game build Platform Hardware configuration Driver version Map Game mode Match duration Memory usage GPU memory usage Last engine subsystem active Relevant call stack Exception type Crash fingerprinting Similar crashes could automatically receive a signature. Example: Crash Signature BF6-RDR-0142 Hundreds of reports containing the same stack or failure pattern could then be grouped automatically. Instead of: 12,000 crashes the development team could see: 9,400 crashes caused by Signature A 1,700 caused by Signature B 900 distributed across other signatures That dramatically improves prioritization.