#the reason why solo playing should be allowed in clubs mode.plz read it from the end , 16.1 section)

1 messages · Page 1 of 1 (latest)

frosty lava
#

i used gpt only for translation. all of the content is something i seriously thought through myself.

  1. it is very difficult to find teammates outside of specific time slots.
    clubs mode is designed around team play, so most users rely on communities and fixed schedules to gather players. users who cannot join during those specific time slots are inevitably excluded.
    while drop-in matches exist, they do not allow tactical customization, custom kits, or the sense of progression that comes from developing a self-created club within the division system. therefore, drop-in matches cannot replace the core experience of clubs mode.

  2. the minimum player requirement actually increases matchmaking time.
    even when 2 or 3 players manage to form a team, matchmaking often takes a long time due to a lack of opponent teams. removing the minimum player requirement and allowing solo play would increase the total number of active clubs, expand the matchmaking pool, and reduce waiting times.

  3. there is only a formal difference between solo play and two-player play.
    the player requirement exists to encourage team play, but in practice it functions as a superficial restriction. instead, it limits accessibility and prevents new users from entering clubs mode.
    if solo play in league and playoff matches were allowed, users could easily experience clubs mode first. over time, they would naturally recognize the need for teammates, join previously encountered clubs, or recruit players themselves. this would increase the number of clubs mode users and ultimately lead to more active 11v11 matches.

  4. allowing solo play expands the entire clubs mode ecosystem.
    solo play allowed →
    offering an alternative easily for users tired of ultimate or career mode →
    preventing users from moving to other games →
    keeping ea fc ranked high on steam’s most-played charts →
    attracting new users → revenue increased

#
  1. it enables a natural transition from solo play to team play.
    ultimate and career modes are fundamentally designed for solo play. to bring those users into clubs mode, a familiar solo-entry experience must be provided first.
    once solo players satisfy their individual play needs, they are more likely to voluntarily seek team play. users who choose team play on their own tend to be more cooperative and altruistic, which increases team stability and longevity.
frosty lava
#
  1. if solo play is added to the newly introduced hot join feature (sub), a strong synergistic effect can be expected. a player could play alone against an opposing team and then, immediately after the match ends, join the opposing team’s club and continue playing together. if this process repeats and the number of players joining teams increases, opportunities for 11v11 matches—the core goal of clubs mode—will also increase. this would alleviate complaints about a lack of players and raise overall user satisfaction. increased user satisfaction would lead to higher ratings on major platforms such as steam, playstation, and xbox, which would have a significant impact on revenue.
#

please allow solo players to participate in league and playoff matches in clubs mode (item 6 update)

wintry berry
#

Well thought out, I see nothing wrong with this as addition to clubs.

I play with a big club but could see myself occasionally trying out things solo or using off-time to level up something different by myself. As the OP says, it would provide options.

frosty lava
#
  1. If solo play is allowed, issues similar to those seen in Ultimate Team or Rush mode may occur, where some users remain connected solely for the purpose of leveling up without actively participating in matches.

This problem can be addressed in a very simple and effective way. The experience points earned through solo play can be reduced to at least 50% and up to 90% compared to standard rewards. By doing so, the incentive for exploitative behavior would be significantly reduced, while at the same time clearly encouraging team play through the reward structure.

This approach keeps solo play accessible as an entry point, minimizes abuse, and naturally guides players toward cooperative team-based play without imposing hard restrictions.

#

please allow solo players to participate in league and playoff matches in clubs mode (item 7 update)

frosty lava
#

please allow solo players to participate in league and playoff matches in clubs mode (note update)

frosty lava
#

please allow solo players to participate in league and playoff matches in clubs mode (item 8 update)

#
  1. (Revised)
    (Due to unclear thinking, the original text became inaccurate and overly abstract. To correct this, I have rewritten the section in a clearer and more concrete manner. Any content overlapping with previous points has been omitted.)
    User preferences vary widely. Some users consistently prefer a single playstyle, while others may change their preferred playstyle over time. In some cases, users may shift to a different playstyle and later return to their original preference.
    Therefore, the more diverse the options provided to users, the more effectively a game can attract new users while also minimizing the churn of existing users.
    Controlling a single virtual player and competing online against real human opponents can also be considered a valid and distinct playstyle.
    This approach is structurally similar to certain sub-modes within Career Mode; however, it differs fundamentally in that it is an online mode where matches are played against real players rather than AI-controlled opponents.
    Potential issues arising from the introduction of this new option have already been addressed in earlier sections and are therefore omitted here.
#

.
.
.
note -
thank you for adding the hot join feature. i realized that the development team pays attention even to feedback from clubs mode users, who are relatively a minority. thanks to the addition of hot join, i gained hope that my own suggestions could also be positively reviewed by the developers, which motivated me to organize my previous posts and write new content. if this proposal that i sincerely hope for is successfully concluded, i promise to continue providing constructive suggestions not only for clubs mode but also for various other modes, for the long-term growth and success of ea fc.

matchmaking options can protect existing team-focused users.
teams that do not wish to play against solo users can enable an option to match only with teams of similar player counts. this preserves the existing clubs experience while still welcoming new solo players.

~~i have been trying to find out extra potential benifits or risks, but for now there seems no more extra potential things... allowing solo playing can give both clubs users and EA company benefits... clubs users can be more easily to team up by increased pool, and EA company can earn more revenue. ~~
2026 world cup season is coming soon, so now is the time to boost these benifits.

frosty lava
#

please allow solo players to participate in league and playoff matches in clubs mode (item 8 revise)

frosty lava
#
  1. Solo play can also provide various additional features that improve user convenience while creating further revenue opportunities for the company.
    When playing as part of a team, users naturally develop a fear of being blamed for mistakes. Because of this, new users may struggle to initially join and settle into Pro Clubs mode. Allowing solo play can help new users overcome this fear and adapt more easily. While practicing in Career Mode may serve as an alternative, there is a clear difference between facing a team that includes at least one real player and facing a team composed entirely of AI.
    If solo play becomes available in Clubs mode, users will be able to experience real 1v1 situations against human opponents. This allows them to adapt to and manage the psychological pressure that is difficult to feel when playing solely against AI.
#

In Clubs mode, users can both own their own club and join other clubs.
As explained earlier, expanding the user base through solo play would naturally increase the number of user-owned clubs, and consequently, the amount of customization—such as kits, stadiums, and tactics.
In addition to the existing system where AI teammates improve their attributes after completing a certain number of matches, the game could introduce a system where each AI teammate can be assigned specific archetypes and have their attributes customized according to the club owner’s preferences. Furthermore, paid items could allow users to add archetypes or boost certain attributes without extensive effort. This would create an additional revenue stream for the company.
In fact, this system could theoretically be implemented even without solo play.
However, allowing solo play is essential to fully realize this revenue structure. Users must be able to freely play matches with their own clubs without strict player-count requirements in order to develop a strong attachment to their club. If players invest time designing their club but cannot play whenever they want, it becomes difficult for emotional engagement to form.
Moreover, providing an environment where users can test how upgraded AI teammates perform, experiment with different archetypes, and optimize specific attributes—at any time and without needing real teammates—would encourage greater investment and engagement from users.

#

please allow solo players to participate in league and playoff matches in clubs mode (item 9 update)

frosty lava
#

The posts I’ve shared so far can be grouped into a few main parts:
the request, the reasons for the request(including possible benefits), possible problems if it is applied, solutions to those problems
When I have time, I will organize them to remove repeated content and make them easier to read.
Looking forward to future updates.

frosty lava
#

i need EA's answer to my proposal.. i actually feel some hopeless and worn out..

frosty lava
#

@tall tendon Hello, could you please provide a brief response regarding my suggestion?
I simply want to know whether it has been accepted or not. If it was rejected during the review stage, I would no longer need to make further efforts.
If it has been rejected, I would also like to know the reason; however, if you are unable to disclose it due to internal circumstances, that is completely fine.
I sincerely appreciate your time and consideration

frosty lava
#
  1. I think I sent the following separately before, so I’ll include it in this thread and mention it again.
    In FIFA 21, a co-op feature was added for the first time to the Division Rivals sub-mode within Ultimate Team. To address fairness issues that could arise from adding co-op, a toggle was provided so players can choose whether they want to be matched against co-op teams. This co-op feature has been retained through FC 26. I expect the developer has internal statistics on the overall effects of introducing co-op — for example, player satisfaction. The fact that the feature has been kept suggests it produced positive effects.
    I believe that allowing solo play in Clubs mode — together with the existing toggle to match teams with similar numbers of players and by applying differential AXP distribution — would mitigate potential problems and generally bring positive results.
#

please allow solo players to participate in league and playoff matches in clubs mode (item10 update)

frosty lava
#

up

runic walrus
#

Agreed

frosty lava
#

i need answer...

frosty lava
#
  1. Increasing accessibility by allowing solo play and establishing an integrated job board within the game can boost the popularity of 11vs11.
#

please allow solo players to participate in league and playoff matches in clubs mode (item11 update)

frosty lava
#
  1. Increasing accessibility by allowing solo play and creating a list of ongoing matches(like server browser in battlefield) and Team board in the lobby where players choose their positions can boost the popularity of 11vs11.
#

please allow solo players to participate in league and playoff matches in clubs mode (item12 update)

runic walrus
#

Agreed

frosty lava
#
  1. To be honest, I think we need to experiment to assess the extent of the effect of allowing solo play. I think it would be better to temporarily allow solo play, collect statistical data on its effectiveness, and then decide whether to implement it permanently. I ask that you allow solo play temporarily. With recent advancements in AI technology, the engine quality gap between similar games has narrowed significantly. Not only engines, but also UI systems have become easier to emulate. In this situation, I think one of ways for EA FC to maintain its lead is to continue introducing new methods first and preemptively attract players with diverse preferences.
#

please allow solo players to participate in league and playoff matches in clubs mode (item13 update)

frosty lava
#

i need answer!!!! please!!!!

frosty lava
#
  1. I've been thinking about the potential cannibalization of allowing solo play.

The reason Ultimate Mode is the most popular among EA FC modes is that it allows players to recruit their favorite "real football players" and build a team, which is consistent with its purpose.
Therefore, player licenses, realistic faces, and unique player celebrations and movements are important.

On the other hand, Club Mode, because all players are virtual, doesn't appeal to players who want to own and control real football players.
Even if you create a virtual player who looks like Messi through face customization, players will perceive that player as a fake Messi and not the real Messi.
This is because profiles with real Messi photos, information about Messi's history, and unique movements cannot be applied to virtual players.

Considering Career Mode,
Career Mode is currently a single-player mode, fundamentally different from Club Mode, a multiplayer mode.
One of the main reasons people prefer single-player mode is the fatigue caused by competition. On the other hand, the primary reason people prefer multiplayer is the competitive spirit it fosters.

Therefore, allowing solo play is unlikely to encourage players who enjoy Ultimate or Career modes to settle into Club Mode.

#

please allow solo players to participate in league and playoff matches in clubs mode (item14 update)

frosty lava
#

this comment will be my last comment in ea fc discord. i think i tried as much as i could. yes it might be foolish that i could persuade developer team.
actually since a few days ago, i have totally felt like that. but i dont want to blame developer team. cuz i learned by myself how much it is hard to adjust even small elements. i respect them. i hope someday solo playing is allowed in clubs mode. then i will be back. bye.

frosty lava
#
  1. There's one thing I missed. Since the introduction of co-op and Rush mode in Ultimate Mode, the line between Ultimate Mode and Clubs Mode has become blurred. Previously, Ultimate Mode was exclusively 1vs1, while Clubs Mode was exclusively multiplayer. However, this is no longer the case. We need to redefine the boundaries between Ultimate Mode and Clubs Mode. I believe we can redefine Ultimate Mode as an online mode using real players, and Clubs Mode as an online mode using virtual players.
#
  1. I've examined the reasons for the rule requiring a minimum of two players for league and playoff matches, and whether it's justified.

The first possible reason is that Clubs Mode is defined as a team play mode.
Solo play violates this definition and should therefore not be allowed.
However, what we truly consider team play is a team of at least five players. Of course, everyone has different perspectives, but no one would consider a team of two to be team play.
If so, we should increase the player limit from 2 to 5. However, increasing the player limit would worsen accessibility, resulting in a poorer pool and fewer matchmaking teams. For these reasons, we have no choice but to relax the player limit regulation. But why was the minimum player requirement set at two? Why not one? The reason seems to be related to the following second and third points.

let's examine the second possible reason.
This rule may have been designed with cannibalization in mind.
However, as previously discussed in 14 item, there are clear differences between Ultimate Mode, Club Mode, and Career Mode, so I don't think that's likely.

#

The third reason is that this rule could encourage team play.
Let's examine whether this is truly the case.
Let's broadly categorize Club Mode users into five groups: 1. Those who prefer team play only, 2. Those who prefer team play more, 3. Those who prefer solo play more, 4. Those who prefer solo play only.
First of all, the rule requiring a minimum of two players doesn't affect group 1. They'll play team play regardless of the rule.
What about group 2? It doesn't affect group 2 either.

#

please allow solo players to participate in league and playoff matches in clubs mode (item16 update)

opaque hawk
#

This isn't a bad idea. You can already play clubs with 2 players so can barely notice that human players are playing so why not just take it 1 step further. There's no advantage in having less players so it won't hurt for this to be an option.

I personally wouldn't play any game with less than 9 players. But it doesn't bother me if anyone wants to play 1v11, as I said it's not going to be much different to 2v11 which you can already do

frosty lava
frosty lava
#

What about group 2? It doesn't affect group 2 either.
This is because In situations where team play is possible, they will prioritize to play as a team, and in situations where team play is not possible, they will play solo, play another mode, play another game, or do nothing at all. Therefore, this rule has no effect on Group 2.

What about group 3? Yes. That rule seems to encourage team play in Group 3.
However, with that rule, they won't spend as much time recruiting teammates or inquiring about joining a team as Groups 1 and 2. And even if they do find a team, if they experience conflict with their teammates, they're more likely to leave than to patiently reach an agreement. Once they leave, they generally don't return.
If we were to remove that rule and allow Group 3 to play solo, the percentage of solo players would be higher than with the rule in place. However, the percentage of people leaving club mode would be significantly lower. In other words, allowing solo play can significantly increase retention in Group 3. Furthermore, encouraging team play by appropriately reducing the amount of AXP earned from solo play can ultimately be more effective than the rule itself. To use an analogy, allowing customers who merely window-shopping in a store and encouraging them to make a purchase is more profitable than blocking them. What about Group 4? Since they are assumed to never engage in team play, the rule's effectiveness in increasing the team play pool is negligible, regardless of its existence.
However, as previously discussed, it provides players with a new way to play, which could potentially create a new revenue stream for the company.While an accurate comparison would be possible only if we conducted a statistical survey, after examining the reasons and justification for the rule, eliminating the rule could increase the team play pool, further satisfying Club Mode players, and provide a new revenue stream for the company.
(fallcy gonna fix it)

opaque hawk
#

I have no idea
Are you saying you should get more xp for bigger games? That makes sense tbh
Also I think ut should allow teams of 11 seeing as football is an 11 player sport. Also it creates a challenge for so called 'pro' players when they have to play weekend league against a team of 11

frosty lava
frosty lava
#
  1. Another way to encourage players, including solo players, to play 11v11 is to award them with a title like "True Team Player" after they join a team of 10 or more and complete a certain number of matches. For companies, a simple, bold, colored title, rather than an image, would be more economical and provide a similar level of satisfaction. Furthermore, granting a title with a stat boost that barely impacts performance can further motivate players. For example, simply increasing Composure by one point can be a sufficient incentive. (i think this title is important to activate 11vs11, so boosted stat should be higher than right before i discussed.)
frosty lava
#

please allow solo players to participate in league and playoff matches in clubs mode (item17 update)

#
  1. The fullback position is always lacking in team play because it is the least popular position. It would be helpful if there were missions that provided benefits when joining a team of 10 or more as a fullback and playing a certain number of matches.
frosty lava
#

18.1. the reason why benefit for fullback position is needed is that if solo playing is allowed, it is possible for some of players in group2 could play alone rather than playing as fullback when the prefer positions they want to play are all taken. of course it can also encourage group3 to participate in team play

frosty lava
#
  1. You can compare EA FC to a large, comprehensive department store. On the first floor, there is Ultimate Mode; on the second floor, Career Mode; on the third floor, Clubs Mode; and on the fourth floor, Kick-Off Mode. Customers usually engage in consumption mainly on a specific floor. When they start to feel bored, they may move to another floor and continue their spending activities. From a company’s perspective, it is important to circulate consumption within the department store rather than having customers leave and spend elsewhere. Simply having many people inside the store can also attract potential customers who are outside.

However, the third floor—Clubs Mode—does not allow solo entry. Although a drop-in mode is provided, it is merely a trial version. Players cannot use their customized uniforms, stadiums, or tactics, nor can they experience a sense of achievement through skill rating increases or league promotion.

The main customer base of the EA FC “department store” consists of solo customers. Rather than forcing them to find partners, it would be better to implement various incentive policies that encourage them to voluntarily look for partners. With the methods I proposed to motivate solo customers to find partners in Clubs Mode, 11v11 matchmaking could become more active than it is now. Furthermore, the already existing toggle function that matches teams with a similar number of players can prevent inconvenience to pre-formed groups that might arise from allowing solo entry.

Even if some solo customers continue to prefer solo play, they still have sufficient potential to purchase paid items within Clubs Mode, which could positively impact the revenue of the third-floor Clubs Mode. If I were the chairman of this EA FC department store, I would immediately implement solo entry to the third-floor Clubs Mode, as it would benefit both the company and its customers.

frosty lava
#

please allow solo players to participate in league and playoff matches in clubs mode (item19 update)

frosty lava
#
  1. To encourage players to use a variety of archetypes, one approach would be to grant the title “All-Rounder” once a player levels up a certain number of different archetypes by a specified amount.
    This title could also provide a small stat boost. For example, it could grant +1 point each to attacking positioning and defensive awareness.
frosty lava
#
  1. I plan to revise the incorrect parts of the posts I’ve written so far about Club Mode, supplement them with stronger evidence, and consolidate everything into one comprehensive thread. It will probably take some time.
    The overall structure of the argument won’t change much, so even based on what I’ve written up to now, I believe it is reasonable to remove the player number restrictions in league and playoff matches.
frosty lava
#

16.1. I've revised my thinking on the number 16 section.

I've examined the reasons for the rule requiring a minimum of two players for league and playoff matches, and whether it's justified.

The first possible reason is that Clubs Mode is defined as a team play mode.
Solo play violates this definition and should therefore not be allowed.
However, what we truly consider team play is a team of at least five players. Of course, everyone has different perspectives, but no one would consider a team of two to be team play.
If so, we should increase the player limit from 2 to 5. However, increasing the player limit would worsen accessibility, resulting in a poorer pool and fewer matchmaking teams. For these reasons, we have no choice but to relax the player limit regulation. But why was the minimum player requirement set at two? Why not one? The reason seems to be related to the following second and third points.

let's examine the second possible reason.
This rule may have been designed with cannibalization in mind.
However, as previously discussed in 14 item, there are clear differences between Ultimate Mode, Club Mode, and Career Mode, so I don't think that's likely.

#

Let's consider the third potential reason: the rule that only teams of at least two players can participate in league and playoff matches encourages team play.

First, as before, we'll define "team play" as a game played with at least five players. "Non-team play" is defined as four or fewer players. (This is because no one considers two-player teams to be the team play that Club Mode aims for.)

We've also broadly categorized Club Mode players into three groups:

G1 - Team play only
G2 - Both team play and non-team play
G3 - Non-team play only

#

Regardless of the rule, G1 will only play team play, and G3 will only play non-team play. Therefore, the rule doesn't encourage team play in either group.

Finally, G2 can be broadly categorized into three groups:

G2x - Team play is prioritized.
G2y - Team play is equally preferred.
G2z - Non-team play is prioritized.

G2x players prioritize team play when team play is possible. When team play isn't possible, they post job openings on the team recruitment board and engage in other activities until they find a team. Therefore, the rule doesn't encourage team play for G2x players.
For G2y players, the rule encourages team play.

For G2z players, the rule also encourages team play.

In conclusion, the rule does encourage team play to some extent.

However, even if that rule were to disappear, as discussed in the previous section, providing an AXP penalty for solo play, a mission rewarding players who play a certain number of games in a team of five or more as a less-preferred fullback, and offering titles and stat boosts for playing a certain number of games in a team of five or more would help prevent G2ys and G2zs from turning to solo play and encourage team play. G2ys, in particular, have an equal preference for team play and non-team play, so these methods work better for them than G2z.

#

The developers may then be asking the following question:
"If the rule encourages team play, why remove it and introduce a new reward system to prevent its negative consequences?"

I would like to offer the following answer: As mentioned in Section 19, the main customer base of the EA FC "department store" consists of solo customers who prefer 1vs1 in Ultimate Mode, meaning they belong to Group 3. It's important to circulate consumption within the department store rather than having customers leave and spend elsewhere. Simply having many people inside the store can also attract potential customers who are outside.
However, the third floor—Clubs Mode—does not allow solo entry. Although a drop-in mode is provided, it is merely a trial version. Players cannot use their customized uniforms, stadiums, or tactics, nor can they experience a sense of achievement through skill rating increases or league promotions. Furthermore, because Drop-in Mode primarily focuses on 5vs5 matches, it's not attractive to Ultimate Mode players who belong to Group 3.
By circulating consumption and encouraging the use of various archetypes, as mentioned in Section 20, quests can encourage spending in Club Mode and contribute to revenue.

#

i think 16.1 can be a final section. thank you for reading. bye.

#

the reason why solo playing should be allowing in clubs mode. (plz read it from the end)

#

the reason why solo playing should be allowed in clubs mode. (plz read it from the end)

#

the reason why solo playing should be allowed in clubs mode.plz read it from the end , 16.1 section)

#

i think i need to make a new thread. later soon