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Unable to play H2H online dynasty
Been playing in our same dynasty, as well as others for well over a year now. Now all of a sudden we are unable to connect to Head to Head games due to someone not having the correct game version, despite everyone having the most updated version. We’ve tried every method of troubleshooting and cannot find a solution. EA has been absolutely terrible about helping resolve an issue, I can’t even connect with a human to try and explain it. The bot the chat goes in circles until dumping you back at the start. Please somebody do their job and check these forums to resolve issues.5Views0likes0CommentsUnable to play H2H dynasty game
My GT is OsoDeChocolate. I’m trying to play an H2H game in my online dynasty. This is on the X box series X. We are both getting notifications about one player not having the latest updated version of the game. Naturally we have checked and there is no update to be downloaded we have both reset the game, console, and modem. We have also uninstalled and reinstalled the game. We are in year 29 and have been playing since the first week the game came out. This is the first time anyone in the league has received this error message.33Views0likes2CommentsGear Ultimate Team
please update the ultimate team players gear or at least allow the player base to edit gear themselves. The gear is what allows these players to differentiate from one another rather than just being different height builds in the game. Older legends should get their “bucket” helmets, the schutt air advantage, XP Pro VTD. I don’t understand why players like Antonio Cromartie, Harrison smith, etc. wear speed flexes. It’s not like these helmets don’t already exist in game, if I wanted to create a road to glory I can wear any helmet, so it’s not about prioritizing player safety in game, is it ignorance?. This immersion is what makes these football games great like Madden for example. I know it’s too far too late, but please reconsider allowing players to edit gear within their own college football ultimate team. thank you.20Views1like0CommentsRoad to Glory statistics are mathematically impossible and may affect awards
I am reporting a clear stat-tracking problem in College Football 25 Road to Glory on PlayStation 5. I am playing as a 99 overall LSU quarterback named Loki Ragnarok. My season statistics show 206 completions on 250 attempts, 10,312 passing yards, 127 passing touchdowns, and 5 interceptions. LSU backup quarterback E. Holstein recorded 15 completions on 18 attempts, 132 passing yards, and 1 passing touchdown. Therefore, LSU quarterbacks recorded exactly 221 completions and 128 passing touchdowns. The receiving statistics also show exactly 221 total receptions, meaning every completed pass is accounted for. However, the receivers are credited with the following touchdown totals: 82 + 52 + 11 + 5 + 5 + 5 + 2 + 1 = 163 receiving touchdowns. That is 35 more receiving touchdowns than LSU's quarterbacks threw. The two leading receivers alone have 134 receiving touchdowns, which is already 6 more than the entire quarterback room's total of 128. These numbers are mathematically impossible. A receiving touchdown from a completed forward pass must correspond with a passing touchdown credited to a passer. Because the team's 221 receptions exactly match its 221 quarterback completions, there are no additional completed passes from another player that could explain the discrepancy. This may also be affecting individual awards. Wide receiver Kylan Billiot was credited with 82 receiving touchdowns and won the Heisman Trophy. My quarterback recorded 10,312 passing yards, 127 touchdowns, an 82 percent completion rate, and only 5 interceptions, but did not win it. If the award calculation used Billiot's incorrectly inflated receiving touchdown total, then this stat-tracking problem directly affected the award result. My quarterback was automatically removed during numerous blowouts at halftime or during the third quarter. The remainder of those games was then simulated. Please investigate whether automatic substitutions or simulation are duplicating receiving touchdowns or failing to credit the quarterback. This is not a subjective complaint about difficulty or award preferences. The statistics displayed by the game directly contradict one another. Please investigate the receiving touchdown tracking, automatic substitution and simulation statistics, and whether corrupted statistics influence Heisman voting. Please also determine whether the same underlying issue exists in later College Football releases. Players should be able to trust that the statistics and awards displayed by the game are based on internally consistent data.7Views0likes0Comments"The Coaching Market" — A Full Rebuild of the Coaching Carousel
The Problem The coaching carousel is currently the most complained-about system in Dynasty mode. Common threads from the community: Offers don't match resumes. Players with elite records, top-25 recruiting classes, and #1 national rankings report getting offered only bottom-tier programs, while schools with losing records land offers from top programs. There's no visible logic connecting performance to job quality. No player agency. The system only lets you accept jobs that are offered to you — there's no way to apply to or pursue a job you actually want. Some players resort to manually creating/retiring coaches to force job openings, which corrupts saves and can soft-lock a dynasty. Not enough offers, and they feel random. Long-time players point back to NCAA 14, where any job below your current tier was open to you and you'd receive a real volume of offers. Now it's often capped at a handful of offers with no clear pattern. CPU coaching movement is just as broken. Fired coaches sometimes land new head coaching jobs immediately with no apparent vetting, undermining any sense that prestige or performance matters — for the player or the CPU. The system needs more than a tuning pass. It needs an actual two-sided job market with visible logic. The Feature: "The Coaching Market" 1. Open Job Board A dedicated screen listing every open coaching job in FBS — program prestige tier, recent record, roster talent level, and program needs (e.g., "rebuilding," "win-now," "scheme change"). Players can browse the entire market at any time during the hiring window, not just wait for a popup. 2. Two Ways In: Approached or Apply Approached: Schools that like your profile (record, recruiting rank, scheme fit, staff pedigree) reach out to you directly with a job offer. Apply: You can apply to any open job, regardless of whether they contacted you first — including reach jobs above your current tier. 3. Merit-Based Ranking, Not Random Selection Every applicant (human and CPU) for a job is ranked by resume: win record, recruiting class strength, scheme fit, prestige jump size, coaching tree/staff history, and red flags like early departures or discipline issues. This directly targets the "no logic" complaint — a 25-2 record with top-25 recruiting classes should objectively outrank a coach with a losing record for any comparable job. Any job at or below your current program's prestige tier is automatically open to you (bringing back the NCAA 14 feel). Reach jobs above your tier require ranking in the top 3 applicants to get an interview at all — so you can shoot for a stretch job, but you're not guaranteed a shot just for applying. 4. Real Interviews Landing in the top 3 triggers an actual interview: a short set of dialogue-style questions tied to your coaching profile (scheme philosophy, recruiting approach, roster fit). Your answers combine with your resume to determine who the AD picks among the finalists. 5. The Four-Week Decision Clock Once you're extended an offer — whether you were approached directly or won an interview — you get a 4-week window to decide. During that window: You can continue applying to or interviewing for other jobs. Your current school gets a retention window to counter with a raise, budget increase, or facilities upgrade before your clock runs out. If two offers overlap, you have to gamble — commit to a sure thing now, or risk it expiring while you wait to hear back on a bigger job. 6. Post-Decision Transparency After every hire, applicants who didn't get the job see a brief reason why (e.g., "lost out due to recruiting class rank" or "program prioritized head coaching experience"). This directly addresses the trust problem — players currently have no idea why a decision was made, which is a huge driver of the "no logic" complaints. 7. CPU Coaches Follow the Same Rules CPU-to-CPU hires use the identical ranking and interview logic. A coach fired mid-season shouldn't be able to walk into another head coaching job with zero vetting — the same prestige/performance/red-flag weighting applies across the board, so the whole carousel feels consistent, not just the player's slice of it. Why This Is Buildable Almost everything here is UI and a weighting formula layered on data the game already tracks — win/loss record, recruiting class rankings, staff history, program prestige. It doesn't require new simulation systems, just: A job board UI An applicant-ranking formula A short interview dialogue system A 4-week offer/decision timer with a counter-offer branch Extending the same ranking formula to CPU-only hires The Core Loop Get approached OR apply → ranked against the field → top 3 get an interview → 4-week decision clock → school gets a counter-offer chance → accept or decline. This turns the carousel from a passive, unexplained popup into an actual market — one where your resume visibly matters, you have agency to pursue the job you want, and losing out comes with a reason instead of a shrug.17Views0likes0CommentsTeambuilder Wishlist
Outside of various issues w/ Teambuilder not even working for some (me included), after it finally started working for me, I noticed a few things digging in that we really need that could make Teambuilder so much better. For starters, it's cool we have the 3 brands, as well as multiple jersey/pant styles to choose from. Though, it baffles me how we don't have Jordan brand when there's schools that have it. Here's a few things that I feel would give us more control and give us the opportunity to create many more unique uniforms, w/out having to heavily rely on custom layers, but also having that mix to complement each other. Jersey Styles • Jordan Brand • Uniform Sets from past Not quite sure y Jordan wasn't an option for uniforms since Michigan is least 1 team that wears the brand for their uniform. I miss the days of 14 Teambuilder when u could actually create jersey styles. We had more generic options like we currently have but could also get wild and create uniform styles like those sweet U of Miami from the 2010s. There were many dif styles to select from, so we should have those available to us as well. More so, having the current jersey, but being given these pieces as selectable so we aren't tied down to the design as a whole and can't choose other options. Say I wanna have the Hurricane 2010 style, w/ the Vapor Touch uniform, and add sleeve striping, I can. Custom Layers/Custom Logos • More than 10 logos per team • Layers go under assets • More than 5 layers for jerseys Right now, we r given 10 logos for each team. For some, that might be enough, but the issue becomes, the more uniforms u create, the more flexibility u need to make each uniform unique or have slight variants. Not only uniforms, but we also need these designs to create our fields. This means a good bit of time, that won't be enough. Doubling the amount to 20 should more than be suffice. This is a weird one. Some custom layers go over the assets (selectable options), some don't. My solution is this, custom layers should go under ALL assets, but the assets must be selected and on the uniform in order for the custom layers to be underneath. What this means is if u have a cuff selected, the layer will NEVER go overtop the cuff. If u don't have cuff set to NONE, the layer will engulf the entire sleeve. Not sure y the most important part of the uniform has the least number of custom layers. Helmets have 7, and pants have 11. 5 isn't nearly enough to create a jersey when u want to create something unique. Especially when u've got to have a layer for basically each side or front and back. I'd give a min of 10, better would be near 15 custom layers to make better looking jerseys. I'd throw 10 on the helmet as well, just so they all have nearly equal amounts. Assets/Adding Assets • More collars • More cuffs • More shoulder/chest stripes • Fix pants stripes • Add Sleeve, side panel, and shoulders to assets - Now Idk if this is b/c it is beta (I hope so) or if it is something else, but we severely lack in the department of the assets. We need WAY more than what we have. Custom layers help, but to not be so reliant on this, we need the assets to relieve some of the layer intake, especially since jerseys only have 5 layers. Currently only Nike has collars, even then, 2 of the 3 stitch designs even have those, which only gives us 2 dif ones. UA and Adidas have none at all. I wanna see every jersey have this option, as well as bring back options to have like 2 and 3 colored collars. It's boring having no, or 1 colored collar, even when the 2nd Nike collar has a tag that's changeable, it's not the same. I want be able to do collars like the 2010s Patriots for instance. Again, not many options. There are 3 options for Nike, which thankfully all 3 jerseys can use. UA has 1 cuff for all 6 of their jerseys. Lastly, Adidas doesn't have any for their 2 jerseys. Ik w/ the way the jerseys r designed these days, u hardly need cuffs, but it'd be nice to have some more options, or any option at all for Adidas's case. There's literally like no options for Shoulder/Chest striping. Of the 3 Nike designs, only 1 has use of the lone shoulder stripe. 1 of the 6 UA have use of the lone chest stripe. And both the Adidas stiches have the lone shoulder stripe. My issue here, once again, OPTIONS. The shoulder striping alone for Nike should have a distance option as the Jets r bringing back their classic jersey which has the shoulder stripes right on top of the sleeves, whereas the current shoulder option is like the Patriots, LSU, etc. Just use of Nike alone w/ what they did in the NFL should account for any and all available options for Teambuilder. Having the ability of UA to color the shoulders ala the XFL teams Renegades or the Roughnecks would be GREAT! As of now, some paints stripes w/ 3 color options all have a blackened outline. I believe the change to the 3rd color is for stitching, but there's always a black outline that never changes color, and the issue here is, they make u not wanna use them if u don't want or have black in the design. I made an alt jersey for one of my teams where I wanted just the light blue and white, the black I was fine w/ in the other uniforms since it was part of the logo. But this particular design I wanted no black, and I had to go and remove the striping I used b/c it had that black outline. Now if I want the striping, I need to create a logo to use for it. Going back to not only striping, but even make it just an asset or a selectable option to change the color or shoulders sleeves. Currently if u wanna change sleeve color, u need to have a logo. Allowing us to either just change the color as an asset (see sleeve, cuff, collar as an asset), or add it as a sleeve option makes it so that's 1 less logo tied up into the team that could be used somewhere else w/ our current 10 logo limit. *See some of the XFL/USFL jerseys, believe even some colleges do this. Same goes for the shoulders. Either make it an asset to recolor or make it an option to the Jersey Design asset. *See XFL/USFL jerseys, or 2010s Bills. Also, if we wanna create side panels for jerseys, we need to use up 4 custom layers b/c 1 layer gets cut off at the seam of the side of the jersey and disappears, so u need to have 2 to make a side panel. Having this as an asset or somehow create an option for it is needed. What do I mean by side panel? I'm talking about how the jersey is 1 color, but then the side is a dif color. To view what I mean, take a look at the 2010s Patriots away jersey. While the jersey was white, the side was navy w/ red piping. This would be another thing to take jerseys to the next level and continue to make a further reach for not creating the same jersey twice. Mirroring Options • Allow us to mirror sleeves, pants, like helmet Currently if u wanna add a team logo or a sleeve logo to a team, u need to use 2 custom layers. Only time u don't is if u edit the EA logo, which only works if u have striping or a sleeve design or logo that doesn't need mirroring. Making sleeves and pant legs like the helmets allows us to do what we need to do on sleeves, and custom layer striping for pants, freeing up the use of 1 custom layer in those situations. And w/ only 5 jersey layers, that would make a huge difference. And if u dk what I mean, the helmet has the EA logo on it as well. When u edit the logo, u can take any layer there, and hit the mirror option to flip it just like a helmet logo would be, making it look exactly like the other side. Usually, a jersey sleeve is the same way, where the left sleeve mirrors the right sleeve, so makes sense for this to be an option here. same w/ any pant stripes that r being used. Materials • Metallic Flake • Pearlescent • Fabric Having metal flake and pearlescent material for helmets especial would be a nice touch. The Patriots use a metallic flake giving their helmets that extra shine, and The NDSU Bison have a bit of a pearlescent look in their helmet. We need these options to create more accurate teams, as well as even cooler custom teams. For the fabric material, I specifically want this for the jersey and pants options for custom layers. Right now, we have glassy, matte, satin, and chrome. All while cool and useful, sometimes a sublimated look would be nice, especially for any uniforms that have a gradient, or some of design in the uniform itself, even for sleeves and striping. None of the materials currently give off the look where the custom layer actually looks like actual fabric, matching the entire look of the uniform, as each material has a variant on look, and shade changing of the colors. To 100% match the shades and giving it that feel of the look of the jersey or pant, we need a fabric material. Unfortunately, they r noticeable on the change in material by its shine, and yes even matte has a bit of a shine to is, whereas the fabric has none. I want to avoid that in some cases. Text • Add a text layer • Add more text options We have no text option for names in Teambuilder. While yes, it is nice to have the ability to use custom layers for the jersey text, once again, w/ 10 logos, and only 5 layers for the jersey, that's 1 unnecessary layer that gets used that otherwise wouldn't if we had a text layer option. Of course, w/ wanting text layer option, it goes hand in hand w/ the addition of more text. Nike only has 4 text options, a whopping 23 number options (which some of those could have the text option added). UA has 2 text options, 10 number options (again some of those could have the text option added). Adidas has 2 text options, 14 number options (some of which I'd def love to have the text option for). Regardless, we need many many more text options for all these brands, in order to continue to create unique uniforms. If we don't think any of the text w/ a HUGE upgrade in options, go ahead and use a custom text at that point. Ik personally I'd do a mix, and that's a lot of what this thread is about, using the best of both worlds by combining a vast array of Teambuilder options, w/ all the custom tools at our disposal. Save Image It'd be nice to be able to right click on the pieces, helmet, jersey, and pants, and save them as an image through the site. Right now u gotta screenshot it, which make u have to do extra work to clear the background, but having a way to right click and save as a png image saves time when trying to get shots of our uniforms to showcase to ppl, hoping they like the teams, and wanna DL them. Especially since u wont have to edit out a background, it woukd just be an image of the helmet, jersey, and pants. All it needs to be is clear, which wouldn't be an issue, make them like a 1024x1024 square or something like that, Any small resizing/editing after that could be done. A bonus thing I'd like to talk about is the fields. I'm not quite sure y we have a 2ndary logo option for the field, if we can't use the logos we upload to add to the 20 or 25. Only workaround for this is to use the custom layers. but the 2ndary logos r already perfectly sized and matching the size of them isn't the easiest. That also takes up 2 of the 5 layers u have available which is totally unnecessary All in all, Teambuilder is decent for what we currently have. It is still nice and useful, but it'd be worlds better w/ the addition of everything here, as well as more options in general that takes the load off on almost solely relying on custom layers, especially when we don't have nearly enough of those layers to do w/e we want, and generic options could help take that load off. I've made some really cool uniforms w/ the strict 5 layer limit on jerseys, but I've also had to make a lot of sacrifices at times for the lack of layers and generic options. I'm hoping it is currently in this state just b/c it's beta, and Ik we have heard that * these brands makes updates or new uniforms, we will get those options, but we desperately need more, and I hope we get what we deserve. EDIT: TEAM NAME • Character limit increase • Use of & symbol Something I had on my mind and forgot to actually add here was the Hometown name. Not sure y we only have a 14 character limit for that, but I think it's dumb, especially considering the Stadium name has a much larger limit, FYI one of my stadiums is name Lou Santalucia III Memeorial Stadium. We for sure need a higher character limit, I literally can't fit Williamsport A&M as a team name. Which brings me to my next gripe, we SHOULD be able to have use of the "&" symbol for team names. There's gotta be a way around this for us to use it so hopefully it gets figured out. Especially when I can literally use emotes as a stadium name, seriously, I have a stadium called ❌️Mayhem❌️ Field. Make that make sense. DUPLICATION • Dupe Home to Away, vice versa • Allow duplication of 3rd, 4th, 5th uniforms to represent changes As it stands now, we can duplicate home and away to the 3rd, 4th, and 5th uniform set, but not to each other. Being able to do so would save time on creating if all we r doing r color swaps for the home and away uniforms. We can duplicate the 3rd, 4th, and 5th alternate uniforms, but the issue here is that when u do so, they actually duplicate the default uniform as opposed to the changes that were made. So the change here would be akin to duplicating the home and away, where the changes made reflect on the uniform slot u duplicated to. CREATE A STADIUM As of now we only have irl school stadiums in the game, not even any generic. While generic stadiums would 100% be great, giving us a stadium builder would be even better. Allow use to recolor and place logos on the field like we do now, but give us to color the walls, seats, writing on the walls, placing scoreboards where we want. Adding dif types of seating, along w/ press boxes. Put the name of the stadium in there. Choose where our stadium resides whether is rural, country, in the city, etc. Essentially, w/e u see in irl stadiums, we can do in create a stadium. Make it like the old Madden games when we had create a team, or I believe even the old Teambuilder had something kinda similar. SOCKS • Sock striping • Add designs to socks This should be a no brainer. Teams use sock striping, yet that's not even an option. Allow us to add designs to socks as well to further create unique ones. BUMPERS • Move logos We can rotate and resize logos on the bumpers (which r off-center by the way), but we can't get the ability to move the logos around, this is needed if u aren't gonna fix the centering. NUMBER FILLERS • Adding textures to numbers A really cool addition would be to be able to add textures to numbers. For instance, I have a team, Reno Rage, they have a flame shoulder, would've been cool to add the image to the numbers as well, being able to create flaming numbers on the jersey (see defunct AFL LA Kiss for this). Also doing gradients and stuff like that (something similar to Washington Commanders away uniforms) via textures would be cool. Bottom line just opens up the uniqueness of the uniforms. Brand Adjustment • Being able to move branding logos Something I was thinking about the other night, this also goes hand in hand w/ the M25 Teambuilder, but being able to adjust where we want the team uniform branding would be nice. Whether it be the left chest area, the collar, even the sleeves, we should be able to place it, then adjust where we want it. Normally they'd be on the 3 areas I stated. Particularly w/ Madden, I find it odd that the Nike Swoosh is on the chest when they r all on the sleeves. COMMUNITY SUGGESTIONS: • Randomize/Edit roster names.- Currently the preset rosters while dif, all have the same name each time u select them, i.e. Powerhouse selection is same each time. A feature we also used to have in 14, edit rosters on the website. If u start a new dynasty, u have to recreate the rosters. Allowing us to do this saves that time, also fixes the issue w/ rosters being the same. • Helmet (Pride) Stickers - Schools like OSU r prominent for this, allow us to either select 2ndary or tertiary, or even one of our uploadable logos as a helmet sticker. • Fight Song - Every school has one, we should be able to select a prepackaged fight song for our schools (personally, I'm ok w/ selecting actual school songs) • Add Russell Athletic and New Balance to uniform selection - This goes hand in hand w/ adding Jordan brand. • Teambuilder teams usable via offline dynasty - Being able to use our teams in an offline dynasty would be nice as well. Some wanna use just their teams in a super conference or have the ability to control all their Teambuilder teams. • Give ability to choose school pipeline, rivalries, etc - Being allowed to choose our pipeline, create our own rivalries, choose our school grades once again would be cool. Having the option of inheriting for ppl who dc would be useful as well. But more control over this means making our schools more realistic. • Bring back generic stadiums, scrub all ties to the schools from irl stadiums - We def need some generic schools. Frustrating when we do all this work to create a team, only to see other school's logos on ur stadium. Replacing our logos and names on spots of irl stadiums would be cool. Or better, just give us create a stadium (see above). • Add Washington D.C. as a location - I like this, we need this. I actually have a school located in D.C, and considering it is part of U.S., kinda baffling to its omission. • Era period equipment/universal equipment selection - Having era period equipment selectable allows to recreate schools from different eras they've gone through. Also, allow us to choose a universal setting of equipment if we want the entire team to look alike. • More # font choices/Usable across uniforms - Briefly touched on this myself w/ having more fonts and # fonts in general. Having them, or least some, usable across all brands would be nice. • Edit player hometown/home state - Say u wanna create a school of just pipeline players, or recreating a high school team, having the ability to change the hometown and state of players would go a long way to making this more of a reality. • Ability to watch games - This doesn't pertain much to Teambuilder, but being able to watch dynasty games would be cool. • Allow us to replace all 134 teams w/ Teambuilder teams - Kinda odd we can only replace 16 teams in an online dynasty when we have 134 teams. Even weirder is that we can only replace 16 when we have 32 team dynasties. Allowing us to replace them all would be really cool, as well as allow us to create more than 32 teams if we have them. • Number/Font outlines - Instead of giving us the options w/ outlines, give use just the base font, and allow us to choose up to 2 outline that we can resize as we wish, or skew them to create the 3D or block effect. • Choose/Create a mascot - Give us the option to choose which mascot we wanna use, or better yet, allow us to create our own mascot for our teams.2.1KViews7likes35CommentsEA server disconnects when loading up Online Dynasty
Ever since the newest update, nobody in our dynasty can load up our dynasty without getting immediately disconnected from EA servers. Can’t play games, recruit, or even advance the week. My gamertag is CGarde11. Is this a glitch or bug? Common issue for other players? The strange part is that I have a different online dynasty that I have no problem loading into. Have played and advanced multiple weeks in that one.297Views1like1CommentAnyone Truly Happy?
Is anyone here truly happy with this game? It seems like the only people who are happy are those on a nostalgic kick and the YouTubers/other sources who are either A) nostalgic or B) bought out by EA. I really wanted to love this game. Truly did. I bought MVP for God's sake. But it just seems like one big F up. For people who said they absolutely love college football and wanted to do a service for it, and had YEARS to create a decent product, they screwed up big time. EA, doubt you bother to read anything from the community after the game sells (who could blame you when a lot of it is negative- deservedly so) but you all should be completely ashamed of yourselves. And if this mess doesn't get fixed, NEVER call yourselves fans of the sport again.3.4KViews33likes76CommentsRoad To Glory is BROKEN!
Dear EA Sports Team, I am writing to express my dissatisfaction with a significant issue I encountered while playing the Road to Glory game mode as a quarterback in the College Football 25 game. In the national championship game, I found myself in a crucial situation. I was down by 2 points, on the opponent's 14-yard line with 30 seconds left on the clock and a fresh set of downs in the 4th quarter. The optimal strategy was clear: take a knee to run the clock down to about 3 seconds, spike the ball to stop the clock, and then kick a field goal to win the game. However, after I secured the first down with 30 seconds remaining, the game inexplicably stopped and forced me to "Continue to Play" simulate the rest of the game. As a result, I ended up losing the national championship by 2 points!! This experience was incredibly frustrating and disappointing and COMPLETELY UNACCEPTABLE! The inability to control the final, decisive moments of the game undermined the immersive and strategic elements that make the Road to Glory mode so engaging. As a dedicated player and fan of the College Football series, I hope this issue can be addressed in a future update to ensure a fair and enjoyable gaming experience. There were 30 SECONDS Left on the 14 yard line i am down by 2 points. HOW DOES THE GAME NOT KNOW KICK A FIELD GOAL TO WIN THE GAME???? Thank you for your attention to this matter. I look forward to your response and hope for a resolution that will enhance the gameplay experience for all players.3.6KViews6likes11Comments"Can't connect to the server" error when opening game
I repeatedly get an error that states "Can't connect to the server. There might have been a problem connecting to the network or to our online services." The error code is WV-109144-9. My PS5 is connected to the internet and all other games work, so I don't think that is the issue.20Views0likes0CommentsSimulation is broken
I was using Ohio State in road to glory and I was undefeated having a great season and I was trying to simulate to the Penn State game because it was just a bunch of easy games, cupcake games and I simulating against Wisconsin and it said I lost 31 to 13 give me an explanation of how that would ever happen in a real life scenario20Views0likes1Comment- 15Views0likes0Comments
Game not responding
I am playing "Road to Glory" in CFB 27, every time I complete a season game and the game returns to the home screen, it it's stuck on a blank screen with music, no content. The only way I can get the game to work is by returning my system every time I play 1 single game. Also, I have paid "P" points in my account that I can not longer use for some reason... EA sports, never informed me of any changes nor did EA sports reimburse me for the credits lost. This game is a waste of money, because i can't even play it correctly with the bugs!13Views0likes0CommentsCollege Dynasty-Importing/Exporting to Madden Franchise
ADD IMPORT/EXPORT BACK LIKE THE OLD COLLEGE GAMES…. What’s the point of recruiting in dynasty if you’re just going to lose the players after they are seniors…… That’s where importing/exporting comes in. We were able to draft ppl to madden back in the day. Don’t lose sight of that EA. We tired of the autogenerated madden draft classes… I would like to import players that graduate in the dynasty to madden 25… I play college dynasty and madden franchise a lot online and the auto generated draft class is not good. The game really needs the import/export feature to madden so we don’t lose our players from playing years in the dynasty AFTER THEY BECOME SENIORS. Allow us to save our draft classes on College football and allow us to draft by importing/export from college football 25 dynasty to madden 25 franchise…..4.8KViews3likes13Commentssuggestion for EASPORTS NCAA COLLEGE FOOTBALL
"Film Study", and the access of it is a huge tool that all teams use particularly, but not limited to, the QB position. Maybe incorporate a way to have this as a part of strategy in EA SPORTS NCAA COLLEGE FOOTBALL GAME where say, head to head or other game modes can effectively use this tool to gain an edge on the competition. It's an idea I just thought of that would give your product an even more realistic take on behind the scenes tactics that greatly impact what we see on the field Saturdays as the game plans unfold.156Views0likes2Comments
About College Football 25
Discuss the latest news and game information around EA SPORTS™ College Football 25 in the community forums.