Gear 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.nykurisboss5 days agoRising Newcomer18Views1like0Comments"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.29881fb9069b3ad28 days agoSeasoned Newcomer10Views0likes0CommentsDynasty Custom Playbook Limits + Under-Center System Gaps + Need for Data Export
Edit: Posted this in the wrong forum by mistake. Correct version is here Dynasty Custom Playbook Limits + Under-Center System Gaps + Need for Data Export | EA Forums - 13437281 in the CFB26 General Forum. 1. Context: How I Play Dynasty I play Offline Dynasty controlling multiple teams, and I dynamically choose which team to user-control when two of my teams meet. This allows me to: Run multiple programs simultaneously Build distinct team identities Simulate full conferences or eras This feedback is focused on that playstyle and the systems needed to properly support it. 2. Issue #1 – CPU Cannot Use Custom Playbooks for User Teams Problem: When two user-controlled teams play: I select one team to control The other becomes CPU-controlled However: The CPU-controlled team does NOT use a Custom Playbook and instead defaults to a stock/team playbook. Important Clarification This is not just a gameplay issue — it is caused by a deeper system limitation. There is currently NO way to assign a Custom Playbook to a team or coach in Dynasty ahead of time. Because of this: The CPU has nothing to reference It falls back to a default playbook Impact Team identity is lost Schemes I built disappear Head-to-head dynasty matchups become inauthentic I am effectively playing against a version of my team that does not run my system. 3. Issue #2 – No Persistent Custom Playbook Assignment (Root Cause) Problem: Custom Playbooks cannot be assigned to: A Team A Coach Current limitations: Only stock playbooks can be assigned in Dynasty settings Custom playbooks are NOT selectable from the coach/playbook screen Custom playbooks can ONLY be selected at the pre-game setup screen Only the actively controlled team can use a Custom Playbook Key Limitation When switching control between teams: The inactive team cannot retain or use its custom playbook The CPU cannot use it at all Impact Breaks continuity across a season Forces manual setup every game Prevents true system-based dynasty building Directly causes Issue #1 Suggested Fix (Foundational Requirement) Add the ability to: Assign a Custom Playbook to a Coach Assign a Custom Playbook to a Team in Dynasty settings Then: Ensure CPU-controlled teams can use that assigned playbook This single change resolves BOTH Issue #1 and Issue #2. 4. Issue #3 – Under-Center Multi-Back Offenses Are Incomplete I primarily run traditional under-center systems: I-Form (2 and 3 back) Power I Split Backs Wishbone The issue is not that these exist — they are not system-complete. Spread systems are well supported, but under-center offenses are fragmented and underdeveloped. 5. Formation Gaps Wishbone Only Wishbone Tight exists Missing: 1 WR sets 2 WR sets Impact: You cannot run a true Wishbone offense or recreate classic systems. I-Form (22 Personnel – Tight, Wing, Wing Over) ZERO option plays Missing: Inside Veer Triple Midline Triple Load Option Power Option Impact: This is a major authenticity gap. Power I Existing: Tight Strong Missing: Weak set Problem: Only ONE option play exists (Inside Veer Triple) Expected minimum per set: Inside Veer Triple Midline Triple Load Option Power Option Missing Formation – I-Bone Description: Based on I-Form Tight Replace one TE with an off-line wing (HB / FB / TE / H-back) Used by: Nebraska Michigan Ohio State Impact: Removes an entire hybrid I-Form/Option system from the game. 6. Core Issue This is not about adding random plays. The real issue: Under-center systems are not implemented as complete systems. Symptoms: Concepts exist in some formations but not others Option football is concentrated in flexbone and spread Traditional systems lack depth and continuity 7. Additional Request – Dynasty Data Export (Stats / History) I would strongly value the ability to export Dynasty data, including: Team stats (season and historical) Player stats and career totals Game results Standings and records Current Limitation There is no way to export or extract Dynasty data outside of the game. Impact Difficult to track long-term Dynasty history Prevents deeper analysis of teams, players, and schemes Limits community-driven content (spreadsheets, reports, etc.) Reduces long-term engagement For multi-team Dynasty players: Managing multiple programs across seasons is difficult without external tracking There is no way to build a full league history outside the game UI Why This Matters Dynasty mode is at its best when it creates long-term stories. Data export would enable: Custom stat tracking Historical record keeping Deeper immersion for simulation-style players Community-created tools and analysis Suggested Options Simple CSV export of: Rosters Season stats Game results Or a basic API / companion app integration Even a minimal export feature would provide significant value. 8. Why This Matters Overall Addressing these areas would: Improve offensive diversity Support more playstyles beyond spread systems Increase dynasty replay ability Allow authentic team and system recreation Enable long-term tracking and storytelling 9. Closing The foundation is already strong. What is missing is: Allowing Dynasty to persist and respect user-defined systems Completing under-center offensive structures Enabling export and tracking of Dynasty history over time Thank you for Reading and I hope that these improvements can be made to the Game!95e4d9b56355ec493 months agoSeasoned Novice43Views0likes0CommentsEA Please add custom playoffs
For years, one of the most requested features among dedicated sports gamers has been a fully customizable tournament or playoff mode in college football games. While other titles have explored this concept, it’s still missing in a meaningful way here.Growing up, my friends and I would fill whole paper notebooks to create full tournament brackets—sometimes 12, 32, even 64 teams—just to simulate what the game itself couldn’t offer. That demand hasn’t gone away; if anything, it’s stronger now. Adding a customizable playoff/tournament mode (12–64 teams, flexible formats, seeding control) would immediately increase player engagement and replayability. This is the kind of feature that keeps friend groups playing consistently, creates organic competition, and drives long-term retention. From a business standpoint, more time spent in-game translates directly to stronger player loyalty and higher lifetime value. From a player standpoint, it unlocks one of the most desired and social game modes that has been missing for years. This isn’t just a feature—it’s a core experience that would keep players coming back for the long run. Thank you.128Views0likes0CommentsHORRIBLE RTG
My second post and just wanted to say that whoever worked on the RTG part of this project really put no effort into making the defensive side of it playable. They did an awful job and idk if I will be buying 27 because obviously nobody really cares about making a complete good game anymore. There’s literally like 3 game scripts and it’s such a **bleep** job that within the first quarter I can tell what type of game it’s going to be and whether I’m going to lose the game or not. It’s like I can put all the effort in to not lose a game, And no matter what this stupid **bleep** game script is going to make sure I lose it. I also would love to understand how the 94 ovr offense averages 10 points a week, when I get stop after stop, it makes absolutely no sense and you guys really need to do better.Masteroogwei5 months agoNew Novice107Views0likes0CommentsCollege Football 27
For the first 2yrs you have taken A I / Auto Pass out of the online play for the option to let the Quarterback throw the football. I would like to see this feature put back in for online play for the offense so at the snap you can take control of another position on offense. On offline play we can use Auto Passing and it's not fair that the defense can use any eleven players but on offense we don't have that option online at the presnap because we have to control the Quarterback every time. Also when playing online the running back and WR stop running after a handoff or catch where we have to control them, but on offline play we don't have do that. Please bring these features back for this year's game.Comissioner6 months agoNew Novice457Views0likes0Comments- Flash2K20156 months agoSeasoned Newcomer51Views0likes0Comments
Ultimate team Stetson Bennett
Stetson Bennet is a 2x natty winning QB. ive played ncaa ultimate team for the last 2 season. and we have yet to see a Stetson Bennett card. he is in the NFL you have his rights. please make every uga fan happy and give this man his card.brettSPC7 months agoSeasoned Newcomer66Views1like0CommentsTeam chemistry still broken from day1
When EA, EVER FIX TEAM CHEMISTRY! I’ve spent about 100k coin changing player chemistry to my team YET WVERY SINGLE ONE DID NOT ADD TEAM CHEMISTRY!!!!!! why does EA keep ripping people off with unfinished products? don’t get me started on your own CPU’s that completely sabotage to help losing players win.66Views0likes0CommentsCFB 27 Wishlist
I don't know If these things are pretty hard, I don't really know a lot about coding, so sorry if these are some ridiculous asks. One thing I would love to see is the ability to add protected opponents out of conference. This would help protect rivalries like TCU vs SMU or USC vs Notre Dame. To expand on this, being able to choose what rivalries happen on rivalry week would be sick. I would love to see Stadium Creator for team builder, also being able to level up your stadium as your program becomes larger and moved into a power conference. Another addition I would love to see is the addition of older uniforms like the Johnny Manziel era Texas A&M or TCU”s 2022 Uniforms or Arkansas 2010 uniforms or even Maryland and Cals old jerseys Another cool thing I think EA could do is add the ability to import custom Conferences. I would love to recreate the South Western Conference or the WAC, maybe make the magnolia conference. Lastly the ability to shrink the playoffs to 2 and up to 32floydspencaaron8 months agoNew Rookie144Views0likes0CommentsThis game sucks
My oline might be the most inconsistent thing to ever exist. They let everyone pass or block their heart out. Also a wr doesn’t drop the ball when they barely get touched. The pitch is stupidly broken. And my ai dbs don’t know how to play their zone. You all suck at making this game good2x8pw61d9jvz8 months agoSeasoned Newcomer47Views2likes0CommentsOffensive line AI Improvement or Defensive Blitz Fatigue
The offensive linemen need a major AI improvement on picking up the blitz. Blitz plays out the formation double mug are broke and manipulated to create instant pressure in a unrealistic motion. Defensive blitzes should fatigue players the same way offensive players fatigue from constant use at high speed . Instead they are completely immune to fatigue and blitz and run wild all game even when blitzing every play of every drive. Defensive linemen are not in better shape then wide recievers or running backs ! This is a major complaint in the community and allows 1% of users to grief 98% of the community.DaddysMoney459 months agoRising Newcomer118Views0likes0CommentsFeature Request CFB26 cfb27 IRL
Military academies transfer: in real life a military academy has yet to receive a transfer player because any transfer to an academy has to start over and none of their credits transfer. They restart as a freshman no matter what. They have to go through summer military training before the freshman year. There’s a service commitment. The type of person one the portal is probably not cut out to an officer. 2. Uniforms and facial hair- there are players on military academies with facial hair and whatever hair style they choose. Academy players should not wear their uniforms how ever they choose. You change 1 at a time if you want but that is a ridiculous task. Should be a setting to require uniforms and assorted to be the same and there are other schools that are not academies that require uniformity. 3. Styles- The game has way more of these clowns that stand straight up than have ever existed. There should be a setting to make all stances default instead of this clown stuff. 4. A true coach mode. 5. An explanation of plays: Calls and Avg yards. That thing does not work. 6. Keep stats saved from prior seasons. It’s not a dynasty game if you lose the history. 7. There’s no targeting or personal foul penalties. I think I have seen 1 play in two years penalize for hitting a player out of bounds. 8. Positions: why can I change a 5’7” player to tight end in offseason but I am limited to who I can play at tight in and limited at other positions in the depth chart in season. 9. Formation subs: There has to be a reason that there can be custom playbooks but you have to jump through hoops to set formation subs. 10. Coordinators: does scheme matter or not? No one really knows. It should. IRL scheme matters more than pipeline of coordinators except for the best recruiters who are rare. Pipelines matter less now than ever before. That’s a 1980-90s concept that really has little to do with power 4 schools today. 11. Limited coordinators available for hire. Should be able to take coordinators with you if you change schools. . .kentuckysapper9 months agoSeasoned Traveler128Views0likes0CommentsCFB 27 suggetions
Yall should add if a unranked team beats a ranked team at home the fans will storm the field, and maybe for dynasty yall should add college game day and please for the love of everyone fix ai clock management and don’t put Ryan Williams on the cover put like gunner stocton or garret nussmierPaaarot9 months agoNewcomer78Views0likes0CommentsGames are predetermined
It is so obvious that some of the games are predetermined. What I mean is, there are games that you will lose no matter what you do. EA Sports doesn't even hide. I mean it's obvious what's happening. For example I play the game against Arizona where it became quickly apparent to me that something wasn't right. My SS who was in a Zone cover two, kept running straight to the line of scrimmage and they would conveniently be throwing a deep pass where there was no one there to cover. My lineman would stand up when the ball is hiked and literally not block anything and it was always the lineman where the play was going. My wide receivers would drop almost every ball thrown to them and they're Defenders despite running in the opposite direction could jump 15 ft in the air without even looking and intercept the ball. This is a sports game so the fact that EA would actually have something like this, where you're going to lose no matter what you do flies in the face of sports all together and certainly makes the game absolutely worthless. EA has ruined a number of franchises and it's too bad that they've ruined this game as well.Irish09010 months agoRising Novice146Views1like0CommentsRoad to CFB
Why do everyone use tier 1 teams? Is there not any matchmaking anymore? The game has made me not but 26 and I will not buy anymore until they actually try. Yeah the teams and uniforms are cool but the gameplay is **bleep**. Tired of seeing the same game with different titles. Done wasting my time and money33Views0likes0CommentsDetails not accurate to real life
One minor detail that i wish was in the game would be some fields not being completely right. For example, Kroger Field has a 2 color turf, in the game Kroger Field has a basic green turf instead of an alternating green and dark green turf that would be accurate to real life. While maybe I’m just nitpicking, I’d love to see them fix minor details like this.62Views0likes0CommentsRoad to glory obvious improvement
Here's a simple but good thing NCAA 26 should include: When practicing, either chose the team drills which gets coach trust or skill drills which provide XP. If you max out coach trust there is NO reason to practice but if I got XP I absolutely would. Plus this creates another balance of skill vs coach trust to balance.65Views0likes0CommentsNCAA 25 is frustrating than fun
Ai for user teams or computer ai is broken! -I’m on offense and I ran a hb dive…. Following my blocks and they all ran to a cornerback instead of linebackers!? computer defense Ai is frustrating. -I’m in year 10 and I’ve one a couple nattys. I haven’t messed with settings or sliders. I’m on all American. Now everytime it’s always a pass coverage so I can’t throw deep. Even if I find a wide open receivers every defensive player breaks off their assignment and runs strait to the ball. There’s no way a cornerback is is glued to a wide receiver running a fly then I throw it underneath because my wr beat the line backer and ball mid air cb stops running with the deep receiver to come tackle the underneath. THATS NOT REALISTIC AT ALL! No way he has eyes on the quarter back while reading his body language says he’s playing the wr the whole time. One instance the cb lined up back towards the qb (so that tells me he’s reading the wr all the way) he runs straight back to stop the deep throw because my receiver is going deep and he takes that away….then as soon as I throw the ball he breaks off and runs to the ball!? BS ive even created max stats for every offensive player one year so I’m like this should be a cake walk?…NO. Computer defense knows exactly what play to stop everything. Yea I’m winning games by blowouts but that’s because I’m running the ball. somewhere in the second half the computer just goes on easy mode and I’m breaking big runs or when they intentionally press coverage then I can get deep throws off. But in the first half it’s just a back and forth fight of trying to move the ball. I get that in real logic but not everytime they are in the perfect pass or run coverage!? I understand impact players, abilities, etc but there’s no way a player with no abilities is dominating a player with platinum abilities. It just doesn’t make sense im not about playing online or against human ppl like it is nowadays. I only do that for COD. But a game like this, it’s a single player game with dynasty and RTG modes. I know it’s EA and they aren’t going to change but I just wanted to rant. I know NCAA 26 came out but I don’t have it due to financial reasons. Games like this that is loved by many ppl can’t just be horrible.114Views0likes0Comments
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