Recent Discussions
ATTN EA: You must add ability to edit player ratings INSIDE DYNASTY
So we can supposedly edit fake players that are on the roster before starting dynasty, but we cannot edit random recruits once dynasty starts. This makes no sense and you need to patch this and enable this option in the game.DANGERGOOSE17 months agoSeasoned Veteran14KViews69likes353Commentscomprehensive list of dynasty issues (no longer updating)
Post 8/29 update - Hey all..... I have lost all hope and motivation to continue to update this thread. It does not appear that they care to communicate with us on many of these issues. If someone wants to take it over, please do..... you can copy my initial post and take it as your own and conitinue to edit it as I have done for the first month. Good luck! THANK YOU ALL FOR YOUR VALUABLE CONTRIBUTIONS TO THIS LIST! I plan to continue to update this post with all the things you all find as well so we can get these issues centralized. Post them down below and I will update every few days! New to 8/19 patch - scorebug still does not display coming out of supersim in play the moments. It stays after accessing playart now but when you first come out of supersim, you have to manually pause the game to see the scorebug. Will tag the following as (Bug) and (Tweak) and (Missing) "My School" and Recruiting (Tweak) Playing Style - pitches are still based on a singular stat rather than being a custom formula like the other pitches (should all involve playbook style and downs played for that position plus a combination of multiple in game stats) (Bug) The wrong calculation stats are being displayed for various positions, like interceptions for kickers (Bug) The stats are not updating appropriately. Through 2 games I have given up 2 sacks yet my sacks allowed says 24. (Tweak) QB - no separation from archetypes based on multiple factors such as playbook style, multiple rushing and passing stats (Tweak) HB Power v Elusive - no separation when it comes to playbook style (Tweak) OL Pass Protectors still have "sacks allowed" as stat tracker rather than a combination of playbook style and passing stats (Tweak) OL Power v Agile - no separation when it comes to playbook style (Tweak) DE/DT - no separation based on playbook styles and downs played for that position (Tweak) LB's - no separation based on playbook styles and downs played for that position (Tweak) Secondary - no separation based on playbook styles and downs played for that position (Tweak) K/P - should not care about playing style at all but if you are going to include that then at least do multiple kicking stats... However, in the end, this should be irrelevant to them as prospects.... there are plenty of other factors they should care about. (Bug) Proximity to Home - Still not working properly. The right hand side menu "closest QB prospects" does not give me the closest and they are not in order.... I have a random A mixed in with a bunch of F's.... same things happens to all positions. (Bug) proximity to home does not accurately track. At UMass I am getting B+ grades for in state kids but A+ for New Jersey kids. (Bug) for Hawaii, all in state prospects recive an F grade (Tweak) Championship contender - the only reason this grade is not working well is because it's formula relies on poll logic and the poll logic still needs tuning. Either that or change the formula to be Blue Chip ratio = very high and media poll rank = high Pro Potential (Bug) When switching schools, you do not get credit for your former players that go pro, but you get credit for players at your new school. You did nothing to get the new players drafted, so you shouldn't get credit for those in your coach XP goals. (Tweak) still only factors in your projected picks. This should have multiple layers to the calculation. There is too much variance from year to year. 10 years ago could have low impact 5 years ago could have medium impact last year could have high impact. projections could have very high impact (Bug) Conference Prestige - still giving different values on right hand side menu than the middle calculation menu. I don't know which one is accurate. (Bug) Coach Stability - middle calculation menu says HC years at school but it appears to be tracking the entire staff. (Tweak) Coach Prestige - only issue is how easy it is to get high HC prestige - I am only starting my 4th year and have coach xp on slowest so I am only level 12 with a 25-16 record as an independent, 1 season in MAC and 1 season in American. 2 Winning Seasons. no bowl wins. 1 conference championship (MAC). This should not be A- prestige. Awards/Polls/Standings award/poll logic (Bug) players that didn't even play snaps get awards (like freshman all conference) - this might be because there was no freshman in the conference who actualy played so they gave it to the highest rated player. A possible solution for this would be to have awards be less position specific.... give awards for interior and exterior OL/DL, LB and S, WR, Y/F/H, RB and QB insted of the specific positions. (Bug) pro draft and award logic seem to be built off of ratings only. Is it possible to get multiple factors working here, similirly to some of the recruiting pitch grades? Rating would have a very high effect while stats have a high effect? Maybe even team performance and conference prestige having medium to low effects... Something like that. (Bug) Players win multiple national awards but do not end up being on any all american lists. It is hard to tell whether the logic error is in the all american lists or the individual awards since we cannot see season stats in the awards screens. (Bug) power conference champions are not being awarded byes in the playoffs. The playoff seeding does not appear to match up with the final CFP poll rankings (Bug) please take a look at conference standings tie breaker scenarios. It has been found that head to heads are not being used as the secondary tie breaker to overall conference record. (Missing) Trophy Room Stats/Menus (Bug) The reason for auto mass subs putting in redshirted players (covered below in the substitution section) could be because the in game depth charts functions differently than the out of game depth charts. As they currently are, you cannot tell who is a CURRENT or PREVIOUS redshirted in game depth charts (not in dynasty menus). There is no warning for substituting someone in who is redshirted and there is no visual distinction that they are CURRENTLY redshirted. All previous and current redshirts have the indicator on the right hand side of the player menu but NONE of them have the current redshirt indicator on the actual depth chart. Outside of games, in dynasty menu, both of these indicators function differently, with current redshirts getting the indicator on the actual depth chart and their player menu to the right. In dynasty menus, all previous redshirts lose both of these indicators (as they should) and instead get tagged with the (RS) in their "year" column. It appears that the in game depth charts leave the player menu indicators on for previous redshirts as well as current but the depth chart indicator is removed for all as there is no "year" or "RS" column in the in game depth charts. (Bug) Depth charts auto reorder in three confirmed circumstances.... whenever an injury occurs, whenever a player is redshirted, and after week 0. Please give us an indicator for this and allow us to choose whether we want the depth chart to be auto reordered. (Bug) Catches allowed are not counted in played games, only simmed games.This means your DBs get over-rated in awards conversations as they have 0 catches allowed while other DBs allow some number of them. (Bug) When adding an action to a recruit, the hour tracker in the top right corner of the prospect recruiting tab will not update until you use rb/lb to cycle to scouting or overview. This is just a minor visual bug). (Bug) downs played does not show up in box score after sim (Bug) pancakes do not show up in box score.... and do no track in season stats... ... it looks like it only tracks for what happened while playing on the field vs what happened in sim engine. (Bug) cannot attach a custom playbook to a coach.... can only use the pre made ones for simming. I know you can use a playbook when in team selection screen but what about when you sim and want to use your same playbook's logic? (Bug) When you are in position changes and you view a player card, it kicks you out of position changes and into a view roster screen when you return from viewing the player card. You then have to exit that view roster screen and go back to position changes (Bug) You cannot see player card or development traits when in "encourage transfers" phase because they are only available through player cards and you cannot access these in this menu. (Bug) You can not view player cards of incoming freshman during position change phase.... so you have to make those important decisions without knowing dev trait because the game does not show you dev trait in any other spot besides the player card. (Bug) cannot view player cards in depth chart.... but you can in view roster.... why are these different?! (Bug) cannot view development traits in depth chart because you cannot see player card.... these should be added to the main screen as they are essential to team building. (Bug) You can't view season stat totals or player cards from awards screens (Tweak) The training results menu literally does not tell you training results... it just tells you your current player's ratings.... not how much they have progressed or regressed. (Missing) Recruiting search filter does not allow you to hide committed or targeted players (Missing) Recruiting search filter does not allow you to hide failed dealbreaker prospects (Missing) no alerts for player level ups (Missing) no alerts for assistant coach level ups or departures (Missing) missing a school/coach info screen that shows you all your pipeline levels, my school ratings, rankings in various areas and most importantly all your school's rivals. (Missing) No menu showing all teams in the NCAA in terms of prestige ranks, offensive and defensive and ST ratings ranks.... would be nice to sort this by conference as well (Missing) no way to monitor wear and tear at the team level as the season progresses. You have to click in to each individual player.... no alerts for dangerous situations. Custom Conferences and Schedules This is what has been breaking many online dynasties and offline dynasties that try and make custom conferences (Bug) conference rules allow you to play more conference games than you actually can once you get to the custom schedule screen I tested 4 conferences and moved a bunch around randomly SEC - 16 teams - set rules for 10 conference games - actually schedules 10 - 2 non conference options - 12 total games max ACC - 16 teams - set rules for 12 conference games - actually schedules 9 - 3 non conference options - 12 total games max Big 12 - 20 teams - set rules for 12 conference games - actually schedules 11 - 0 non conference options - 11 total games max Big 10 - 12 teams - set rules for 10 conference games - actually schedules 9 - 3 non conference options - 12 total games max (Bug) unbalanced road/home conference schedules (Bug) choosing conference championships doesnt always work. Sometimes you will get one even if you set to off and sometimes you may get multiple as some users have reported. This seems to happen after year 2 and beyond. (Bug) after using custom conference realignment, regular season conference games have been reported to occur after conference championship games. (Bug) when you create divisions among conferences, the games menus (like top classes and team stats) do not acknowledge them and instead only show you the initial division as representing the entire conference.... so if you care about a team on the other side of the conference you are out of luck as far as comparing amongst the conference.... no recruiting class ranks, no team stat ranks, no coach stat ranks (Missing) Protected Rivals from custom conference rules even though Rece Davis has the voice over telling us we can. Substitutions - Please give us more control (Bug) Auto subs flat out do not work when simming.... your subs will not play. I even set my QB to 90 sub out and 89 sub in because I wanted to do a two qb option system in sim..... nope. Backup never sees the field even though my starter was out there running the option every play and should have been subbed out at 90%. (Bug) auto mass subs are currently pulling players on to depth charts from our redshirt lists. If this happens more than 4 times in a year, this could result in unintentional use of that player and a burn of their redshirt year. (Tweak) auto mass subs are currently putting starting players on special teams instead of removing them from the depth chart.... this way they could get hurt on special teams when the user doesn't want them on the field in the first place. (Tweak) auto mass subs are currently putting backups at other positions that they are highly rated at rather than following the user defined depth chart. (Tweak) mass subs are currently designed to automatically work for the user. Unfortunately, this means less control for the user. Either set this is a toggle or let us customize when we want it to trigger. (Tweak) Please remove the red t-shirt logo on the right hand side of a player menu once their redshirt year is over. Wear and Tear- from dynasty perspective, not gameplay (Missing) No team menu that shows you overall health and status of players - at risk players. Would love a list like this to act as a summary report given to the head coach from the training staff. (Bug) i wish I had something more concrete to put here. But it just doesn’t feel right. Sometimes you see see no effect at all throughout the season, never even have to check on it once. Other times you have players losing -19 in major stats instantly even after rest without and justification or explanation from the system. If situations get this extreme with a player we should be getting recommendations from our training staff to sit the player down for the year. Instead we have to go player by player and search for it to try and find that needle in the haystack. It feels baaaaad. Miscellaneous (Bug) Coach XP goals not properly counted, such as "sign a prospect". Through 3 seasons it says I've signed 4 3-stars. I've signed 30+ (Bug) Time does not appear to pass in the offseason.... injury recovery time does not improve. If you have an injury that lasts past the last week of the current season you will then see it at the start of the next season with no recovery progress.... plus the player does not train (but that part at least makes sense IF he was actually injured that whole time.... the problem is time does not appear to pass in the offseason so injuries cannot recover. (Bug) xp sliders have little to no effect on player progression. I have put all of my position players down to 2 on the xp scale and there are still monster gain up to the low 80's, and then they taper off. This is why we have so much parody in the league and why there are no dominant teams and why upsets are happeneing so much..... ratings are all watered down and everyone is a high 70-low 80 at minimum..... oh and this is with coach xp at slowest.... if I turn that up at all we start to get ridiculous levels of training boost stacking for the entire league. (Bug) Illinois does not show up as pipeline state for created coaches (Tweak) coach carousel with offers that logically make sense.... if i go 2-10 at 1 star NIU, I am not going to get a HC offer at 3 star Indiana as a level 4 coach over other level 25+ coaches who are also on the interest list. (Tweak) no proper cpu v cpu coach mode..... and yes i know its in the settings but have you tried it? The QB's lose all of their pocket movement, scrambling and will only hand the ball off on read options.... EVERY TIME! It's like there is different logic being used for the USER AI and the CPU AI..... it makes no sense. We see AI QB's are able to do these things for the CPU but for the user in "coach mode" they cannot. (Missing) players do not gain weight in their training (Missing) no general run v pass coach preference settings when simming (Missing) no formation subs (Missing) no editing of player numbers or rating for generated players (Missing) Ever wonder how the engine selects which moments you play? There are games out there that let you customize which types of moments you would like to jump into. This would be fantastic for keeping that game loop going while in long term dynasty. (Missing) you cannot change the length of simmed games so that your user experience can match up to the world you have created. This matters for folks who want a chance at awards and stat comparisons, but only have time for quick 5 minute quarters. We understand that "play the moments" is an option but that takes control out of the user's hand and into the questionable sim logic.8.3KViews65likes138CommentsDynasty Glitch: Can’t Schedule Visit
There have been 4-5 recruits a season that I’m in the lead for, but lose mainly because I can’t schedule a visit when they get into the top 5. Stays locked and says “will be unlocked in top 5” when they’re already there or even in top 3. I’ve even seen in on some YouTube channels and they were confused too. Only fix I’ve seen is if they aren’t committed before offseason recruiting you can remove them from you board, add them back, and then SOMETIMES it lets you schedule a visit. Doesn’t work for every player. Anyone find a fix for it? Or is it a glitch that we’ll have to wait on a fix for.Solved15KViews54likes56CommentsSim Engine Stats vs Real Life 2023 Stats
Hi everyone, by now most of you all know the sim engine is off and wonky results are abound. Not only are we seeing far too many upsets happen within dynasty to the point 2007 looks tame, we're also seeing the actual stats in the games be off, some by a little, others by quite a significant margin. I took the time to gather all the data from all 134 teams in my dynasty and put it together in excel. While I am only in week 11 and each team has only played 8 or 9 games, I still feel the sample is more than big enough to compare to real life stats. After all, I filtered out the 2 user teams along with the teams that those user teams faced so that the only teams left in the table were those that had 100% of their games played out in the sim engine and that left me with 501 games worth of data to look at. The results were interesting. Parts of them were surprising, others not so much. Right off the bat we can see the plays per game is very low compared to real life. At 11.4 less plays per game per team that means the average simulated game within dynasty is 23 plays less than that of a real life game from 2023. On top of that, we also see the average yards per play are just under 1 yard more per play in the game vs real life. That's because of 2 main things. 1) the yards per pass attempt are nearly 1.5 yards higher than real life. While pass attempts per game are very close to real life, the yards per attempt is 17% higher than it is in real life, not exactly a small number. 2) the rushing attempts per game is drastically lower in simmed games than real life at just 25.7 carries compared to 36.0. You can see in real life the average team had more rushing attempts per game than passing attempts, but the opposite is true in the simulated games. While I didn't compile stats like sacks, which count as rushing attempts, it's quite obvious the run/pass ratios are off by a bit in simmed games. When combining the fact teams are passing more and yards per attempt are higher than real life, it paints a clear picture as to why yards per play are so much higher. I was shocked to see the yards per carry was just about right on the money, but was not shocked to see the rush TD frequency was quite lower than real life. Nearly just two-thirds of that in real life, but we can tell that is likely due to the run/pass ratios and if the carries were higher the pass TD frequency would drop and the rush TD frequency would rise. I hope this data can potentially help EA get the stats to a much more authentic level. While this was only a look at the macro level stats for now, I may do a deeper dive at some point to see if I can figure out more about what is going on. I think this at least paints a clear picture that total plays in simmed games need to get an increase and run/pass ratios in simmed games need a bit of a tweak. If those two things were done, I think that alone would get sim stats closer to real life than where they are now. Things like yards per pass attempt would still need tweaking, but I am crossing my fingers the total play numbers and rush attempt numbers make up the bulk of the issues. One thing I do want to note, especially for anyone from EA that may come across this post, is that when looking through each team's stats, I was a bit surprised at the number of teams that fed RB1 the bulk of the carries. I'm talking around 90% or more of the carries. And there were far too many teams where only 3 player combined to have 100% of the rushing attempts for the team. I get teams all have varying levels of RB rotation they do in real life and that is likely hard to perfect with a sim engine, but the below is from my dynasty going on right now and seems very wrong. This is Cal's rushing game breakdown 181 rush attempts with Jaydn Ott accounting for 85 of them, Chandler Rogers, the QB, accounting for 90 of them, Kadarius Calloway, RB2, accounting for 5, and Kyion Grayes, a WR, having 1 carry. After 9 games only 4 players have any carries for the team and 97% of those carries came from RB1 and QB1. This was a very common theme when looking at CPU teams. The number of players receiving carries was low and the carry distributions were very off compared to the average team in real life. For comparison's sake, here's how Cal was in 2023. While Ott had 49% of the carries in real life and had a comparable 47% in my dynasty, you can see the carry distribution for a team in real life often stretches across many more players than just 2 taking up 96% of the carries. 8 different players had double digit carries and accounted for 97% of the carries. So, the sim engine has 2 players accounting for 96% of carries while a real life team had 8 players all over double digit carries on the season accounting for essentially the same percentage of carries. If we used the dynasty mode carry distribution and applied it to the number of carries Cal had in real life, it would mean Ott and the QB would have accounted for 480 of the 497 carries on the year. I point that out to show that if the sim engine can be adjusted to where the run/pass ratios are accurate and it leads to the right amount of plays, passes, and rushes in a game, the individual stats may still be a bigger mess if distribution values aren't adjusted as well. I haven't looked into the receiving stats yet, only the passing stats, so I don't know if similar issues persist with receivers and the distribution of catches. Thank you all for taking the time to read this. I hope this can help EA out in some way and they can work towards getting the sim engine much more authentic to real life college football. The gameplay on the field is absolutely stellar and I hate that issues like what we're seeing within dynasty right now are bringing the game down. If issues like this can get ironed out, this game will be something special. You can see the passion from the team in so many areas of the game and it's honestly a bit heartbreaking that the effort and passion in so many areas is being ignored momentarily due to engines like the simulated stats issues. That's why I really want to see this get fixed so we can see this game reach its potential because that potential is sky high.1.9KViews41likes20CommentsDynasty Sim Engine is unplayable
I want to love this game, but the sim engine is unplayable. The sim is just constant upsets, and 5 star schools going 5-7. Of course I want to see a few big upsets every now and then, but right now they're seeming to occur more often than the big team winning. I also want to add that the ranking system is broken. 11-2 conference champs shouldn't be behind in the rankings to a 9-4 team in their conference. Not to mention how many 3+ loss teams are ranked top 4 even when there are teams with much much better records. Is there a plan to patch any of this? Because this has me wanting to get a refund and simply go play NCAA 14. Edit: and I want to note I agree with a lot of others that the 1star schools don't need to be so close in rating to 5 star schools. Make Kennesaw a 55 overall if the elite schools are going to be low to mid 90s. There is a gap in real life, but not in this game.SolvedSeedoor367 months agoSeasoned Newcomer6.2KViews38likes116CommentsDynasty editing jersey numbers?? Please Address
So I finished my first year in dynasty and got my recruits. I know you can’t edit jersey numbers for NIL players which I do understand. But why can’t I edit my new recruits jersey numbers? I got a 60 OVR DE who probably won’t see the field who chose the #2. Is there any way to edit those? Please someone tell me if I’m doing something wrong7.7KViews22likes40CommentsInvalid Schedule
In an online dynasty, starting year 3. We did not customize conferences. Schedule changes have not been a problem so far. when I try to edit any games or click randomize schedule I get this error. “The schedule is invalid and will be reverted to the last save.” This occurs whether I edit any single game. I’ve tried randomizing then changing, changing from CPU -> CPU -> Open -> user and no luck.Solved8.6KViews18likes36CommentsWill Only Dynasty have Cross Play in College Football 25?
Why do all other online modes have cross play but not online dynasty? It's clearly not a technical issue. This has ruined the hype for me I'm sorry. I am already exclusively a PC gamer so that news burst the first bubble but with game pass I could sort of justify getting an xbox, but now being limited to xbox for the one mode I would actually love to play online is absolutely a deal breaker. All the friends I have that are hyped for this game would be on PS5 and there is no way in hell I'm locking myself to an eco system for a single game. This is a bigger deal than you guys realize for many potential customers.Solved9.5KViews17likes70CommentsIncrease Coach Skills Cap
I know others may have posted this, but the level 50 coach skills cap needs to be increased. 1. I understand the interest to cap skills to make it realistic, but a coach like Nick Saban would have a much higher cap than a random coach 2. There's a lack of communication within the game. By year 3 I had maxed out my coach and didn't realize I had to be more strategic with where I dropped my points. At the very least, we should be able to reallocate whenever we'd like 3.I have seen some of the worst coaches at level 50, with prestige ratings of F. At that point, there's no value in building a successful program, hitting coach goals, etc. 4. We get that some like the realism, so then coach XP caps should be a toggle we can adjust within the Dynasty at any time. Sometimes it's fun to be OP. Sometimes we just want to be THAT much better than any of the coaches in the game. If I win 5 straight National Championships, clearly my coaching is better, and my level and skills should reflect that In the end, I think a lot of players are looking for more customization because in the end, we want to play the game how we want to play. The game is great and bringing a ton of nostalgia back. We just want to be able to make it even better for individual experiences.3.4KViews14likes23CommentsUncap Coach Skills
This is just simply a complaint. I don't like the coaching skills being capped. At least in offline Dynasty. Or give us the option to uncap it. Also, give us the option to respec, at least once for free. Then afterward, we have to pay with coach points. But to be locked into things? Silly.AiredMania7 months agoNew Adventurer10KViews13likes22CommentsCustom Conference breaks conference schedules
I am in the year 2031 and for the first time I adjusted custom conferences and it completely broke my schedule. As a B1G team there is supposed to be 9 conference games per season but after moving teams to different conferences there is only 4 conference games on my schedule.6.6KViews12likes39CommentsPost 8/8 Update, New Recruits Not Appearing in Position Change Screen
The title pretty much says it all. This is at the end of the season, right at National Signing Day, post transfer portal. Anyone else having this issue? Playing on an Xbox Series S, local (not online). End of 2nd year of dynasty, first year was fine in this regard. Side note - still seeing the descriptions/influence levels of pitches mismatched to what I’m selecting during recruitment.1.8KViews11likes60CommentsCREATE PLAYER, EDIT PLAYER, CREATE RECRUITE, EDIT RECRUITE
After having this game for a couple of days now and having the nostalgia wear off....... I have questions EA. First couple of days all I did was play RTG and complete that game mode, played a few play now matches, messed around in Practice. Overall, the gameplay is smooth, animations seem pretty good, although the hurdle animation in its current form is very OP. Either way, the gameplay is awesome. That aside, please tell me why in the world can we not create a player !?!?!?!?!?!? You're telling me I can create a fictional character in RTG and play 4 seasons with him, but it's a no go for dynasty? C'mon guys, on top of that the player editing is absolutely horrible. You spend more time trying to find teams that have a few players that can even be edited than you spend time actually editing players and ratings. Why is that? NIL? If it is in fact NIL I still don't understand why or how that affects the people of play the game. It is a VIDEO GAME, it's not like we are actually altering these players true to life trajectory with our decisions in dynasty mode. Also, why in the world can we not create a recruit!?!?!?!? Seriously, maybe you can feed the NIL b.s to us for the generic roster, but to not be able to create a recruit to bring them into your dynasty? Why? This game has the potential to be an absolute powerhouse, yet some features that were standard back as far as 2006 are not available in college football 2025! The whole reason I bought this game was to put the time in on dynasty and build a team to my liking and my schemes. If I want to create a God Like QB, LET ME. Same goes for any position on the field. It is absolutely ridiculous that you cannot create players, edit players FULLLLLYYYYYY, create a recruit, edit recruits, all due to NIL stuff. After you sell us the game, it is no longer your problem with what WE choose to do with rosters. It's no different than tuning platforms for vehicles, whether it be HP tuners, EFI live, EZ Lynk, Subaru EDIT....... You create the game, give us the ability to make the experience our own, let us create a powerhouse school with all 99 players, or a .5 star school with 65 OVR players to build over a 4-year period. Point is, stop restricting what we can do. I really don't understand NIL, outside of y'all using players likeness in past games, now that the ones who are the NCAA25 have agreed to be in the game I really don't see the issue with editing players nor do I see the problem with creating a player. If guys are torn up about how they look in a video game on some streamers live content I'm sorry....... It's a game, we are not making real life decisions here that impact these players in any way.... Give us the ability to get creative and really make this game our own.530Views11likes4CommentsCollege football 25 bugs after patch
I have a few major problems with the offense vs defense gameplay. 1. There are rarely if any pass interference calls on the defense. I’ll have my wide receivers get hit when the ball is in the air before they can catch the ball or they gets held up by a defender when the ball leaves the QB’s hands. And even someone who is brand new to the game’s rules knows that is not legal in real life. So why is it in the game. It takes the realism out of the game and is frustrating to experience. 2. The catch rate for receivers is beyond laughable. Wide receivers have two maybe three jobs on the field. If they are not blocking the two major jobs are to run the routes and CATCH THE FOOTBALL. I’ll have receivers out run or beat out the CB’s or safeties giving them a window to catch the football. And even though the ball gets thrown perfectly so they can catch the ball. It’s automatically dropped or not even attempted to be caught when the defender hardly taps the player, catches up to them, or even tackles them after they catch the ball. For the number of drops or lack of securing the ball after the catch that I’ve experienced in the game is not realistic. Because I’ve seen decent college wide receivers in real life not drop or secure the ball nearly as much as top rated wide receivers in the game does. I don’t want every throw to be a success because that’s not realistic either. I know in real life there are some hits that players do drop the ball or the ball just bounces out of their hands. No one is perfect. However there is a middle ground that the game is failing to capitalize in this area. 3. the O-line is absolutely frustrating at the moment. I’ll have one of the top O-lines in the game act like they have skates on their feet when they play against a 1 or 2 star program teams who don’t have a really good D-line. I get that people mess up or lose their footing. But why is it that my O-line is getting beat by lower ranked D-line than a more top ranked D-line. Like I would understand if I were Bama going up against Georgia and my O-line gets beat by Georgia’s D-line. That makes sense to me. But being Bama and my O-line gets beat out by a team like Troy or UAB is not realistic. Make the ratings mater. And my final bug that I found was the scoreboard disappear after I check the routes again.6.7KViews9likes18CommentsI'll say what everyone is thinking, but it's too controversial to say.
There are too many white skill player recruits. And I say that being a white dude IRL. It's immersion-breaking and just plain stupid. Since when does any program recruit 3 Elusive white RBs with 90s in elusiveness? I just finished a great season, but after reviewing my incoming class I quit the game and don't plan on playing until they allow us to edit these players. I want to feel like I'm playing in a real universe. This screams fake.855Views9likes9CommentsCollege Football 25 - Post Update Issues
Freshmen are no longer available to change positions. It makes it difficult when you recruit several Athletes and are unable to put them in the positions you planned on using them for. When it comes time to encourage transfers, you can get stuck with several QBs that can’t be transferred whenever you were planning on using that player at CB, TE, HB, WR, Etc. during game, the score bar will disappear right before snap leaving you without a game or play clock does “Dream School” Ability do anything? You have a chance at an instant commit without it, and I haven’t noticed a considerable amount more with this ability. Are you not supposed to have any chance without it and about a 5% chance with it? If so it’s not working because you still can get them without spending the points on this ability. Then you spend the points and have about the same success rate as you did without the ability. Just looking for clarification on this one.SolvedMobes19906 months agoSeasoned Traveler8.6KViews8likes29CommentsETA for Dynasty Patch
I'm wondering if the player base can get any type of ETA or expected timeframe for a patch around Dynasty mode. There's been plenty of threads on here about all the bugs plaguing dynasty, which makes it impossible for me and many others to seriously get invested into the mode. This is really unfortunate, I know plenty of people like myself were solely planning on playing offline modes such as Dynasty and RTG but our experiences have been severely worsened by game-breaking bugs such as not being able to schedule visits despite meeting requirements. Many players in this situation are simply choosing to not play the game because of this, I've also seen some people requesting refunds simply because these fixes seem to be taking way longer than anyone expected them to. I don't want to see this community suffer any longer after waiting passionately for a decade to get this experience. The Launch weekend notes did acknowledge that these issues were in the game. I appreciate the clear communication EA, but that post was made two weeks ago with no update or mention since. I know absolutely nothing about how long these take to fix, so I understand if they take a while. But it's frustrating that the bugs around Dynasty were acknowledged yet there's been no communication since. Like I said I appreciate the open communication, but that has ceased to exist as of late. CFBDirect tweets like twice a week and that's it, and the account seems to ignore replies.779Views8likes12CommentsWell, you broke custom scheduling even more. Good job EA.
They broke custom scheduling even more. After testing things about 30 times since release, I finally found some ways to have extensive (meaning almost every conference has some type of change) customized conferences with teambuilder teams and still be able to adjust schedules. Worked for multiple dynasties and multiple seasons in. After this update I finished my 4th season in my current one, and was going to start my 5th season with all my first recruited and developed players as seniors. Didn't touch conferences. The schedule still has the correct amount of conference games, it's always the same teams in the same order, but whatever. But now, any change I make to non conference screws it. It's a different error than the original "doesn't meet requirements" bs that crashes the game (I can still make that show up if I mess with conference rules), now, it lets me try to save, then says schedule invalid and it will be reverted back to last saved schedule. If I purposely remove a game to make it give me the option to auto fix, it immediately says auto fixed failed, and I have to reset to original. So somehow, without doing anything to fix the original schedule issues, they've now broken the very limited ways around it. Good job you incompetent idiots.2.3KViews8likes12Comments