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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.14KViews69likes353Commentscomprehensive 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.8.3KViews65likes138CommentsCan't edit ratings in dynasty even with Player Edit Permission enabled
Product: EA SPORTS™ College Football 25 Platform:Xbox Series X Please specify your platform model. Microsoft Xbox Series X What is your gamertag/PSN ID? SidSeal Date/time issue occurred July 15 6 pm eastern and all through the night What type of issue do you have? Gameplay Which mode has this happened in? Dynasty Summarize your bug I have enabled player edit permission in dynasty setup options so that I can edit player ratings in my dynasty as the description for this states. I am unable to edit any player ratings in dynasty though. I expected no editing of real players, but I am also unable to edit the ratings of fill in fake players as well as randomly generated recruits that come to my team. How often does the bug occur? Every time (100%) Steps: How can we find the bug ourselves? Start a dynasty, set Player Edit Permission to Any Player or Commissioner only, and then try to edit a player ratings in the dynasty. What happens when the bug occurs? If I got to a player card and scroll to the ratings tab I cannot change them. If I scroll all the way to the right to the more tab and click on Edit Player, the only things that come up are Player Info, Appearance, and Gear. What do you expect to see? I expect to be able to edit the ratings of randomly generated recruits once they are on a college team. Either on the ratings tab of the player card I should be able to change the ratings there, or after I scroll the the More tab and click Edit Player, there should be a ratings section that comes up on that screen that allows me to edit ratings. I have tried this with 2 different dynasties, both online and offline and also using the "Any player" and "Commissioner only" settings. Nothing works and I can't get it to let me edit player ratings like the player edit option says I can enable. The first screenshot shows the edit permissions option in dynasty setup that can also be found in league settings after starting a dynasty. The other two screenshots show the lack of ability to edit ratings of a newly generated recruit that is now a freshman on my team.Solved22KViews65likes306CommentsDynasty 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.Solved15KViews54likes56CommentsCollege Football 25 - Launch Weekend Notes + Updates
Hey College Football fans, What a weekend! Coming off of the worldwide launch weekend of EA SPORTS™ College Football 25, we wanted to say THANK YOU! It has been a very surreal feeling for us to see the reception to our passion project. We have been taking notes over the weekend as we watched all the content and read all the feedback we possibly could on what all of you are saying, doing, and sharing with College Football 25. Last week, we shared a behind the scenes story about the tech that was built to bring College Football 25 to life, check out the College Football 25 Launch Week Kickoff Campus Huddle to learn more. This week, we’re here to let you know that our team is hard at work preparing updates and content for post launch to ensure delivery of the most authentic college football experience ever. For full details of future Title Updates, be sure to check out our Campus Huddle - your home for news on College Football 25! Before we share some known issues the team is tracking below for future updates, we wanted to talk about Rosters and Likenesses. As mentioned in the Campus Huddle above, there are some slight inaccuracies with rosters and likenesses that our team is looking to update as soon as possible as we work through summer roster movement that is natural to college football. For our very passionate Dynasty fans, you can hop in and play this week or wait for a roster update around college football kickoff for the most up to date experience. Also, one more question we want to answer: Yes, ratings updates for rosters WILL happen as we move through the college football season, so stay tuned! Our team is consistently tracking top issues and listening to player feedback. Below are some of the top known issues the team is working toward. AUDIO Incorrect commentary when playing as the first game of the season in Dynasty at Utah Florida State’s War Chant and Tennessee's “Rocky Top” are not audible when playing only on Xbox Series S LOGOS The following teams/conferences have incorrect logos: Stanford, UMass, Western Michigan, Jacksonville State, FIU, New Mexico, SEC, Conference USA, and the Sun Belt UTEP and Wyoming display incorrect athletic branding on their equipment in Dynasty Visual issue with conference patches when changing a small subset of teams Conference in Dynasty DYNASTY Before we talk about some things we are tracking in Dynasty, we wanted to provide some things to consider and clarity on the design intentions. There are many factors at play in Dynasty that can create ripple effects: Injuries, players going pro early, transfers, strong or weak recruiting classes, upsets, and more! The beauty of the mode is that two different users can begin playing Dynasty as the same school, but over multiple years, their College Football 25 worlds can develop notable differences. Dynasty is intentionally designed in a way where the backend systems will create organic and dynamic situations that lead to branching stories. We didn't want to have a rigid system that leads to all users experiencing the same situations and stories 5, 10, or 15 years in - the world of college football is dynamic and so is Dynasty in College Football 25. As for player feedback, we do see the feedback about the Super Sim Logic. We have been looking into tuning Super Sim Logic, including FCS schools potentially creating more upsets than intended. As for wider Super Sim Logic tuning, we will continue to monitor player feedback and the telemetry data from all users’ Dynasties as we gather more data. Our team has been thrilled to see so many fans share the stories they're experiencing, so keep it coming! Super Sim Logic Tuning: The team is looking into tuning of the Super Sim Logic, including FCS schools upsetting too many Power 5 schools Note: As we continue internal testing on the tuning of Super Sim Logic, Top 25 Polls & the College Football Playoff seedings will also see an improvement. Issue when adding additional teams to the PAC-12 conference when using custom conferences does not generate a new conference schedule as intended. Workaround: After adding teams to the PAC-12, open the Conference Rules and set Divisions to ON. Users will see they can now set the number of conference games by toggling back and forth. Users can then disable divisions and edit other settings as desired. Issue with modified conference rules not saving Workaround: Users can re-enter the Conference Rules screen to ensure their settings were saved and are valid. If they did not save, then the rules are not valid with their current setup. Occasionally, when a recruit reaches their Top 5 stage, it will not display the recruit is “Ready for a Visit” despite meeting the requirements. Recruiting Tuning: The team has planned additional tuning to recruiting logic. Small chance of a freeze when simulating individual plays quickly after exiting “Super Sim” Workaround: Wait a couple seconds in between simulating the individual plays before exiting Super Sim. Issue with the Practice Tile not initially appearing in the “Team” tab Workaround: Exit the mode and then re-enter. Current maximum cap of 20 created coaches instead of the intended 32 created coaches Note: The team is targeting Tuesday for an issue fix that limits Dynasty’s to 20 created coaches. A current work around is using existing coaches in the remaining spots to reach 32. Issue with some player's jersey numbers and/or OVRs changing when editing certain players gear. Online Dynasty: A high priority for the team right now is the issue of some players being unable to load into a previously established online dynasty. Updates on this issue will be threaded on THIS post from @CFBDirect as we get them. TEAM BUILDER When using a Team Builder team in Play Now, cleats are defaulted to Adidas regardless of selected brand apparel. Note: This does not impact Team Builder teams used in Dynasty Second custom image layer not appearing on the field Workaround: Add a second layer, then select a generic image, and then re-select your custom image. As mentioned above, this is just some of the top issues the team is tracking toward for a future update. A majority listed above will require an update to your console, or as we call them Title Updates - and we will be back with a full Campus Huddle for our next Title Update! Also, be sure to follow the channels below to stay in the know: @EASPORTSCOLLEGE | @EASPORTS_CUT | @CFBDirect - The College Football 25 Team130KViews50likes0CommentsRoad to Glory Skill Points not Received
In Road to Glory, you are supposed to get skill points as you progress through coach trust/XP. However, I (and others online) are not actually receiving these skill points. It will say that you've gotten a skill point, but not actually give you it. Other than the few skill points obtainable through spending energy on training, your skill points will stay at 0 your entire career, and your stats will never increase. This makes it near impossible to play Road to Glory enjoyably.Solved21KViews48likes411CommentsGerod Holliman “force an incomplete pass”
Product: EA SPORTS™ College Football 25 Platform:PlayStation 5 Please specify your platform model. Sony PlayStation 5 What is your gamertag/PSN ID? Ranger626_ Date/time issue occurred August 11th, 2024 around 10 am What type of issue do you have? Gameplay Which mode has this happened in? College Football Ultimate Team Summarize your bug For two of the new legend challenges, the e have to force an incomplete pass. I recieved the 1/1 in game and completed it but once I go to claim my stars, it is only giving me 4 stars instead of 5. Yes I was completing the other bonus, but I have no idea why it won’t give me the fifth star for both of these. How often does the bug occur? Every time (100%) Steps: How can we find the bug ourselves? Challenges Legends Gerod Holliman “Red Shirt Reads” and “Surprise Surprise” What happens when the bug occurs? When the bug occurs, it is only giving me 4 stars instead of 5. What do you expect to see? I expect to see a 5th star. I do not have any screenshots of this, but I can take a picture of my challenges screen to show its at 4 of 5 stars.Solved10KViews45likes242CommentsTeambuilder logos "failed validation"-- WHY?
I've seen a few people have this issue but haven't been able to find a fix.. Every logo I try to upload gives me a "image failed validation" error message and it's literally a logo that I've used and uploaded prior. I can't create any new TeamBuilder teams because of this error message since no matter what I try, every image fails the validation. My logos are definitely not containing profanity at all or explicit in any way either, so that's not why. The size of the images isn't the issue either. I just can't upload any images anymore. HELP.Solved11KViews42likes143CommentsSim 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.1.9KViews41likes20CommentsCollege Football 25 - Game crashes to Xbox dashboard
Product: EA SPORTS™ College Football 25 Platform:Xbox Series X Please specify your platform model. Microsoft Xbox Series X What is your gamertag/PSN ID? Nightw0lf 84 Date/time issue occurred 15 July What type of issue do you have? Crash/Freeze Which mode has this happened in? Dynasty Summarize your bug Game crashes to Xbox dashboard in EVERY single game mode, not just dynasty. I’ve been unable to even play a single down. I can access the menu screen and that is it. How often does the bug occur? Every time (100%) Steps: How can we find the bug ourselves? I don’t know. But there are plenty others reporting the same issue. What happens when the bug occurs? Game crashes and returns to Xbox dashboard What do you expect to see? A playable game. I paid $100 for this! As a paying customer this is beyond frustrating. I expect server issues but the fact that I cannot even play a game offline after paying EA $100 for this is ridiculous. Please fix your game or provide me a refund!Solved13KViews40likes1365CommentsDynasty 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.Solved6.2KViews38likes116CommentsAnyone 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.2.4KViews32likes75CommentsDynasty - Earned Coach Points Not Credited
Product: EA SPORTS™ College Football 25 Platform:PlayStation 5 Please specify your platform model. Sony PlayStation 5 Digital Edition What is your gamertag/PSN ID? chewski74 Date/time issue occurred 7/16/2024 What type of issue do you have? Gameplay Which mode has this happened in? Dynasty Summarize your bug Earned 10 coach points for reaching a new coach level but the 10 coach points were not credited to coach points (balance remained at zero). How often does the bug occur? Occasionally (10% - 49%) Steps: How can we find the bug ourselves? Earn a new coach level and monitor. What happens when the bug occurs? Coaching points balance remains at previous amount. What do you expect to see? The coaching points to increase by 10 points. N/A7.6KViews29likes65CommentsCollege Football NCAA25 is Broken
I have been playing EA College Football NCAA25 relentlessly over the last 2-3 weeks. As much as I'm happy college football is back in the video game space, it is sad to see that as you play more of the game, it just feels like an enhanced Madden reskin. Here are the noticeable issues and things that need to be fixed in updates ASAP, otherwise EA will continue to keep their reputation as a company that can care less about the customer base....see below: - AI logic blocking, both pass protection and up field - LB's and DB's not reacting to QBs scrambling until they are 5+ yards past the LOS - CPU pass coverage prevents medium to long passes, if you try they are intercepted or nearly intercepted 95% of the time - Play Action is impossible. Always leads to a CPU sack - AI logic on pass catching and DEF zone coverage. Too many times the defenders don't flow toward traffic - DEF man coverage just leads to streak 75 yard TDs for fast receivers - Defenders take terrible routes to ball carries as they blow by them to he never seen again - Heavily animation based and not physics based (as claimed). I see the same animations on tackling and from my WRs. I can tell when the ball is going to be dropped based on the same animation they use to catch a ball 10,000 times by now. - Commentating is getting repetitive quick and contradicts things they say only seconds away from one another - Dynasty simulation logic is trash. Way too many huge upsets - Low tier Conference winners getting top 4 spots in CFP bracket with ease - Glitch where I need to constantly reset my kicking to "Tap and Tap" - I don't get frequent points to upgrade my staff or coach abilities - No where to decide how to develop talents in my players, it's all just decided by CPU This list can continue. Did you all even have the developers talk with players, coaches, or have people test this game for thousands of hours before releare? Probably not, only care about the money. Please send out updates and fix all of these things. Thanks!19KViews28likes76CommentsCollege football 25-Super sim Freeze
Product: EA SPORTS™ College Football 25 Platform:Xbox Series X Please specify your platform model. Microsoft Xbox Series X What is your gamertag/PSN ID? ProdigyOfGerth Date/time issue occurred 7/15/24 7:00 What type of issue do you have? Crash/Freeze Which mode has this happened in? Dynasty Summarize your bug When going into super sim and progressing to the next play and then attempting to back out, I’m getting stuck in the sim screen and cannot back out or sim more. No button inputs cause anything to happen. Closing the game is the only fix and then restart the game and not sim anything How often does the bug occur? Often (50% - 99%) Steps: How can we find the bug ourselves? Super sim a play and back out. What happens when the bug occurs? The screen is stuck on the overview of the field with the ticket at the bottom of the screen What do you expect to see? Return to gameplay Cannot submit photo. Maximum file size too smallSolved33KViews27likes155Comments
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