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Dynasty Sim
My biggest gripe about this game is no matter how good my team is they never win their games by a good margin. I’m 10 years deep in a UAB rebuild and my team which is a 88 ovr is still losing most games to 64-70 ovr teams. I shouldn’t have to play every second of a game for my team to have a winning record and it gets ridiculous. Im also using “meta” playbooks and my offense still can’t score the ball, Ea needs to fix these sim issues14Views0likes0CommentsUnable to play H2H online dynasty
Been playing in our same dynasty, as well as others for well over a year now. Now all of a sudden we are unable to connect to Head to Head games due to someone not having the correct game version, despite everyone having the most updated version. We’ve tried every method of troubleshooting and cannot find a solution. EA has been absolutely terrible about helping resolve an issue, I can’t even connect with a human to try and explain it. The bot the chat goes in circles until dumping you back at the start. Please somebody do their job and check these forums to resolve issues.17Views0likes0CommentsGear 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.25Views1like0CommentsRoad to Glory statistics are mathematically impossible and may affect awards
I am reporting a clear stat-tracking problem in College Football 25 Road to Glory on PlayStation 5. I am playing as a 99 overall LSU quarterback named Loki Ragnarok. My season statistics show 206 completions on 250 attempts, 10,312 passing yards, 127 passing touchdowns, and 5 interceptions. LSU backup quarterback E. Holstein recorded 15 completions on 18 attempts, 132 passing yards, and 1 passing touchdown. Therefore, LSU quarterbacks recorded exactly 221 completions and 128 passing touchdowns. The receiving statistics also show exactly 221 total receptions, meaning every completed pass is accounted for. However, the receivers are credited with the following touchdown totals: 82 + 52 + 11 + 5 + 5 + 5 + 2 + 1 = 163 receiving touchdowns. That is 35 more receiving touchdowns than LSU's quarterbacks threw. The two leading receivers alone have 134 receiving touchdowns, which is already 6 more than the entire quarterback room's total of 128. These numbers are mathematically impossible. A receiving touchdown from a completed forward pass must correspond with a passing touchdown credited to a passer. Because the team's 221 receptions exactly match its 221 quarterback completions, there are no additional completed passes from another player that could explain the discrepancy. This may also be affecting individual awards. Wide receiver Kylan Billiot was credited with 82 receiving touchdowns and won the Heisman Trophy. My quarterback recorded 10,312 passing yards, 127 touchdowns, an 82 percent completion rate, and only 5 interceptions, but did not win it. If the award calculation used Billiot's incorrectly inflated receiving touchdown total, then this stat-tracking problem directly affected the award result. My quarterback was automatically removed during numerous blowouts at halftime or during the third quarter. The remainder of those games was then simulated. Please investigate whether automatic substitutions or simulation are duplicating receiving touchdowns or failing to credit the quarterback. This is not a subjective complaint about difficulty or award preferences. The statistics displayed by the game directly contradict one another. Please investigate the receiving touchdown tracking, automatic substitution and simulation statistics, and whether corrupted statistics influence Heisman voting. Please also determine whether the same underlying issue exists in later College Football releases. Players should be able to trust that the statistics and awards displayed by the game are based on internally consistent data.16Views0likes0CommentsUnable to play H2H dynasty game
My GT is OsoDeChocolate. I’m trying to play an H2H game in my online dynasty. This is on the X box series X. We are both getting notifications about one player not having the latest updated version of the game. Naturally we have checked and there is no update to be downloaded we have both reset the game, console, and modem. We have also uninstalled and reinstalled the game. We are in year 29 and have been playing since the first week the game came out. This is the first time anyone in the league has received this error message.87Views1like2Comments"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.26Views0likes0CommentsEA server disconnects when loading up Online Dynasty
Ever since the newest update, nobody in our dynasty can load up our dynasty without getting immediately disconnected from EA servers. Can’t play games, recruit, or even advance the week. My gamertag is CGarde11. Is this a glitch or bug? Common issue for other players? The strange part is that I have a different online dynasty that I have no problem loading into. Have played and advanced multiple weeks in that one.346Views1like1Comment"Can't connect to the server" error when opening game
I repeatedly get an error that states "Can't connect to the server. There might have been a problem connecting to the network or to our online services." The error code is WV-109144-9. My PS5 is connected to the internet and all other games work, so I don't think that is the issue.26Views0likes0CommentsSimulation is broken
I was using Ohio State in road to glory and I was undefeated having a great season and I was trying to simulate to the Penn State game because it was just a bunch of easy games, cupcake games and I simulating against Wisconsin and it said I lost 31 to 13 give me an explanation of how that would ever happen in a real life scenario24Views0likes1Comment- 18Views0likes0Comments
Game not responding
I am playing "Road to Glory" in CFB 27, every time I complete a season game and the game returns to the home screen, it it's stuck on a blank screen with music, no content. The only way I can get the game to work is by returning my system every time I play 1 single game. Also, I have paid "P" points in my account that I can not longer use for some reason... EA sports, never informed me of any changes nor did EA sports reimburse me for the credits lost. This game is a waste of money, because i can't even play it correctly with the bugs!19Views0likes0CommentsTeam Builder Status for College Football 26?
Hey All, Lapsed EA CFB player here; can anyone tell me if it's still possible to create teams for CFB 26 now that the team builder site is live? I've got some teams already created, but can't seem to upload them to the old game. They've been submitted for sure, but don't see them in the download center, and have searched by EA ID and team name, and can't locate what I've created, so they must be available for CFB27 only? TBH, part of my reasoning for coming back to the franchise was the return of Team Builder, but not would rather get some extra miles out of the current version before being forced to upgrade. Any help/suggestions (even if I'm SOL) would be appreciated, thanks!150Views0likes1CommentDynasty 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!54Views0likes0Comments- 38Views0likes0Comments
About College Football 25
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