Recent Discussions
Respectfully Devs...Online H2H players need to be acknowledged
Have you SEEN the list of complaints about Road to CFP mode? It's not even the longest list, but the complaint are pretty consistent. And yet, not one of you have checked in to say "we hear you". Even after the last patch where every mode was addressed EXCEPT for Road to CFP. I'm trying not to go too hard here but this is why the community comes up with these crazy theories. You don't fill that void with any substantive responses and/or replies. 5 min scroll through that section. That's all I ask.Seasoned_Vet173 hours agoRising Veteran20Views2likes3Comments5 Wr All game long 😐
Please tone down the ability for players to stay in 5wr all game long. If nickel double mug is the cheese of defense then 5 Wr is the cheese of offense. Why is it that R1 is guaranteed to sprint past his man every time? When you defend that then you have the RB on the zig across the middle and lastly you have the TE running the deep drag across the middle. Pair that up with LSU every game thats impossible to stop. Between this and double mug the game currently is subpar.botravis3 hours agoRising Adventurer1View0likes0CommentsInjury stop clock?
OK, I get it. Injuries stop the clock. But once the ball is placed again, the clock should start to run again. I’m tired of having the team I’m playing against have seven injuriess in the last 3 minutes, but I’m trying to run the ball out and yet they have a time out because it doesn’t start when they get hurt it doesn’t start I have snapped the ball. So they have more than 3 timeouts cause they get dinged up. Absolute BS9Views0likes1CommentThings needed to updated on CFB 26.
Ability to change non nil position players in the games name and number. Also allow us to change them in dynasty Trophy rooms of dynasty we didn’t save still in the trophy room screen. More Equipment !!!!! Add color to the end zones of teams in conference title game. I played with Alabama vs Oklahoma in The SEC Championship Game all white letters no trim. Coaches absolutely need more faces. Some of us players need more choices. Maybe a coach with glasses and a close cut haircut and more visor choices. And all the cold gear you can barely see the logo if they are white. Headsets on the coaches during the games. Offensive line blocking on running plays. Defensive backs getting beat off of man press coverage. Add more fight songs to the main menu please. The iron bowl has a trophy it’s called the ODK Sportsmanship Trophy I will add a picture for you. Please fix this game for us so we can enjoy the game. Enjoyed playing so far but need more fun and fixes and optionsStrickland912 hours agoSeasoned Newcomer13Views1like0CommentsOffseason Recruiting Rant
I accepted a job offer to go to Michigan, and when i get there, the entire QB room leaves except one player. But when i go to the transfer portal and recruiting for the offseason, every QB locked me out except 2, one that’s a deal breaker and another that’s a bust. Just frustrating because there’s nothing I can do about it.trevdyha9912 hours agoRising Newcomer15Views0likes0CommentsPass Blocking
Pass blocking defenders of a top 25 team forget about it. I literally just witnessed my LG and LT do 360s and ended up looking at each other the LB and DE came in untouched and I was sacked. It was a basic pass rush I mean what happened to basic pass blocking principles? Just block down meaning pick up the inside defender. I would rather a defender beat a blocker with a move than for my blocker to look at him as if they're on the same team. Come on EA y'all have the keys to football games now don't disappoint you got this. I'm rooting for you guys.Bsmoove8413 hours agoRising Novice16Views0likes0CommentsReceiver and defensive collision
Where is the receiver and defensive collision when going for the ball at the same time. They should run into each other therefore resulting in a incomplete pass, completion or interception there should be collision on the ground and mid air.Bsmoove8413 hours agoRising Novice4Views1like0CommentsCPU RB Ballcarrier Logic Issues
Hello all, I have noticed that the CPU RB's are having some issues with their pathfinding leading to them not being efficient runners. For reference, I am on Heisman sliders with the CPU Run Blocking knocked all the way up to 97 to try and aid their efforts, but it's not enough. Take a simple inside zone play. The RB can aim for the A and B gaps. What is happening right now, even when facing a highly rated back like Love and his elite OL at Notre Dame, is that the blocking will be quality and Love simply needs to hit either gap full speed for a likely gain of 4-6 yards, which you'll easily take on an early down. What ends up happening is typically 1 of 2 things. Love will immediately take the handoff and try to inexplicably bounce it outside, usually unsuccessfully, often running into either the back of the tackle or just straight into whoever has set the edge leading to a stuffed run. Or, he will take the handoff and make multiple hard cuts in a short period time which causes him to essentially gain 0 ground while allowing time for the defense to swarm him for another stuffed run. I can only guess as to what is happening behind the scenes since I'm not personally looking at the logic. The first issue I think that is at play here is that the ballcarrier radius checks for threats is potentially too large. That could be what is causing the CPU RBs to "freakout" so much on runs between the tackles and is having them either dance behind the line too much or bounce it outside. Take the inside zone run example from above. While we, the users, can tell that the play is blocked well and the RB can hit the hole for a nice chunk of yards, I think the distance checks are causing the RB to interpret the 2nd level defenders near the gap as larger threats than they are. They're unblocked and they are within the radius of the check, so the logic tells them to avoid those players. The only option they have to avoid those players is bouncing it outside. This is also why the CPU seems to run better on perimeter runs by default. When blocked to the same quality as the inside zone example above, the CPU has a lot less issues navigating the field because they're already aiming outside, the blocks are meant for them to get outside, so any logic issues telling them to go outside only reinforce what they are already doing by design. I don't know if the designed gap(s) on the play hold weight in the ballcarrier's pathfinding logic, but if so, I think that weight needs to be increased so that RBs are more willing to hit the designed holes more often to take the 3-5 yard gains that most offenses would gladly take. On top of that, I don't know if the radius checks that cause them to bounce outside also do the math to see if the RB would even beat the player to the edge or not. If not, that's something that would likely be beneficial. However, that's also not likely something that would make it into a patch. If there is that additional logic in place, then the higher rated backs, at least in terms of awareness and ballcarrier vision, need to rely on that math more often so that they are more intelligent in when they do and do not bounce the runs outside so that it happens in more proper situations. A RB like love is seasoned and knows not to bounce every run outside. When he does, he typically picks the right time to do it and wins the foot race. That needs to be represented in game. One other issue that I have spotted consistently as well is that when RBs are making the right decisions and are trying to cut upfield or back into the cutback lane, they are often doing it a step or two late. On a stretch play, if they are reading the T's leverage and decide to cut up his backside like they are supposed to, they're doing it a step late causing them to physically collide with the tackle causing them to slowdown if not outright fall down or get wrapped up by the engaged defender. It's almost as if the ballcarrier logic and locomotion system aren't completely in sync and when the decision to cut is made, it's mid step cycle causing this delay, which seems to be happening at a high frequency. I think if the ballcarrier logic could be cleaned up and improved on, the CPU's offense would become a lot more efficient and authentically challenging to play against. Right now, even when trying to max out the CPU's run game sliders on Heisman you can slow a team down like ND without much hassle simply due to the RB pathfinding issues. Their OL will open the holes you expect given their ratings, it's the RB play that is the issue. I hope this feedback is helpful and does make it to the team. I do enjoy CFB26 and think the game has improved significantly over 25 in many areas. I even think the CPU's run game has improved over 25, so I don't want this post to come off too negatively. I'm coming from an angle where I enjoy the game and would like to see certain areas improve and this is an area that sticks out to me and I feel I have a decent read on what the issues are.SnickerLicker2113 hours agoRising Adventurer194Views15likes9CommentsCUT 26 leaderboards
There is absolutely no reason my cut record is unavailable in the leaderboards I know it seems small but its nice to see how you’re doing all time. Another question is why is it only available to those ranked top 100? That’s insanelilmtownsend13 hours agoSeasoned Newcomer85Views2likes9CommentsBlurry Gameplay again on PS5
Has anyone ever figured out why gameplay is so blurry? The cut scenes and the replays look clean but when I play the game it’s so blurry it’s not fun to play. Yes, I have turned off motion blur and no improvements. Is this a in EA issue or am I doing something wrong? Any advice would be appreciated. Thank you.lglttm686vpi18 hours agoRising Newcomer33Views1like1CommentMass Subs
Is anyone else having an issue with mass subs of backups? When I’m up big, I’ll go to put in my backups. The menu already says mass backup subs are in but they are not. I need to click it to starters and then click again to get the back ups in.Sgoforth519 hours agoSeasoned Ace14Views0likes0CommentsFormation Set Name Unification
While I know different coaches may give name the same set differently, I'd be over the moon if EA found a way to unify the name of sets that look the same or are flipped. For example, I think of base sets they call "tight slot(s)", "wing flex", and "wing(back) slot" upon hearing "wing slot", not sets with the receiver outside the tackle split—unless the wingback is weak side with Y next to the tackle. In fact, Delaware's Wing T had the HB/Y on one side with the wingback and a split X on the other.8Views0likes0CommentsExcessive Injury Timeouts
Last night, I sat back and watched the CPU literally rob a game from me in broad daylight. I'm playing dynasty on heisman mode under your standard settings, and I had a 20 point lead going into the fourth quarter. During crunch time trying to burn clock, the CPU stops the clock on every single play for 9-10 plays straight for an "injury timeout" while preserving all 3 of its timeouts and a 2 minute warning still factored into the quarter. After a fumble, interception, and a one play strike, I lose this game 42-41. This would not have been the outcome if I was able to drain the clock like a normal realistic football game would have gone. Are there any sliders I can use to remove this nuisance from the gaming experience? I enjoy the game but the frequency of these injury timeouts are not realistic and just flat out annoying tbh.Msufan14393520 hours agoSeasoned Newcomer25Views1like1CommentMy CB/FS/SS play style grade went from an A+ to an F in one game
I switched from a 6 minute clock to an accelerated 15 minute clock because I felt like that was a better gaming experience but after I finished one game the play style grades went from an A+ to an F. I even had 2 INTs and won the game so I'm curious as to why my secondary's play style grades completely tanked despite playing well. It's caused me to be completely locked out of a couple of recruits and I have no clue how to fix it. Do I have to go back to the 6 minute non accelerated clock or is there something else that can help fix the issue?PrevinNaidu77723 hours agoRising Newcomer41Views0likes1CommentPlaying style dealbreaker
So I have a RB on my team with a dealbreaker of playing style saying I have F when he is not only the most used player on my offense he is leading the heisman race. You need to take a look at what constitutes a playing style dealbreaker when he is being used as both a runner and receiver every game.Jhanslip23 hours agoRising Traveler3.4KViews9likes12CommentsGimmick Glitch GAMEPLAY NEEDS to Stop!!!
I played around 100 games on Road to CFP against other players and here are the takeaways PLEASE KEEP IN MIND THESE ARE NOT ONE OFFS, THESE BELOW ITEMS OCCUR ON REPEAT AND THEY NEED TO BE ADJUSTED Graphics are good, oline blocking is subpar, situational gameplay is average and very very inconsistent. The below are the most egregious ones that are apparent and these are taking the fun away from playing the game ***When WR's go into motion the defensive backs run into each other, over and over again? This is when I'm running a defense that it's current rating is 94!! *** Why QB's can still run back 30-40 yards behind the line of scrimmage and throw accurate passes? *** Why is it that mobile QB's can run outside of the pocket and 90% of the time the WR's that are going across the middle is open? When playing Road to CFP maybe the default skill level needs to be Hesiman to help with these Ai malfunctions The game should have a level of adjustment added to it that would stop these thingsduogene2 days agoRising Novice33Views2likes0CommentsQB scrambling needs to be fixed
I’ve played in 100+ games online and I’ve encountered every QB able to run backward at least 30+ in the backfield and complete a pass 40 yards down field. Next update should include a penalty for deep backfield throws especially on the run. It ridiculous and frustrating.36Views2likes4CommentsEA - Can you break the game more?
Do you need people to test the game for FREE and enter bugs for you? The latest patch... I know you changed how player get sucked into tackle animations and collision logic. For blocking, can you please provide a setting for offline PvE players to not get run through on 60% of pass protections? Here I'll give you a software design tip: At the snap, blocker calculates who to block (the current method may be ok, but please follow the vectors shown in the pre-snap art EVERY TIME) Spawn a thread the fires every 100msec let's say for each blocker RECALCULATE who to block and adjust on the fly every time the thread is run REMOVE all decisions to block defensive players further away from the ball than currently unblocked targets (this is vector math problem, please look it up online) REMOVE RB moving up in the pocket and being completely out of position to help block (instead keep them consistently on the side of the protection they are set when the ball is snapped YOU KNOW LIKE REAL FOOTBALL!) Give the players a slider to impact when a block engages (even if completely lost) that it actually slows the defensive player in any way. Do you test this stuff at all? I just can't believe no one in your test group has bugged this as a major issue. Maybe you want it this way for online play as a way to stack the dice against a player here and there. I don't want this in my game EVER, let me turn it OFF.Watts-EA2 days agoSeasoned Novice40Views1like0Comments