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Buggy disaster
Online dynasty. Every other game raining. Every other game crashes Xbox series s. Cpu qb completion % always above 80. Cpu cant run at all. Rosters are horrible. Every black freshman has a combover. Insane amount of white corners still. Cant snap the ball. Corners never get picks. What a joke of a game that I was super hyped for.maycumber2 hours agoNewcomer5Views0likes0CommentsRoster Issues
Bringing this up again with added info as I feel it's not getting discussed enough (Understandably so with the amount of bugs making the game unplayable to some). But the roster is a mess. I understand that some players may have not opted in and I'm guessing freshman who are fall enrollees may not be able to sign Nil until they officially enroll, but the amount of even early enrollee freshman missing and transfers, especially small school transfers that moved up a level (like Sincere Brown and Teon Parks in Colorado) is bad. This issue is compounded by the fact that editing the fake/non NIL players is still broken. In the main menu roster management, you can't edit numbers and when you edit the name, no matter what you do, as soon as you leave the screen, the name reverts back to the fake name. If you attempt to edit while in Offline dynasty mode, the change positions is locked until after the season which blocks from properly fixing positions ahead of your first season. We really either need a quicker roster update or a fix to editing current rosters for fake and non nil players. And a future suggestion, we should be able to edit more on fake players. At least name, number, position, height, weight, and skin color. If the potential issue is risk of people creating players who opted out and using online, there's a easy fix. Allow only base roster, unedited for Online Dynasty and online modes. Offline Dynasty we should be able to use a more edited roster and be able to tweak fake players.8Views0likes0CommentsPlease fix quitting before the game start to give them a Loss!!!
Players are abusing this, they did it in 25 and now it’s still happening in 26. They see a team they don’t want to play and the do some glitch or close the game application soon as you see the records of yourself and your opponent. I got the same player four times and he did it every time and I was still on game 3 no win for him quitting before the game started.4Views0likes0CommentsPasser timing like 2k shooter timing
Has EA ever thought about giving players the opportunity to choose the timing at which they throw different trajectory passes? for example if if I like to hold the button down for a bullet pass, but I’ve learned that there’s a certain timing that I like the bullet pass at. There’s a certain timing I like a touch pass or a layered ball over the middle of the defense. Or there’s a certain timing or amount of time I wanna hold the button when I want to throw a lab pass. It would be cool if EA gave users the opportunity to choose that timing so that they could have a better opportunity to complete passes. Now I understand that part of the game is mastering the different timings for the different trajectory passes, but it was just something I was thinking about.5Views0likes1CommentIssue list gameplay
The first thing that comes to mine is the inability to jump for the ball as a DB sometimes I feel like I don’t even I don’t even get an animation when I click swat or catch. Sometimes the swap button doesn’t register at aLL the amount of contested catches is ridiculous. Now I’m somebody who wanted to see the receivers catch more balls more jump balls. If got a big tight end against a safety, I wanna win that but it’s when guys are getting hit at the exact same time as the ball is arriving and coming down with it or it’s double coverage and you’re pressing the SWAT animation you’re not getting an animation and they catch the ball and break three tackle in the air. I think the game should reward user defenders if they are in the right place to make a play on the ball because it’s hard to do that. Everything doesn’t have to be a pick, but there should be a lot more PBUS if I’m a user and I’ve beaten the user on offense to the spot for the ball. Run blocking logic is bad offensive lineman dont climb to the next level like they will double but they won’t climb so I can never get past the line of scrimmage and you can say you can ID the Mike and everything but like if I’m running duo, I expect my my tackle or my guard to come off of the double team and get to the next level so I can at least get three or 4 yards right now. I’m getting one or two because the second level doesn’t get blocked. This is a more nuance thing but the way you get diving animations doesn’t make sense. Sometimes I get a dive animation where I can actually go forward and sometimes they just fall straight to the ground. I’d love to see more flying diving animations if I’m flying downhill with the safety and I’m trying to beat the ball carrier to the edge I should have some momentum behind me when I dive. slide protections still lock up your screen when you pull them up. I know you can do it with the analog stick, which is fine, but if I pull it up to see what the actual protection is and my screen locks up that defeats the purpose of having the pre-snap adjustment Overall, I don’t hate the game. I know people are upset because it takes a lot more work to score this year which I’m a fan of. But you have to get the run blocked targeting corrected. You have to get the contested catches and the lack of animations you get as a defensive back when the ball is in the air. you can’t lock up the screen when people try to make a slide protections cause they’re so needed when you playing an elite defensive end or you know you’re getting zero blitzed.ntstrong575 hours agoNew Novice11Views1like0CommentsNickel double Mug
Please let’s not waste another full year allowing players to sit in this defense. The way the game is tuned you already can’t run the ball inside due to congestion. And when running the ball the backside De closes too fast. Do away with mugbotravis5 hours agoSeasoned Scout9Views0likes0CommentsHead to head wins not factored into rankings?
In a dynasty test Iowa State and Kansas State both went 11-2 with ISU winning both head to head games including the conference title and were still ranked lower than K State. K state also made the playoffs and ISU was left out. Very similar strength of schedule.BenFoldsLaundry8 hours agoSeasoned Rookie7Views1like0Comments- Mareec38 hours agoSeasoned Veteran71Views4likes3Comments
Every team does NOT run a 4-2-5 defense. But let Road to CFP games tell it...
Respectfully...why is this even a thing? Lotta teams don't even have the personnel to run a 4-2-5, and yet... we're being forced to use this defense regardless of the team in Road to CFP games. FSU runs a 3-3-5 Tite. It says so in dynasty and offline play now games. Why am I being forced to run a defense I can't even lab with in online H2H games? Please explain. 🤔Seasoned_Vet179 hours agoRising Veteran16Views1like0CommentsCPU 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.SnickerLicker2110 hours agoSeasoned Scout64Views5likes4CommentsCfb 26 is way better than Cfb 25
College Football 26 is definitely a big improvement over 25 in several ways. First off, the gameplay feels way smoother. In 25, some animations felt stiff or delayed, especially with cuts, jukes, and defensive reactions. In 26, the player movement is way more responsive. Running backs hit holes faster, WRs make cleaner breaks, and user-controlled defenders don’t feel sluggish. That alone makes a huge difference in how fun and fair the game feels. Another big upgrade is how the CPU plays. In 25, once you figured out a few money plays, you could beat the CPU easily—even on Heisman. In 26, the AI actually adapts better. If you run the same stuff too much, they adjust and shut it down. CPU QBs are also smarter with decision-making, and defenses don’t just stand there anymore on option plays. It makes Road to Glory and Dynasty feel more like a challenge, and not just a grind. The customization is also way better in 26. Whether it’s updated uniforms, helmets, or alternate jerseys, everything looks more accurate to real life. They even added more options for editing rosters and changing team stuff, which makes it feel more personal and up-to-date. Another thing that stands out is how they handled CFB Live. In 25, the rewards were slower and Ultimate Team felt super grindy unless you spent money. In 26, there are more ways to earn packs and coins, more free content, and the player drops come more often. It’s still competitive, but it’s easier to keep up without paying. Overall, CFB 26 just feels like the game they were really trying to make last year. 25 was solid, but it had bugs and didn’t feel fully finished. 26 fixed a lot of that, and it finally feels like a true college football game that’s fun, fair, and built to last.24Views2likes1CommentLET US EDIT FAKE PLAYERS FULL APPEARANCE
In offline dynasty please. We could edit non NIL generated players positions in 25. Why can’t we now? What is the problem with editing the appearance (skin tone/dreads) of a generated non NIL player in offline dynasty? Give us the option please.JayJags7711 hours agoSeasoned Rookie908Views12likes20CommentsTRANSFER PORTAL LOGIC FLAWS
Note: This isn’t a hate post! Please keep comments constructive. My goal is to highlight consistent issues I’ve noticed in dynasty mode. After playing two full seasons and simming two more (with all settings on default), I noticed some strange and unrealistic transfer portal outcomes. Here’s a chronological breakdown by season, focusing on quarterbacks: SEASON 1 (User played all 12 games + 1 bowl): 1. Noah Fifita (SR, 89 OVR): Transferred to ASU to be second-string behind Leavitt (92 OVR). 2. Marcell Reed (JR, 86 OVR): Also transferred to ASU, now third-string. 3. Darian Mensah (JR, 91 OVR): Transferred to USC, where Jayden Maiava (SR, 93 OVR) is already starting. 4. Brendan Sorsby (SR, 86 OVR): Chose Ohio State to back up Julian Sayin (JR, 88 OVR) for his senior year. 5. Ty Simpson (SR, 84 OVR): Stayed at Alabama as a backup even after Preston Stone (SR, 88 OVR) transferred in and will start. 6. Eli Holstein (JR, 86 OVR): Transferred to LSU, joining Arch Manning (JR, 93 OVR). Unlikely, but possible. 7. Miami Hurricanes: Have two freshmen QBs (65 and 63 OVR) despite being a 4.5-star school. 8. Jackson Arnold (SR, 87 OVR): Transferred to Ole Miss, now backing up Austin Simmons (JR, 90 OVR). 9. Malik Murphy (SR, 85 OVR): Transferred to Oregon, sits behind D. Moore (JR, 87 OVR). 10. Weigman (SR, 85 OVR): Transferred to SMU to be second-string behind Jennings (SR, 93 OVR). 11. Jaylen Raynor (SR, 83 OVR): Chose Tennessee, where Rocco Becht (SR, 91 OVR) is already the starter. Summary: These are just the quarterbacks. Many other positions show the same logic issues. The transfer system seems to prioritize proximity to home or championship potential over playing time, even for high-overall seniors. Meanwhile, plenty of 3 to 4 star programs are desperate for QBs (Miami, S. Carolina, Washington, Texas A&M, Pittsburgh, Wisconsin, Arkansas, Auburn, Baylor, Florida State, Georgia Tech, Kansas, Kansas State, Louisville, Missouri, Oklahoma State, etc.), yet these players still choose to ride the bench at bigger schools. SEASON 2 (Simmed entire season, with transfer settings tweaked): Max transfers: 20 (unchanged) User and CPU transfer chance: Lowered from 55 to 40 XP sliders: Default Key Results (QBs): 1. Ty Simpson (SR, 89 OVR): Stayed at Alabama as a backup, even as Rocco Becht (95 OVR) transfers in. 2. Brendan Sorsby (SR, 87 OVR): Transfers to Alabama as the third-string QB behind Simpson and Becht. 3. Russell (FR(RS), 86 OVR): Joins Alabama as well, QB room is loaded. 4. Noah Fifita (SR, 91 OVR): Again transfers to ASU, second-string behind Leavitt (97 OVR). 5. Fernando Mendoza (SR, 88 OVR): Transfers to Florida, which already has Lagway (93 OVR). 6. Weigman (SR, 86 OVR): Transfers to Ohio State, backs up Julian Sayin (88 OVR). 7. Caden Veltkamp (SR, 85 OVR): Goes to Oklahoma, sits behind Tavien St. Clair (89 OVR). Michael Hawkins Jr. (83 OVR) is also there. 8. Austin Simmons (89 OVR, Ole Miss): Remains with the team despite a 91 OVR Marcel Reed joining. 9. Dante Moore (JR, 87 OVR): Stays at Oregon. Davon Dampier (SR, 91 OVR) and Demond Williams (JR, 85 OVR) both join as well. 10. Avery Johnson (SR, 92 OVR): Joins TCU. Josh Hoover (SR, 89 OVR) stays and will sit on the bench. 11. Malik Murphy (SR, 87 OVR): Joins USC. Jayden Maiava (SR, 85 OVR) will sit senior year. Observation: The same flawed logic persists. The system does not properly value playing time or depth chart position, especially for upperclassmen and high-overall players. In reality, a senior with a high overall almost never transfers just to sit. Factors like proximity or championship odds might matter, but for seniors, playing time is almost always the priority, especially at QB. This is an issue for every position, not just QBs. I simmed several more seasons with similar, unrealistic outcomes. Conclusion: The transfer portal logic in dynasty mode fails to account for the most important real-life factors, particularly class year and playing time. As a result, many talented seniors transfer only to sit on the bench, which is highly unrealistic. It is clear that the current system needs refinement to better simulate real-world decision-making for transfers.11Views0likes0CommentsTalent Developer Rebuild
Something that should be patched now: The requirement to have 2 first round picks to unlock Talent Developer needs to change. That coach skill tree is clearly designed to benefit small schools, but you'll never unlock it without already having built your school into a powerhouse. For this year, change it to 5 top-25 wins or maybe 2 conference championships. We know that a player needs to be mid-to-high 90s to be a first round pick. You can't get 2 players to an OVR that high unless you're already recruiting 4 or 5 star players who also have star or elite dev traits, then having great careers with them. If you can do that, you don't need Talent Developer. The Architect requirement to win 4 rivalry games or the Strategist requirement to win 4 bowl games would fit much better with Talent Developer. Those are attainable goals for a small school that still present a challenge. Talent Developer should be about reaching less-talented players' potential, which is the blueprint for small schools. Architect should have a higher barrier to entry because unlocking skill caps is an incredibly powerful ability. Architect is about creating elite players by raising their ceiling. It should require the 1st rounders or something like 4 conference championships. Something for next year: Trade and reorder some skills between Architect and Talent Developer. New Architect. T1: Pay it Forward (from Talent Developer) T2: Can't Stop, Won't Stop T3: Field Study T4: Put a Ring on It (Guarantees 1 best skill cap removal each for CCG and National Title for a max of 10 removed caps on a 5th year senior) OR Gainz Getter (from CEO) New Talent Developer. T1: Home Sweet Home (affects only in-state recruits. if state is already level 5 pipeline, affects the next highest state) T2: [Position] Whisperer T3: Star Maker T4: Limitless (from Architect. Increase the proc rate to around 20% from around 15% because lower recruits tend to have more skill caps, and therefore fewer opportunities to upgrade a skill and trigger a proc.) Thanks for coming to my TED talk.Thebeav81513 hours agoRising Newcomer11Views0likes0CommentsTeam Builder Patch Needed - Prestige, Pipelines & Grades
Team Builder dynasties won’t be able to exist until a patch is brought in. Currently, importing a team works as it should (base function) but if I take a 5 star TB program with A grades and take over Akron - keeping their roster - the prestige, pipelines and grades from the TB overwrite those of Akron in game.13Views1like0CommentsTB feature request thread
Since there's no TB thread... I'm filling the void with a thread that'll inexorably get filled with TONS of stupid requests that'll never get filled or even noticed... BUT I'll put these here to scream into the void... maybe EA KENT will read it, take it seriously to send up the chain... Maybe these ideas will get laughed at, or even used, screwing me outta a self esteem boost cause i thought of it first... but w/e. The game IS much better this year, and TB's boosted performance helped me NOT want to claw my eyes out and lobotomize myself with a spoon. BUT we can make it slightly, if not, MUCH better with some immersion and common sense: Suggestion #1: Can we put logos on socks? Self explanatory Suggestion #2: Can we select a pre-done mascot and fight song to pin to our team? Suggestion #3: Can we do something with the 2nd and 3rd logos? y you make us set them up if you no use em? Suggestions #4: an EndZone logo file. Have us create a special file just for the endzone art that'll paste over into bowl games/ postseason Suggestion #5: can we(and i truly mean WE, not just WE meaning YOU, EA, specifically...) have a confirmation window appear, both on console and on TB site when we accidentally press the DELETE button under our TB teams? (that MAY have been done, but i'm so scared to even hover the mouse or in-game cursor near that button that i'm not sure if this has been done yet.. still very traumatized from deleting a few teams on accident last year lol) Suggestion #6: Have us create a team 'motto' for each team, with an option to leave blank... ie FIGHT ON with USC, Hail State for Miss State and etc..... I've got more in my brain, just takes time to shake em out... Like i said, game is MUCH better this year, despite the normal release crap, but with TB teams i'm used to the glitches and etc an know how to navigate them... I just would like to feel like we've got more features in TB that we did in 2004. We DO, but it could be a ton better with some more immersive ideas... whatcha think?FSMpreist2115 hours agoSeasoned Adventurer41Views1like5CommentsOvertime Trouble
Anybody else not able to play overtime?? I like to watch the games play out by choosing the “slow” camera to the end of the game so it’s simulated, but the action on the field freezes after the OT coin toss. How do we let EA know? ‘25 did not have these camera and gameplay issues.7Views0likes0Comments