Recent Discussions
Error CE-108255-1/Game Crashing
I know there are a ton of posts on this issue as far as the game crashing (in mostly the 1st quarter) when playing online dynasty using teambuilder. My issue though is, I've followed EA's troubleshooting and have gone as far as resetting my entire PS5. While I have backed up game files, I've lost my entire archive of screenshots and vidoes that I have collected over the years which is pretty devastating. And it was for nothing. I don't get much time to play the game so when I finally do it would be nice for a game you spent $100 on to actually work. Can you confirm this only effects teambuilder online dynasty modes? At least I can start a non-teambuilder meanwhile and hope it doesn't crash? Add'l Info- Playing on PS5 Gamertag - Gnix24gnix243 months agoSeasoned Newcomer516Views11likes36CommentsGame crashes
You can come help us any day now with the game crashes on different game modes. Because you know, that’s whole point of the game, to sink your teeth into Dynasty’s, RTG, etc., so please, for the love of everything holy, PLEASE HELP. DONT tell us to unplug anything, this is purely a EA SPORTS ISSUE. Your dev’s made a faulty game that’s currently unplayable. People are begging for any sort of timeframe of when this game will become playable and you guys keep hiding. [CM - updated thread title for clarity and visibility]ryanenglish903 months agoSeasoned Adventurer759Views11likes28CommentsDynasty Suggestions for the future - updated 13 August 2025
The look and feel of the game is great, the depth and gameplay is still lagging behind. A full coaching staff for each team. To be truly immersive you would have to fill out the back office staff, but I imagine that may need to be limited to an extent and the effects they have on the program. 105 man rosters Recruiting points should cost less for local prospects in more than just visits. Scouting should be cheaper for local prospects, sending coaches, etc. I know this was said, but didn't seem to have an impact with the few teams I have run through so far. Winter conditioning, spring practices, summer training, and fall camp. At a minimum allow for some depth by choosing what you have players work on. Pretty sure EA did this with baseball years ago. This would allow for smaller progression of the players at different points through the year with different time periods focusing on different areas. For example, winter conditioning sets the tone for the year on both conditioning and strength training. It is the core of most programs and we this game does nothing with it or the strength and conditioning staff. Quit relying on the player base to adjust the sliders for a realistic play of the game, this should be the base sliders when released. This is why you have Beta and probably should be used much earlier than you currently schedule it. Coach mode. Bring back a pure coach mode where I control the plays, but do not control the actual game play. I find that much more challenging when the sliders are right. (I will admit I do like that the QB will now take off and scramble if you use current coach mode on his own) Quit adding make believe players to rosters. If they are not full then leave them that way or use one you didn't include from that team. More annoying to have a random create a player on the rosters than the players who didn't opt in. This just give more slots to recruit the next year rather than some random name appearing on your roster. Allow renaming, deleting, or creating of conferences. Doesn't hurt to have the option. NIL is a big thing with college football now and it is not in the game... Allow full customization of fake players, race, hair, etc. You are generating way too many people who hail from the mountain of the Caucasus in here. Change the way you handle ATH designation. Show what positions they are capable of and allow them to stay an athlete for two way play or change to a primary position. This would allow for the player to earn experience at both, but at a decreased amount for a player who is not primarily focusing on one position. Quit making position change stagnant. We should be able to change their position at any time during the year. It happens in real life so not sure why you are trying to make it more difficult then it needs to be. SUGGESTED BY ANOTHER USER - Transition to a subscription based product with micro transactions to keep the base game consistent and with fewer bugs. It would allow the player base to buy additional roster, past or future. If you set a 10 dollar subscription or wrap this into EA play then you are going to make much more money then just the base game. SUGGESTED BY ANOTHER USER - Import draft classes to Madden. Would definitely require a section in their NIL agreement. SUGGESTED BY ANOTHER USER - Dynamic Pipeline's for dynasty. I would add dynamic rivalries here as well. SUGGESTED BY ANOTHER USER- Slider adjustments in game. SUGGESTED BY ANOTHER USER - Dynamic depth charts that adjust for your team's scheme. They need to put more effort into explaining the roles of positions and skill sets for certain positions. Most teams do not have a simple WR depth, but have 3 separate and distinct positions here. Typically WR-X, WR-Z, WR-SL. Each having different traits that particular coach wants for those positions. Same with multiple different looks on defense from teams ranging from heavy DB looks to heavy LB looks, but they are not the same and I think they have made the approach to defenses way too simplistic in comparison to the offense. One 3-3-5 is not like another as LB's and backend may be more focused on specific types for their purpose. Some have 2 LBs and a safety for the backers, others have 2 LBs and an athletic edge. I feel like they have slept on the complexity of the game by making the depth charts way too simplistic for what the game has evolved into. They need to be team specific too. Quit trying to keep balance among coaches with the points and archetypes. As long as they are a successful coach they should keep improving. I would much rather a non archetype type system as there is a base requirement of recruiting and knowledge of the game for any coach to be successful at these levels. Putting these two in very distinct categories is just not a great approach. However, the upper tiers being more expensive make sense. I would also argue that regression should become an issue at a certain level. If your level 60 coach suddenly has a 2 win season then he should lose some levels as well. I think you are overthinking it too much. Make the coaches models like players, with attributes for coaching that impact your school, progression of players, boosts to players, etc. The skill trees probably take more space the way you have it and treating coach attributes similar to players would be more intuitive. Offer off season camps to allow you to send your coaches to clinics or NFL teams to gain experience in specific areas. Player progression in college football literally happens before our eyes for most players as they settle in to playing time. Players should be upgrading their dev traits during the season and off season, increasing their OVR, and their awareness much more during the season. Game play attributes such as awareness, ball carrier vision, block shedding, finesse moves, power moves, pursuit, play recognition, etc. should be impacted by player performance. However, the physical attributes such as speed, strength, agility, etc. should be impacted more by off season training along with the game play attributes. I also think transferring players should take a hit to awareness, play recognition, etc. as they are moving to a new system. Regression can also be an issue with players as they are passed on the depth chart, suffer an injury, or just hit a cold spell. Recruiting is year-round and should be in the game as well. Most classes are more than half filled before the season starts. Most official visits happen during the summer for these recruits now and some are in spring. Need to add this to the game and to the off season additions mentioned above. Recruiting is also much deeper than we currently have. From unofficial visits, camps, official visits, all of these things could have a good or bad impact on a recruit and their ultimate decision. You need a much more robust recruiting board to make this realistic as school typically start with close to a 100 prospects on their recruiting board and narrow them down through the spring and summer as prospects make decisions. I would highly recommend at least one of the developers subscribe to 247 or On3 to understand the nuances of recruiting much better than they seem to now. You need to work on the algorithm for teams as well. Most teams are not going to recruit players to a room that they are happy with or over recruit to a room they are happy with. If they do then they are likely losing players they don't want to lose in the portal because of it. This is why it is important to have two transfer signing periods as they do in real life. Players see where they are after spring and fall and make decisions from there. Transfer portal needs two signing periods with the spring one allowing the user to cut players as he secures transfers so the cut player can find a home. Limiting the number of players to a visit is ridiculous, especially in the transfer portal. You don't actually give the user enough visits to address all the potential additions. Some teams end up taking well over 35 recruits a year. Some almost entirely depend on the portal for changing their roster. Transfers and high school recruits should be subject to being cut just as much as any other player. Happens quite often in real life, however if we moved to 105 roster it would not be a huge issue. As College football is contemplating a rolling signing day now, I think the game could differentiate between a signed player, a verbal commit, and an open player. I also think that some players should reopen their commitments as they hear from high caliber schools, but I also think the AI for recruiting needs adjusting as some teams just sign numerous players at a position that they have no need for. Wouldn't typically be that teams focus or just set a limit for each team at a position to not allow over signing. Scouting should reveal the scouts perceived OVR and dev trait of a player. As I previously stated I would love to hire and fire scouts as well giving you the ability to upgrade your scouting accuracy. Scouting should actually precede the recruiting process as they are typically reviewing their junior film or visiting during their junior year. Should also be a shakeup to ratings during the season as some kids explode their senior year and others regress. Stats. You pay these players now and their previous real life stats, previous team, etc. should be there when looking at a player. Redshirting options should reflect real life, medical, post season, and JUCO exceptions should be in the game. Redshirts should also complete after the regular season as the postseason doesn’t affect this status. Preventing the current situation where you cannot persuade a redshirted senior who goes late in the draft despite having another year to play. The mental aspect of sports needs to be much more important in the ratings of players. Attributes such as Awareness, play recognition, ball carrier vision, etc. should carry more weight than they do. I also believe more attributes should be added such as blitz recognition, scheme understanding, etc. One of the biggest aspects ignored in CFB in continuity with coaches and players, cohesion between players on the offense and defense allows them rely on each other and should influence the play as a group together. This especially true with OL. The mental traits should also be able to be earned throughout a players career rather than just being an innate trait of the player. Some players end up blossoming as they become a starter or role player while others have those traits they walk on campus. Current Coach archetypes availability should reflect the real-life coaches. For example, Venables has won 3 national titles as a coordinator, but his CEO is locked and shouldn't be. I am sure there are other examples. This one just stood out to me. Allow us to lock teams on schedule in Dynasty for multiple team dynasties offline. I don't always remember what teams are on another team's schedule. Allow us to lock teams permanently (options of home and home/2 home vs 1 home/etc.) on our schedule to attempt to create a rivalry. Also, let us create a rivalry by meeting certain conditions. I don't need to create a trophy or anything like that but would be cool to be able to create a rivalry after playing a school for so many years and meeting the prerequisites. It also makes it easier to maintain schedules. I always prefer a more regional schedule for my out of conference games. Allow us to choose playoff formats. 12 team, 16 team, 4 team, 8 team, etc. Some may want to have all conference champs to be automatic bids, some may want the current setup, some may want the previous version, some may want some home games involved. In addition to this, allow us to determine the bowl setup. I would prefer to deactivate the bowl games as they are no longer necessary or have any importance any more with the playoff. Bring back simulating a game at a time rather than forcing simulating a whole week at a time. There are times the games randomness with injuries is a bit a too much and it is much easier to address a game at a time rather than the whole schedule. Coaching carousel should be deeper and longer. The new season just began and there are already firings in season. You should also be able to back channel coaches and gauge their interest before deciding to fire a current coach. It should not be limited to a list of so many coaches. Let us target the coaches we want to target whether they are unemployed or not. Pride Stickers and celebrations should be customizable. As the HC, you are making the program yours. Let the user create some items that instill the principles they want in the players. Such as breaking rocks, slogans, etc. Transfer and recruiting logic should not be the same. A productive player at a top tier school is not likely transferring without money being the issue. However, a productive player at a G5 school may just want the chance to put tape against better opponents so they focus on only power 4 or power 2 schools. A more comprehensive and in depth statistical tracker. We should be able to see the top 20 on rather just one person holding a record. The year over year statistics should be available to see as well, not just on the players. Maybe on the my school tab. Dynasty is your bread and butter of this game and creating a deep experience that players can enjoy for many years in the game is in the best interest for the fan and the developer. i think you all are trying to do too much with NIL. We don’t need a scan of their face and the space that requires. We just need the models to resemble the players and coaches. The amount of data you are putting into the sequences is likely dragging performance in game play and your ability to add much more needed depth than making models look someone more realistically. Depth Chart should show current game, season, and career statistics for a player. It should also reflect whether a player is cold or hot. Include length and severity of injuries as well. Redshirted players should not be thrown into the game by the computer at random. There is also a glitch where a player cannot be redshirted with four games played as you get a message he has exceeded the four games…Lathius3 months agoSeasoned Traveler529Views9likes22CommentsTrophies not unlocking after winning in dynasty
I’ve played 1 season so far and have won multiple rivalries, awards and the playoff, but none of the trophies or awards are showing up in the trophy case. Playing on Xbox. It’s moderately frustrating. I was stoked they brought the trophy case back this year but it’s not even working.Mat54Man543 months agoSeasoned Newcomer1.9KViews11likes18CommentsProgression of players are not happening
I just finished my 3rd dynasty game & am in the 4th week. I have my game set on manual progression with a 25% penalty, I went to "view rosters" & clicked on 20 plus players & every single one have zero points to progress them. So as far as I am concerned, they are not progressing at all & are not getting points. This is a HUGE deal. You are not able to use dynasty mode like this. None of your players would ever progress. My friend & I are both running offline dynasties to see if we see major bugs before we start an online Dynasty before we play against each other. My friend in his dynasty is experiencing the same issue & he had his set to automatic progression. So it is happening whether you manually or automatically progress your players. Is anyone else experiencing this issue? This is a biggie!!! Playstation 5 Spill_R_tm Dynasty mode. All other information is above. No screen shots because there is nothing to screen shot other than a bunch of players with zero coins to progress themselves. I can take a game screenshot if you need me to but it's pretty self explanatory.SPILL_R_TM3 months agoNew Rookie3.3KViews5likes14CommentsCan not Edit Teambuilder Team Players Like Before!!!
I love these games but EA yall are pushing it. You were moving in the right direction at one point due to the fact that we can not CREATE A PLAYER so you allowed us to edit Teambuilder and/or none NIL players. NOW…… you can not edit Teambuilder teams in Dynasty mode like last year!! This is becoming highly frustrating!! This is taking so much from the game and it’s taking a step back!!! Leave the creating process alone!! This is so frustrating! I have certain looks that I want from players. Bring back editing Teambuilder players in DYNASTY ASAP!!Zackrey3452 months agoSeasoned Traveler435Views7likes13Comments- jerrysworld393 months agoSeasoned Novice2KViews6likes13Comments
Encourage Transfers Screen Is Gone
The New Update took away the ability to encourage transfers during the Players leaving week, this is horrible Idk what to do I spent hours in Dynasty transferring players to the portal who I wanted. I am going to church tonight maybe it will be fixed by then in Jesus name, Amen.mb49onkh7wss2 months agoSeasoned Rookie529Views1like12CommentsDynasty Corrupted?
I have an online dynasty with a group of 6 friends. We are going into our fourth year and now we think our dynasty may be corrupted. Our screens say Dynasty Save at the top when trying to load rather than our teams name. When you go to click on the dynasty it says "The requested league is temporarily unavailable. Please try again later. We apologize for any inconvenience." This has never happened to us before so we are all just confused and looking for answers. Hopefully this issue can be resolved.bosshog_dean2 months agoSeasoned Newcomer477Views7likes12CommentsDynasty Feedback & Observations (Long)
Although a few of my CFB 25 Dynasty gripes were addressed in CFB 26, I'm pretty disappointed with what seems to be marginal changes to Dynasty overall this year. Most of what has been adjusted just feels like patch level changes that were purposely held back from 25 to justify talking points for 26. At any rate, I'm hoping that items below can be implemented or considered for the road map. Recruiting & Team Management 25 seemed alright as I tried to learn dealbreakers, the tactics related to points, visits, sells, etc. but it feels more tedious in 26. After playing a few seasons in 26, I'm kind of over how this is setup and the slog this has already become after just two years of the game. I propose providing players an option to switch over to a straight up, simplified point system instead of designating what activity you want to do or trying to sell or sway players, similar to the older NCAA games. If I'm spending 40 points or 65 points on a player, just let me select that point amount out of my budget rather than what feels like padding by selecting a combination of activities. I’d also be interested in even consolidating all recruiting activities to a 4–6 week window in the offseason, while keeping only campus visits during the regular season. This would streamline things by removing friction during the year with weekly recruiting, allowing for more games to be played in a single evening or weekend. It would consolidate what's essentially "admin" aspects into a dedicated offseason period you could do all at once. This would also include toggling off Dealbreakers, which are extremely annoying and in many cases result in being locked out of players that have you as their #1 choice from the start and then for weeks after, or not signing with anyone. If my school is their number one choice, wouldn't they have an idea of their playing time/spot on the roster, playing style, etc. already? This is also driving ridiculous transfer outcomes in the offseason. Further, why do any 2 or 1 star players have Dealbreakers at all in the game other than for the purpose of fitting within the game's core framework? These players are scrubs and largely serve as warm bodies to fill out a roster. They shouldn't be hung up on whether or not New Mexico State has good brand exposure. At the very least, Dealbreakers for these low tier recruits should either be off completely or have the option to toggle off. Additionally, a simplified mode of recruiting would eliminate the grade system for your school which is largely out of your control anyway outside of winning, staying at the school (coach stability), or switching to a better conference. Everything, in a simplified recruiting setup, would rely on your prestige star rating, which is effectively a culmination of your grades anyway. Persuasion system needs to be adjusted in any new Dynasty change as it's the most nonsensical aspect of recruiting by far. This just feels like an RNG with the chance a player stays (low, high, etc.) being entirely irrelevant. Change it to either: A) the persuasion attempts need to act as firm locks to retain a player B) these players need to be worked into your overall recruiting strategy and require hours to spend in order to retain them—with the players who are least likely to stay taking more points to keep on the team. Recruiting map and dynamic pipelines are a must. I want to visually see where my recruits are pinned and how many/who on my roster are already from those territories. As I recruit more (from let's say Tidewater), it should gradually go from bronze to silver to gold and so on until I'm a power in that region. On the map, I should also have some kind of visual feedback of the pipeline area that's "heating up" or "cooling off" and how many more players I need to recruit in order to have it as a solid pipeline. Visits need to be tuned so the amount that you can schedule during a season is based on your prestige. If you're Alabama, it could be 12 for one game and basically unlimited for the season. If you're Kent State, it should be 12 for the entire season so you need to make them count. Alabama can afford to bring in and put up into hotels almost as many recruits as they want for a weekend, whereas Kent State is going to be really limited. (Perhaps an expansion of the dynamic point value based on proximity that was added) This should also spill over into recruits themselves—hardly any 2 or 1 star recruits are getting visits in real life. Visits should just be omitted entirely for these low-tier recruits. Player variation specifically with tattoos, long hair, and dreadlocks. Unless I've missed something, there are once again no recruits with any of these physical traits. Ability to cut freshmen—I have no clue why we are prohibited from doing this and it was a huge problem in 25 where after a few good classes, my upper classmen that were highly rated had to be cut to make space for incoming freshmen. Fix position changes and skill cap cheese. Also show the top 3 positions that player would fit in best without me having to click into a screen with each position listed and 95% of them make zero sense to move that player to. Abilities in my opinion just seem like complete fluff that have no bearing on performance. I’ve seen the "Heisman moment" green thing on the player reticle and they can’t break a single tackle on the play. Just provide the ability to toggle these off and instead rely the overalls/ratings + basic star player designations for occasional boosts… limit to 3 on offense, 3 defense. This was done so much better in NCAA 06 and has been way over engineered in CFB (and Madden for that matter). Coaching & Jobs Provide the ability to retire as a coach, then return at a later time in Dynasty while retaining their records, ratings/skills, and awards. There are some seasons where I want to take a break or I’m not getting the jobs I want so I’ll sit out a season or two, then come back and select a new team to rebuild. There should be continuity when doing this online or offline unless you choose to start as a new coach. I'd even be open to a slight debuff to the coach stats if you decide to retire then come back. More emphasis on the importance of coordinators. As it stands, they just feel like window dressing more than anything. I should be able to take my coordinators with me to a new job, retain the existing coordinators at the new job, or offer any coach in the league (HC/OC/DC) to join my staff. There also needs to be a toggle that forces me to use my coordinators playbooks as well as let me preview the playbook they intend on bringing. There needs to be some kind of point system related to hiring these coordinators. Right now, you just select from a list of 5 or 6, wait a week, and it's again an RNG whether or not they will sign—even if they have 3 other top opportunities listed you seem to be able to sign them no problem. If I start as a coordinator, then limit the user to just that side of the ball. If I'm an OC, then I only play offense and only recruit offense and only get graded on offense performance. Having played numerous seasons, there's no noticeable difference between user-controlled OC/DC and HC. Coaching carousel needs to be overhauled. NCAA 14 was extremely compelling and felt like an actual carousel as jobs were taken and rotated through in real time, forcing you to take a chance or miss out. The current system, unchanged from 25, is totally stagnant. There are too few options offered and I can’t select other schools that are open. If I'm good enough to get Ohio State, I should be able to select Bowling Green if it's open. On the other hand, if I'm at Ohio State, why are so many offers for OC/DC jobs? As you get closer to becoming the CFB version of Nick Saban, you should be able to basically hand pick any job I want. When considering a school, there needs to be a toggle or comprehensive overview screen that shows: top players returning, projected ratings in next season, current recruiting ranking, previous year stat rankings, uniforms, stadium information/screenshot of stadium. These are all things I have to back out and check in various ways—rosters, depth chart, play now, open practice, etc. before making a decision. Presentation Multiple score bugs and broadcast packages are a must in order to replicate the feel of Fox, ESPN, CBS, etc. as games should to look/feel different. This needs to come with at least one or two more commentary crews to round it out like Sean McDonough, Joe Tessitore, Gus Johnson, etc. In the "primetime" game of the week, there should be enhanced camera replays like you’d see in Madden/NFL—close up in end zone, drone shots, exterior stadium shots, and the coin toss. There has to be a halftime show and a weekly summary. No excuse this isn’t in CFB 27. This should include highlights, scores from around the country, and standings/big games ahead. This should include some kind of Top 25 reveal similar to what ESPN does weekly. You already have the audio for the team names and overlaying that with logos popping up would be great. A bowl selection show should be included too with the final CFP bracket reveal...I'd be thrilled with just a little commentary over this as the team logos are slotted into the bracket and bowl matchups. Crowds/fans need enhanced significantly although I assume this will not happen until next gen (PS6). Dynamic sidelines based on game size with more people, players, and activity. This has been an issue for probably 2 console generations now. There aren’t enough people or density on the sidelines. If you watch any top 10 game, every space out of bounds is filled with people. Crowds need to be dynamic—if you are blowing out a team or getting blown out, people should leave the game. More realistic crowds for bowl games and lower-tier conference title games. Almost none of these games are ever sold out. Seeing Ford Field at capacity for the MAC championship is just not happening ever. In the real game, they can barely fill the lower bowl and it’s that way for the majority of bowls, too. Crowd movement and density improvement as it looks sparse at most angles and they all sway in predictable patterns. Ability to select crowd themes. If I wear all black, the crowd should either wear all black automatically or I should be able to select from a list of options (striped, checkered, black, white, primary, secondary, mix/default) just like uniforms with a preview. Dynamic weather and better snow similar to Madden and much improved rain. Rain games just suck and are depressing in this game mainly because it looks awful. When you break a record, it should show in the game broadcast UI seamlessly in a stat overlay or lower third. Just having that as a popup screen takeover in the Dynasty menu with tiny font seems like an afterthought. Heisman ceremony—this doesn’t need to be complicated, just show the 3-5 top players in the first row of the event, a little commentary and comparison of stats of each player (maybe a replay highlight or two), then an animation of the winner being announced and accepting the trophy. User Interface One of my biggest issues... the UI simply needs to be overhauled completely. I can understand a basic framework being used for CFB 25 as there were clearly other priorities in order to get the game out, but using the identical structure for 26 is extremely lackluster. The flat 2D, sharp edges, rough brush effects and retro stuff just feels super dated. The sound effects are also slightly delayed and sound terrible, making everything feel more sluggish. All the menus should make users feel like it’s an ESPN CFB show with bold, aggressive fonts, stylized logos, wipes, etc. CFB 25 was a fun/cute aesthetic to get us going, but that aesthetic is already severely outdated. My brother and I joke that almost every popup or notification is like a PowerPoint slide. It just feels rushed and uninspired. If no changes are made, the tab system in the main menu needs to be reworked. It doesn’t feel intuitive, it's not customizable, or organized around the info users access most often—like Play Week, Top 25, Standings, Stats, and Settings. For example, having “Members” as the second option creates an unnecessary click and would be better placed as a submenu under Dynasty Central or shown only to the commissioner. Weekly Summary and the end of week recap is the most useless screen in the game. The recruiting update is irrelevant as I'm headed there immediately after I click through these "updates". Coach XP bar/update—who cares? Just move this to the top right or in the XP submenu. I don't need to see this every week and it doesn't need its own slide. The coach level is displayed anyway in the top right. School grade updates seem pointless as well—half the stats don't update week-to-week or they just go up/down by half a letter grade which doesn't really matter and only a handful of categories are shown anyway. It's unnecessary to see the exact same players who might transfer based on these grades each week. As an update—just give the user the ability to customize what's shown on this screen, or at the very least, more relevant info like: New Top 25, team record, last game's result/stats/highlights, next week's game, conference standings, etc. Top stories, team schedule, etc. slides that are selected with right stick still show irrelevant/incorrect info. At the very least, if you’re going to keep this framework for next year again, throw in screenshots/highlights from games. Just having the helmets and text is very barebones and contributes to the very real issue of Dynasty feeling soulless. The coach off to the right is also unnecessary—we don’t need to see someone at all times who has a generic head swaying back and forth. This would be somewhat cooler if we could create custom faces, but you barely show the coaches in game so what's the point of showing them here? It's a waste of space. Fonts in general are way too small especially in all the charts. The handwritten/rough typeface used in a few locations (including the team record in the scoreboard) is illegible. If you change your coach’s name, it only updates in the card under "Coach Stats", but it remains the original name in the list to the left. Miscellaneous Ability to add Teambuilder teams to Dynasty past the 136 instead of just swapping them out. You could even cap it at like 144 total or something if you need a framework max for scheduling. I just want the ability to bring up a few FCS schools via Teambuilder rather than trading out an FBS school. At the least, it’d be great to insert Teambuilder teams in place of the generic "FCS West" schools. Teambuilder team helmets in the team select screen and other locations should appear just like default teams. It looks goofy with these teams being just the logo in every location whereas all other default teams have the helmets (if the UI isn’t completely changed anyway). Stadium rankings list—Include a list of the top 25 stadiums, their records, current streaks, attendance, and a visual of the stadium that we can look at somewhere in the menus. There is no way to see how these fluctuate and I'm almost convinced that they don't at all. When building your schedule, show the opponent team ratings off to right. Team stats need to have rankings next to them or this needs to be in some kind of pre-game matchup screen. I get you can go to the team stats and scroll to your team, but I need to see something like "PPG: 37.5 (#16)" somewhere more prominent. Little things like this build connectivity amongst the league. Ability to schedule neutral site games—ideally at any NFL stadium from Madden although I realize this is probably a licensing thing. At the very least provide more context into how things like the Duke’s Mayo kickoff works, for example. Get rid of the generic rock music that’s used in Open Practice mode. It’s terrible, too loud and abrasive. Also, hoping we can just get generic practice jerseys for all teams (primary solid top, white pants) for immersion. Conference stickers on helmets still don’t change when updating conferences as far as I can tell. There are no Captain patches and assigning them seems pointless. Would love to see these show up on a jersey and the coin flip return. Updated player models/pads. Everything is way too bulky still. When selecting uniforms at the mix & match screen, update the numbers to "26" or whatever the game year is or randomize the numbers. It’s currently "0" which doesn’t reveal enough about the number style.481Views8likes12CommentsDynasty updates not enough
HeyEA_Blitz those updates today would be great if we could actually play online dynasty without the game crashing every single time. This game isn’t worth $70 at this point. No where close. A main part of the game still doesn’t work after over a week of many people complaining about it. It’s getting ridiculous at this point.xaviergladman3 months agoNew Adventurer574Views5likes12CommentsTransfer Portal Logic Flaws
TRANSFER 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 plus one bowl) Noah Fifita (SR, 89 OVR): Transferred to ASU to be second-string behind Leavitt (92 OVR). Marcell Reed (JR, 86 OVR): Also transferred to ASU, now third-string. Darian Mensah (JR, 91 OVR): Transferred to USC, where Jayden Maiava (SR, 93 OVR) is already starting. Brendan Sorsby (SR, 86 OVR): Chose Ohio State to back up Julian Sayin (JR, 88 OVR) for his senior year. Ty Simpson (SR, 84 OVR): Stayed at Alabama as a backup even after Preston Stone (SR, 88 OVR) transferred in and will start. Eli Holstein (JR, 86 OVR): Transferred to LSU, joining Arch Manning (JR, 93 OVR). Unlikely, but possible. Miami Hurricanes: Have two freshmen QBs, 65 and 63 OVR, despite being a 4.5-star school. Jackson Arnold (SR, 87 OVR): Transferred to Ole Miss, now backing up Austin Simmons (JR, 90 OVR). Malik Murphy (SR, 85 OVR): Transferred to Oregon, sits behind D. Moore (JR, 87 OVR). C. Weigman (SR, 85 OVR): Transferred to SMU to be second-string behind Jennings (SR, 93 OVR). Jaylen Raynor (SR, 83 OVR): Chose Tennessee, where Rocco Becht (SR, 91 OVR) is already the starter. 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) Ty Simpson (SR, 89 OVR): Stayed at Alabama as a backup, even as Rocco Becht (95 OVR) transfers in. Brendan Sorsby (SR, 87 OVR): Transfers to Alabama as the third-string QB behind Simpson and Becht. K. Russell (FR(RS), 86 OVR): Joins Alabama as well, QB room is loaded. Noah Fifita (SR, 91 OVR): Again transfers to ASU, second-string behind Leavitt (97 OVR). Fernando Mendoza (SR, 88 OVR): Transfers to Florida, which already has Lagway (93 OVR). Weigman (SR, 86 OVR): Transfers to Ohio State, backs up Julian Sayin (88 OVR). Caden Veltkamp (SR, 85 OVR): Goes to Oklahoma, sits behind Tavien St. Clair (89 OVR). Michael Hawkins Jr. (83 OVR) is also there. Austin Simmons (89 OVR, Ole Miss): Remains with the team despite a 91 OVR Marcel Reed joining. Dante Moore (JR, 87 OVR): Stays at Oregon. Davon Dampier (SR, 91 OVR) and Demond Williams (JR, 85 OVR) both join as well. Avery Johnson (SR, 92 OVR): Joins TCU. Josh Hoover (SR, 89 OVR) stays and will sit on the bench. Malik Murphy (SR, 87 OVR): Joins USC. Jayden Maiava (SR, 85 OVR) will sit senior year. 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.justnntense3 months agoNew Rookie272Views3likes11CommentsTeam Prestige and Brand Exposure Broken After Championship Seasons
Summary: I'd like to start off by saying i love the video game in itself and the gameplay changes. Faulty at times, however overall it's a better gameplay, with that said i notice a few key elements and thought i'd point them out. In Dynasty Mode, after multiple dominant seasons—including national championship wins—team prestige decreases, brand exposure randomly drops during the season, and playing style logic does not reflect on-field performance. These issues are reproducible and break the core loop of building a successful program. Platform: PS5 Mode: Solo Offline Dynasty Rosters: Default Active Roster Difficulty: Heisman Teams tested: Indiana, Baylor, South Carolina Starting Prestige: 3.5 stars Season 1 Results (Across All 3 Dynasties): 13-0 or 13-1 season Conference Championship Winner National Championship Appearance or Win Heisman Winner Multiple National Games of the Week Top 10 Recruiting Class What Happened: Team prestige dropped from 3.5 stars to 3.0 stars after season 1 Brand Exposure stayed at C (in one case increased to C+, but most stayed flat or dropped) Program Tradition remained unchanged Playing Style drops despite stat lines supporting the intended style (e.g. pass-heavy, run-heavy, etc.) Additional Issues: Brand Exposure Drops Midseason: After defeating top-10 ranked opponents on national TV, brand exposure sometimes randomly decreases. This directly affects recruiting—recruits will flag brand exposure as a dealbreaker even when your program is clearly performing at a high level. Playing Style Bugged (Roster and Recruits): Even after several dominant games consistent with a specific offensive or defensive identity, the Playing Style grade remains low and will not rise. This breaks alignment with recruits who are supposed to “match” your system and possibly affects progression/morale. Steps to Reproduce: Start a solo Dynasty with Indiana, Baylor, or South Carolina (3.5-star prestige) Play a full season: win 13+ games, conference championship, national championship or appearance Win Heisman, land top recruiting class Advance to Year 2 preseason Prestige drops to 3.0 stars Brand Exposure unchanged or drops Program Tradition does not increase Playing Style drops without logic Why This Matters: Prestige, brand exposure, and tradition are core to Dynasty progression. These bugs result in being punished for winning, losing out on key recruits, and having no long-term feedback loop to measure your program’s growth. In multi-user dynasties, it creates unfair gaps between users. In solo dynasties, it breaks immersion and realism. Questions for EA Devs: Is team prestige progression hardcoded or bugged in Year 1? Why is brand exposure dropping midseason despite high-profile wins? Is playing style currently functioning as intended, or is the logic broken? Questions for the Community: Have you seen prestige drop after winning a title? Is brand exposure decreasing during your seasons? Has your playing style rating dropped despite matching it in games? Let me know if you’d like screenshots or video examples—I’ve tested this across multiple dynasties Thanks.0bghg9v279d33 months agoSeasoned Newcomer1KViews7likes10CommentsWear and tear system unbalanced
Wear and tear has a good concept but is completely over exaggerated. My half backs are set to “keep fresh” and autosub out at 90 stamina and by week 3 my starting HB’s season pool is less than 25% at 12-18 carries/game. His injury, toughness, and stamina attributes are all 85+. I get that wear and tear is supposed to add realism and it could, but it should never be able to be almost fully depleted by week 3 of a season especially when your subs are set to the max “keep fresh” setting. Now I have to waste an entire season fiddling with wear and tear sliders to fix this mess myself and most of my players for the next 4 years will feel the effects of the overdone wear and tear of this season.3.6KViews14likes9CommentsCFB Dynasty Depth Chart Bug
So I have played 8 seasons in my dynasty and everything has been working fine. I just started the 9th season however and I have ran into a game breaking glitch with my depth chart. I run a base 3-4 defensive scheme. On my basic depth chart this means my two middle Linebackers should be the first two Mikes on my depth chart. The starting Will and Sam should be out there as well in 3-4 situations. The problem i am running into is instead of my Will and Sam being out there it is my starting Edge rushers. My D line is all my DTs and not my Edge rushers on the ends. This should not be happening and in my previous 8 seasons it hasn't been an issue. Is anyone having this problem, or have a suggestion to fix it??? As of now I can't even play my Dynasty!Solved194Views0likes7CommentsDynasty team showing user owned but there is no user
Does anyone know how to fix this ? Had a user that signed up for the league on his brother’s PS5 before he purchased game. Once purchased, he retired the coach from PS5 and rejoined with same team on his XBox. However when he rejoined his EA ID was linked to his brother’s which would cause them to not be on the game at the same time, so the unlinked the ID and he created a new one. Retires the coach once again and tried to rejoin under the new EA ID. When he goes to try to claim my team back it says it’s already being user but there is no user. We can’t kick the user because when we go to members list there is no user for Tennessee but it still says the team is claimed. We had not advanced past customs schedules at the time, so we tried advancing. Once we did that, it still showed Tennessee as being user owned, which has caused issues as another user has a game against them and it won’t allow him to play the game making us give him the force win. There are a lot of other users in conference that will have that same issue if it can’t be fixed. Anyone know of any solution to this? I’ve looked everywhere and can’t find anything.B2ski_20262 months agoNew Novice172Views0likes7CommentsDelay Draft Program Builder Perks
Are these broken? I've tried simulating some weeks with and without these perks and, honestly, I don't see any difference between having them and not having them with regards to players leaving or staying. Either way, I seem to get players - particularly players who are projected as first round draft picks but also some second rounders as well - leaving with zero chance of persuading them to stay. For a full 48 coaching points to get all three, I have to wonder if they actually DO anything. It would be very helpful if the descriptions were a bit more informative and if we knew whether reloads impacted things or not. For example, if the description for "Delay Sunday" said something like, "Makes it 10% less likely (or whatever the number is) of a player leaving for the NFL with a first round projection." EA_Kent - Can you check to see if these perks are actually working or not and, if so, what the actual odds are? Given that coaching points are (for no reason that I can fathom) still capped and there is no way to refund them if you find a particular perk to be mostly useless, it would be nice to know if these are basically worthless perks or not.254Views1like6CommentsCollege Football 26 Dynasty 101
Hey everyone, Looking for some tips on how to get your Dynasty up and running? Check out the video below from the EA Help channel! Got any tips of your own that might help someone new to Dynasty? Share them in the thread below!EA_Kent2 months agoCommunity Manager252Views1like6CommentsUpdate has DESTROYED recruiting!!
EA_Kent PATCH HAS SIGNIFICANTLY hurt recruiting. Some of your YouTube lackeys claim it's how it was originally supposed to work but let's review the results. Oregon, back to back championships, some of the highest possible My School ratings. Prior to the update, signed 30-35 recruits every year including about a dozen early ones. Top 10 class every year with 4 top 5s. I've finished 2 season since your patch. Both times, less than 5 commits until the very last week, lose about a dozen recruits where I was a large #1, and this year only 21 recruits was the final number for a #18 rank. This is why people hate your gameweedhopper593 months agoSeasoned Novice838Views4likes6Comments