Dynasty Updates | July 17th
Hey College Football 26 Dynasty fans! Our teams are having a great time reading the stories and moments you’re sharing when playing Dynasty. We’ll have more updates on the way, but for today Dynasty has received several updates following our server maintenance earlier today. Please note that these changes take effect for online Dynasty files only and yes, these will work in already created Dynasty files. We will have a future Title Update to bring these updates to offline Dynasty files, just sit tight! Skill Caps & Position Changes Updates You can now change a player's position within their current position group without penalty to their skill caps. You’ll be free to swap positions within these groupings: Running Back (RB, FB) Offensive Line (LT, LG, C, RG, RT) Defensive Line (LEDG, REDG, DT) Linebacker (SAM, MIKE, WILL) Defensive Back (CB, FS, SS) Specialist (K, P) Athlete (ATH) Recruits can now set their initial position without impact to their skill group caps. A player’s new skill caps are now more strongly influenced by their Development Trait and school year. Younger players and those with higher Development Traits will have higher skill caps at their new position. Additional Updates Addressed a Coach Point exploit when retiring and then creating a new coach character. Reduced the impact of the Reach Your Potential ability (Motivator Tier 1) for better coach ability and recruiting balance. Note: This affects the influence given to recruits when a player at their position hits a skill group cap. As a reminder, we will have more Dynasty updates coming in future Title Updates!EA_Blitz6 months agoEA American Football Team26KViews12likes0CommentsWear 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.6KViews14likes10CommentsAdaptive AI
Another year, another game with mysterious settings that no one knows what they mean. What the hell does the coach type selection in the adaptive AI section do? Why is this all a guessing game? It's a lazy product. This can probably be explained by the distributor in one paragraph. Come on EA. Do the basic thing and have someone draft an owners manual. Content creators are putting up videos and guessing.kentuckysapper6 months agoRising Traveler5.6KViews3likes5CommentsProgression 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_TM6 months agoNew Rookie3.9KViews5likes14Comments- jerrysworld396 months agoSeasoned Novice2.9KViews6likes13Comments
Trophies 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.Mat54Man546 months agoSeasoned Newcomer2.2KViews12likes19CommentsTeam 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.0bghg9v279d36 months agoSeasoned Newcomer1.8KViews8likes10CommentsUpdate 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 gameweedhopper596 months agoSeasoned Novice1.5KViews4likes6CommentsCan 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!!1.4KViews10likes21CommentsWear & Tear needs to impact the CPU teams, not just the user. (testing below)
This is not how we want W&T implemented for CPU teams. Too Long, Didn't Read: CPU teams start with zero W&T effects vs USER teams. Sharing from a post at OS: https://forums.operationsports.com/forums/forum/football/ea-sports-college-football-and-ncaa-football/26848453-the-wear-and-tear-impact-sliders-don-t-affect-the-cpu-except-they-do I wanted to create some Wear and Tear Sliders that guarantee the need of managing your players' Wear and Tear, but also ensuring that the CPU doesn't get disadvantaged in the later stages of the season because they aren't able to manage their Wear and Tear and therefore play with decreased ratings against the User in important games. In order to create my Sliders, I wanted to know how the new Impact Sliders for Wear and Tear impact the CPU. But after some testings with high Recovery sliders, I came across some interesting findings. Every CPU team was still affected by W&T (=had several players with Increased, High or Severe Risk of Injury and Rating drops) except vor the user team and the opponent of the user in the current week. So I have done some more extensive testings to find out if and how the CPU teams are affected by the Impact Sliders. I used Colorado and bumped all Impact Sliders down to 0 and all Recovery Sliders (including the In-Game Recovery Pool) up to 100. Simmed to Week 9, opponent is Utah. Week 10 opponent will be Arizona, Week 11 West Virgina. Colorado (user) is not affected by W&T at all (= a few players had some seasonal Health drained with about 3/4 left, but everyone had Low Risk of Injury, so basically no W&T). Utah is also not affected, Arizona is also not affected right now despite playing last week and having a bye week this week. West Virgina is affected by W&T. Simmed to Week 10 (vs Arizona). Colorado (user) still not affected and it will stay that way the entire time. Arizona not affected, Utah is affected now after the game against the user, West Virgina is still affected. Simmed to Week 11 (vs West VIrgina). West Virgina is now not affected, despite being affected the past weeks (bevause they play the user this week). Arizona is affected now after the game against the user. Simmed to Week 14 (vs Kansas State). Kansas State was affected by W&T in Week 12 and had a game every week until Week 14, but in Week 14 Kansas State was not affected. Injuries looked normal btw for both Colorado and Kansas State, pretty normal amount and length of injuries compared to around the league. Forced WIns to test it further in the Playoffs. For Big XII Championship vs Texas Tech they were not affected because firstly, they are playing against the user this week and secondly, they had a bye week before. Colorado (user) has bye week in first CFP round. Texas Tech plays against Oklahoma and is affected again. Texas Tech advances, is the opponent for the user and is not affected. Same procedure in the next round. In the National Championship the opponent was Texas, who were affected the week before and not affected for the Natty. Also went into the game to confirm that Colorado and Texas were really not affected by W&T as the W&T info graphic states. So my findings are: The Wear and Tear Impact Sliders do not affect the CPU teams. They only affect the User, BUT also the CPU teams that are playing the user in the respective week. For me, this means the problem I faced earlier that CPU teams are still affected by W&T despite having low Impact Sliders and high Recovery Sliders is not really a problem, because once you play against a team, the actual Impact Sliders seem to kick in and matter for the CPU. For this testing, the CPU teams got refreshed to the max once the user played against them, since the Impact was at 0 and Recovery at 100. But it should also mean that having moderate Impact Sliders should refresh the otherwise kind of highly affected CPU teams a bit once you play against them, which is something I was hoping for.UtahUtes326 months agoSeasoned Ace1.3KViews4likes2CommentsBring back encourage transfers
Dear EA Sports Team, First off, thank you for bringing back college football gaming with College Football 26. As a longtime fan of Dynasty Mode, I’ve spent countless hours, days enjoying the depth and strategy of team building, recruiting, and player development. One feature I truly loved and deeply miss is the "Encourage Transfer" screen during the Players Leaving stage of the offseason. It gave users a meaningful way to shape rosters not just our own, but across the NCAA landscape. It felt realistic, strategic, and immersive, especially when trying to create more dynamic and balanced teams throughout the dynasty, and customizable getting to choose which players to put in the transfer portal which I loved so much with my creative mind and modding like brain ability. It may seem like a small feature, but for many of us, it added a personal and creative control layer that made Dynasty Mode special. My Mind has always worked in creative ways, and this allowed me to use that for good. Despite all the pushback or even mockery I might face for saying this, I do believe God is in this. And I have been consistent with that in the midst of the persecution I believe He listens, He cares about the things on our hearts big or small and that He canbring this feature back. I'm someone who is serving Him, and I know He cares about the things that bring joy and meaning to our lives, even through something like this game. I respectfully ask that you consider bringing it back, whether in a patch or future update. I truly believe it would mean a lot to many fans who love building realistic and exciting college football universes year after year. So with hope and respect, I ask that you consider bringing back the Encourage Transfer screen whether through a patch, update, or future title. It really meant a lot to us who love creating immersive, balanced dynasties year after year. Thank you for your hard work on this game, and for listening to the community. Your efforts are appreciated more than you know. Sincerely, A dedicated dynasty player In Jesus’ name, the name above all names, Amen.Messieasy33e5 months agoSeasoned Newcomer1.3KViews5likes9CommentsPosition changes not recognizing recruits
Minimum position numbers are preventing me from making position changes even though I exceed the minimum as it is not recognizing the new players that I just recruited. for example, I have 6 WRs, I recruited 3( 3 from previous season) , I want to change one of them to TE as I actually only have 3 TEs. However the game is preventing me from changing as it says I only have 3 WRs. when I look at the depth chart is still isn’t showing the new recruits even though I am at National signing day and this is the time to change the new recruits position. how do I fix this?LordShea226 months agoSeasoned Newcomer1.2KViews0likes2CommentsDynasty Realistic Sliders
I know everyone ain't no fan when it comes to sliders but i honestly think ea should have yall own personal sliders for the gameplay on each level to make it more realistic when playing i think we shouldn't have to watch other people on youtube or Ect to get the right realistic sliders for Dynasty i think it should be already made for the Dynasty for playing Realistic for each level u play on cuz sometimes messing with the sliders and u have a good one set right to every thing it honestly do make it play better and realistic thats my opinion that EA SHOULD HAVE REALISTIC SLIDERS FOR DYNASTY FOR US TO SEE AND SET IT TOO1.1KViews0likes0CommentsConference tiebreakers still not functioning as intended
In the Deep Dive, it said that this is how they resolve tiebreakers: Improved Tiebreaker Logic: First, we look at the head-to-head record between tied teams. If the teams didn’t all play each other or the head-to-head doesn’t resolve the tie, we check the team’s record against common conference opponents. If they are still tied, we use the CFP ranking to determine placement. So right now, I have four teams tied for 2nd place in the American Conference: Rice, Temple, (25) Memphis, and UAB, in that order. They did not all play each other. Rice did not Temple, Temple did not play Memphis, Memphis did not play UAB, so the first tiebreaker should be thrown out. Since these are all four opponents, the only team that they all played was USF. However, all of them won, as USF was winless in conference play. So it should have gone to the third tiebreaker, which is CFP ranking. Memphis was the only one ranked, yet was listed behind Rice and Temple. Conference opponents listed here: Rice: FAU, Rice, UTSA, Memphis, Navy, UNT, USF, Tulsa Temple: FAU, CLT, UAB, USF, UTSA, Navy, Tulsa, ECU Memphis: Navy, Tulane, Rice, CLT, Army, UNT, UTSA, USF UAB: Tulane, Temple, Tulsa, USF, CLT, ECU, Army, FAU,BawseSammyB5 months agoNew Novice999Views0likes1CommentDynasty 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.899Views8likes12CommentsStadium atmosphere
I’ve rebuilt Stanford into a 4 1/2 star program, have made the playoffs 2 years in a row, am the reigning national champion, and am undefeated, averaging 50 points a game. My stadium atmosphere has not moved off a D+. I know those aren’t variables that go into improving stadium atmosphere, but previous year accolades and current ranking should impact the stadium atmosphere somewhat.canoli2166 months agoRising Rookie835Views3likes0CommentsGame 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]ryanenglish906 months agoSeasoned Adventurer809Views11likes28CommentsAuto Advancing Week in Online Dynasty
In CFB 25 Online Dynasty, you could clearly see a users remaining recruiting hours for the week and when set to ready to advance (RTA). Once all of the members had set RTA, the dynasty would automatically advance to the next week. In CFB 26 Online Dynasty, I cannot see the remaining recruiting hours for each member. Additionally, the week is not automatically advancing once all members have hit RTA even though the auto setting in league settings is activated (I think this is an individual user function and not a general league setting). This is very inconvenient for commissioners/owners since we now have to force advance every week once everyone is done. Is it meant to be this way or is this a dynasty feature that is not working properly? Either way, having the league auto advance once all are ready is a major QOL feature for online dynasties and should be fixed/added again to prevent frustration from all league membersDoubleJ156 months agoSeasoned Novice800Views0likes1CommentCoaching carousel logic
I wanted to test if existing OCs/DCs got a ton of offers (will stein at Oregon, Garrett Riley at Clemson etc) and the answer was no. Only coordinator job offer was to Glenn Schumann at UGA who’s an A+ prestige. The rest don’t have high grades there so they don’t get offers which leads to the G5 jobs going to randomly generated coaches which is a bit of a drag. in my test Pete Lembo at Buffalo went 13-1- no offers of any sort. Rhett lashlee as a HC won the ACC, nothin’. its minor, admittedly, but if EMU, lets say had a HC vacancies, and Jason Candle had left Toledo, why wouldn’t they look at one of his coordinators, instead of the game creating some no name guy for every G5. when the rosters are updated, please consider raising coach prestige grades on coordinators. It adds for more realistic movements then either randomly generated coaches or some of the same coaches fired at one school immediately landing another job (I saw satterfield land at Virginia off of getting fired)qvww2amq09b05 months agoNew Novice799Views2likes0Comments
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