Forum Widgets
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_Blitz5 months agoEA American Football Team25KViews12likes0CommentsAdaptive 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.kentuckysapper5 months agoRising Traveler4.8KViews3likes5CommentsWear 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.4.7KViews14likes10CommentsProgression 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_TM5 months agoNew Rookie3.5KViews5likes14Comments- jerrysworld395 months agoSeasoned Novice2.4KViews6likes13Comments
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.Mat54Man545 months agoSeasoned Newcomer2KViews12likes18CommentsTeam 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.0bghg9v279d35 months agoSeasoned Newcomer1.3KViews8likes10CommentsWear & 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.1.1KViews4likes2CommentsUpdate 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 gameweedhopper595 months agoSeasoned Novice1.1KViews4likes6CommentsCan 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!!902Views10likes19CommentsBring 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.Messieasy33e4 months agoSeasoned Newcomer799Views4likes5CommentsGame 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]ryanenglish905 months agoSeasoned Adventurer791Views11likes28CommentsPosition 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?LordShea225 months agoSeasoned Newcomer700Views0likes2CommentsConference 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,BawseSammyB4 months agoNew Novice699Views0likes1CommentDynasty 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 TOO699Views0likes0CommentsStadium 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.canoli2165 months agoRising Rookie699Views3likes0CommentsDynasty 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, eligibility, position, height, weight, etc. You are generating way too many people who hail from the mountain of the Caucasus in here. NIL players should have limited editing as well. Ratings, class, numbers, etc. 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…607Views10likes22CommentsAuto 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 membersDoubleJ155 months agoSeasoned Novice599Views0likes1CommentEncourage 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.mb49onkh7wss4 months agoSeasoned Rookie592Views1like12Comments
Community Highlights
- EA_Kent4 months ago
Community Manager
- EA_Kent4 months ago
Community Manager
- EA_Blitz5 months ago
EA American Football Team
Featured Places
College Football Game Info Hub
Check out the latest news and patch notes for EA SPORTS™ College Football.College Football 26
Check out the EA SPORTS™ College Football 26 community forums and discuss the latest news and game information.College Football 26 General Discussion
Join the community on the EA SPORTS™ College Football 26 forums and talk about everything in and around the game.College Football 26 Dynasty
Chat with the community about your Dynasty in EA SPORTS™ College Football 26.College Football 26 Road to Glory
Discuss Road to Glory with the EA SPORTS™ College Football 26 community.College Football 26 Ultimate Team
Everything Ultimate Team™ in EA SPORTS™ College Football 26.Road to the College Football 26 Playoff
Talk with the EA SPORTS™ College Football 26 community about Road to the College Football Playoff.College Football 26 Technical Issues
Trouble with codes, connectivity, or performance in EA SPORTS™ College Football 26? Join us to get help from the forum community.College Football 26 Bug Reports
Report bugs in EA SPORTS™ College Football 26 and share your experience with the community on this forum.