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LI_Justice_LI's avatar
11 months ago

Feedback for two months into CFB25

Hey all, hoping some of these resonate with everyone, and wanted to give some feedback after 2 months of playing the game.

 

Gameplay - Overall gameplay feels good, but would love to see these updates

 

  • BUG: Curl routes completely bypass press coverage 100% of the time, please fix this exploit
  • Pass blocking still needs work. Lineman logic when they miss a blocking assignment puts them in no mans land when they let rushers run passed them
  • Shading inside/ outside should also shade the deep blue zones to more of the inside/ outside as well to help combat sideline fades and corner routes or inside streaks
  • Please allow us the option to switch the read option handoff controls back to what they used to be in every other NCAA game, with A handing off and not hitting A keeping with the QB
  • Please improve the initial blocking on HB screens from under center. Currently they are almost a guaranteed sack
  • Please adjust the holding for passing plays. We use 53 holding on our sliders and outside runs seem to be the only play that gets called for a hold. Rarely for inside runs and never for passing plays
  • The facemask animation never results in a facemask penalty even with 65 sliders
  • Wide Receivers beat press coverage way way too frequently, even when their release ratings are inferior to the CB's press ratings
  • In Dynasty, when playing teams at home in a tough place to play, fake snaps draw way too many offsides for the home team. It should be the opposite, where any attempt at a fake snap draws a false start. The whole concept of playing in a tough place to play is the offense can't hear themselves think, but yet the defense can hear a fake cadence?

Dynasty - Needs some work. Feels very surface level and some core components need to be addressed. 

 

Dynasty Immersion

  • This one is huge, but decent teams are still losing way too often against lesser CPU teams in Sim. I played a 2-3 90 Overall Nebraska team last night that ended with me (91 overall) losing a 45-52 shootout. In another league in year 3 Auburn is 1-6 (a user, me, was one of their losses). Why are these teams losing? There should be some initial logic for 85+ teams to have a very high win chance against any team lesser than them, altered slightly by playing in a tough play to play. This kills rankings and immersion and really needs work.
  • Supersim needs to be able to be toggled on and off. We are in a "serious" league, and it's impossible to know when users are supersimming defense (because this is a proven cheese to get stops you couldn't otherwise get) and an option to turn it off in Dynasties would be nice
  • Dynasty difficulty resets week to week. We play an AA league and every week I have to switch it from Heisman back to AA because of this glitch. I have heard it has something to do with each individuals offline difficulty setting, but whatever difficulty is set should always stick unless manually changed
  • Crowd reactions to picks, fumble recoveries, 4th down stops, kick returns for TD's, bombs, missed field goals, long distance made field goals, and game winning TD's/ FG's need more energy from the crowd.
    • This is particularly noticeable on missed FG's, Kick returns for TD's, and field goal blocks. The crowd needs to GO NUTS for these as they do IRL. Currently it is very subdued and kills the immersion
      • Reece Davis' commentary... I read an article that he is re-recording. When will this be implemented? Currently I just mute the commentary when he hosts

Dynasty Recruiting

  • Recruiting decommits/ flips need to be clearly illustrated. Their have been several people on the various forums reporting that decommits happen, but it is confusing as to how and when and what the rules are surrounding it
  • The ability to "hide" committed players from your active board would be nice
  • The team needs screen needs work. Currently ambiguous and confusing. I need 1 WR and have 5 targeted and 4 signed. Does that mean I actually need 5 total? Why not always show the total you needed and let the user deduct signed from this themselves or better yet add an "Original Need" and "Current Need" field to better delineate?
  • The visits feature needs work. Sometimes recruits will get locked for scheduling a visit with no explanation as to why. Already visiting another school? You have too many recruits visiting already? Currently there is no indication on why a recruit can't visit
  • Visits need to be able to be rescheduled. This is especially important if you accidentally choose the wrong visit pitch, or decide you want to change the visit pitch. Currently the only way to change a visit is to remove the prospect off your board, which removes the scholarship, and then you have to go re-add them and reschedule the visit. Clunky at best
  • Add the ability to decipher if you have already scouted a player you took off your board
    • Currently if you scout a player, find out he's a bust, and drop him. When going through the player list to add players you can't tell if you scouted a player already or not. Sometimes the bust/ gem icon will show but I know for a fact in preseason it doesn't. a Yes/ No "Fully Scouted?" column would be a ice addition

Dynasty Coaching Carousel

  • Needs tuning. In future games this should be a "sell yourself" pitch style where you and other users can bid for the same job and make promises for beating rivals, having a certain win percentage, pass for 300+ yards a game etc that get you fired if you miss those goals. And those promises can tie into coach prestige, because if you constantly lie just to get a job your prestige should take a hit and make you less desirable to get hired

Dynasty Offseason

  • Please allow custom schedules to actually work
  • Transfer portal is confusing. Is it just transfers? Or is it a mix of transfers and recruits who are still available from the regular season? You should be able to differentiate
  • Do recruits you "encourage to transfer" actually go somewhere? do 85 overall QB's I encourage just disappear into the nether?
  • Do recruits you recruited at a prior school follow you and try and transfer to your new school? This is SUPER common IRL and would love clarification
  • Please leave Athletes athletes in position changes and let us make the call
  • I was out of town for my last offseason in one of my dynasties. I put myself on Autopilot in hopes that the CPU would take over for me. I came back week 1 to find that the CPU added 0 recruits, scouted nobody, and put me WAY behind other users to start the year (that first week of 1000 hours for scouting is HUGE)
    • I assume that the "computer recruiting" option or whatever it is called probably has to be on, but that affects the entire league and would most likely make decisions for users who don't want it. Anyone on autopilot should have this feature automatically on for them for obvious reasons

Dynasty Menus

  • A dynasty hub type tab where you can see all the updates for just users would be nice. Currently you either have to look at each team individually, or utilize the members section in dynasty central and it is clunky. You'd never know you were even in a dynasty without scrolling to that screen
  • BUG: Sometimes Team practice isn't an option under the Team tab. It just disappears. It needs to always be available regardless of a game, bye week, or bowl

Custom Playbooks

  • Please allow us to reorder the formations in a custom playbook
  • Please allow us to reorder the plays within a formation in a custom playbook
  • Please allow us to remove Hail Mary as a formation, but keep the strategy Hail Mary scenario
  • BUG: The 3-3-5 Mint is missing from Custom Playbooks as an option
  • BUG: The 3-3-5 High is listed twice
  • BUG: The 3-3-5 Double Mug is listed twice, one as 3-3-5 Double Mug and one as just Double Mug
  • Please revisit how the playcalling strategy screen works. Going through and rating every single play with stars is clunky at best. I would love to just go through my playbook for each scenario, and simply select plays with A/ X instead of giving it a "star" rating. Currently you have to add a play, then go through your entire (unorganized) playbook and find it, then click A/ X to add it.
  • It would be way better to just select "1st Down" as the scenario, then have your playbook come up the way it does when viewing "My Plays" in the Custom Playbook, and add them that way. In my opinion all plays should be considered equally and the star ratings get removed.  
    • Also, how do these star ratings even work? Is it frequency of how often they appear? How confident you are in that play? How effective it is? What is the point of having a 1/2 star play with a bunch of 5 star plays if that 1/2 star play will never jump the 5 stars?

Please upvote to make this visible to EA, and please add anything you wish to this thread.

 

Thanks everyone!

9 Replies

  • CinKid73's avatar
    CinKid73
    Seasoned Veteran
    11 months ago

    @LI_Justice_LI 

    Excellent post regarding the numerous game breaking glitches/bugs/issues, I agree with everything mentioned. Also, nice to finally see someone submit a post who has a Canadian relative that works for EA. To have a Community Manager actually respond to a semi-critical outline of gameplay problems within twenty-four hours is astounding, and I hope that all the described game mode issues are finally addressed in the upcoming Title Updates. Perhaps you could enumerate a number of other observations by contributors in this forum, as the preponderance of them go unnoticed, and yours is one of the only posts that generates any traction with EA moderators. Personally, I have been submitting posts to this forum, in addition to FIFA and EA FC for years, and not once has anyone at the organization acknowledged them.

  • tm219's avatar
    tm219
    Rising Adventurer
    11 months ago

    Lots of good stuff here. 

    A few adds 

    - 2 min drill too effective and time seems to not bleed off enough in super sim during 

    - a turnover or big play seems to give too much momentum 

  • Great feedback.  Additionally, specifically for offline Dynasty, and, I put this in my feedback message:

    Quarterback Pocket Presence and Throw-Away Logic. (Most CFB Games have fewer than 4 sacks TOTAL)  Most.  QBs are concerned about Ball Security and Yardage.  

    • When being blitz, QBs will sit and watch the on rushing defender and not move or attempt a quick throw to a safety valve. (even if it's inaccurate)
      • Please fix QB logic to step out maneuver or throw to a receiver when a blitz isn't picked up.
    • When a DL beats his lineman on the outside the QB will attempted to out run the DL instead of stepping up into the pocket to evade.
      • Please fix QB logic to step into the pocket or attempt to run forward out of the pocket instead of running away and losing 10+ yards every time they feel outside pressure.
    • When the QBs attempt to scramble out of the pocket they ALMOST always run to their weak side and take a bad angle which almost always leads to a sack.
      • Please fix QB logic to scramble away from defenders, pick better running lanes when scrambling, and to throw the ball away in a more logical place.
        • Even if that logical place is safely at the feet of a safety valve route.
    • QBs will not throw away a ball when it makes more sense to throw it away rather than take a sack.  Especially when one of the above issues happens.
    • Some throw aways have the QB throwing across their body to the far side sideline or even, (once) 40 yards to the back of the endzone. Additionally, the motion of the throwaway will lead to a sack because the QB will set their feet to throw it away when it should just be a quicker toss. 
      • Please fix the logic for QBs so throwaway are more fluid and make sense with where they are on the field. 
    • QBs will throw the ball away instead of running across the line of scrimmage and gaining a few yards.  I had a CPU QB run up to the line of scrimmage, run down the line of scrimmage toward the sideline then throw the ball away when they could have just run straight ahead 3 yards and picked up the first down because there were no defenders in front of them. 
      • Please fix the QB logic here.

    Ball Carrier Running Logic:

    • Simply put CPU ball carriers will run right at defenders.  You see this mostly on returns but all ball carriers seem to heatseek toward a defender instead of attempting to run to open space to get an extra couple of yards.  
      • Please fix Ball Carrier logic so their running lanes are into space and for them to attempt to avoid defenders, (except power backs who will attempt to go through defender when they cannot run around them)
      • They should be running toward the sidelines, to the hash marks, (either sideline) attempting to beat defenders there.  If a defender beats them to the outside, taking away the sideline, they will run straight forward then back again toward the sideline once they beat the defender straight forward. (more times than not)
      • The shortest distance is a straight line, but the path of least resistance is usually taken first.
  • Great feedback.  Additionally, specifically for offline Dynasty, and, I put this in my feedback message:

    Quarterback Pocket Presence and Throw-Away Logic. (Most CFB Games have fewer than 4 sacks TOTAL)  Most.  QBs are concerned about Ball Security and Yardage.  

    • When being blitz, QBs will sit and watch the on rushing defender and not move or attempt a quick throw to a safety valve. (even if it's inaccurate)
      • Please fix QB logic to step out maneuver or throw to a receiver when a blitz isn't picked up.
    • When a DL beats his lineman on the outside the QB will attempted to out run the DL instead of stepping up into the pocket to evade.
      • Please fix QB logic to step into the pocket or attempt to run forward out of the pocket instead of running away and losing 10+ yards every time they feel outside pressure.
    • When the QBs attempt to scramble out of the pocket they ALMOST always run to their weak side and take a bad angle which almost always leads to a sack.
      • Please fix QB logic to scramble away from defenders, pick better running lanes when scrambling, and to throw the ball away in a more logical place.
        • Even if that logical place is safely at the feet of a safety valve route.
    • QBs will not throw away a ball when it makes more sense to throw it away rather than take a sack.  Especially when one of the above issues happens.
    • Some throw aways have the QB throwing across their body to the far side sideline or even, (once) 40 yards to the back of the endzone. Additionally, the motion of the throwaway will lead to a sack because the QB will set their feet to throw it away when it should just be a quicker toss. 
      • Please fix the logic for QBs so throwaway are more fluid and make sense with where they are on the field. 
    • QBs will throw the ball away instead of running across the line of scrimmage and gaining a few yards.  I had a CPU QB run up to the line of scrimmage, run down the line of scrimmage toward the sideline then throw the ball away when they could have just run straight ahead 3 yards and picked up the first down because there were no defenders in front of them. 
      • Please fix the QB logic here.

    Ball Carrier Running Logic:

    • Simply put CPU ball carriers will run right at defenders.  You see this mostly on returns but all ball carriers seem to heatseek toward a defender instead of attempting to run to open space to get an extra couple of yards.  
      • Please fix Ball Carrier logic so their running lanes are into space and for them to attempt to avoid defenders, (except power backs who will attempt to go through defender when they cannot run around them)
      • They should be running toward the sidelines, to the hash marks, (either sideline) attempting to beat defenders there.  If a defender beats them to the outside, taking away the sideline, they will run straight forward then back again toward the sideline once they beat the defender straight forward. (more times than not)
      • The shortest distance is a straight line, but the path of least resistance is usually taken first.
  • @EA_BarryI ran into the difficulty setting bouncing back and forth on my offline franchise. My gameplay was great about 2 weeks ago on heisman but then this behavior began to happen. The behavior stopped after a couple days but Heisman level is next to impossible now (cpu QBs are super accurate, my computer controlled defenders do not follow coverage of play, cpu receivers never drop passes even when catching slider is low) and slider adjustments do not help.
    It was suggested that I delete my profile but wasn’t sure if that was the best way to go about it or if there was a video on how to do that. This game has a lot of potential but seems very volatile in terms of game play right now. At least the instance I have. Any suggestions on how to improve my experience?  I don’t want to restart my franchise because I already did that once. 

  • Agree completely. I routinely have 5+ sacks a game and we have one guy in our league on AA (beefed up) sliders with over 100 sacks. I think blitzting should be high risk high reward but there is a reason the highest blitzing NFL Team last year (The Bears) only blitzed on half (50%) of their plays. Because you will get burned bad if you do it too much.

    This guy with 100+ sacks blitzes on ever single down.

  • FSMpreist21's avatar
    FSMpreist21
    Seasoned Adventurer
    11 months ago
    @LI_Justice_LI great post... god bless your patience. We're all waiting to see how bad the 2026 release is screwed up at this point, tho... I personally have given up on this game resembling anything close to actual football, especially when it comes to the application of the rules

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