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Thanks for capturing all of this in one place. A few additional comments based on the list.
1) Regarding 3 Star Recruits signed in Coach XP, it's actually counting 4 Star recruits signed, which makes more sense but it has the wrong label.
2) Also you should add the bug where dynasty is changing difficulty settings. I didn't see that in the list. Pretty confident it's inheriting the "General Gameplay" difficulty from the league commissioner (offline/online leagues) during some but not all dynasty loads. This is a very annoying for players who play at different difficulty levels. For example I play Co-Op Varsity with my son and All American with my friends. When my general setting was on All American it would sometimes change the Varsity Dynasty to All American making games too difficult for me and my son...mostly my son 🙂. When I changed it to Varsity to avoid that happening, my online league started inheriting Varsity difficulty sometimes.
3) In madden play cooldown and play count restriction for online league settings can be differentiated for offense and defense. Would really like that here.
Re-read through original post. One small note to add with pro potential (probably a tweak).
Players seemingly only go pro based on their overall. It seems like their production should also be a factor here. For instance, my 84 ovr HB had over 2000 rushing yards and 900 receiving yards and won Heisman as a Junior. Sure he wasn't 90 ovr, but that combo seems good enough that he wouldn't return for his Senior year, especially as a RB.
So include a combination of these 4 things when deciding whether or not to go pro:
- School prestige (higher = more likely to go pro)
- Conference prestige (higher = more likely to go pro)
- Overall (higher = more likely to go pro)
- Production (higher = more likely to go pro)
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