EA_Shepard
I appreciate the opportunity to dig deeper into this feedback. I’ll start here:
• Stadium Pulse – I completely understand the goal of implementing a feature like this into the game. However, after seeing it in action and reading feedback from others, I believe Stadium Pulse is currently overpowered. There has never been a quarterback in football history who was physically unable to look at a receiver and throw the ball simply because of crowd noise.My suggestion would be to remove the “?” icon over receivers when Stadium Pulse is active and instead focus on limiting communication in more realistic ways, such as forcing quarterbacks to rely on hand signals or adjusted pre-play communication.
• Blocking Improvements – Blocking has definitely improved, but it still needs work based on what I’ve experienced over the past week. Run blockers are frequently peeling away from their assignments and attempting to block defenders behind the ball carrier. As a result, blockers often run directly into the ball carrier while they’re trying to break free, which allows defenders to recover and prevent what should be touchdowns—especially on kick returns.
• Dynamic Substitutions – Dynamic substitutions are a nice addition and can be very helpful, but they can also become confusing at times, particularly when a mistake leaves the wrong player in for the wrong situation. See below.
Gameplay Experience / Fairness – You mentioned that the game “still doesn’t feel varied or fair enough,” and I think this deserves a deeper discussion.
To me, “scripted gameplay” refers to situations where the outcome of a game feels predetermined, or where the same sequence of events consistently happens game after game.
For example:
• A team goes up 14 points in Road to CFP. At that moment, it suddenly feels almost impossible for the leading team to stop the opponent from scoring on the next drive.Typically, the sequence looks something like this:
- The ensuing kickoff is returned deep or for a touchdown.
- My defense—despite being a 94 overall unit with fully rested players—suddenly plays dramatically worse.
- Star players miss tackles
- Interceptions are dropped
- Fumbles can’t be recovered
- The defense becomes unable to stop virtually any offensive play call
These situations occur almost every game, whether in the regular season or the CFP. I’m confident that if you surveyed players across multiple modes, many would describe experiencing these same patterns repeatedly. At some point, it stops feeling random and starts feeling coded into the gameplay logic.
So now the game becomes 14-7. Then suddenly:
- The opposing defense transforms into the ‘79 Steelers.
- Diving tackles start happening everywhere.
- Defensive linemen consistently tip passes at the line.
- It often feels like defenders jump before the ball is even thrown, and somehow the tipped pass always seems to find a defender which leads to a INT.
At the same time:
- Offensive holding penalties increase
- Offensive pass interference gets called on RPOs
- Momentum completely shifts against the team that previously had control
After a few possessions and punts:
- The trailing team scores again
- The game is now tied 14-14
From there, the game usually settles back into balance until the fourth quarter, when chaos breaks loose again:
- Random fumbles from fresh players
- Unrealistic interceptions
- Kickoff return swings
- Momentum shifts that feel manufactured rather than earned
I refer to these moments as “manufactured drama.” They don’t feel like the result of two players creating organic football moments—they feel like the game forcing a dramatic experience to mimic real college football. When these same patterns happen nearly every game, it no longer feels coincidental.
Seasonal Matchmaking Pattern
There also seems to be a recurring pattern in Road to CFP progression:
- Games 1–4: generally easier
- Games 5–7: matchmaking ramps up significantly and becomes extremely difficult
- Game 10: consistently feels brutal
- CFP games: often involve the same powerhouse teams repeatedly
This pattern appears almost every season and contributes to the feeling that progression is heavily scripted. If many of the situations described above are tied to the “comeback moments” system you mentioned, I’d strongly recommend revisiting the logic behind it.
For context:
- I’ve played over 1,100 Road to CFP games in 26
- I played over 3,100 Road to CFP games in 25
Based on that experience, I’m confident the concerns I’m describing have real validity.
One final note on scripting: it has reached the point where, within the first quarter, you can often tell which team is going to win. The losing team’s AI players consistently feel slower and more lethargic, while the winning team moves faster and plays with more freedom and responsiveness. This happens regardless of team tier or player ratings.
Hope this shines light on what many players have experienced in CF26. Look at the story in the data, not just the data points and their definition. Why does a player with over 3100 games played in 25 drop down to only 1100 games just one year later???
The story is above!!! I hope this is helpful. Happy to provide additional feedback if needed.