Lathius
5 months agoNew Scout
Dynasty 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…