Deleted the game
I’m reaching the point where I no longer feel the game delivers a consistently competitive or realistic experience. The core mechanics frequently appear unreliable, which significantly undermines the overall quality of gameplay. The catching system is particularly inconsistent. Players often drop routine catches and interceptions that should be completed, while defenders may fail to track the ball, jump, or attempt to deflect passes within their immediate reach. AI awareness presents similar issues: players take poor pursuit angles, miss clear assignments, react too slowly, or accelerate in ways that appear unrealistic. These problems feel less like intentional difficulty and more like shortcomings in the underlying programming. Pass blocking is also highly inconsistent. Offensive linemen, tight ends, and running backs regularly miss blocks or abandon their assignments, causing certain plays to feel unsuccessful before the snap. Tackling, zone coverage, animations, momentum, and player responsiveness exhibit similar inconsistencies, with on-screen outcomes often failing to align with what would be expected from the situation. Additional gameplay issues include: Defensive backs sometimes ignore receivers entering their zones. Linebackers can react instantly to passes while still appearing unaware of nearby routes. Safeties occasionally take unrealistic angles or drift away from their assignments. Defenders may turn their backs to the ball instead of making a play. Players sometimes fail to trigger catch, swat, or interception animations. Receivers can run directly into defenders without adjusting their routes. Wide receivers may fail to fight for contested catches despite having favorable positioning. Ball carriers can lose momentum abruptly after minor contact. Tacklers sometimes slide past runners or make contact without producing a realistic tackle. Gang tackles can result in awkward animations and inconsistent outcomes. Hit-stick tackles may produce exaggerated results that do not match the collision. Wrap tackles occasionally fail even when the defender is properly positioned. Players can become stuck in animations after the play has effectively ended. Pursuit defenders sometimes slow down for no apparent reason. Ball carriers may accelerate through contact in ways that feel disconnected from ratings. Speed differences between players are not always reflected consistently. Players with strong ratings can feel unresponsive or sluggish. Quarterbacks may experience delayed throwing inputs. Passing animations can trigger after the intended timing window. Receivers sometimes fail to respond to user adjustments. Route-running animations can cause players to lose unnecessary momentum. Players may continue running after a user-directed adjustment. The quarterback can be affected by pressure that appears visually insignificant. Throwing under pressure can produce outcomes that do not match the quarterback’s position or balance. Pass trajectories can vary dramatically despite similar inputs. Deep passes may lack appropriate touch or hang time. Short passes can sail over open receivers. Bullet passes sometimes travel through or around defenders unrealistically. Lob passes may be too slow to function effectively in normal situations. Touch passes can feel difficult to control consistently. Passing windows do not always reflect the actual positioning of defenders. Defenders can make plays on the ball without appearing to locate it. Interceptions may occur through the receiver’s body or hands. Deflected passes can behave unpredictably after contact. The ball can appear to change direction unnaturally. Receivers may fail to react to tipped passes. Quarterbacks can throw directly toward defenders despite clear visual separation. The game sometimes rewards defensive positioning that would not be effective in a realistic situation. Offensive players may fail to recognize obvious blitzes. Hot routes and protection adjustments do not always produce the expected results. Running backs can block the wrong defender. Running backs may release into routes when they should remain in protection. Tight ends sometimes miss edge rushers despite having a clear angle. Offensive linemen can double-team the wrong player. Linemen may leave dangerous rushers unblocked. Interior linemen can fail to engage defenders directly in front of them. Pulling linemen may take inefficient paths to their assignments. Screens can break down before the blocking develops. Play-action blocking can feel inconsistent from one play to the next. Pass rushers sometimes win instantly without a meaningful interaction. Defensive linemen can become stuck on blockers. Edge rushers may run past the quarterback without attempting a tackle. Blitzers can take unrealistic paths through the offensive line. Defensive pressure does not always correspond to the quality of the blocking matchup. Pocket movement can feel disconnected from the location of pressure. Quarterbacks may be unable to step up even when space is available. Sacks can occur after the quarterback has already released the ball. The game occasionally registers pressure after the play should be over. Blocking assignments can change unpredictably after the snap. Offensive linemen may turn away from nearby threats. Players can block empty space while ignoring an approaching defender. Run blocking can produce large gaps that disappear immediately. Lead blockers may fail to engage the first defender in their path. Fullbacks can run past linebackers without making contact. Pull blocks may trigger too late to be useful. Double teams can fail to move defenders despite favorable leverage. Defensive tackles can shed blocks too quickly or too slowly. Block-shedding animations do not always match the ratings involved. The blocking logic can make certain formations feel unusable. Some plays appear to fail regardless of the selected protection. The same play can produce dramatically different blocking results without a clear reason. Offensive linemen sometimes react to defenders outside their responsibility. Defenders can disengage from blocks without a believable animation. Blocking outcomes can feel predetermined rather than based on positioning and ratings. Zone coverage defenders may stop moving when a receiver enters their area. Man coverage defenders can lose track of receivers during simple cuts. Defensive backs sometimes fail to turn their heads toward the ball. Cornerbacks may remain locked onto a receiver after the route has changed direction. Safeties can overreact to underneath routes and abandon deep coverage. Linebackers may cover routes that are outside their realistic range. Defenders can jump routes before the ball is visibly thrown. Defensive players sometimes react to the quarterback’s decision too quickly. Zone defenders may pass off receivers incorrectly. Multiple defenders can cover one receiver while leaving another completely open. Defenders may collide with teammates and fail to recover. Defensive backs can run into receivers without triggering meaningful contact. Press coverage animations can disrupt routes inconsistently. Receivers may be rerouted too easily by minor contact. Defensive backs can make contact well beyond the expected interaction window. Coverage ratings do not always appear to influence separation. Route-running ratings can feel less important than animation outcomes. Receivers may gain separation through unrealistic movement. Wideouts can become stuck behind defenders after completing a route. Players sometimes stop at the wrong depth in zone coverage. Defenders may fail to recognize crossing routes. Crossing routes can cause defensive assignments to collapse unrealistically. Motion can confuse the AI more than it should. Pre-snap alignment does not always translate into proper post-snap coverage. Defensive adjustments can be ignored after the snap. User-controlled defenders may feel slower than AI-controlled players. Switching defenders can select an unintended player. Player switching can occur too late to make a meaningful play. Defensive pursuit can break down when the ball carrier changes direction. Pursuit angles often appear too shallow or too aggressive. Defenders may take the longest possible route to the ball. Players can run away from the ball while attempting to pursue it. Contain assignments may fail against ordinary quarterback movement. Spy defenders can react too slowly or abandon their responsibility. Scrambling quarterbacks can exploit predictable AI behavior. Defensive ends may fail to maintain outside leverage. Linebackers can overrun ball carriers instead of breaking down. Defensive backs may hesitate before tackling in open space. Tacklers can make contact without wrapping up. Ball carriers can bounce off tackles that appear well executed. Low-rated players may consistently break tackles beyond expectation. High-rated tacklers can miss routine open-field tackles. Tackle animations can trigger from awkward distances. Defenders may tackle from behind without enough momentum. Tackles can produce unrealistic spins or sudden direction changes. Ball carriers sometimes fall forward too far after contact. Players can remain upright through multiple hits without a clear explanation. The impact of strength, balance, and tackling ratings is not always apparent. Stiff arms can produce inconsistent results. Ball carriers may stiff-arm defenders from impossible angles. Fumbles can occur without a visible hit or meaningful contact. Hard hits do not always create realistic fumble probabilities. Strip attempts can feel random rather than situational. Ball security ratings may not consistently affect outcomes. Loose balls can bounce in unnatural directions. Players may fail to recover fumbles directly in front of them. Fumble recovery animations can be delayed. The wrong player may be selected during a loose-ball situation. Players can run past a loose ball without attempting to recover it. The ball may disappear briefly during pileups. Recovery outcomes can feel predetermined. Running lanes can close instantly despite successful blocking. Ball carriers may ignore open gaps. Running backs can choose inefficient paths through the line. AI runners sometimes run directly into blockers. Ball carriers may hesitate behind blockers for too long. Cutback logic can produce unnatural lateral movement. Juke animations can cause excessive loss of speed. Spin moves may trigger inconsistently. Hurdles can produce awkward collision outcomes. Ball carriers may change direction without planting properly. Acceleration bursts can feel disconnected from player ratings. Sprinting can cause players to lose control of their intended path. The ball carrier may fail to respond to directional inputs. Running animations can continue after the user releases the control. Players can become trapped in contact animations. The game may not properly distinguish between user input and animation momentum. Running backs can be tackled through blockers without a clear interaction. Ball carriers may be pushed sideways by invisible contact. The first step after receiving a handoff can feel delayed. Handoffs can produce awkward positioning between the quarterback and running back. Read-option exchanges may not reflect the defender’s actual decision. Quarterbacks can keep or give the ball despite the visual read. Option pitches may be difficult to execute consistently. Pitch animations can result in unexpected fumbles. The pitch target may not respond to the input. RPO decisions can feel predetermined. Blocking on option plays can fail before the read develops. Designed quarterback runs can produce unrealistic contact outcomes. Quarterbacks may break tackles too easily or too rarely. Scrambles can be affected by invisible speed penalties. Quarterbacks sometimes slide late or fail to slide. Kneel-down animations can be unreliable. Quarterbacks may be tackled after beginning a slide. The quarterback can remain vulnerable longer than expected. Throwing while moving can produce inconsistent accuracy. Rollout passes may not account properly for body position. Quarterbacks can throw across their body without an appropriate penalty. Throwing animations can ignore nearby defenders. The quarterback may not reset his feet after changing direction. Play-action fakes can last too long. The quarterback can become stuck in a fake handoff animation. Snap timing can vary without clear input differences. Shotgun snaps may arrive at inconsistent heights. Under-center exchanges can produce awkward spacing. Bad snaps do not always reflect the situation realistically. The center may fail to snap the ball when expected. Pre-snap motion can create alignment issues. Motion players may not reach the correct timing point. Players can line up incorrectly despite legal formation requirements. Formation substitutions may produce unexpected personnel. The wrong player may appear on the field. Substitution logic can ignore fatigue or depth-chart priorities. Fatigue effects can be inconsistent from play to play. Players may recover stamina too quickly. Some players appear exhausted without a clear reason. Fatigue can affect speed more than expected. Fatigue may have little visible impact on blocking or tackling. Injury animations can interrupt gameplay awkwardly. Injuries may occur without meaningful contact. Players can return too quickly after serious-looking injuries. The injury system does not always communicate the severity of an issue. Medical or substitution decisions can feel disconnected from gameplay. Crowd and stadium presentation can interrupt the flow of a game. Cutscenes may trigger at inappropriate times. Replays can focus on irrelevant moments. Important plays may not receive a useful replay. Camera angles can obscure the actual interaction. The camera may switch too late during returns. Broadcast presentation can repeat the same sequences too frequently. Commentary may describe events inaccurately. Commentary can fail to acknowledge major changes in momentum. Audio cues may not match what happens on the field. Crowd reactions can be delayed or exaggerated. Stadium atmosphere does not always reflect the importance of the game. Weather effects may not meaningfully influence gameplay. Wind can feel either irrelevant or overly powerful. Rain may affect visibility without affecting ball handling appropriately. Snow and field conditions can appear cosmetic. Field surfaces may not influence movement consistently. Players can slide or stumble without a clear environmental cause. Lighting can make the ball difficult to track. Shadows may obscure players or routes. Uniforms and equipment can clip through one another. Player models may deform during contact. Helmets, arms, and footballs can intersect unnaturally. Facial and body animations can appear disconnected. Players may teleport slightly during transitions. Animation blending can create sudden changes in posture. Celebrations can trigger while the play is still developing. Players may celebrate the wrong outcome. Touchdown celebrations can interrupt the next sequence. The game can freeze briefly after major plays. Menus may respond slowly after returning from gameplay. Input delay can vary depending on the situation. Controller commands may not register during animations. Button prompts can appear too late. The game may interpret one input as another. Passing icons can disappear unexpectedly. User-interface indicators can obscure important field information. Pre-play menus may not save adjustments. Audibles can fail to activate. Hot routes may reset without warning. Defensive adjustments can be lost after substitutions. Play-call screens can provide incomplete information. Formation descriptions may not match the actual play. Play art can display incorrect routes or blocking assignments. The selected play may not match the play that runs. The game can load the wrong personnel package. Tempo settings may not function consistently. Hurry-up offense can create alignment errors. Clock management tools may not respond reliably. The play clock can behave unexpectedly after stoppages. The game may fail to recognize a first down immediately. Spotting the ball can appear inconsistent. Sideline catches may be ruled differently in similar situations. Possession rules can be difficult to understand from the replay. Reviews may not show the most relevant angle. Challenge outcomes can feel inconsistent. The game may overturn clear calls while upholding questionable ones. Replay controls can be difficult to use quickly. The line-to-gain marker may be inaccurate. Down and distance information can update late. The scoreboard may display outdated information. Timeouts can disappear or fail to register. The clock may continue running after an apparent stoppage. The clock can stop when it should continue. End-of-half situations can produce confusing timing. Kneel-downs may not consume time correctly. Spikes can have inconsistent clock effects. Out-of-bounds plays may not stop the clock as expected. Penalties can produce unclear enforcement results. The game may call penalties inconsistently. Defensive pass interference can be difficult to distinguish from legal contact. Offensive holding calls may not match visible blocking. False starts can occur without obvious movement. Encroachment may not trigger when a defender crosses the line. Illegal formation calls can be difficult to anticipate. Roughing-the-passer calls may not reflect the actual hit. Late hits can go uncalled. Special-teams penalties may be overlooked. Penalty animations can occur after the play has moved on. Declined penalties may not be communicated clearly. Automatic first downs can be confusing. Field-position changes after penalties may appear incorrect. Punts can have inconsistent hang time. Punt coverage players may take poor angles. Returners can fail to field catchable punts. Fair-catch inputs may not register. Return blocking can collapse immediately. Kickoff coverage can produce unrealistic spacing. Kick returners may accelerate too quickly. Returners can run into their own blockers. Special-teams players may ignore the ball. Onside kicks can feel random. Kick trajectories may not match the input. Field-goal accuracy can vary unexpectedly. Kicking meters can behave inconsistently. Wind effects on kicks may be unclear. Snap and hold animations can delay the kick. Blocked kicks may not reflect the blocking interaction. Extra-point formations can create alignment problems. Fake kicks can fail because of unreliable blocking. Special-teams substitutions may not work correctly. The wrong returner may be placed on the field. Coverage assignments can change without warning. The kicking camera can make aiming difficult. The ball may disappear briefly during kicks. Field-goal posts can appear misaligned with the kick path. The game may not clearly communicate whether a kick is good. Overtime rules may not be explained clearly. Overtime possessions can begin with incorrect field position. Tie-breaking procedures may not match the selected rules. The game can end before the final play is resolved. Postgame statistics may not match what occurred. Box scores can contain incorrect totals. Player statistics may be missing plays. Passing attempts and completions can be recorded incorrectly. Rushing yards may not match the field position. Sack totals can be inconsistent. Turnovers may be assigned to the wrong player. Tackles and assists can be distributed inaccurately. Time of possession can be calculated incorrectly. Third-down conversions may not be recorded properly. Red-zone statistics can be incomplete. Drive summaries may omit important plays. Season statistics can fail to update. Career records may not reflect completed games. Awards and rankings can change without clear justification. Player progression can feel inconsistent. Ratings may not reflect on-field performance. Development traits can produce unpredictable results. Recruiting outcomes can appear disconnected from team performance. Recruiting visits may not provide clear feedback. Prospects can commit despite weak interest. Scholarship limits may not update correctly. Depth charts can reset unexpectedly. Position changes may not save. Player archetypes may not match their actual abilities. Transfer decisions can feel random. Team chemistry effects may be unclear. Morale changes may not correspond to results. Home-field advantage can feel inconsistent. Rivalry effects may be difficult to identify. Coaching adjustments may not produce visible changes. Playbook changes can fail to apply. Custom playbooks may lose saved settings. Formation audibles can reset. Personnel packages may not remain assigned. Dynasty schedules can generate unrealistic matchups. Conference standings may calculate incorrectly. Tiebreakers may not follow the selected rules. Rankings can ignore important results. Poll movement can feel arbitrary. Bowl selections may not reflect team records. Playoff qualification can be unclear. Championship brackets may display incorrect information. Scheduling conflicts can occur unexpectedly. Bye weeks may be assigned incorrectly. Rivalry games can disappear from the schedule. Weather and venue selections may not save. Home and away designations can be reversed. Uniform selections may reset. Alternate uniforms may not appear correctly. Stadium upgrades may not produce visible changes. Facilities effects can be difficult to measure. Coaching staff changes may not apply. Staff progression can be unclear. Recruiting pipelines may not function as described. Scouting information can be inaccurate. Player ratings may change without explanation. Redshirts may be applied incorrectly. Eligibility rules may not be enforced consistently. Transfer portal results may not match user decisions. Academic or discipline systems may produce unclear outcomes. Team goals may be unrealistic. Season objectives may not update after achievements. Dynasty menus can load slowly. Save files may fail to load. Autosaves can overwrite the wrong file. Manual saves may not preserve recent changes. Online dynasty synchronization can fail. Users may see outdated league information. Commissioner actions may not update for all players. Online games can disconnect without clear cause. Matchmaking can pair players with unstable connections. Lag can affect gameplay unevenly. Input delay can vary between users. Desynchronization can alter the outcome of plays. Players may be removed from online games unexpectedly. Online statistics may not record correctly. Leaderboards can display outdated rankings. Competitive settings may not apply consistently. Difficulty settings can change without warning. Sliders may not affect gameplay as described. Gameplay tuning can produce unintended side effects. Updates may fix one issue while creating another. Patch notes may not explain important changes. Server maintenance can interrupt scheduled games. Downloaded content may fail to install. Rosters may not update correctly. Custom rosters can become corrupted. Team builder content may load incorrectly. Created players may lose equipment or ratings. Logos and uniforms can fail to display. Custom teams may have incorrect stadium information. Importing content can overwrite existing files. Sharing tools may not function reliably. Community files can be difficult to find. Search filters may not return accurate results. Download progress can freeze. The game may crash while loading custom content. Menus can become unresponsive after extended sessions. The game may crash after returning from a match. Audio can cut out during gameplay. Commentary can stop playing. Music volume may reset. Sound effects can become delayed. Crowd audio may loop unnaturally. Visual effects can disappear. Frame rate can drop during crowded scenes. Camera movement can stutter. Animations can slow down unexpectedly. Loading times can increase without explanation. Performance can vary between stadiums. Graphics settings may not save. Resolution can reset after updates. HDR and brightness settings may behave incorrectly. Accessibility options may not remain enabled. Subtitles can disappear. Color indicators may be difficult to distinguish. Control remapping may not save. Tutorials may not explain important mechanics. Practice mode may not accurately represent game conditions. Training drills may reward unrealistic behavior. Skill challenges may not register successful actions. The game may teach mechanics that do not work consistently. Difficulty spikes can occur without warning. The AI can become dramatically stronger in key moments. Comeback logic may feel artificial. Momentum systems may override player ratings. Home-field effects can become excessive. The game may favor one team without a clear gameplay reason. CPU teams can make unusually accurate decisions late in games. The AI may ignore clock-management logic. CPU quarterbacks can throw into coverage without consequences. CPU runners may receive unrealistic blocking assistance. CPU defenders can react faster than human-controlled players. The AI may exploit animation advantages. Difficulty settings can alter physics rather than decision-making. Higher difficulties may create unfair statistical boosts. Lower difficulties may remove meaningful defensive intelligence. The game may not provide enough transparency about its systems. Ratings and tendencies can be difficult to interpret. Gameplay outcomes can feel scripted. Repeated animations reduce variety. Similar situations can produce completely different results. The game sometimes prioritizes spectacle over realism. Competitive balance can change dramatically after updates. Certain strategies can become overwhelmingly effective. Other strategies may be unusable regardless of execution. Exploits can remain active for too long. Online and offline gameplay can feel fundamentally different. Simulation results may not match played-game results. Simulated statistics can be unrealistic. CPU-versus-CPU games may produce unusual outcomes. The game may not accurately represent different offensive systems. Defensive schemes can lack meaningful distinction. Team identities may not be reflected in gameplay. Player tendencies may not appear on the field. Ratings may have limited practical impact. Coaching styles may not meaningfully change decision-making. The game can feel more dependent on animations than football logic. Situational football is not always represented accurately. Two-minute drills can produce unrealistic clock behavior. Goal-line situations can become animation-driven. Short-yardage plays may not reflect leverage. Red-zone coverage can behave unpredictably. Third-down defense can feel artificially difficult. Fourth-down decisions by the CPU may be unreasonable. The AI may not understand field position. End-game strategy can be inconsistent. The game may not reward disciplined execution. Mistakes can be punished or ignored unpredictably. Player ratings, user input, and oI’m honestly reaching the point where I’m done playing this game. It’s hard to call it competitive or realistic when the core mechanics regularly feel broken. The catching system is a mess. Players drop routine catches and interceptions that should be automatic, while defenders often ignore the ball, fail to jump, or refuse to swat passes that are right in front of them. AI awareness is just as bad: players take ridiculous pursuit angles, miss obvious assignments, react late, or suddenly move with impossible speed. That isn’t difficulty—it’s sloppy programming. Pass blocking is also wildly inconsistent. Linemen, tight ends, and running backs routinely miss blocks or abandon assignments, making some plays feel impossible before the ball is even snapped. Tackling, zone coverage, animations, momentum, and player responsiveness all suffer from the same problem: what happens on screen often makes no logical sense. I understand no game is perfect, but these issues have existed long enough to be embarrassing. Stop piling on features and fix the fundamentals. College Football could be great, but right now the gameplay feels unfinished, unreliable, and nowhere near as realistic as it should be.utcomes do not always align. The overall experience can feel unreliable from snap to whistle. I understand that no game is perfect, but these issues have persisted long enough to warrant serious attention. Rather than continuing to add new features, the development team should prioritize improving the fundamental gameplay systems. College Football has significant potential, but the current gameplay feels unfinished, unreliable, and considerably less realistic than it should be. Cpu should not be this good and also please stop making these mechanics so hard to learn and bad that people will lose because they can't get a pick or a sack. Madden 27 is somehow better."The Coaching Market" — A Full Rebuild of the Coaching Carousel
The Problem The coaching carousel is currently the most complained-about system in Dynasty mode. Common threads from the community: Offers don't match resumes. Players with elite records, top-25 recruiting classes, and #1 national rankings report getting offered only bottom-tier programs, while schools with losing records land offers from top programs. There's no visible logic connecting performance to job quality. No player agency. The system only lets you accept jobs that are offered to you — there's no way to apply to or pursue a job you actually want. Some players resort to manually creating/retiring coaches to force job openings, which corrupts saves and can soft-lock a dynasty. Not enough offers, and they feel random. Long-time players point back to NCAA 14, where any job below your current tier was open to you and you'd receive a real volume of offers. Now it's often capped at a handful of offers with no clear pattern. CPU coaching movement is just as broken. Fired coaches sometimes land new head coaching jobs immediately with no apparent vetting, undermining any sense that prestige or performance matters — for the player or the CPU. The system needs more than a tuning pass. It needs an actual two-sided job market with visible logic. The Feature: "The Coaching Market" 1. Open Job Board A dedicated screen listing every open coaching job in FBS — program prestige tier, recent record, roster talent level, and program needs (e.g., "rebuilding," "win-now," "scheme change"). Players can browse the entire market at any time during the hiring window, not just wait for a popup. 2. Two Ways In: Approached or Apply Approached: Schools that like your profile (record, recruiting rank, scheme fit, staff pedigree) reach out to you directly with a job offer. Apply: You can apply to any open job, regardless of whether they contacted you first — including reach jobs above your current tier. 3. Merit-Based Ranking, Not Random Selection Every applicant (human and CPU) for a job is ranked by resume: win record, recruiting class strength, scheme fit, prestige jump size, coaching tree/staff history, and red flags like early departures or discipline issues. This directly targets the "no logic" complaint — a 25-2 record with top-25 recruiting classes should objectively outrank a coach with a losing record for any comparable job. Any job at or below your current program's prestige tier is automatically open to you (bringing back the NCAA 14 feel). Reach jobs above your tier require ranking in the top 3 applicants to get an interview at all — so you can shoot for a stretch job, but you're not guaranteed a shot just for applying. 4. Real Interviews Landing in the top 3 triggers an actual interview: a short set of dialogue-style questions tied to your coaching profile (scheme philosophy, recruiting approach, roster fit). Your answers combine with your resume to determine who the AD picks among the finalists. 5. The Four-Week Decision Clock Once you're extended an offer — whether you were approached directly or won an interview — you get a 4-week window to decide. During that window: You can continue applying to or interviewing for other jobs. Your current school gets a retention window to counter with a raise, budget increase, or facilities upgrade before your clock runs out. If two offers overlap, you have to gamble — commit to a sure thing now, or risk it expiring while you wait to hear back on a bigger job. 6. Post-Decision Transparency After every hire, applicants who didn't get the job see a brief reason why (e.g., "lost out due to recruiting class rank" or "program prioritized head coaching experience"). This directly addresses the trust problem — players currently have no idea why a decision was made, which is a huge driver of the "no logic" complaints. 7. CPU Coaches Follow the Same Rules CPU-to-CPU hires use the identical ranking and interview logic. A coach fired mid-season shouldn't be able to walk into another head coaching job with zero vetting — the same prestige/performance/red-flag weighting applies across the board, so the whole carousel feels consistent, not just the player's slice of it. Why This Is Buildable Almost everything here is UI and a weighting formula layered on data the game already tracks — win/loss record, recruiting class rankings, staff history, program prestige. It doesn't require new simulation systems, just: A job board UI An applicant-ranking formula A short interview dialogue system A 4-week offer/decision timer with a counter-offer branch Extending the same ranking formula to CPU-only hires The Core Loop Get approached OR apply → ranked against the field → top 3 get an interview → 4-week decision clock → school gets a counter-offer chance → accept or decline. This turns the carousel from a passive, unexplained popup into an actual market — one where your resume visibly matters, you have agency to pursue the job you want, and losing out comes with a reason instead of a shrug.Oregon Cheese
Righteously Oregon should have 2 losses. The really should be 0-2. Now the question is are you going to adjust their ratings to reflect such? please downgrade and make the Oregon users move around and find some more cheese. P.S I have no love nor support for Oregon users. You guys ruin the community especially the ones that reset season to play bums as well.There should be no reason 🤦🏾♀️
Its this many dropped interceptions on this game but defensive get instant block sheds with mediocre players on higher rated o linemen and constant pressure or sacks on 3 man rush while blocking 5 or 6 etc smh,game is disgusting 💯we need the people who made the old college football games back 💯cause yall have dont know what yall doing 💯Real Coaching/Scheming is Being Ignored
It is upsetting that in over 30 years of EA Sports Football gaming that we still have never had any type of unbalanced single wing, or any single wing formations in general. Especially when multiple teams still have that package in their IRL playbooks. I am also shocked that a play designer has not made its way back into EA Football titles, as that was a great feature in old Madden games. I feel like IRL Coaches are being ignored with being able to implement their true systems in the game.Baylor Band 3rd Down Issue
Reposting from the PC Feedback Forum since that didn't seem to be the right place. This has been bothering me significantly since CFB 26. When Baylor is playing defense at home, the band plays a version of 'The Eyes of Texas' on third downs, rather than their correct tune 'Line Strong' (heard at 2:20:00 in this video https://www.youtube.com/watch?v=qCCBmPEgMrM&t=8411s) Given that Baylor is not only UT, but a historic rival of them, it drives me insane hearing their fight song every time I'm trying to make a big stop. Please fix.Baylor uniforms
Baylor Throwback & Mustard Uniforms EA, could you please add Baylor’s new throwback uniforms and the mustard/yellow uniforms to College Football 27? Baylor has some awesome new uniform combinations, and adding the throwbacks and mustard uniforms would make Baylor’s uniform selection much more authentic and give Dynasty players more options. Please consider adding them in a future roster or uniform update! Sic ’em! 🐻💚💛Solved