Dynasty Sim
My biggest gripe about this game is no matter how good my team is they never win their games by a good margin. I’m 10 years deep in a UAB rebuild and my team which is a 88 ovr is still losing most games to 64-70 ovr teams. I shouldn’t have to play every second of a game for my team to have a winning record and it gets ridiculous. Im also using “meta” playbooks and my offense still can’t score the ball, Ea needs to fix these sim issuesGear Ultimate Team
please update the ultimate team players gear or at least allow the player base to edit gear themselves. The gear is what allows these players to differentiate from one another rather than just being different height builds in the game. Older legends should get their “bucket” helmets, the schutt air advantage, XP Pro VTD. I don’t understand why players like Antonio Cromartie, Harrison smith, etc. wear speed flexes. It’s not like these helmets don’t already exist in game, if I wanted to create a road to glory I can wear any helmet, so it’s not about prioritizing player safety in game, is it ignorance?. This immersion is what makes these football games great like Madden for example. I know it’s too far too late, but please reconsider allowing players to edit gear within their own college football ultimate team. thank you."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.Make your voice heard - Join EA Player Pulse!
Hey Gamers, We want to hear directly from our player base to ensure that we are providing the highest quality experience. Therefore, we are offering an exciting opportunity for you to share ideas and feedback directly with the creators of your favorite games and services. We are pleased to invite you to join the EA Player Pulse, an exclusive space where select players like you can provide feedback to help us improve the EA experience! It's not only meant for College Football, and we are looking for players that enjoy any title to join. Of course, you can also continue to share feedback here on the EA Forums. This EA Player Pulse community is a place where you can make your voice heard and connect with other players to enhance your experience with our products. As you help us improve through your feedback, you can earn rewards! To start your exclusive EA Player Pulse journey, please click the link below, use your EA login to start. You’ll complete a brief survey on the platform of our partner, Fuel Cycle. The survey will determine if you qualify to be a member. We can’t wait to have you join us! Currently, we are focusing on players living in the United Sates, but soon we will be supporting all countries. https://eaplayerpulse.com/recruitment/survey/36022?recruitmentCode=M2vrTDRD2BlYS0yHth8CDynasty Custom Playbook Limits + Under-Center System Gaps + Need for Data Export
Edit: Posted this in the wrong forum by mistake. Correct version is here Dynasty Custom Playbook Limits + Under-Center System Gaps + Need for Data Export | EA Forums - 13437281 in the CFB26 General Forum. 1. Context: How I Play Dynasty I play Offline Dynasty controlling multiple teams, and I dynamically choose which team to user-control when two of my teams meet. This allows me to: Run multiple programs simultaneously Build distinct team identities Simulate full conferences or eras This feedback is focused on that playstyle and the systems needed to properly support it. 2. Issue #1 – CPU Cannot Use Custom Playbooks for User Teams Problem: When two user-controlled teams play: I select one team to control The other becomes CPU-controlled However: The CPU-controlled team does NOT use a Custom Playbook and instead defaults to a stock/team playbook. Important Clarification This is not just a gameplay issue — it is caused by a deeper system limitation. There is currently NO way to assign a Custom Playbook to a team or coach in Dynasty ahead of time. Because of this: The CPU has nothing to reference It falls back to a default playbook Impact Team identity is lost Schemes I built disappear Head-to-head dynasty matchups become inauthentic I am effectively playing against a version of my team that does not run my system. 3. Issue #2 – No Persistent Custom Playbook Assignment (Root Cause) Problem: Custom Playbooks cannot be assigned to: A Team A Coach Current limitations: Only stock playbooks can be assigned in Dynasty settings Custom playbooks are NOT selectable from the coach/playbook screen Custom playbooks can ONLY be selected at the pre-game setup screen Only the actively controlled team can use a Custom Playbook Key Limitation When switching control between teams: The inactive team cannot retain or use its custom playbook The CPU cannot use it at all Impact Breaks continuity across a season Forces manual setup every game Prevents true system-based dynasty building Directly causes Issue #1 Suggested Fix (Foundational Requirement) Add the ability to: Assign a Custom Playbook to a Coach Assign a Custom Playbook to a Team in Dynasty settings Then: Ensure CPU-controlled teams can use that assigned playbook This single change resolves BOTH Issue #1 and Issue #2. 4. Issue #3 – Under-Center Multi-Back Offenses Are Incomplete I primarily run traditional under-center systems: I-Form (2 and 3 back) Power I Split Backs Wishbone The issue is not that these exist — they are not system-complete. Spread systems are well supported, but under-center offenses are fragmented and underdeveloped. 5. Formation Gaps Wishbone Only Wishbone Tight exists Missing: 1 WR sets 2 WR sets Impact: You cannot run a true Wishbone offense or recreate classic systems. I-Form (22 Personnel – Tight, Wing, Wing Over) ZERO option plays Missing: Inside Veer Triple Midline Triple Load Option Power Option Impact: This is a major authenticity gap. Power I Existing: Tight Strong Missing: Weak set Problem: Only ONE option play exists (Inside Veer Triple) Expected minimum per set: Inside Veer Triple Midline Triple Load Option Power Option Missing Formation – I-Bone Description: Based on I-Form Tight Replace one TE with an off-line wing (HB / FB / TE / H-back) Used by: Nebraska Michigan Ohio State Impact: Removes an entire hybrid I-Form/Option system from the game. 6. Core Issue This is not about adding random plays. The real issue: Under-center systems are not implemented as complete systems. Symptoms: Concepts exist in some formations but not others Option football is concentrated in flexbone and spread Traditional systems lack depth and continuity 7. Additional Request – Dynasty Data Export (Stats / History) I would strongly value the ability to export Dynasty data, including: Team stats (season and historical) Player stats and career totals Game results Standings and records Current Limitation There is no way to export or extract Dynasty data outside of the game. Impact Difficult to track long-term Dynasty history Prevents deeper analysis of teams, players, and schemes Limits community-driven content (spreadsheets, reports, etc.) Reduces long-term engagement For multi-team Dynasty players: Managing multiple programs across seasons is difficult without external tracking There is no way to build a full league history outside the game UI Why This Matters Dynasty mode is at its best when it creates long-term stories. Data export would enable: Custom stat tracking Historical record keeping Deeper immersion for simulation-style players Community-created tools and analysis Suggested Options Simple CSV export of: Rosters Season stats Game results Or a basic API / companion app integration Even a minimal export feature would provide significant value. 8. Why This Matters Overall Addressing these areas would: Improve offensive diversity Support more playstyles beyond spread systems Increase dynasty replay ability Allow authentic team and system recreation Enable long-term tracking and storytelling 9. Closing The foundation is already strong. What is missing is: Allowing Dynasty to persist and respect user-defined systems Completing under-center offensive structures Enabling export and tracking of Dynasty history over time Thank you for Reading and I hope that these improvements can be made to the Game!EA Please add custom playoffs
For years, one of the most requested features among dedicated sports gamers has been a fully customizable tournament or playoff mode in college football games. While other titles have explored this concept, it’s still missing in a meaningful way here.Growing up, my friends and I would fill whole paper notebooks to create full tournament brackets—sometimes 12, 32, even 64 teams—just to simulate what the game itself couldn’t offer. That demand hasn’t gone away; if anything, it’s stronger now. Adding a customizable playoff/tournament mode (12–64 teams, flexible formats, seeding control) would immediately increase player engagement and replayability. This is the kind of feature that keeps friend groups playing consistently, creates organic competition, and drives long-term retention. From a business standpoint, more time spent in-game translates directly to stronger player loyalty and higher lifetime value. From a player standpoint, it unlocks one of the most desired and social game modes that has been missing for years. This isn’t just a feature—it’s a core experience that would keep players coming back for the long run. Thank you.CFB 26 Suggestion/Wish List
Just want to start this off with some gratitude that the game is back and here to stay. I think EA needs to realize that there are a lot of us who really enjoy and care more about the customization more than anything else. So that’s what I’m mainly talking about here. As far as player customization, EA should fix a few things: 1.) Please bring back the scrunch socks…why they took them out in the first place is beyond me. 2.) We should be able to change the color of our undershirts to match what sleeves we want to wear. I noticed this is a common complaint and it’s a valid one. 3.) Please add black socks to all schools. I’m tired of not being able to truly have a black out uniform because a school is stuck with the white socks option. Ex: Hawaii. 4.) Please fix the back plate exposed option. What I mean by this is the front of the jersey. The jersey number is not visible and the straps of the shoulder pads are showing. Nobody wears their jersey like that. If anything, the jersey is rolled up a bit so the stomach is showing but you can see clearly see their jersey number. 5.) I’m not sure if this is a glitch in the game but there are some cleats that have a different color than the one that is selected. For example, I want to have all black cleats and I wear the Nike Untouchables and they give a team color and black look. Some teams allow for them to be all black but most teams I have that problem with. So that needs to be fixed. 6.) Please add Create-A-Prospect for Dynasty recruiting. Miss being able to create dope prospects or myself and friends in the dynasty and being able to recruit them. 7.) Please add different leg sleeve options. They could have multiple options for leg sleeves such as the one leg sleeve for either leg and even add the half sleeve option where players have their tights half way up so they have a bit of leg skin showing. 8.) Turtleneck option would be awesome. Also, the “sheisty” look they had back in NCAA 07 would be sick. 9.) High School in RTG…Just bring back the NCAA 14 concept. That’s literally all we asked for. Playing moments in only a couple games? No thanks. Just bring back the option of importing whatever high school we want to play for and let us have the option of how many games we want to play and allow us to customize the schedule and schools we play. NCAA 14 had it perfect. Please. Those are my main issues about the game. I’m not complaining much about gameplay like everyone else. I keep my peace and mainly play RTG & Dynasty so customization is really what I’m looking for and care about. Most of these complaints could be solved with the updates they drop throughout the year and I don’t see it being that difficult for them to do. It’s really what we’ve been asking for.HORRIBLE RTG
My second post and just wanted to say that whoever worked on the RTG part of this project really put no effort into making the defensive side of it playable. They did an awful job and idk if I will be buying 27 because obviously nobody really cares about making a complete good game anymore. There’s literally like 3 game scripts and it’s such a **bleep** job that within the first quarter I can tell what type of game it’s going to be and whether I’m going to lose the game or not. It’s like I can put all the effort in to not lose a game, And no matter what this stupid **bleep** game script is going to make sure I lose it. I also would love to understand how the 94 ovr offense averages 10 points a week, when I get stop after stop, it makes absolutely no sense and you guys really need to do better.Triple Option Offenses 26
I coach football in real life. In the 25 version of the game the triple option was bad but somewhat tolerable if you narrowed your play selection. HOLY CRAP IS IT BAD IN 26!!! rocket toss is a TOO (triple option offense) big play. The ball should be pitched later than in the game and the HB should be running full speed. With a proper block at split end the a back should have no problem hitting the edge untouched. Instead when I run it I have an OLB over the top outside of me containing and a FREAKING DT running down the LOS preventing a cutback. Absolute dog crap. Inside veer triple option is just a hair to fast on the initial read. What happens is I make my read but the QB is already locked in to give instead of the pull I wanna make. If you don’t press and hold the pull button immediately after the play then it will be an automatic give every single time. That read needs to be slowed down just a little bit. read key- the read key is totally random on his responsibility. Realistically teams tend to protect against the triple option by containing the quarterback rather than tackling the fullback. Typically your full back is going to have more than 15 carries a game an average about 3 yards per carry. The triple option plays are going to be your boom or bust plays. The read keys use no logic they simply just randomly pick bite or contain every play. These are just my 3 biggest complaints, but I could list pages of crap that they don’t get right. There’s even plays where it’s a full back dive to the left and the fullback gets the ball in the B gap on the right side. EA did such a sloppy job with the triple option playbooks. They thought adding a bunch of pass plays would make everybody happy but the reality that EA does not understand is the average player is not going to play triple option. The people who are going to run triple option on this game are high school coaches possibly players and division 2/3 coaches and players. The only people who are going to run these playbook on this game (except for the maybe 2%) are people who are familiar with how it is supposed to run, play, calling strategies, who to double team, when to replace the red key on quarterback pulls or bounce it outside, and how to Game manage this offense. I understand the EA wants to make the game inclusive to all people of different skill levels but frankly, the triple option offense is not for an idiot or a 10-year-old boy/girl. This offense is very sophisticated and requires advanced knowledge to run successfully. EA seriously needs to get on top of this. I know that only a small percentage of people are going to run this offense but that doesn’t mean EA should skimp on all of their playbook and tell us that the playbook got so much better when all they did was add stupid, empty, pistol packages and one or two shotgun formations to every playbook. EA should be ashamed of what they’ve done with these playbooks.College Football 27
For the first 2yrs you have taken A I / Auto Pass out of the online play for the option to let the Quarterback throw the football. I would like to see this feature put back in for online play for the offense so at the snap you can take control of another position on offense. On offline play we can use Auto Passing and it's not fair that the defense can use any eleven players but on offense we don't have that option online at the presnap because we have to control the Quarterback every time. Also when playing online the running back and WR stop running after a handoff or catch where we have to control them, but on offline play we don't have do that. Please bring these features back for this year's game.