How are there still no elevators in this game?
There are other highly requested features like cars for example that would bring plenty of challenges to implement, but elevators? That should be easy. Sims 2 and 3 had them, heck sims 4 does have them in apartment buildings. Why can't we put them in houses? It does not even require much animations. Would be a new woohoo location, could also be possible to get stuck in there, maybe death by elevator could be a new one too when sims choose to use the elevator when it is broken and needs repairing. It could have several possible upgrades, like making it unbreakable, adding elevator music or adding an alarm. Could also be possible for another sim to prank the elevator when others use it, causing it to get stuck. It's something that should be added in a base game update I feel, with maybe several expansions retroactively adding an elevator in their style.113Views6likes4CommentsDo not buy madden 27 if you are franchise player! EA should be embarrassed!
Use this version for the EA Forums. It avoids numbered lists and list formatting entirely, so it should paste cleanly wi Madden 27 Franchise players need to stop accepting this. If you primarily buy Madden for Franchise or Connected Franchise Mode, I would not recommend buying Madden 27 until EA fixes the core systems of the mode. Before this gets dismissed as another “Madden sucks / EA sucks” post, that is not the point. There are actually things I like about Madden 27. The new Franchise ideas have a lot of potential. Persona DNA, contract negotiations, holdouts, trade demands, coach abilities, free-agency changes, tiered abilities, the news system, formation subs and several of the gameplay changes could make this one of the better Franchise modes Madden has had in years. The problem is that the systems underneath those features are broken badly enough that serious multi-year Franchise and CFM leagues cannot trust the game. And many of these are not simply subjective complaints. EA has acknowledged several of them. SALARY CAP AND CPU TEAM BUILDING This may be the biggest problem because it can destroy an entire Franchise over multiple seasons. CPU teams can accumulate massive salary-cap deficits and fail to recover. They can repeatedly restructure large contracts and push additional money into future seasons, making the problem worse. After several seasons, this can leave CPU teams unable to function normally in trades, free agency and roster construction. EA has already acknowledged that it is investigating CPU teams accumulating major cap deficits, failing to recover in future seasons, repeatedly restructuring large contracts, unrealistic roster management, free-agency logic, salary-cap progression and CPU decision making. Those systems are the foundation of Franchise mode. If the other 31 teams cannot intelligently manage an NFL salary cap, what exactly are we simulating? CONTRACTS AND FREE AGENCY One of Madden 27’s biggest advertised Franchise improvements was the contract system. Yet there are already problems with unrealistic long-term contracts, signing bonuses, negotiation logic and free agency. Players can submit what appears to be the best contract offer and still lose a player to another team for a substantially worse deal. There are also issues with contract lengths and the way signing bonuses are calculated or inflated. What is the point of having motivations, negotiations, Persona DNA and an expanded contract system if the final decision does not consistently make financial sense? DRAFT CLASS STRENGTH For long-term CFM leagues, this is an enormous problem. The entire purpose of position-by-position Draft Class Strength settings is to control how much talent enters the league. Commissioners should be able to make QB, WR, CB, EDGE or another position Weak or Very Weak and have that setting meaningfully affect generated draft classes. There are currently reports that these settings are not functioning correctly or are producing results that do not properly correspond with the selected strength. That matters because Madden already has long-term talent inflation issues. Serious CFM leagues use Draft Class Strength together with XP sliders, regression settings and development-trait limits to prevent the league from eventually becoming overloaded with elite players. If Draft Class Strength cannot be trusted, commissioners lose one of the few tools available to control long-term league balance. CPU ROSTER CONSTRUCTION CPU roster construction also needs major work. Teams can carry unrealistic positional depth, stockpile players at positions they do not need and fail to address obvious roster holes. There have been examples of teams carrying far too many running backs or offensive tackles while remaining extremely thin at other positions. This affects much more than immersion. Bad roster construction affects free agency, the draft, trades, salary-cap usage and competitive balance. An NFL Franchise simulation needs CPU teams that understand basic roster construction. CPU DRAFT AND TRADE LOGIC EA has acknowledged issues where CPU draft behavior can differ depending on whether the user watches the draft or simulates through it. That should not happen. The CPU should make the same logical roster and trade decisions regardless of whether a commissioner is sitting on the draft screen or advancing through it. In an online CFM, this creates another variable commissioners have to worry about when deciding how to run the league. CPU DELEGATION OVERRIDING USER SETTINGS There are also issues where the CPU can make decisions for user-controlled teams despite settings telling the CPU not to do so. EA has acknowledged an issue where CPU delegation could automatically re-sign players even when the user had that setting disabled. That is a fundamental problem. If I tell the CPU not to manage my contracts, the CPU should not manage my contracts. RETIREMENT LOGIC Retirement logic also needs improvement. Players have retired at unexpected or illogical points in their careers. Retirement is not just a cosmetic Franchise event. It affects contracts, cap space, free agency, roster construction, league talent, historical statistics and long-term balance. When the retirement system behaves incorrectly, the effects carry into future seasons. PROGRESSION, REGRESSION AND TALENT INFLATION Long-term progression is another area that desperately needs attention. Serious CFM commissioners should not need to run years of simulations, build spreadsheets, adjust every positional XP slider, change age-based progression and regression values and manually control development-trait populations simply to prevent the league from becoming overloaded with highly rated players. The biggest issue is that all of these systems interact. Progression affects player ratings. Player ratings affect contract demands. Contract demands affect salary-cap management. Salary-cap management affects free agency. Free agency affects CPU roster construction. CPU roster construction affects competitive balance. Draft classes determine the next generation of players entering that same ecosystem. These are not isolated problems. They compound each other. If progression produces too much talent while contracts are inflated and CPU teams cannot properly manage the cap, the Franchise becomes increasingly broken with each passing season. FIXES THAT MAY REQUIRE A NEW FRANCHISE This is especially concerning for organized online leagues. Some Franchise fixes do not fully apply retroactively. EA has already had fixes where players needed to create a new Franchise or re-import a roster for the correction to work properly. For an offline player, restarting a Franchise is frustrating. For an organized 16-user, 24-user or 32-user CFM, restarting can be devastating. People coordinate schedules, make trades, create rules, manage Discord servers, hold drafts, build rosters and commit weeks or months to these leagues. Commissioners cannot simply assume that starting a league now is safe because EA will eventually patch the problems. We need EA to clearly communicate which Franchise fixes apply to existing leagues and which require a new save. THAT IS THE REAL PROBLEM EA marketed Madden 27 Franchise as a major overhaul built around a more dynamic and interconnected NFL world. That is exactly what Franchise players have been asking for. But an interconnected system only works when the underlying systems function correctly. Right now there are problems involving contracts. There are problems involving the salary cap. There are problems involving CPU roster construction. There are problems involving free agency. There are problems involving draft logic. There are reported problems involving Draft Class Strength. There are problems involving retirement logic. There are problems involving CPU delegation. There are long-term progression and league-balance concerns. These are not missing presentation features. These are the mechanics that make Franchise mode a Franchise mode. “THEY WILL PATCH IT” I hope they do. I want Madden 27 Franchise to succeed. The point is not that nobody should ever purchase Madden again. The point is that consumers should stop rewarding publishers for releasing core game modes in an unfinished state and fixing them after customers have already paid full price. Franchise players should not be the QA department every August and September. Organized CFM leagues should not need to spend the first month after release running multi-season test simulations just to determine whether it is safe to start their real league. IF YOU PRIMARILY PLAY FRANCHISE, WAIT If you have not purchased Madden 27 and Franchise is your main reason for buying Madden, wait. Wait for EA to fix the salary-cap logic. Wait for the contract system to work correctly. Wait for CPU roster construction to improve. Wait for free-agency logic to be fixed. Wait for Draft Class Strength to work reliably. Wait for long-term progression and regression to produce a sustainable league. Wait for retirement and CPU management issues to be resolved. Most importantly, EA needs to communicate whether these fixes will work in existing Franchise files or require users to start over. Once the mode works, buy the game. That is not an unreasonable request. A boycott does not have to mean “never buy Madden again.” It can simply mean no more preorders and no more Day 1 purchases for Franchise players until Franchise actually works. Madden 27 has some genuinely good ideas. The framework for an excellent Franchise mode is there. That is what makes this so frustrating. EA has the opportunity to make Madden 27 one of the best Franchise experiences the series has had in years. But before asking Franchise players to invest hundreds of hours into multi-year leagues, the core NFL simulation needs to work. sincerely a avid Madden player since 98’31Views1like1CommentDynasty Broken Again
Update: everything is working again I am not sure what happened Since this last update on 9/3. Dynasty mode seems to be broken again. The week advanced, without one person “ready to advance” and after a few seconds on the next week, I am getting an error message saying the server is unavailable. Thus taking me back to the main menu screen. This is aggravating as this is very similar issue that Dynasty mode had a month ago with a player would leave the dynasty.950Views5likes17CommentsFranchise Lifelong Issues
Practice squad vet Eligibility - Im convinced they will never change this. Its been this way for years and really needs to be addressed IR Glitch Fix- If you put a player on IR, you better hope you're able to take him off once hes healthy. This glitch needs to be fixed Ball carrier slip animations - Personal opinion Madden probably has some of the worst slip animations. Half the time, it looks like a fumble should occur based on the way the ball carrier holds the ball out. These animations need to be fixed7Views0likes0CommentsConstant Stuttering/Frame Skipping During Gameplay (PS5)
I’m having a frustrating frame-skipping/stuttering issue in College Football 27 on PS5. The issue only happens during actual gameplay. The menus are completely smooth, but during games I consistently get noticeable frame skipping/stuttering. I’ve already tried several troubleshooting steps, including rebuilding the PS5 database, disabling VRR, restoring licenses, and other standard troubleshooting. EA Support also had me delete my College Football 27 profile/settings data in case it was corrupted. The game automatically created a new profile afterward, but unfortunately the issue is still happening. I don’t believe this is a connection issue. My internet connection is around 800 Mbps, and I have no connection or performance issues with any other games. This issue is specific to College Football 27. The game is a digital copy, and this happens consistently during gameplay. I’ve also included a video showing the issue as an example. Has anyone else experienced this specific issue on PS5, where the menus are smooth but actual games have frame skipping? Any suggestions would be greatly appreciated.Some quick thoughts on the new feature coming soon.
说实话,教育体系需要大幅升级。我们高中太少,难以让体验感觉独特,大学内容也很简陋。当模拟市民生命中大量时间被跳过或无法使用时,沉浸感会大打折扣。 还有,成人教育呢?一旦模拟市民大学毕业(或跳过),就真的没有其他选择了。更别提那个“高中/普通成绩”标签,那个标签是你买大学包之前的老模拟市民身上的——这对遗留存档来说非常破坏沉浸感。 我知道从零开始重建学前班和小学会很费劲,也许这些本该包含在高中阶段包里。但即便如此,我仍然希望有一天我们能玩得更完整的生命周期。我希望我的模拟市民能经历一段真正完整的旅程,从童年一直到成年。 🙂63Views1like1CommentPre Game Walkout Issues
There are still issues with people on the field (band members etc) and my player and teammates end up running through them and it kills immersion. It’s been like this for weeks now and it happens at LSU and Ohio State that I know of, please can we look for a fix for this as it wasn’t like this before and it’s very frustrating and means I have to skip it which makes it feel like a ‘moments’ gameDynasty down. Will EA even acknowledge the problem
Dynasty has been down for anyone with custom conferences and crossplay users. Will EA acknowledge this and try to fix it or stay radio silent about the fact they have once again created an unplayable game? My guess is the later. Fu ck you EA304Views1like1CommentUnlocked Playbooks Keep Reverting to Default in Road to CFP
There is a serious playbook bug in Road to the College Football Playoff. I completed the objectives to unlock additional playbooks, and the game allows me to select the unlocked playbook in Advanced Settings before the game. However, once the actual online game starts, it automatically switches me back to my team’s default playbook. This defeats the entire purpose of unlocking playbooks. If I earn and unlock a playbook and select it before the game, that should be the playbook that loads when the game starts. I also don’t understand why Road to CFP restricts playbooks this heavily in the first place. Madden allows players to choose different playbooks, so why is College Football handled differently? Play calling and scheme are a major part of football strategy. I should be able to use the team I want while running the offensive or defensive system that fits my style. Please fix the bug where unlocked playbooks revert back to the default playbook, and please consider allowing players more freedom to choose their offensive and defensive playbooks in Road to CFP. Expected result: The unlocked playbook I select in Advanced Settings remains active when the game starts. Actual result: The game accepts my selection before the game but switches back to the team’s default playbook once the game begins. This is extremely frustrating, especially because you don’t find out it changed until you are already in a ranked online game.