Online dynasty not counting total stats affecting playing style for users
We have a 5 man online dynasty, we have noticed that one of the players all of his playstyle stays are in the low C's for WRs in which they have over 340 receptions as a team as of current. The stats for his my school only show 174 for the total essentially halfing thier stats. This bug is harming all users of the dynasty as we cannot keep WR on roster that are looking for play style no matter how much we throw. Is there a fix for this?20Views0likes0CommentsProposal: Simplify Archetypes (Less Clutter, More Gameplay)
Proposal: Simplify Archetypes (Less Clutter, More Gameplay) Quick context (related post): Before this, I posted another proposal about simplifying roster management while keeping the depth chart stable. The point was: The roster should put players into position families without assigning them to a specific side, and the depth chart should be the main “identity layer” for the game engine, and the game shouldn’t push people into constant formation subs and endless shuffling just to make things work. Less menu work = more time playing, scheming, and actually learning matchups. This archetype proposal goes with that same philosophy: cut clutter, improve clarity, and let players develop naturally. The problem: Archetypes have gotten bloated. A lot of them overlap and feel like “labels for the sake of labels.” Recruiting becomes sorting tags instead of scouting players. Modern college/NFL football isn’t full of one-dimensional specialists. Most starters have to do more than one thing. A kid can come out of high school as a “run defender” and still have the capacity to develop pass rush moves or coverage skills in college depending on coaching, scheme, and reps. Right now the game leans too hard into: “You are this label forever.” That’s outdated. The goal: Fewer archetypes that actually mean something on the field. Less UI clutter in recruiting More emphasis on body type, traits, and scheme fit Archetypes should bias development, not lock development Defensive Line: Interior DL should only have 2 archetypes. We don’t need separate “power rusher” and “speed rusher” archetypes at DT. That’s style, and it should be expressed through body type, ratings, and traits, not separate labels. IDL Archetypes (2) Anchor (Space Eater / NT type) Eats doubles Holds point Forces cutbacks Compresses the pocket with power Defined by: STR / BSH / AWR-PRC / TAK / traits that help vs doubles Disruptor (3-Tech / Penetrator / “whatever name sounds best”) Shoots gaps Creates negative plays Collapses pocket Can win with either finesse or power moves Disrupts run fits Defined by: ACC / AGI / FMV-PMV / PUR / get-off traits Power vs speed should come from: weight/body type STR vs ACC/AGI pass rush ratings trait package Not separate archetypes. Edge should only have 2 archetypes: Same thing here. “Power vs speed rusher” is a style difference, not an identity difference. Edge Archetypes (2) 1) Edge Threat (Pass Rush Specialist) Wins rushes with finesse or power Forces quick throws Closes on QB Defined by: ACC / COD / FMV-PMV / PUR / AWR-PRC / rush traits 2) Edge Setter (Anchor / Contain) Sets the edge Maintains leverage Spills runs inside Defined by: STR / BSH / TAK / PUR / AWR-PRC discipline traits Unicorns should be rare (not a third archetype) The “do-it-all” guys should exist, but they should be rare and earned. Your Aaron Donald / Von Miller / JJ Watt types should show up as elite rating spreads + elite traits, not an archetype you can just shop for every year. Cornerbacks CB should only have 2 archetypes: Physical or Nimble Modern defense requires versatility. “Man-only” or “zone-only” corners aren’t the norm at the top level. 1) Physical CB Wins with press and contact timing Plays the catch point Disrupts releases Defined by: press/strength + jam/catch-point traits Quickness is still needed to be serviceable or elite. 2) Nimble CB Wins with quickness and leverage Mirrors routes better Recovers faster Defined by: COD/ACC/AGI/SPD + mirror/play-ball traits Field/Boundary shouldn’t be archetypes; If you want to keep them, make them alignment preferences or coaching tendencies. But as archetypes it’s mostly window dressing unless it actually changes behavior and development in a clear way. Halfback: HB also has too many labels. Keep it simple: 1) Elusive Playmaker (space, cuts, explosives) 2) Elusive Bruiser (breaks tackles but still creates) 3) Contact Seeker (downhill, falls forward, wears defenses out) 4) All-Purpose (run + receive + align anywhere) “All-Purpose” can come in different flavors (lighter or bigger) based on body type and ratings. No need to split it into 10 sub-archetypes. One can argue that all purpose backs should be rare, similar to the do it all defensive lineman. But, there are average all purpose backs and there are great all purpose backs. I only propose changes to archetypes for positions that make sense for the moment. I’m content with the archetypes at other positions but if you think they need refinement please make changes using my ideas in this article as the guideline. The most important change: archetypes should bias, not lock: Archetypes should represent what a player is best at right now and what they’re most likely to develop into. But development should still be driven by: coaching/scheme reps/usage offseason focus dev traits facilities So a “run defense” kid can develop pass rush and coverage skills as well to adapt. That’s modern football. What this improves Recruiting becomes scouting again (body type + traits + scheme fit) Less clutter, less menu time, more gameplay Player growth feels more realistic Roles are clearer: “what job does this guy do on the field?” Pairs well with my roster and depth chart stability proposal (less shuffling, more consistency) If EA wants “modern football,” the design needs to reflect it: versatility, role clarity, and development based on coaching + usage — not label overload.44Views1like1CommentDynasty Recruiting Bug
Hard sell is not viable in CFB 26, Hard sell should be your end all be all your literal “HARD SELL” not random points I put in a recruit that don’t count. Take for reference my pictures….. HOW DO I HAVE A WEEK 1 VISIT, PIPELINE TIER OF 2, HARD SELL OF A+, A+, AND B AND MY INFLUENCE IS BARELY EVEN TOUCHED AFTER THIS. Come now this is rediculous, fix dynasty HEAVILY26Views0likes0CommentsNCAA College Football Dynasty PS5
Here are some ideas that I have for the game to make things a bit more enjoyable. Expand the editing/customization options for the appearances. Custom Playbooks.....Is it me or does it seem like all the colleges have the same "playbook". My opinion is they should be different and more unique for said school. I think there should be a process for moving to another school/accepting a new coaching job. It was disappointing that literally it is one click and done. I think it should be a process like....express interest....interview....maybe multiple.....and not a given that you will get the job. Perhaps a newsletter that you get with a coaching vacancy/open position which will have a deadline date. You choose to apply for the job now or until the deadline. Then there could be reverse effects if your school finds out that your testing the water and maybe let you go. Put in some real world processes might make it more interesting on pulling the trigger or not. Injuries seems to be a big deal in this game. Most of what I've experienced are minor and back quickly, which makes it unbelievable versus real life situations. Again maybe more reality will help here! Hope this helps! Let me know what y'all think of these ideas.25Views0likes0CommentsProposal: Simplify ROSTER Positions, Keep Depth Chart Positions
Proposal: Simplify ROSTER positions, keep DEPTH CHART positions (for stability + better lineup logic) I think EA would improve both roster clarity and engine stability if they separated two things that are currently tied together: Roster Position (plain / broad) Depth Chart Role (nuanced / scheme-specific) The core idea Make roster positions plain (RB, OT, OG, C, DT, EDGE, LB, CB, S, etc.), but keep the depth chart exactly how it is today (LT/LG/C/RG/RT, SAM/MIKE/WILL, FS/SS, etc.). Right now, it feels like EA’s engine can get “locked” into rigid roster labels (LT vs RT, SAM vs WILL) in ways that cause weirdness with sorting, auto-fill logic, and role assignment. If the roster positions were broad, EA could treat players as part of a position family first, then let the depth chart + attribute weighting decide where they actually fit best. What this would fix (why it’s more stable) • The engine wouldn’t be forced to assign roles/sides based on a rigid roster title. • Users and CPU teams could naturally get the best 11 on the field because players aren’t “tied to a side” by a roster label. • The depth chart remains the place where the nuance lives (LT vs RT, SAM vs WILL, etc.), but the roster stays clean. Important guardrail (my biggest concern) If EA did this with no restrictions, I could see the engine doing something stupid like: • the same OT is “best” at both LT and RT and starts at both. So this system must include duplicate restrictions for both user teams and CPU teams: No player can be assigned as the starter at two parallel positions (or any two positions that appear on the field at the same time). If a player is already slotted at one spot, he should be blocked/greyed out from being slotted into the parallel spot. Ratings should drive “left vs right” once placed on the depth chart Even if the roster says OT, the moment you highlight a player for LT vs RT, the game should evaluate him differently (attribute weights / archetype fit) and show a projected OVR for that depth-chart role, like it does now. I also think overall shouldn’t show on the roster screen On the roster list, I’d rather see attributes only (or at least hide the overall by default). Overall should be contextual and role-based: the projection should show up when you’re placing a player into a depth chart role (LT, RT, SAM, etc.), because that’s where the weighting actually matters. Proposed plain roster positions (with depth chart staying the same) RB • Covers HB + FB types. You place them at HB/FB on the depth chart based on skill set. OT • Can be placed at LT or RT. If he’s bad at both tackle roles, you might move him to OG during offseason position changes. OG • Can be placed at LG or RG. C • Same as now. DT • Can be a penetrator or NT type. Depth chart can still have DT/NT slots; attributes/body type decide where he fits best. EDGE • Can be 3–4 OLB type or 4–3 DE type. Coverage ratings should matter more for the 3–4 edge types. LB • Can play MIKE/SAM/WILL. Archetype + attributes determine who fits where (ex: Thumper = SAM, Signal Caller = MIKE, Lurker = WILL). CB • Outside CB or NB. S • Can play FS or SS In hybrid defenses like 4–2–5 and 3–3–5, you effectively have two Strong Safeties on the field: • SS1 = STAR (the nickel/overhang safety who plays over slots, fits the run, and is involved in coverage adjustments) • SS2 = WS/Rover (the second “box safety” role on the opposite side, depending on the playbook/formation) I actually like the current system, but EA should clarify this in the UI so casual players understand what they’re investing in when they recruit/develop safeties. A lot of people don’t realize that in these hybrid looks, you aren’t just building “one SS and one FS” — you’re often building two SS-type roles with different jobs, and your roster resources need to reflect that. DB • True utility secondary player (likely ATH types) that can play anywhere in the secondary. (Other positions that aren’t “parallel” can stay basically the same.) Optional: depth chart roles could be refined even more (only if feasible) If EA can handle it cleanly: • Make DE / DT / NT / EDGE real depth-chart roles with different weighting. • Consider SAM as the hybrid edge type for base 3–4. • Make DE the hybrid 5-tech that can play strongside in 4–3 and 5/4i in 3-4. • Make EDGE the main pass rusher archetype (speed/power). If that’s too complicated to implement reliably, then keep the current depth chart system—but the roster simplification + duplicate restrictions is still the main stability win.99Views2likes1Commentwhen in recruiting my controller buttons just stop working
On my PS5 when I'm in recruiting my controller buttons just stop working randomly I have to back out and go back in recruiting to get my controller buttons to work.I thought I would post this because this started after a couple update ago I thought it would have been fixed by now. I just have this problem on this game17Views0likes0CommentsDynasty changes that should be added
Now that there are Offensive & Defensive Coordinators we should be able to have the option to become the head coach of the school we are the coordinator if the head coach takes another job. Changing positions in the off-season is fine for off-season development but it shouldn’t be limited to the off-season in regards to changing positions. (There was a QB that was a better WR but once the season started you couldn’t change their position and not develop them as a WR. He end the season with 1,800yds/19TDS but didn’t register as a top WR or QB at the end of the year) Head coaching job offers need work. Plus it would be nice to show interest in certain schools as a head coach. The playbooks you play with should be on the default regardless if you are offense or defense in team practice. (What the use if it isn’t)34Views0likes0CommentsWhere's the reslism??
How about if you want a game that resembles realism, don't let teams like OH St and GA be able to pic you off 6 times in 1 game. Or how about not be called for holding 14 tines in 1 game. This was in the Big 10 Championship game. EA wants to make sure its big boys win. Just like espn with the sec in real life. Im out. What a waste of money.57Views0likes1CommentWhat we need in College Football 27 (Dynasty)
First off I’m a huge fan of the College Football game series going back to NCAA 98’ with Danny Wuerffel on the cover, please take this serious. College Football 26 was another huge success compared to CF25. But there are many changes we would all like to see for CF27. First things first, transfer non-NIL players aka computer generated players to Madden. THIS IS HUGE and should be a MAJOR PRIORITY. In dynasty we work so hard to build up our players with amazing stats and awards and at the end of their college career they just disappear and are forgotten about. I understand with NIL you guys can’t do that, which we understand, In dynasty year 2031 or 2032 all the NIL players should be graduated and off the game. This simple fix will GREATLY increase the value of not only College Football 27 but Madden 27 as well. There is nothing like rivalry games in college football. Trophies are on the line, bragging rights are on the line, rivalry games are what makes college football special. This should be reflected in the game, more intensity is needed, harder hits, dramatic broken tackles etc. We would also like to see a longer sustain in the “stadium pulse,” once you get a three score lead, the crowd virtually disappears and you lose your home advantage. In College Football 25 during dynasty, we were given a chance to increase or decrease our home stadium ranking depending on home winning streak or home losing streak. In College Football 26 nothing changes, i could be on a 45 home game winning streak or a 33 home game losing streak and the ranking would still stay the same. For example I’m currently using Michigan State in my dynasty and I’m on a 30 home game winning streak but I’m still ranked at 24. This should be another easy fix because the stadium ranking would change in college football 25. Just like in real life if an in unranked team beats a highly ranked the crowd storms the field aka “Pitch Invasion.” Whether if it’s a major upset, monumental rivalries, or historic wins adding “Pitch Invasion” at the end of the game would be a huge new feature. In College Football 25 on offense if I motion a player (RB, TE or WR) I could hike the ball whenever I was ready, but in CF26 on most plays I have to wait until the player is set before i could even hike the ball. This is very annoying because with motions we create mismatches and delaying the snap of ball takes away our advantage on offense. Again this wasn’t an issue in CF25 so please fix this. I believe first down celebrations wasn’t a thing in CF25 but was added in CF26. The animation is pretty cool but if I’m in a 2-minutes offense or just playing fast, this animation slows me down every time. This feature should be optional whether we want to turn first down celebrations off or on. Defensive players should be eligible for the Heismen Trophy. Again in CF25 there was a possibility I could win the Heismen Trophy as a defensive players whether if it’s 30 plus sacks or 20 interceptions I would be concerted as a finalists. In CF26 i could have 40 plus sacks and not be concerted as a finalist at all. This should be a simple fix as well. I noticed in the off season during the coaching carousel we get very limited head coaching positions offers, but if you look at “all head coaching openings” there are plenty of school looking for a head coach but we don’t get those offers. This should be another easy fix. Also if we do accepted head coaching job at another school we should be given the option to bring our coaching staff with us as well. If I take a 1 or 2 star school and turn them into a 5 star powerhouse over time, we should be given the option to improve the stadium or customize it. And lastly, custom playbook has limited options for formation substitutions. I understand we have to based our custom playbook off an actual playbook. For instance let’s say I used the Michigan University’s playbook and I want to add different formations for example I want to add the “wishbone” formation to my custom playbook. In the “formation substitutions” section I can’t do that because the “wishbone” formation is not part of Michigan’s playbook.80Views0likes0CommentsCFB 27 wish list
Several QOL updates are needed, as well as some other things. Here is a list. 1. Allow users to delete coach profiles from the Trophy room. 2. More user control over conference schedules. Allow users to swap a conference team out for another one or move a conference game to a different week/venue. 3. Add extra team slots in dynasty to be used for teambuilder teams instead of having to replace an existing team. 4. Allow for neutral site games in Play Now beyond that of playing in an established bowl or CFP championship game. (namely the RRR, but other teams could benefit from this as well.) 5. Allow for player physical appearance changes after year 1 of a dynasty (offline, of course). 6. Allow users to change ANY player number after year 1 in Dynasty (offline, of course). 7. "Playoff/Tournament mode" where user chooses up to 16 teams and only plays the playoff part of a schedule (all bowl trophies would be disabled in this mode btw). 9. Allow for more scheduling range. (schedule up to 13 games with no bye week, or as few as 10 games with 3 bye weeks). 10. More conference adjustments/realignment options. Allow users to completely empty a conference and/or change the name/logo of a conference. 11. Allow "FCS (directional)" teams to be swapped out for teambuilder teams. 12. Incorporate the "player spotlight" RTG features into dynasty. Give user the option to "spotlight" or "feature" a player during pregame presentation sequences each week. Also incorporate RTG pregame camera shots and stadium views into dynasty mode. 13. Allow users to choose weekly game start times (noon, 3:30, 6:00, 8:00) in dynasty. 14. Some teams use different field/endzone graphics for conf and noncon games. Specifically, University of Oklahoma, but there may be others as well. 15. Give users the option to change celebration button mapping. 16. In dynasty, extend previous season record view in 'Coach contracts' beyond five years. When dynasty begins, user can see the team's record going back to 2000. That should still be viewable no matter how far into the dynasty the user goes. Right now, it isnt. Once the user signs the contract, the record only goes back five years, sometimes not even that far. 17. Allow user to play other games week-to-week or in bowl season without having to take full control of that team as this also creates unnecessary coach peofiles in the trophy room (which could also be addressed by the first listed QOL update request above). 18. Score/stat graphics on stadium scoreboards. (this one might be tricky to accomplish as it would likely require significant coding implementation) 19. You already mentioned presentation so i will refreain from detailing the deficiencies i have found in that area not listed above. 20. Last but not least, Teambuilder is still sorely lacking in multiple areas other than what you highlighted in the video. I don't know how much clout you have with EA devs, but maybe you know a person or two you can forward this list to. I just know I have been deeply unsuccessful in my attempts to reach anyone at EA with enough pull to get any of these updates even looked at, let alone incorporated into the game.40Views0likes0Comments