Are servers down for franchise mode?
Well I cant log in to any madden 26 game, first it said that servers are down. Then it gave me a message I've never seen. It's a full house in here. Please give us time to make some room. I've checked my internet its fine and at full speed. BIGBLUE4070138Views0likes1CommentOffline multi-player multi-franchise
Bring back the best feature this game ever had. I want to draft seperate teams in the same division with my sons in my house so we can sim seasons and play our head to heads and see wlof 1 can with the Bowl like I did my entire youth with my brother and friends. I'm a single video game player, Madden only for decades and removing this feature years ago really sucks - the game was better in the late 90s and 2000s than it is now because of that feature. Long overdue fix21Views0likes0CommentsMADDEN FRANCHISE CREATE A PLAYER FEATURE
I don’t know why madden and or EA even removed this feature but if they could add back the create a player feature like they had in franchise mode in madden 20 and the previous maddens that’d be great. I know i couldn’t be the only one who’s been buying and playing the game only to find they keep removing the features we enjoy. that create a player in franchise was a great and fun offline career mode that a lot of been missing.332Views1like1CommentMadden 26 Franchise Feedback Review (For Madden 27)
Franchise Mode Feedback Understanding that EA will most likely wont review this feedback, I wanted to share my perspective as someone who has played Madden’s Franchise mode for a long time. After spending a significant amount of time playing Franchise mode, it’s clear that this year’s Madden has taken a positive step forward in several areas. There have been meaningful improvements that show progress toward making Franchise a deeper and more enjoyable experience. However, there are still areas where the mode could be improved to better reflect the strategy, realism, and long-term depth that many Franchise players are looking for. The following feedback outlines several features, fixes, and quality-of-life improvements that I believe would strengthen Franchise mode and improve the overall Madden experience. These suggestions focus on areas that could make roster management, player development, gameplay realism, and immersion feel closer to the real NFL while also making Franchise mode more engaging over multiple seasons. Stat Tracking & Player Evaluation Improvements Franchise mode needs deeper statistical tracking to better reflect real NFL performance and improve player evaluation. Pass Breakups (PBU) Rename the current Pass Deflections stat to PBU (Pass Breakups) to match official NFL terminology. Defensive Back Advanced Stats Yards Allowed Catches Allowed These stats would allow users to better evaluate cornerbacks and safeties. Defensive Line Advanced Stats QB Hits Pressures Practice Squad Improvements: Add an option that allows veteran players to be placed on the practice squad like in real life. This would provide more roster flexibility and strategic depth. Injured Reserve Bug Fix: There is currently a bug where players placed on IR cannot always be activated even after their injury period ends. Equipment Updates Mouthpieces Baggy long sleeves Hand warmers Pads Camera & Presentation Improvements: Add more broadcast-style camera options for gameplay and improve camera options for users who prefer simulation-style Coach Mode. CPU Trade & Roster Logic: CPU trade logic CPU player release logic CPU draft logic Running Back Pass Blocking Issue: Running backs sometimes fail to engage defenders in pass protection and allow rushers to run straight past them. Quarterback Gameplay Additions: Improved QB Sneaking Add animations where quarterbacks dive forward over the pile, similar to real NFL QB sneaks. Pump Fake While Scrambling Allow quarterbacks to pump fake while running outside the pocket. Weather-Based Equipment Presets: Add automatic equipment presets based on game conditions such as cold weather games, rain games, and prime-time games. Currently, coaches and players sometimes wear unrealistic gear (such as short sleeves in snow games), which breaks immersion. Formation Visibility Setting (Online Franchise): Add a setting that allows users to disable seeing the opponent’s formation. Rookie Draft Class Improvements: Draft prospects should have deeper background information including: Total college snaps played Combine invite status Expanded scouting reports In-Game Presentation Improvements: Add more broadcast-style stat updates during games such as: CB has allowed 2 catches for 18 yards today QB has been pressured 8 times Super Bowl Champion Recognition: Currently, the player profile sometimes shows “Super Bowl Champion” only for quarterbacks. This recognition should apply to all players on the roster regardless of position. Any player who wins a Super Bowl should have “Super Bowl Champion” listed in their career profile. Smarter AI Logic: Overall AI decision-making should be improved across both gameplay and franchise systems including: Play calling Clock management Trades and roster moves Player development Scheme & Coach-Based Abilities: Abilities should be tied more closely to team schemes and coaching staff. Currently every team can access the same top-tier abilities, which reduces team identity. For example, if a team historically develops offensive linemen well, their coaching staff could have development XP boosts for offensive linemen. Expanded Mentor Tag System: The Mentor tag already exists but only applies to a small number of players. The system should expand so players automatically gain the Mentor tag after a certain number of years in the league or after reaching career milestones. Team History Section: Add a Team History feature similar to the League History tab where users can view past season records, playoff results, Super Bowl appearances, awards, and key team statistics. Individual Stat Upgrade System: Allow users to upgrade individual player attributes directly instead of only improving broad skill categories. For example, a system similar to staff points where users could invest points into specific attributes such as QB accuracy or RB pass blocking. Draft Board Customization Improvements: Franchise mode should bring back the ability to fully customize the draft board order similar to older Madden titles. Users should be able to manually move prospects up and down the draft board to create their own ranking system. Team Lineup Presentation: Bring back full team lineup presentation graphics like older Madden games featured. Before the game or when a unit takes the field, show on-screen graphics displaying each team’s starters. Player Analysis Should Use Stats, Not Just Overall: When clicking on a player and viewing the analysis section, rankings and comparisons currently appear to rely mostly on Overall (OVR) ratings instead of actual on-field performance. For Madden 27, this analysis should be based more on real performance such as season stats, recent games, and league rankings so players are evaluated based on how they are actually performing. Rework or Remove Certain Abilities in Franchise: Some abilities feel pointless or too powerful and should be removed or redesigned, especially for franchise mode. Nothing in football should be guaranteed, and some abilities create unrealistic outcomes. Some abilities make sense, such as Quickdraw, since quarterbacks often develop faster releases as they gain experience. Another good example is Sleight of Hand. In franchise mode, it could increase the success rate of pump fakes overall instead of only working against zone coverage. On the other hand, abilities like No Look Deadeye do not make sense for franchise mode. No quarterback should have perfect accuracy on all cross-body throws up to 20 yards. Nothing in football is perfect, and abilities should reflect realistic advantages rather than guaranteed results. Abilities could also be more progression-based, similar to coach abilities with bronze, silver, gold, and platinum tiers. Players could upgrade these abilities over time based on their performance, making development feel more earned and realistic.203Views1like1CommentWhat we need from Madden 27: Franchise Mode
What we need from Madden 27: Franchise Mode: Import draft classes from College Football 27 to Madden This is a MUST! And will GUARANTEE huge “PRESALES!” It’s actually quite simple. I understand NFL licensing and college NIL, but if the import draft class college players are computer generated and they have no ties to NIL. After 5 season of college football “27” dynasty mode, ALL of the players on each team’s roster are computer generated. Thus no ties to NIL, thus should be eligible to import into Madden “27.” This one small but huge change is what ALL Madden franchise players want and need! To announce something like this will increase pre sale to possibly record sale. Please consider this one major change. More detailed and more realistic NFL draft After watching this past 2026 NFL draft, in franchise mode we need the draft to resemble real life draft. Please introduce a “Draftcast” during the teams draft pick. The “Draftcast” can possibly show the teams positions of need, last season record, place in division, best available, trade news. During the franchise draft we should be able to see our past draft picks during the draft. When I’m drafting players I sometimes forget which position or player I drafted in the earlier rounds. During our draft selections we should be available to see our past picks along with team needs. This will improve to the franchise mode drafting tremendously, try to make it more realize as far as information given on the screen. (Best available, team needs, draft order etc.) this can be news ticker or “crawl” shown on the bottom of the screen, just a like a real life NFL draft. Also if possible give us more detail information of each prospect, “medical history,” (type of past injuries, how many missed games during college career) “awards,” (Heisman, Doak awards etc) “accolades” (All-SEC or 2nd team Big Ten etc) Free agency during the season, we need to know the player’s career stats and injury history. In real life these are major factors when deciding to add a free agent during the regular season. In Madden 26 during the regular season if I decide to add a free agent I can’t view their career stats or injury history. This is much needed please.303Views0likes4CommentsMadden 27 franchise performance based regress feature
In madden 26, it feels like every player can become good in one or two seasons without even really doing much. In madden 27 I think you guys should add a feature that affects the way a player gains xp or loses some, based on their performance. However, higher OVR players should have a higher expectation than mid or bad players and not meeting a goal as a higher overall player makes them lose overall. For example, a WR like JSN should have a season goal of 1000 yds. Let’s say that he got 925 at the end of the season. His overall should not take a huge hit but he might drop in a minor rating. Let’s say in another season he only got 400 yds. This should take his overall from 92 down to 87-88. I think users should be able to pick how harsh they want the goal and how much xp is lost from not meeting a goal in the franchise settings. Or you could make the choice to make goal expectations even higher for to make it even harder to develop or maintain an elite player. The same should work for other positions but use other stats obviously like sacks, PBU’s, INTs, Tackles, ETC. Now for trash players since they aren’t high overall, their expectations are obviously gonna be much lower. For example, a 73 OVR WR should have an expectation of 300-400 yds. If they don’t hit this goal they should start to gain less xp making it even harder for the WR breakout and become higher ovr. If they reach the expectation they should start gaining xp much faster than the previous season. But, if the 73 ovr WR shatters the expectation, his overall should be directly affected. For example, he gets 1000 yards in a season, this should make him go up to at least an 80 temporarily. But if he doesn’t keep up the consistency he would drop back down to his overall without the OVR boost. Now, I think there should be week to week goals which determine more of how much xp you gain and then seasonal goals which affect xp and the OVR directly. Again this could be optional in the settings and customizable to fit what type of league you want to have. I’m a online franchise guy and within two years every team is stacked and players that aren’t even doing good are high overalls. Lmk what you think.70Views0likes0CommentsFranchise Mode Suggestions
I exclusively play franchise mode and have some suggestions. I believe that the heavy reliance on visible overall ratings makes the mode feel more like a spreadsheet simulator than a true NFL simulation. It removes a lot of strategy, scouting, and decision-making that should be at the heart of building a franchise. Here are some key changes I’d love to see in Madden 27 to make Franchise deeper and more realistic: Hide Overall Ratings for Rookies and Add More Draft Fog Right now, you can see exact overalls immediately, which lets players cherry-pick the “best” ratings without any risk or evaluation. In real life, teams don’t know a rookie’s true NFL value on draft day. There should be significantly more draft fog — no clear “top 5” talent list, and overalls/potential should be hidden or only partially revealed at first. Suggestion: Make rookie overalls and development traits hidden by default. They slowly reveal (and narrow in accuracy) based on snaps played, practice performance, and in-season stats over the course of the rookie year. This would force coaches to actually play their high draft picks and evaluate them on the field, just like real NFL teams do. This would add real consequences for drafting busts. Currently, you can take a QB in the top 10, see a low overall, bench him forever with zero downside. In reality, there’s massive pressure (and roster/cap repercussions) to give first-round picks meaningful reps and a chance to develop or fail. Overhaul Free Agency — No Visible Overalls Free agents (especially unsigned or lesser-known players) should not show overall ratings or badges at all. Instead, evaluations should be based on recent season stats, advanced metrics, attributes, injury history, and team-specific scouting reports. Why would your organization instantly know the exact overall of a player they’ve never had on the roster? This would make signing free agents feel like real personnel decisions rather than just sorting by OVR. Shift Contract Negotiations and Value to Production/Stats (Not Just Overall) Player value and contract demands should be driven much more by actual on-field production, stats, and recent performance than raw overall rating. A high-overall player who underperforms for one or more seasons should see their perceived value and contract demands drop realistically — just like in the real NFL. Add Loyalty and Franchise Legacy Factors Franchise mode currently has almost no sense of loyalty or long-term connection to players. A quarterback or key veteran who’s been with the team for 10+ years should have a strong “loyalty” or “legacy” factor that influences: (a) Their desire to stay/re-sign at a team-friendly deal. (b)Playing time decisions (they might get the benefit of the doubt over a slightly better young player). (c) Fan and media reaction if you cut or bench them too quickly. Right now, you can discard a long-time franchise QB the moment his overall dips with zero repercussions. That doesn’t reflect how real organizations (and fanbases) treat their legends. Overall, these changes would shift Franchise away from “chase the highest OVR” and toward actual NFL-style strategy, scouting, risk/reward, and roster management. It would reward ingenuity and long-term planning instead of making the mode feel like a boring rating-chasing game.EA_KentEA_Shepard170Views0likes1CommentM26 FRANCHISE FEEDBACK
So after a pretty good Play Now/H2H experience, I'm kind of at a loss for words on how to describe the difference in experience Franchise has been. I'm only half way through my first season, but there's enough issues I feel that need addressing that it's best to just put this out here and hope it sheds some light on things that EA needs to address asap. In saying that, I'll just get right into the negatives, then the positives, but since this is much longer than expected, I'll likely post bugs found within the negatives, or create a separate post for them. For the record, my User ID is BrandOG-182; Platform is PS5. NEGATIVES: INTERFACE: Slow; Sluggish; Laggy. It's 2025, I really don't understand how it's this bad just trying to navigate. It's not just Franchise either, it's a whole game issue. Speaking of lag, there's been a bit of that with celebrations in game and cutscenes as well. OWNER/PLAYER MODE: The removal of these from the game is actually stupid and limits how people get to experience and enjoy the game. Literally last years surveys showed people wanted more options/customization, and it was even mentioned in the deep dive if I remember correctly...and yet this is literally the opposite of that. Like, why? This is how to alienate your player base and hurt business 101. STOP REMOVING OPTIONS FROM THE GAME!!!!! People are not happy about this, and understandably so. If I'm being objective though, Owner Mode definitely needed a serious makeover, and honestly, apart from setting prices to manage money better, getting to hire/fire your staff and choose different coaches, there's not much your missing out on that you can't find in the new GM's Office selection on the Franchise Main Menu. Breakouts never worked right, and overall it just needed to offer more. I still enjoyed creating a GM with Owner Mode though, and this was my primary go to for Offline Franchise every year. I have hopes that they removed it to revamp it and re-release it in a later title, but we'll see. No excuses for removing Player Mode though...BRING THESE OPTIONS BACK PLEASE!!!! UNIFORMS: Speaking about removing things from the game, what is going on with these? We literally went from being able to create multiple combinations from every available uniform and save multitudes of them in years past, to now being left with 2 custom options last year, and now 2 superstar options this year. Though worse than previous years, it could be okay if we weren't very restricted to very limited options for customization (no access to past uniforms?), and to top it off, we're locked from making our own combos when beginning a game now too. Just another thing that leaves me asking, why? Just go back to '22 or '23 and let us mix and match and save as we please. STOP REMOVING OPTIONS FROM THE GAME!!!!!!!!!!!!!!! CPU: It's frankly just ridiculously extra/overpowered far too often than is necessary. Literally everything seems to favor the CPU... catches, knockouts, swats, speed bursts, blocking, tackling, juking/trucking/spinning...pretty much everything. I've seen many complain about this on both All-Madden and All-Pro, and I'm told this is on EA's radar, so that's good. However, this is exactly why people complain and say the game feels scripted...it's just too much. The stuff I've witnessed within games is absurd at best, and is actually cheating at worst. QB's never miss a throw; guys warping/glitching/transporting into places to make unrealistic plays at unrealistic speeds; super low overall CPU players consistently getting the better of higher overall User players; CPU always has the upper hand on reaction time; absolutely cranked tackles/hits on pretty much every play. Most losses feel scheduled. Ratings don't matter; Sliders don't matter. Just what is actually going on here? How is this such a different experience from Play Now/H2H? I'm not sure how this game is coded, but this is what makes the game unfun, unfair, and unplayable to many people. There needs to be balance; ratings and sliders need to matter and work as intended. This is unacceptable. TRAINING CAMP: This was actually fine the way it was last year, and for some reason EA just had to mess with it. Overall the changes made weren't for the better. Bucket drop is objectively garbage. Removing a couple mini games so less players get training was dumb (I deleted M25; am I imagining this?). Training camp is really where the mini games I feel stand out and shine. I really feel there should be more of an emphasis on Training Camp for the mini games and less on the week to week, which can become tedious, especially in user leagues. Allow more players to train and gain some XP/skill points. Offer more mini games in general. Week to week training allows you to choose which mini game to play, allow this for Training Camp as well. Only positive I can think of about Training Camp this year is, I think, two mini games got a skill point increase to 2 if you get gold. Other problems I've found with Training Camp are that many seem, or are in fact, extremely bugged. 1) Can't get a consistent pass in Bucket Drop as the cursor snaps back to its original position more often then not. This does not happen to me in game. 2) Chase & Tackle is either extremely broken or someone at EA has a seriously sick sense of humor, because not only does the runner not hit the proper gap more often than not, but literally runs you in circles like a hamster behind the LOS. It's extremely frustrating. 3) WR Battle - Red Zone Attack has the quarterback lobbing passes out of the end zone, making the ball uncatchable and impossible to gain gold. I do believe this might be related to Traits, specifically the one that gives QB's the tendency to throw more lob passes. This theory needs testing though. But taking that trait off my QB did fix it for me at least. 4) Rushing Attack - Close Quarters; FB does not consistently block as necessary leading to high improbability of gaining gold. I'm sure I'm missing some, but I'm over it...moving on. SCHEMES/DEPTH CHART: I haven't completely gone through these yet, but I know for a fact some are wrong; Detroit being my first and primary example. They are listed as 3-4 Under Defense when in fact it should either be a 4-2-5 after googling it, or Base 4-3 if you were to check ESPN. Idk if there are more of these, but I remember it was a thing last year with Lions, Packers, Eagles, and Jags to name a few after irl changes were made with coaching staff and whatnot. I hope these get addressed. Literally just google these or go to ESPN and get the schemes and depth charts right please. RELOCATION: Mostly I'm just disappointed to see that more cities weren't added. At the least, it would be nice to have some cities where current franchises already exist, like Miami, Detroit, or LA for example. That way you could change the name/uniforms of a current franchise to different ones if you wanted. Team Builder import is nice for this when creating franchise, but I don't think there's a way to change a team name after starting a franchise. Would be nice to see a couple of new additional cities like Phoenix, or Boston, and some international ones as well. The uniforms and basic team names could use work too. Just a bit too bland and basic despite the helmets looking better after they redid them last year or the year before. ROSTERS: Still no older rosters for nostalgic franchises. This was a thing back in like '05 even. It made the game really fun, and again, it just goes to show how stupid it is to just keep removing options from the game. I really need to see these added back to the game if I'm going to keep buying and running into so much broken crap every year. Make the frustration worth it. I could easily do a ten year franchise if I could go back to 2015. EA has the Download Center for them...at worst, they could even create an in game store as part of the DLC, and put them up for purchase since we know EA loves their profit. Wouldn't love having to purchase them, but having them is better than not. OR, add them to Premium Team pass...just do whatever you need to get them back into the game please. This goes for All-Times Teams as well. POSITIVES: SETTINGS: These remain a strong positive. The only thing I'd say, and have seen posts about, is add the ability to import and adjust Wear & Tear/Weather sliders within the franchise settings. COACH CENTRAL/COACHING ABILITIES: I've really been having fun with this, and I really feel it was a great idea and implemented pretty well. I love the variety of different abilities. If you're an underdog team, there are great abilities to close the gap and make yourself more competitive vs better teams in the league. From attribute boots that help give your team an edge vs stronger opponents, to XP/Training boosts to help get your team up to par faster in order to compete better, there's a lot of great options here. And if you're a team on top of the league, there are great abilities that can help ensure you stay there too. At higher levels, abilities that help retain staff and improve scouting can help maintain staff with unlocked maxed abilities and ensure generational talent remains within the franchise despite the players that eventually leave. There are a few changes I would make however: Make more slots available. I think there are currently 6 for coach abilities, 4 for playsheets, and 2 for trainers. I wouldn't mind if those numbers were bumped up to 9 or 10 for coach abilities, 5 for playsheets, and 3 for trainers at higher levels. More slots especially seem better when there are certain abilities, such as the scouting abilities, that remain in the loadout for several weeks without the ability to remove them. Not only would more slots be nice, but I would love to see them distributed differently. Right now there is just one uniform loadout for coach abilities, playsheets, and trainer abilities respectively, in which you can activate whatever ability or playsheet from your coach and/or coordinator each week. To make each coach and coordinator feel different and special though, I would like to see the loadout sorted by each coach and the trainer instead. Give each coach and the trainer 3 abilities max to activate each week, maybe 4 for the head coach if you bumped the number up to 10 max coach abilities, then give each coordinator 2 playsheets for max activation, and the head coach 1. This makes coordinators feel more important as they can give you access to more plays per game while the coach has more of his/or own special abilities to activate that the coordinators don't. I would like to see some better spacing for ability and playsheet unlocks. Some unlocks seem they could be too far apart, but I have yet to max a coach out, so we'll see. TRAITS: These are pretty nice actually, and the fact you can add them on any player within your franchise is nice too. I'm sure there are plenty of things I'm either forgetting or have yet to stumble across, but no matter, that's what discussions are for, so others can add to them, so feel free to do so if you happen to come across this and read it. Haven't gotten to draft yet, so we'll see how that pans out and what issues arrise with that. I also have yet to try Team Builder, so hopefully I'll get some feedback for that soon as well. Overall though, considering the hype, Franchise has been a bit of a disappointment. I'm hoping a lot of fixes are coming with the first update, but that always comes with it's own problems too, usually.1.4KViews6likes27CommentsMadden 26 shadows
I'm loving MADDEN 26, except when my team plays in Minnesota. The day game shadows are ridiculous. Doesn't the light diffuse in Minnesota? It's distracting enough that I just simulate the game instead of subjecting my eyes to it. Hoping for an update that fixes it 🙏39Views0likes0Comments