Halloween theme (not just one area)
Last Halloween myself and many other players were a little disappointed there were no global changes during the spooky season, only community parks had the Halloween theme so once you did your challenges there to get the Halloween currency I think its safe to say most players had no reason to continue skating those areas which means the rest of your gameplay felt and looked no different. I'd love to see some global changes that gives us that nostalgic spooky season feel even if its just very small addons like pumpkins/jack o'lantern's scattered about and on door steps, cob webs, fall colors in the trees, more leaves on the ground, maybe even NPC's saying "happy Halloween", subtle windy ambience sound effects or leaves scattering, a slight color shift ect. I wouldn't expect all of those but even if its just one or two those would be awesome, It doesn't have to be over the top just small addon's like these can go such a long way for that Halloween feel. These are slightly exaugurated examples but just giving an idea what I'm thinking about.Holly and Head Coach
Its no big deal but at the same time it annoys me...Holly at the beginning of a game always says my back up QB is starting due to the starting QB is hurt..but it's not true...lastly I've went undefeated while also winning the national championships 3 years straight and my created Head Coach is never on the list for Headcoach of the year5Views0likes0CommentsCoaching Carousel Bad
Straight to the point. Coaching moves aren’t working like they should and it busts immersion. What coaches are considered for what jobs is tied too much to coach level and not enough to recent success. I am sick of Dabo getting every single good opening early in Dynasty seasons. Notre Dame just came open for example, and Dabo, an 8-5 Dabo (which means his last three years have been 10-4, 7-6 and 8-5) just waltzes into the job simply because his coach level is high. Coach level should primarily just correlate to the skills you can unlock not what jobs you’re considered for. Think for a moment from an immersion POV. We really think, if Freeman went to the NFL, ND is hiring an 8-5 Dabo just because he won a title in 2018? In fact, per this games logic, Marcus Freeman would never have gotten the Notre Dame job in the first place, someone like Jimbo Fisher would’ve. I had a dynasty where I went 43-2 in three seasons at Delaware and could barely get mid tier big 10 schools to look at me. If, in IRL, you went 43-2 over a three year span programs would be tripping over themselves to hire that coach. In theory the coach level ups should correlate with success which then correlates with better job offers but the rate of leveling even on casual is too slow (and we all know why…) so the pacing is all off and even if you strung off three straight undefeated seasons at a smaller school the best job you’d be looking at is maybe Louisville (no disrespect to the Cardinals but you’re not a Notre Dame or an OSU and there’s no shame in that).5Views0likes0CommentsBoise State field turns green in conference championship game
There is a bug that turns Boise State’s field green when they host a conference championship game. This was a bug in 2025, then was fixed, and now it has somehow returned? Please get your stuff together, it’s so bad to have a bug from 2 years ago resurface.8Views0likes0CommentsToo much "crack" in some recent pants
These recent pants have a weird thing going on where they probably have a wrinkle of some kind or just have too much crack inherently modeled into it I suspect some of it is a texture issue - more so the jorts (as it looks kind of fine).. but the red pants here are a uniform-ish texture so it's purely the model making that crack. I would suggest going in the game and looking over the skinny pants in person and rotating the character. I feel like the crack looks worse than the image shows. These pants are good examples of how this area should look, they are similar form fitting pants: Here's a crude drawing that tries to show the difference. I kind of exaggerated the issue but I hope I make my point clear: I know these models probably been scanned in somehow and its super accurate to the model IRL. but for it to look good in different poses, motion, etc. I think it might be better to remove the depth of the crack at the middle to top, but not change the proportions - im not asking to shrink the whole area. And things like tights look fine since they make sense to have some crack. I think it may be case by case.. Maybe some pants look better with the crack completely smoothed over, maybe some only need a small adjustment overall, or need to be flattened middle up -- it's hard to visualize since im not a modeler, but atleast the crack should be smoothed to some extent overall. BTW the skinny pants of overall profile shouldnt change. The way the fabric tapers straight down from the backside is pretty normal - ive worn skinny pants that have more room in the pelvis region and they tend to do exactly that.. It's just specifically the crack is really goofy looking, like the pants have been shrinked wrapped specfically there for some reason despite the somewhat room-y fit.. It doesn't seem like it follows physics, especially the regular fit red pants (and the indigo/blue variants of that mesh).Another Fun Ride
EA CFB Team, Reaching out to thank you for another fun ride this year. I continue to be blown away with all of the improvements made this year, especially the ones I didn't even know I wanted. So, I write to you today with some humility and trust that you guys know what you are doing. Nevertheless, I have some suggestions. - Player Archetype improvements 1. Height and weight, ratings and position changes Position changes are a very enjoyable aspect of the game and provide a rewarding option for solving roster problems. However, I think it falls short in the correlation between player size and ratings. There is nothing better than needing a DE and finding a DT that can play there. But if a DT recruit has a strength of 74 should their weight really be 310lbs? A small gripe but some positions seem to tie player size to their physical traits (WR) better. So, I hope that can be improved and applied to all positions. 2. NIL Players Vs. Generated Recruits Last year many complained loudly about equipment and it seemed to work. So next year I hope you will listen to another part of your fanbase that would like to see better generated recruits. Some might not care, but I have quit several dynasties I was enjoying just because some recruiting classes were so bad I just lost the desire to continue. That might sound silly, but it is no worse than being upset about a leg sleeve. I want BYU to still have a lot of Mormon kids on their team in year 10. I want Hawaiian kids on Hawaii's team. I am sure that is not easy with the number of recruits that have to be generated each year, but I think it is vital to the evolution of dynasty immersion. For me, the goal should be making it hard to tell the difference NIL players and generated recruits. So, using the NIL player base to create the new recruits seems like the best way to solve many of the recruit immersion issues. If you simply reused the NIL players' physical profiles to create recruits each year, it seems like it would be easy to address the regional and demographic issues that currently plague the game. Maybe there is a better idea, but I hope a solution can be found for next year. Some of the recruit profiles are just so cringe-inducing. 3. Player Names Can you please revisit the player names assigned to new recruits as well? I quit a dynasty last night because I ended up with two recruits I really wanted and both were named Jose. Nothing wrong with the name but you don't find a lot of football players named 'Jose' and certainly not one named 'Jose Bueno'. It just seems like some names (while worthy of inclusion) are weighted too much and hurt immersion. Again, I think data from NIL players over the past years could be better used to help solve these issues. - Reusable Custom Conference Configurations I am sure there is a good reason you have not already included this, but it would a such a huge "quality of life" improvement. I might cry if you implement it. - Dynasty Game Sim Logic and Menu Improvements. Somewhere online I heard the rumor that the dynasty sim logic was more heavily impacted by team playbook than by team overall. If true that seems backwards to me. Playstyles have changed over the years, and most schemes can be successful if the players are good enough. I could definitely see schemes impacting the result more based on the opposing roster (ie an Air Raid playbook vs a team with a bad secondary) but overall, I would like to expect the better/home team to win more often. To account for this I force win several games a week in my dynasties to prevent immersion breaking losses (or games that have been played in real-life) but after year one I would like to not have to do this as often as I feel I have to now. It would also help if you presented the "team overalls" on the weekly dynasty schedule screen to help us make force win/loss decisions. Anyway, thanks again for another great edition. I've got my fingers crossed that CFB will once again be the best football game I've ever played next year!Online Lag
So for the past month almost 2 months my madden has been unplayable. I have an online franchise with a friend of mine and thats how we play. In the last month or 2 the lag has been unbearable. Making basic moments cost me games. I have tried the uninstall and reinstall. I have cleared my cache. I dont know what more to do. This also happens on NCAA as well. I want to blame my internet but other games run fine. Can someone help me at least not lag?10Views0likes0CommentsGameplay Feedback: Footplant Nitpicks and Suggestions
I attached a video that explains some of what I've written but raised some other things I wish footplants would have (or not have) - I summarize the video in the nitpicks section. I've noticed the footplant update this season is mostly just making the character stop their motion for a fraction of a second then continue moving after the foot leaves the ground. With medium-fast speed air footplants, this looks jarring. I would prefer that the leg would follow the ground coming up to the point of ground-contact then jump past the point of ground-contact -- without it affecting how footplants look if done at a slow speed. *It's very important it doesnt affect slow or stationary air footplants because that's the speed where some footplants are used (ramp apexes, onto coping) - if my character did a big kick motion backward while I'm just doing a stationary footplant that wouldn't look good. Aside the jump speed, the current air footplants look good stationary, Just not while moving at a moderate speed. and even then at a slow speed I would like if there was a more elaborate leap motion or tweak, or anything cool. Basically the jump animation when the foot is on the ground should be elongated and should kick out depending on the direction of travel. here's a drawing with exaggeration to make my point: The game currently has the leg below the knee move forward a bit before the footplant, which I think helps - but the jump animation is vertical regardless of speed and direction. If moving and facing forward, the leap of the leg should happen behind the character a bit. if this was how the animation system worked you probably wouldn't need to have the entire character stop their motion as hard to fix the feet sliding. I implied it already but It would be nice if the leg can move side to side (or in reverse) so you can do the footplant mid-spin without the leg kicking in the wrong direction. --------------------------------------------------------------- Footplant nitpicks summary: I attached a video that explains mostly what I've just written but raised some other things I wish footplants would have (or not have) - I summarize and elaborate on it more below. -- 1 - Footplant Height (air and ground) There's no height control of the footplant, it's this very fixed strange unnatural arc that jumps up sharply not matching the momentum of the footplant jump animation. A solution to this is reverting the change of making footplants higher - or adjusting the animation. Additionally it would be cool to have a feature that adds a short hop & high jump for footplants. Much like how a platformer game works or like Super Smash Bros. Where the input behavior is basically releasing the button before the jump force is initiated = a short hop. if you hold the button past that point it will do a normal jump. If you actually elongate the jump animation of the footplant you can probably add an additional option between where tapping it is a very precise input (window of a dozen frames), between that and moment of the jump is the medium option, and holding the button past the point of where the jump starts is the high jump option. Short Button Tap / Very-Early Button Release = Ground: short hop. Air: kick a wall or run with the ground one-foot briefly before putting your foot on the board Medium Button Press / Early Button Release = Ground: normal footplant height. Air: normal behavior, normal kick away from a wall Long button hold / Late or No Button Release = Ground: exaggerated animation and height. Air: holding the footplant pose for a while before leaping if done at slow speed. If already going fast speed normal behavior + extra jump height. The reason I specify "button release" is because footplants most of the time are held in one-foot position somewhat before ground contact, we already are holding the button it feels like, so it's the release timing during the start up of the footplant animation that actually determines the jump height --- 2 - Footplant (air and ground) Spin Flow: Ground/Air Footplants only allow you to spin after the foot leaves the ground, IRL you can tweak the board and even spin your body in the direction somewhat mid-leap. It looks better not because it's "realistic" but it's because the current way of spinning from a boneless is very canned - it's not a smooth transition. A solution is perhaps just adding a slight rotation if already holding LS with the footplant, or having a slight unique animation for it, where its largely the foot, head, and skateboard angle being adjusted to face the direction of the spin. --- 3 - Footplant (air and ground) Trick Flow: Ground/Air Footplants don't allow you to do fingerflips or tweaks until the foot is on, and even then it takes a while after the foot is on for the trick animation to kick in. A solution is IDK, but for grab tweaks maybe you can blend animations half way into a pose until you are "truly" in the air state then you finish the tweak. For finger flips it might require new animations, but it would be interesting if you can experiment with the leg animations being independent of the finger flip and seeing how that would look off of bonelesses. but this seems like multiple animations playing at once blending into each other which might be black magic. --- 4 - Footplant (air and ground) Jump Speed: My issue is specifically the part where the foot is on the ground - it's massively shortened in-game. An IRL vid I compared it to (which has comparable air time to the in-game version) show that the foot stays on the ground longer and the leg takes longer to extend off the ground. this one is more subjective but my best argument is that it makes the footplant seem anticlimactic or unceremonious - like it's this quick derpy thing that happens.. skate 2 and skate 3 did a better job at the jump animation length, and I think it really adds to the force of the jump without needing to make it literally bigger. Making the speed slower at that part of the animation plus having the leg follow the ground somewhat would make the footplant feel more lively than the stiff leg animation having pogo physics. --- 5 - Unrelated Nitpick - Making the Legs Extend More on Landings for All Tricks: My friend made the argument that not extending the legs down and just falling with your butt already at your board is somehow steezy but I think it looks very uncomfortable. Part of why you extend your legs on a landing is to create room to soften the landing. Skate 1-3 had this effect, and it made landings look heavy and full of inertia - because usually the skater compresses their legs immediately after. New skate has this but it's not as pronounced and sometimes it never does it. I'm unsure if this fits the style of the skater(s) mocapped for the game, but it might be worth investigating or experimenting having the legs stomp stuff, maybe only on certain drops or transition. I suggest it can be introduced as an animation update or a feature if styles come back. --------------------------------------- weird small behavior I noticed after writing all this: Last season it was probably reported as a glitch but I finally noticed this season you can't gain speed from a fastplant/boneless from 0 speed anymore. ALTHOUGH when you have a tiny amount of speed and do a boneless you can hold forward to gain speed - it just doesn't work when completely stationary - which is odd. your foot is literally touching the ground you should be able to go wherever IMO, and IRL you always move slightly to the frontside when doing a boneless stationary. Anyway I never grab or boneless at 0 speed, it is a niche situation. But the option to go in a direction should work for stationary ground footplants, it seems odd it doesn't do anything when you hold LS on a completely stationary fastplant or boneless.Allegiant Stadium
The Raiders stadium has now been broken for 6 years. One you can see the Allegiant Stadium signage outside the stadium just under the AL DAVIS torch during the games, now after half time the torch is off completely. It's been like this for the past two years. How can you miss this so much but fix other stadiums in the game and completely ignore the Raiders Stadium issues. Please fix it!!!!! We pay good money for a game and its still broken.......7Views0likes0Comments