Boise 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.7Views0likes0CommentsAnother 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?6Views0likes0CommentsAllegiant 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.......6Views0likes0CommentsIncorrect Tiebreaker Calculations
I am in an online franchise, and we just got to the playoffs, and the teams were seeded incorrectly. In the first case, there were 4 9-8 teams: Packers: 4-2 in division, 6-6 in conference Vikings: 3-3 in division, 7-5 in conference Eagles: 9-3 in conference Seahawks: 7-5 in conference These teams were vying for 1 spot. The correct procedure would be first to have the Packers over the Vikings (they split the season series) on division record, then do a 3 team tiebreaker between the Packers, Eagles, and Seahawks. This would lead to conference record being the decider because there was no h2h sweep between the teams (Green Bay played neither). However, for some reason the Packers made it above the other 2 when the Eagles should have got in. It also did incorrect seeding of the 5 and 6 seeds between the Commanders and Buccaneers because both were 10-7 with no h2h matchup, so conference record would be the decider and the Bucs were 8-4 vs 7-5 for the Commanders. It is crucially important that EA gets tiebreakers correct for a league like this. We calculate them ahead of time to make decisions about how to play the final weeks, and it is very frustrating to have that ruined by incorrect tiebreaker logic. It is not difficult to have a script that can do tiebreakers, so please address this for franchise.19Views1like0CommentsTeam builder Custom Conference
Feature Request: Let TeamBuilder Teams Create/Customize Their Own Conferences EA, I think TeamBuilder has huge potential, but one thing that would make Dynasty mode MUCH better is allowing TeamBuilder schools to have their own conference customization instead of requiring us to replace an existing FBS school just to get into a conference. Right now, when we create a TeamBuilder school, we essentially have to take another school’s spot. That means if I want to add a completely fictional school, I have to remove a real school from the game and inherit that school’s conference placement. What if TeamBuilder allowed us to create our own conference structure? For example: Create a TeamBuilder school. Select what conference it belongs to. If we want, create a custom conference specifically for our TeamBuilder schools. Choose the conference name, logo, colors, championship location, number of teams, conference schedule, etc. Keep all of the original FBS schools in the game instead of replacing them. Allow multiple TeamBuilder schools to join the same custom conference. Allow TeamBuilder schools to move between conferences during Dynasty mode just like real schools do. Let the game recognize TeamBuilder schools as additional schools rather than direct replacements. For example, if I create Albany University, I shouldn’t have to replace another FBS school just to put Albany in the American Conference. I should be able to add Albany as a custom school and assign them to the American—or create a completely new conference for Albany and other TeamBuilder schools. This would make TeamBuilder feel much more like expansion rather than replacement. I understand there are probably technical limitations with the number of teams, scheduling, conference championships, bowl eligibility, CFP structure, etc. But even a limited version of this feature would be a huge improvement. Ideal TeamBuilder/Dynasty system: TeamBuilder School → Choose/Add Conference → Customize Conference → Add TeamBuilder Schools → Keep Real FBS Schools Intact → Play Dynasty This would give players the ability to create completely fictional college football universes while still preserving the real FBS landscape. Please consider adding Custom Conferences for TeamBuilder in a future update. I think this could take TeamBuilder and Dynasty Mode to another level. 🏈🔥 #CFB27 #TeamBuilder #DynastyMode #EACollegeFootball #FeatureRequest20Views1like2CommentsGameplay 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.IF A PLAYER IS ENTERING THE DRAFT, THEN SAY THAT IN "REASON FOR LEAVING"
bro, i dont understand how hard it is for yall to simply put "declaring for draft" in the "reasons for leaving".... instead it says stupid stuff like "championship contended" when i literally JUST won the Natty.... & these recruits changing their Dealbreakers out of NO WHERE is more than annoying... AT LEAST, give us a notification or something so we're aware. or some type of indication marker. its super annoying house a redshirted freshman who's dealbreaker was conference prestige suddenly wants to leave because of proximity to home.... like bro, what? yall just have these random thing occur that make no sense.11Views0likes0CommentsDynasty Wishlist
Hey all, Just wanted to start a Dynasty mode Wishlist for next years title, leaning toward a preference to keep the mode “as-sandbox-as-possible”: Create a conference - (whilst I love the options to edit existing conferences), would be great to introduce opportunities to add additional conferences to further immerse the dynasty experience. I’d love to bring back the Big East, the WAC, the SWC (you could easily allow fans to re-create and upload logos etc also). Bring back the 60 year career. Lots of people have their reasons why they want this back (and I agree with all of their reasoning), but for me, I often hop between multiple programs during a dynasty, so the longer career works for my sandbox way of playing. Create-a-recruit. Really miss this one, was in all the 2008-2014 titles, should be a cut/paste job for the devs right? More stats. (Don’t get me wrong, love all the school/conference stat tracking the game has + the history screen showing past award winners etc…) But would love to see more school record categories including tackles, yards from scrimmage, kick return etc… would love to bring back the old school summary page which broke down each national championship + overall win/loss). Toughest places to play. (They almost had this nailed in the Mark Ingram/Tim Tebow cover versions of the game), but would like to see more AI intelligence built around home field advantage. Bringing back the ranking system (showing home winnings streaks) would be great. That’s enough for now, love this titledue in large to the prioritisation / all the effort put into the offline part of the game, but hoping these suggestions could be adopted to further ‘improve the sandbox experience’, effectively enhancing the thing that makes fans of this title love it so much. tonkz25Views0likes0Comments