Adding players to Madden draft classes
I feel that if you coach someone and they are auto generated and let’s say they’re a 99 ovr elite dev trait and they leave for the NFL, you should have the option to export that player to a madden draft class. That way you can follow that players career or even multiple. Like if you have a Joe Burrow and Jamar Chase kind of situation where they play together in college and the NFL. It can be a new level of immersion for the playerbase to get more in touch with both games. I understand there would be conflict in doing this with the current rosters with the licensing but if it’s only auto generated guys, I don’t see an issue.14Views0likes0CommentsImprovements for HS Recruits and Player Roster 27
Player Dev Trait Progression - I would like to see a "Progression Goal" of how a player can achieve Dev Upgrade. Right now in 26, it's hard to figure out if you play and earn enough stats for a player. Do I have enough Solo Tackles for a "Impact" LB to get "Star"? Can I pull a minimum-to-use a low volume for a RB? Is 5 Ints enough for my CB or Safety to earn a Dev Trait Upgrade? - Because I feel like trying to hard to get a "Positional Award/Hesiman" for Player isn't enough or fully earn your player an upgrade. Heck, would making All-American or All-Conference Team be enough? It be nice to have a list of goals for your player to get the dev upgrade. More In-State (with better talent to find) Players based on school location and Previous Record and Accomplishments. - Sometimes, I like to play that Low-Medium NIL Schools like a Wyoming or Missouri for Gameplay Challenge-wise. But it sucks that if I want the best players 4-5 Star Rating Players, I'm force to target HS Prospects in Powerhouse Southern States: Alabama, Georgia Louisiana, Florida or it's second best, the Western States or Midwest: California, Washington, Arizona, Oregon, Ohio, Michigan. - However, if I don't have the Correct Pipeline or ability to upgrade my own, I have no chance because other schools have the better. - I would like it where if you achieve a winning record with a Bowl/Playoff/National Championship appearance, the following season, you will see a bigger pool of quality In-State players that want to join your school. It's how local players would like to stay In-State more and compete with their State University. Ability to earn and equip Mental Abilities - Every HS Recruit is built and thinks differently in real life, and that's true and understandable. However, every coach wants their player to be at the top of their game in-game and off and field. Honestly right now from 25 and in 26, I estimate about 70% of the players we try to recruit in-game will always come out with zero mental abilities or low-tier mentals. And then the 1-5% has the gold-plat mentals, but they're low rated, normal-impact dev trait players. - Like Road to Glory, if we achieve a milestone, we get to earn a mental ability for a player or equip or upgrade a players' mental ability.14Views0likes0CommentsPlayer Style & Stance Settings Still Won’t Save (1 Year Later)
For the love of EA sports you still cannot change or save your players position stances listed under styles for example, the way they lineup I running him back is still doing this stupid lien or it looks like he’s on the corner of the street strung out on something. It’s nothing to do with football. I don’t even know why that stance is in the game. It’s called listed as “wide” for running backs. I’m not sure why you guys could never just fix this simple glitch in the game not letting us save any other styles, including running motions and throwing emotions. Why even have it in the game? Can you just fix this and we’ll forget about all the other broken stuff like the blocking mechanics, the weather, the coaching carousel. The rest of the game is fine. I guess can you please change this though it’s completely broken unable to save any changes made.38Views2likes0CommentsCoaching Records and a Few More Observations
On the old EA NCAA games, there were coaching records in the Records and Stats section. I would like to see this brought back so I can compare my Dynasty's coaching to the All-time greats. Also, I'd like to see coaches' career stats be done like player career stats (Each coaching position held, wins and losses at each school, how your coach stacks up against the best in school history, ect) The new coach's gear is great, but could we get fully customizable heads that include glasses? And, could we know the weather conditions before a game starts so we can dress the coach accordingly? I don't know how others feel, but I'm tired of my coach being in a jacket or hoodie on a 90° day because I didn't know what the weather was. Also, Whiteout games, Blackout games, or any other special game or uniform the team should be wearing really should be listed before the start or the player given control over any special conditions. For example, in my Ole Miss Dynasty, I had the team in Powder Blue unis and the crowd was wearing all red.174Views1like1CommentCALLING ALL DADS
Serious but fun dynasty still going strong, any interested players wanting to join a fun dad league, married folks welcome too. we are mature working individuals who love getting together in a league to play our dynasty games. we advance every other night and do our communicating on discord. simple rules and good comp. PS5 - ACEMAB1914 XBOX - DJACEMAB1914 DISCORD - https://discord.gg/m7YsWw4v39Views0likes0CommentsThe Future of Immersion? "College GameDay" AI Podcast for My Dynasty
Hey everyone, I wanted to share a workflow I’ve been using to bring a whole new level of immersion to our EA Sports College Football 25 Dynasty. If you feel like the in-game news and halftime shows aren't quite hitting that "Saturday Morning" feeling, you need to try this. The Setup: My "AI Broadcast Studio" Instead of just clicking through menus, I’m creating full 30-minute podcasts, Heisman watch breakdowns, and PDF scouting reports for every season. Here is the play-by-play on how to do it: Data Capture: I take photos/screenshots of the season stats, Heisman race, coaching carousels, and playoff brackets directly from the TV. Extraction (The Brains): I upload those images into Claude. It extracts every name, OVR, and stat into a clean Markdown file. No more manual data entry. Immersion (The Voice): I take that Markdown file and drop it into NotebookLM. From there, it generates a full, deep-dive podcast where the "hosts" talk about our actual players, the upsets, and the recruiting drama. Why This Changes Everything Imagine hearing "hosts" debate if your 99 SPD receiver is actually the Heisman favorite, or discussing the drama of a senior QB transferring to rejoin his old coach (shoutout to the C. Henderson saga in our league!). The accuracy is spot on. It picks up on: Team Identities: It differentiates between a "stout" 99-rated Michigan defense and a high-speed Florida "track team." Narrative Arcs: It remembers UTEP’s 2031 Championship win and tracks the transition into the SEC. Player Profiles: It analyzes specific archetypes and pro prospects. The Dream for EA Can you imagine if EA integrated this tech directly into the game? Imagine a "College Football Morning Show" that updates every week based on your dynasty’s data, narrated by AI-generated voices of real commentators. Until they step up, this is the way to play. It only takes a few minutes to gather the data, but it makes every game feel like it’s being broadcast to the whole country. Has anyone else experimented with GenAI in their leagues? Would love to hear how you guys are upping the immersion!162Views0likes0CommentsProposal: 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.96Views1like1Comment