Ok EA enough is enough
You wanna make your game better? How about fix your issues before adding new stuff? Your server desync, hit reg, and ttk is bad. To the point i am fully thinking of unisntalling this trash game and moving onto a different one. And never purchasing another ea game. Its shouldn't take 41 rounds to down someone in redsec. And then an additional 41 rounds to finish them while downed. I have 10 latency, 1 gb download speeds and 1gb upload speeds. So its not my connection. How abkut getting rid of the orange dots in the menu? Or getting rid of all the modes except the popular ones? Tryin to find a match and it takes 45 minutes to load in because it cant find enough players? Backfill with bots after a few seconds leave server open to other late arrival players. How about a hardcore redsec and game modes? Lets focus on fixing current issues before you see people deleting your games? Devs do yall even play the garbage you drop before deciding?New Sim Madden League: As Real As It Gets (ARAIG)
New Sim Madden League: As Real As It Gets (ARAIG) As Real As It Gets (ARAIG) is a new online franchise built around realistic gameplay. ARAIG is looking for mature players. Football nerds get bonus points. League setup: * 72-hour advance * Neonsportz integration * All Madden difficulty * 10 min. quarters / 16 second runoff (approx. 105 offensive plays per game - on par with sim stats) * Modified sliders (monitored and adjusted based on as-played stats) * Increased penalties, injuries, and fatigue (discipline and depth matter) * Offensive play-call limits * No superstar abilities * No player edits or modifications * Beyond that, we play Madden mostly as is. The point is to keep the league realistic without loading it up with excessive "out of the box" modifications or requirements. ARAIG will be starting the 2026 offseason once we have a critical mass of players. Understanding that we are starting late in the Madden 2026 cycle, our hope is to play at least a couple of seasons and establish a core group of players for Madden 2027. Discord link: https://discord.gg/mm7AY6924Views0likes0CommentsMADDEN FRANCHISE SUGGESTION!
My ea madden account name is sng-fat102 I’m a madden player that plays franchise mode because we run various franchise leagues not just me but a lot of users around the world. I e been playing madden since I can remember on PlayStation 1 ! My suggestion and also a lot of my franchise league users also suggest there be a way you madden creators can incorporate a mode in franchise where we can scrimmage other teams like you guys have weekly strategy in the game. Please reply to this because this mode can take Madden to other heights in franchise!! My psn is SnG-fAT1025Views0likes0Comments🔥 All-Madden Franchise | True Sim | No Abilities | Smooth Gameplay
Looking for competitive yet realistic players to join our All-Madden Sim Franchise League! We play with no abilities, focus on authentic football gameplay, and keep things smooth, fair, and drama-free. Rules emphasize football IQ, sportsmanship, and commitment to sim play. Perfect for gamers who want a pure football experience without cheese or exploits. 📅 Advance Schedule: 48–72 hours 👥 Platform: Crossplay compatible 💬 Communication: Discord required add koozee3322 for serious inquiries 🏈 Join if you’re ready to ball the right way!18Views0likes0CommentsI thought i would post something positive, if anyone would like to listen
The short of it, i have created a persistent server based in Europe, Scandinavia. It's class locked conquest, on four maps atm (very open to change), with full xp and currently no sliding(cause i'm curious what difference it will make). More like the Battlefield i want to play. I read somewhere that it's on us to create the Battlefield experience we really want, and so i have taken some initiative and done just that. The server name is "Class Locked Conq", made by WoodNeededMyLord(which is me) Remember the 4-player splitscreen you could play with your friends on games such as Golden-Eye, Halo or MarioKart? I remember how much fun it was just sitting on a couch playing against my friends. It only requires 4 players for the rounds to start, so if you have three friends, drop on by. The greatest fire just requires a small spark I have made this in mind for any veterans or rookies who would like a place to return to. So i hope you'll help me make this a server to come back to. And if any Urban Pirates members see this, i still remember the servers from BF3- and 4. And i miss them dearly.BF6 Suggestions: Medics, Aid Stations, Hardcore, Blue-on-Blue penalties
This Hardcore mode creates a more immersive and tactical Battlefield experience by removing automatic health regeneration, adding realistic injury debuffs, and making combat medics truly essential for quick recovery. Players who are shot or injured stay significantly impaired until healed by a medic or by limping back to a spawn aid station. Blue-on-blue (friendly fire) is strictly punished — the player responsible is instantly eliminated and receives a much longer respawn, while the victim respawns normally. Accumulating 5 blue-on-blue incidents in a match results in an automatic kick with no XP or progress. The goal is high-stakes teamwork and positioning while keeping fast respawns for enemy deaths to preserve Battlefield’s signature pace. Increase realism and tension without turning the game into a slow simulator Make medics genuinely vital and highly rewarding to play Reward positioning, teamwork, and awareness Keep Battlefield’s fast-paced, action-packed feel for normal deaths while punishing friendly fire Realistic Damage & Injury Effects What to implement: Limb shots (arms/legs) cause realistic impairments: Reduced movement speed Increased weapon sway / slower aim-down-sight (ADS) Reduced accuracy or firing rate Head and torso shots remain highly lethal (one-shot or near-instant down) Shrapnel and close-range explosions add secondary effects: Temporary hearing loss / muffled audio Screen blur or disorientation (blast overpressure) Temporary mobility debuffs Why do this? Eliminates the arcade “fight at full capacity even when injured” feeling Makes every bullet and explosion feel dangerous and meaningful Encourages smart positioning and cover usage Limited Self-Healing + Medic-Centric Healing System What to implement: No automatic health regeneration at all (even when hiding) Any injury leaves the player with permanent debuffs (reduced speed, sway, blur, etc.) until properly healed Self-Recovery Option — A heavily injured player can limp back to a spawn point or aid station for full health recovery and removal of all debuffs. This takes significant time and leaves the player vulnerable during the journey. Healing by a dedicated combat medic is fast and efficient (instant or very quick full recovery + debuff removal) Non-medic teammates can attempt to help, but their healing is much less effective (e.g., only partial recovery or takes significantly longer) Only a dedicated combat medic can efficiently restore a wounded player to full 100% health and remove all debuffs quickly in the field Why do this? Gives injured players a risky solo option (limping back to spawn) if no medic is available, adding realism and decision-making Makes medics truly essential and high-value in active combat zones — they provide fast field recovery that spawn aid stations cannot match in speed or convenience Creates meaningful teamwork pressure: smart players will try to stay near medics instead of risking the long, dangerous limp back Removes passive “hide and wait” healing entirely, while still offering a backup self-recovery path that rewards map knowledge and bravery (or desperation) Strict Blue-on-Blue (Friendly Fire) Rules What to implement: Any blue-on-blue incident (accidental or intentional teamkill), including small arms fire, grenades, mortars, bombs, tank rounds, aircraft, or destruction of friendly vehicles/aircraft, immediately eliminates the player who caused it. Respawn rules (made clear): If you die to the enemy: You respawn very quickly (fast Battlefield-style respawn — back in the fight almost immediately). If you die because of blue-on-blue (you killed your own teammate or destroyed a friendly asset): You enter respawn purgatory — your respawn takes twice the normal respawn time we experience in today’s Battlefield. The victim of blue-on-blue (the teammate who was killed) respawns immediately, exactly as if they had been killed by the enemy. After 5 blue-on-blue incidents (teamkills or friendly asset destruction) in a single match, the player who caused them is automatically kicked from the game. Kicked players receive no XP, weapon progress, or rank advancement for that session. Why do this? Strongly discourages careless shooting, poor map awareness, and toxic teamkilling Makes big indirect fire weapons (mortars, artillery, planes, tanks) feel high-risk when teammates are nearby Protects the overall team experience and match quality Only the player responsible for the friendly fire is punished with longer respawn — the innocent victim gets a normal fast respawn Adds real consequences without unfairly slowing down the whole team Respawn Philosophy – Keep the Pace What to implement: Normal enemy deaths keep very short respawn times to maintain fast action Only the player who caused blue-on-blue receives the doubled respawn penalty Why do this? Prevents frustrating “respawn purgatory” for normal skillful fights against the enemy Maintains Battlefield’s signature chaotic speed when you die to the enemy Friendly fire actually hurts your own momentum and tempo, encouraging better coordination and trigger disciplineLet’s Fine-Tune Air-Ground Balance for Better Parity
Shoutout to the absolute beasts who can pilot choppers or jets with insane precision—those 50+ kill streaks are impressive and showcase real skill. That said, aircraft often hold a massive, lopsided advantage over ground forces. I get the logic: control the skies, control the battlefield. But when one great pilot farms the lobby unchecked, it discourages infantry play and sours matches. Credit where due: skilled flying should be rewarded. But we can level the playing field slightly without nerfing pilots into irrelevance—making them work harder for those god-tier runs. A few targeted tweaks worth considering: Lower the minimum altitude for lock-on weapons — Right now, aircraft can hug the deck to break locks too easily. Dropping that threshold a bit would reward pilots who stay high and maneuver smartly, while giving shoulder-fired options (Stingers, etc.) more consistent windows against low-flying harassers. Extend flare cooldowns meaningfully — Flares already recharge, but compare that to ground vehicles (tanks reloading shells take forever) or support players restocking grenades/smoke grenades. A longer refresh would force pilots to manage cooldowns more carefully, use terrain/cover, or risk getting punished during downtime—without removing their escape tool entirely. Buff stationary AA (spawn-based flak/AA guns) — Increase effective range and damage/lethality so they actually threaten aircraft that get too bold near objectives or spawns. This gives teams passive tools to contest airspace without relying solely on mobile AA or dedicated engineers. Reduce lock-on times or acquisition range for ground AA launchers slightly — But pair it with higher damage on hit or faster projectile speed. This makes skilled pilots (who break locks with maneuvers) still dominant, but gives average players a better shot at contributing to takedowns—rewarding quick locks without making it too easy to spam. These changes wouldn’t dethrone great pilots—they’d just demand even sharper decision-making, better positioning, and teamwork (e.g., coordinating with friendly air or ground AA). Top flyers would still shine, but the average match would feel less one-sided when an ace joins.344Views5likes9Comments