New Update/Training Camp
I wanted to make a post because I previously made one (or a reply I can't remember) about training camp and some of the issues I was having. I am very pleased with the new updates to training camp and the update overall. Below, I have the pros and cons of the latest update for myself. PROS: The blocking in the running back minigame is better, and I'm now able to get gold pretty easily every time. So far with the WR minigame, I haven't noticed any moonballs anymore, and I hope that can stay true. I really like them adding the route the receiver runs for the DB minigame. As someone who isn't the best, it makes the drill a lot easier to get gold. CONS: For me, there was one specific run in the running back minigame that was still weird. The fullback would get stuck behind the blockers. I'm usually able to get around, but it still feels like it doesn't work right with that specific run. The chase and tackle drill also still feels frustrating. The running back still sometimes takes some egregious cuts and can ruin a streak and cause me to restart the drill. TRENCH BATTLE: The biggest con I've noticed is the trench battle minigame. Something was changed to where the animations feel different and sometimes impossible. Sometimes it works without a problem, but others I literally can't complete the drill. For example, I was doing the drill with Tyree Wilson and he couldn't do any moves to get around the lineman, even after adding the finesse and power rusher traits. Then the year after, I did it with a drafted player and it worked flawlessly. GENERAL: One of my favorite changes are the portrait changes. I like how they fixed it for some of the rookies and now it shows the correct face. The only small issue for me is the jersey changes. I like the new pictures, but the only thing that feels weird is when that player changes teams. It's just weird to see a player playing for a different team wearing the incorrect jersey. But that issue is so small to me that I still prefer the new pictures over the old ones. The other changes I really like are the halftime show/weekly recap changes. It might not seem like much, but it just makes the overall experience better with everything running smoothly. The last two changes that I like are the nose tackle and body type draft generator changes. Fixing the nose tackle archetype is nice because it makes everything more realistic with DTs. The body type change is nice because it just helps to make the drafting experience better. If anyone has any input about the new update please reply to this. I would like to know what others think. I will also reply to this thread if I find any issues while playing.9Views0likes1CommentTransferring any player.
They patched where you could switch characters and get any player you want in the transfer portal a few updates ago. I Wish they would bring this back as it’s fun creating your own experience and scenarios in a offline solo dynasty. For example getting Jeremiah smith to go to a small school etc ….. anyone else notice this patch? In a video game you would think you would have full access to fully customized your league as you want to see it play out. The encouraged transfer option got moved to the end of the offseason now. Did anyone else enjoy or utilize this to fully customize how you wanted the transfer portal to play out and even being able to bring back seniors was cool after encouraging them to transfer before they could leave for draft. I like to user 10 teams in some of my offline dynasties and would mix up the talent pool across college football giving a awesome experience. I loved doing this in CFB 25. Anyone else feel the same or ever tried this? One of my favorite things to do in the offseason. Almost similar to free agency in a madden game but for CFB. And yes is it completely realistic? Maybe not but in a video game in 2025 on a offline solo dynasty, you should have full control and customization of how you see your league playing out year to year. PLEASE BRING THIS BACK EA!8Views0likes0CommentsDynasty Suggestions for the future - updated 13 August 2025
The look and feel of the game is great, the depth and gameplay is still lagging behind. A full coaching staff for each team. To be truly immersive you would have to fill out the back office staff, but I imagine that may need to be limited to an extent and the effects they have on the program. 105 man rosters Recruiting points should cost less for local prospects in more than just visits. Scouting should be cheaper for local prospects, sending coaches, etc. I know this was said, but didn't seem to have an impact with the few teams I have run through so far. Winter conditioning, spring practices, summer training, and fall camp. At a minimum allow for some depth by choosing what you have players work on. Pretty sure EA did this with baseball years ago. This would allow for smaller progression of the players at different points through the year with different time periods focusing on different areas. For example, winter conditioning sets the tone for the year on both conditioning and strength training. It is the core of most programs and we this game does nothing with it or the strength and conditioning staff. Quit relying on the player base to adjust the sliders for a realistic play of the game, this should be the base sliders when released. This is why you have Beta and probably should be used much earlier than you currently schedule it. Coach mode. Bring back a pure coach mode where I control the plays, but do not control the actual game play. I find that much more challenging when the sliders are right. (I will admit I do like that the QB will now take off and scramble if you use current coach mode on his own) Quit adding make believe players to rosters. If they are not full then leave them that way or use one you didn't include from that team. More annoying to have a random create a player on the rosters than the players who didn't opt in. This just give more slots to recruit the next year rather than some random name appearing on your roster. Allow renaming, deleting, or creating of conferences. Doesn't hurt to have the option. NIL is a big thing with college football now and it is not in the game... Allow full customization of fake players, race, hair, etc. You are generating way too many people who hail from the mountain of the Caucasus in here. Change the way you handle ATH designation. Show what positions they are capable of and allow them to stay an athlete for two way play or change to a primary position. This would allow for the player to earn experience at both, but at a decreased amount for a player who is not primarily focusing on one position. Quit making position change stagnant. We should be able to change their position at any time during the year. It happens in real life so not sure why you are trying to make it more difficult then it needs to be. SUGGESTED BY ANOTHER USER - Transition to a subscription based product with micro transactions to keep the base game consistent and with fewer bugs. It would allow the player base to buy additional roster, past or future. If you set a 10 dollar subscription or wrap this into EA play then you are going to make much more money then just the base game. SUGGESTED BY ANOTHER USER - Import draft classes to Madden. Would definitely require a section in their NIL agreement. SUGGESTED BY ANOTHER USER - Dynamic Pipeline's for dynasty. I would add dynamic rivalries here as well. SUGGESTED BY ANOTHER USER- Slider adjustments in game. SUGGESTED BY ANOTHER USER - Dynamic depth charts that adjust for your team's scheme. They need to put more effort into explaining the roles of positions and skill sets for certain positions. Most teams do not have a simple WR depth, but have 3 separate and distinct positions here. Typically WR-X, WR-Z, WR-SL. Each having different traits that particular coach wants for those positions. Same with multiple different looks on defense from teams ranging from heavy DB looks to heavy LB looks, but they are not the same and I think they have made the approach to defenses way too simplistic in comparison to the offense. One 3-3-5 is not like another as LB's and backend may be more focused on specific types for their purpose. Some have 2 LBs and a safety for the backers, others have 2 LBs and an athletic edge. I feel like they have slept on the complexity of the game by making the depth charts way too simplistic for what the game has evolved into. They need to be team specific too. Quit trying to keep balance among coaches with the points and archetypes. As long as they are a successful coach they should keep improving. I would much rather a non archetype type system as there is a base requirement of recruiting and knowledge of the game for any coach to be successful at these levels. Putting these two in very distinct categories is just not a great approach. However, the upper tiers being more expensive make sense. I would also argue that regression should become an issue at a certain level. If your level 60 coach suddenly has a 2 win season then he should lose some levels as well. Player progression in college football literally happens before our eyes for most players as they settle in to playing time. Players should be upgrading their dev traits during the season and off season, increasing their OVR, and their awareness much more during the season. Game play attributes such as awareness, ball carrier vision, block shedding, finesse moves, power moves, pursuit, play recognition, etc. should be impacted by player performance. However, the physical attributes such as speed, strength, agility, etc. should be impacted more by off season training along with the game play attributes. I also think transferring players should take a hit to awareness, play recognition, etc. as they are moving to a new system. Regression can also be an issue with players as they are passed on the depth chart, suffer an injury, or just hit a cold spell. Recruiting is year-round and should be in the game as well. Most classes are more than half filled before the season starts. Most official visits happen during the summer for these recruits now and some are in spring. Need to add this to the game and to the off season additions mentioned above. Recruiting is also much deeper than we currently have. From unofficial visits, camps, official visits, all of these things could have a good or bad impact on a recruit and their ultimate decision. You need a much more robust recruiting board to make this realistic as school typically start with close to a 100 prospects on their recruiting board and narrow them down through the spring and summer as prospects make decisions. I would highly recommend at least one of the developers subscribe to 247 or On3 to understand the nuances of recruiting much better than they seem to now. You need to work on the algorithm for teams as well. Most teams are not going to recruit players to a room that they are happy with or over recruit to a room they are happy with. If they do then they are likely losing players they don't want to lose in the portal because of it. This is why it is important to have two transfer signing periods as they do in real life. Players see where they are after spring and fall and make decisions from there. Transfer portal needs two signing periods with the spring one allowing the user to cut players as he secures transfers so the cut player can find a home. Limiting the number of players to a visit is ridiculous, especially in the transfer portal. You don't actually give the user enough visits to address all the potential additions. Some teams end up taking well over 35 recruits a year. Some almost entirely depend on the portal for changing their roster. Transfers and high school recruits should be subject to being cut just as much as any other player. Happens quite often in real life, however if we moved to 105 roster it would not be a huge issue. As College football is contemplating a rolling signing day now, I think the game could differentiate between a signed player, a verbal commit, and an open player. I also think that some players should reopen their commitments as they hear from high caliber schools, but I also think the AI for recruiting needs adjusting as some teams just sign numerous players at a position that they have no need for. Wouldn't typically be that teams focus or just set a limit for each team at a position to not allow over signing. Scouting should reveal the scouts perceived OVR and dev trait of a player. As I previously stated I would love to hire and fire scouts as well giving you the ability to upgrade your scouting accuracy. Scouting should actually precede the recruiting process as they are typically reviewing their junior film or visiting during their junior year. Should also be a shakeup to ratings during the season as some kids explode their senior year and others regress. Stats. You pay these players now and their previous real life stats, previous team, etc. should be there when looking at a player. Redshirting options should reflect real life, medical, and JUCO exceptions should be in the game. Redshirts should also complete after the regular season as the postseason doesn’t affect this status. Preventing the current situation where you cannot persuade a redshirted senior who goes late in the draft despite having another year to play. The mental aspect of sports needs to be much more important in the ratings of players. Attributes such as Awareness, play recognition, ball carrier vision, etc. should carry more weight than they do. I also believe more attributes should be added such as blitz recognition, scheme understanding, etc. One of the biggest aspects ignored in CFB in continuity with coaches and players, cohesion between players on the offense and defense allows them rely on each other and should influence the play as a group together. This especially true with OL. The mental traits should also be able to be earned throughout a players career rather than just being an innate trait of the player. Some players end up blossoming as they become a starter or role player while others have those traits they walk on campus. Current Coach archetypes availability should reflect the real-life coaches. For example, Venables has won 3 national titles as a coordinator, but his CEO is locked and shouldn't be. I am sure there are other examples. This one just stood out to me. Allow us to lock teams on schedule in Dynasty for multiple team dynasties offline. I don't always remember what teams are on another team's schedule. Allow us to lock teams permanently (options of home and home/2 home vs 1 home/etc.) on our schedule to attempt to create a rivalry. Also, let us create a rivalry by meeting certain conditions. I don't need to create a trophy or anything like that but would be cool to be able to create a rivalry after playing a school for so many years and meeting the prerequisites. It also makes it easier to maintain schedules. I always prefer a more regional schedule for my out of conference games. Allow us to choose playoff formats. 12 team, 16 team, 4 team, 8 team, etc. Some may want to have all conference champs to be automatic bids, some may want the current setup, some may want the previous version, some may want some home games involved. In addition to this, allow us to determine the bowl setup. I would prefer to deactivate the bowl games as they are no longer necessary or have any importance any more with the playoff. Bring back simulating a game at a time rather than forcing simulating a whole week at a time. There are times the games randomness with injuries is a bit a too much and it is much easier to address a game at a time rather than the whole schedule. Coaching carousel should be deeper and longer. The new season just began and there are already firings in season. You should also be able to back channel coaches and gauge their interest before deciding to fire a current coach. It should not be limited to a list of so many coaches. Let us target the coaches we want to target whether they are unemployed or not. Dynasty is your bread and butter of this game and creating a deep experience that players can enjoy for many years in the game is in the best interest for the fan and the developer.486Views8likes21CommentsCoaching Responsibility
Next level for the dynasty is to take the coaching responsibility to the next level. As the head coach, you hire a coordinator to scout and bring a game plan to the table. It would be cool if before your next game, your coaches would bring a game plan to the table. A plan of what plays would be effective in the next game. The offensive coach could bring a list of 10-15 plays to use. A list of plays you need to run in the different zones. Here are 2 plays to run in the red zone, a list of plays to run between the 30-yard lines, and a list of plays for short yardage. As the head coach, you can make decisions on hiring or firing your coaches because of the game plans and whether your players improve, and of course, if they can recruit. Or it could be a running game plan and a passing game plan. The defensive coach brings a game plan of blitzes, zone suggestions such as we need to run man or cover 4 for our base coverage. As the head coach, you hire and fire your coaches. The coaches have ratings on effective running and passing game plans, recruiting, player improvement, motivation, and other traits. As the head coach you can dicide what traits your team needs. Or the style of play you think is needed.6Views1like0CommentsEa please read this !!!
EA, Please Just Read This Once -all future and present game fixes Dear EA Dev Team, First, thank you for the return of college football to the gaming world. The foundation you’ve built is promising, and as a passionate user who’s tested deeply across various modes (especially CPU vs CPU dynasty), I’d like to share several important issues and improvement ideas. Many of these would enhance immersion, realism, and long-term dynasty engagement—especially for simulation-focused players like myself. ⸻ 🔧 Issue 1: CPU vs CPU Dynasty Gameplay Moves Too Fast Between Plays Summary: When watching CPU vs CPU games in Dynasty mode, the broadcast skips too quickly from one play to the next—especially after big gains or first downs. This removes the excitement and drama of player reactions and sidelines animations, which are essential for immersion there is a huge group of gamers who like to play the game this way and this will help the broadcast look way better. Testing Notes: This doesn’t occur in “Play Now” CPU vs CPU. It also doesn’t skip after touchdowns or interceptions—only big first downs or long gains. Suggested Fix: Add controller-select CPU vs CPU viewing as an official feature (even with both teams user-controlled but inactive). Give users a “Broadcast Mode Delay” slider or toggle to let us set how much time passes after a play before the next snap. ⸻ 🛡️ Issue 2: Screen Plays Lead to Immediate Sacks (CPU vs CPU) Summary: Halfback, WR, and TE screens are almost unusable in CPU vs CPU due to D-line pressure arriving too fast—sacking the QB before the screen develops. Suggested Fix: Slow defensive linemen’s backfield penetration on screen plays only. OR give users a “line get-off speed” setting that adjusts OL/DL reactions independently. Ensure WR mid-screens allow for realistic animations where blockers set up. ⸻ 🧬 Issue 3: Can’t Change Archetype Styles for Opt-In Players Summary: Users can’t change the throwing or running styles of real opt-in players. This removes creativity and control in shaping a player’s on-field identity. Suggested Fix: Allow editing of animations (throwing motion, running style, etc.) even for real players, without touching names or ratings. These tweaks don’t violate likeness rules but allow personalization of gameplay feel. ⸻ 🧢 Issue 4: Limited Gear Customization Sharing Summary: Players can’t download or share updated player equipment/gear through the roster sharing system. Suggested Fix: Allow users to upload/download equipment-only rosters, where ratings, height, name, and school stay locked but visually updated gear (e.g., gloves, helmets, sleeves) can be customized and shared. This would keep players looking fresh and updated without violating any NCAA rules. ⸻ 🗂️ Issue 5: No Mass Data Copy or Quick Edit for Dynasty Summary: Dynasty lacks tools to easily copy stats/news from a full week or quickly edit entire teams. Suggested Fix: Add a “Copy Weekly Stats/Box Scores” button for all teams or specific teams. Implement a Quick Edit Mode allowing mass changes to player equipment, traits, or even ratings across full rosters. Makes AI-generated dynasty storytelling easier (I’ve tested this via ChatGPT for sports journalism simulation). ⸻ 🤖 Issue 6: No Control Over Player Tendencies & Move Effectiveness Summary: Currently, users can’t control how often a player scrambles, jukes, trucks, or spins—or how effective those moves are. Suggested Fix: Add individual “Move Tendency” sliders (e.g., Juke Frequency, Spin Usage, QB Scramble Rate). Add effectiveness multipliers per player to determine how powerful their signature moves are, creating diversity in play styles (shifty RB vs. bruiser, finesse DL vs. power DL). ⸻ 🎮 ISSUE 7: AI Must Be the Future of College Football Games – Gameplay, Presentation, and Voice Should All Be Alive College Football 26 is a great start. But what if every rivalry felt like a war? What if every juke was new? What if players spoke, coaches gave speeches, and recruits reacted to your team like real humans? That’s the future we can reach with AI-powered systems — starting now. ⸻ ⚠️ THE CORE PROBLEM: Right now, games feel the same week-to-week. Cutscenes are minimal, players are silent, emotions are muted, and gameplay animations become predictable within hours. There’s no evolution. No dynamic response. No real feeling of college football drama — not in gameplay or in presentation. ⸻ ✅ THE SOLUTION: ARTIFICIAL INTELLIGENCE (AI) CAN FIX IT — AND TRANSFORM THE ENTIRE EXPERIENCE We break this into 4 key game systems that AI can unlock: ⸻ 🔁 PART 1: AI-GENERATED GAMEPLAY ANIMATIONS (REAL-TIME MOVEMENT SYSTEM) 🎮 The Problem: Current animations are canned — meaning every juke, spin, block, and pass rush looks familiar after just a few games. Players lose their identity, and 1v1 matchups lose unpredictability. ⸻ ✅ The AI Fix: Procedural Movement Engine (PME) Using machine learning models (like reinforcement learning and motion synthesis), you can feed a system millions of samples of real player movement, then allow it to generate new animations on the fly based on player intent and physics. 🔍 How It Works: The right stick becomes more than a command — it’s an intention vector. Example: You flick the stick diagonally and lean toward a defender’s blind side. The AI engine then: Reads body position of both players Calculates possible counter-moves Generates a juke or fake that’s never been seen before Syncs footwork and momentum in real time based on speed, direction, fatigue, and reaction time ⸻ 🔥 What This Unlocks: No more “copy-paste” jukes or spins Each 1v1 battle feels alive — based on player traits, tendencies, and angles OL vs DL battles have emergent counter-moves that evolve with matchups WRs dynamically adjust routes based on DB leverage (AI reads hips/space) QBs can now slide in the pocket naturally, without repetitive sidesteps Imagine a user WR flicking inside, triggering a hesitation release. The DB panics and the AI chooses a sudden hop-step outside. No two WR battles ever look the same again. ⸻ 🎙️ PART 2: AI-GENERATED VOICE SYSTEM (PLAYERS + COACHES) 🎧 The Problem: Players are silent. Coaches give no speeches. No interviews, no sideline hype, no recruiting responses. You could win the national title and your QB just stares blankly at the camera. ⸻ ✅ The AI Fix: Voice Synthesis System (VSS) Voice AI now allows you to clone real voices (with consent) and generate realistic, emotionally accurate audio for fictional characters as well. With this system: 🔓 Real Players (Opted In): Record baseline voice samples (5–10 mins of dialogue) Train an AI voice model (like ElevenLabs, Respeecher, etc.) Use game logic to trigger dynamic voice lines: “We ain’t done yet. One game left.” “I’ve dreamed about this moment since high school.” 🔒 Fictional Players & Recruits (Non Opt-In): AI creates a synthetic, unique voice based on: Archetype (fiery, calm, humble, cocky, funny, intense) Hometown accent Player’s emotional state (angry, excited, defeated) Commentary, interviews, tweets, and sideline chatter become real-time narrative content. ⸻ 🧠 How It Works: Player personality and traits determine emotional voice tone AI-generated lines are written via contextual logic (big win, rivalry loss, breakout game) You only need to feed a few templates — AI fills in emotion, style, and delivery ⸻ 🔥 What This Unlocks: Postgame interviews (“Coach believed in me. I had to deliver.”) Recruiting visits with voiceovers (“I felt the energy in that stadium.”) In-game sideline chatter (“Let’s eat, let’s eat!”) Coach locker room speeches (“We fight together. Now go finish it!”) Podcasts & social media posts — all generated dynamically ⸻ 📺 PART 3: AI-DRIVEN PRESENTATION AND EMOTIONAL STORYTELLING 📉 The Problem: Pregame intros are bland. There’s no tension. No narrative around conference races, rivalries, or player storylines. ESPN broadcasts are full of emotionally driven packages — EA’s games aren’t. ⸻ ✅ The AI Fix: AI Story Engine (ASE) This engine reads stats, schedules, rivalry history, win streaks, playoff implications, player accolades, and more — and dynamically creates: Pregame hype segments Halftime breakdowns Heisman Watch updates Breaking news stories “Next up” graphics and narrative foreshadowing ⸻ 🔍 How It Works: Uses your Dynasty or Road to Glory save file Pulls: Top performers Rivalry history National rankings Championship stakes Then writes and narrates presentation elements using AI voices or text commentary ⸻ 🔥 What This Unlocks: “#2 Alabama faces off against #3 Michigan — a playoff ticket on the line.” “Freshman QB Marcus Grier has thrown 14 touchdowns in the last three weeks. Can he keep his Cinderella run alive?” “This is more than just a game. This is for the soul of the Big Ten.” Think College GameDay built into your Dynasty — every week has a story. ⸻ 👥 PART 4: PLAYER BEHAVIOR, TENDENCY & MENTALITY ENGINE 🧍 The Problem: Players play the same — all season long. No confidence, no fear, no swagger, no progression of play style. There’s no growth — just ratings boosts. ⸻ ✅ The AI Fix: Behavioral Feedback Engine (BFE) A system that uses gameplay data + personality traits to evolve how each player plays, speaks, and reacts over time. 🧠 How It Works: Player has an emotional profile (built on archetype) Tracks: Clutch performance Rivalry game behavior Crowd reactions Confidence swings Leadership roles Behavior then influences: In-game movement (confident = aggressive; nervous = hesitant) Audio lines (“Put the game in my hands!” vs “We’re just trying to improve.”) Cutscene responses (postgame speeches, recruiting impact) ⸻ 🔥 What This Unlocks: QB who throws 4 picks in a row starts to second-guess throws WR who torches a defense begins calling for the ball (more aggressive AI routes) Recruits influenced by emotional tone of coach voice + gameplay Players develop personalities you remember — not just numbers on a roster ⸻ 🔁 SYSTEMS THAT TALK TO EACH OTHER: Feature Description Gameplay AI Engine Generates unique, real-time animations and reactions Voice AI Engine Gives every player and coach a voice with emotion Story AI Engine Builds weekly narratives, rivalries, and stakes dynamically Behavior Engine Evolves player traits, swagger, and gameplay performance Presentation AI Adds dynamic ESPN-style segments and camera cuts ⸻ 🧠 THE VISION: TURN COLLEGE FOOTBALL INTO A LIVING ECOSYSTEM College football isn’t just about the games. It’s about the stories, the emotions, the legends in the making, and the trash talk that lasts for years. With AI, we can bring all of that to life — automatically. ⸻ 🚨 FINAL CALL: EA CAN LEAD THE INDUSTRY AI doesn’t mean less control — it means smarter systems that evolve with every game you play. If implemented gradually — this becomes the most immersive sports title ever. Start small: voice AI for 20 players, a handful of cutscenes, and 1v1 animation system. Expand year-over-year into full broadcast, behavior-driven AI, and dynamic voice ecosystems. This is how you make Dynasty feel like a 10-season docuseries 5 Replies Fsu6191003Rising Novice2 months ago Add on by user!!!down⬇️ The current playbook system in both College Football and Madden is outdated, glitch-prone, and severely limited in customization. When creating custom playbooks, adding too many plays or making small errors often causes the entire playbook to glitch or reset. This restricts creativity, realism, and gameplay depth.⸻Preferred Fixes:Option 1 – Upgrade the Existing Playbook System:If EA wants to keep the current framework: Increase play count per situation to at least 50 plays per scenario (1st & 10, 3rd & short, etc.). Enable full custom play creation, including: Complex option plays, custom RPOs, or misdirection run schemes. Detailed pass targeting logic: Let users assign percentage targets for each receiver (e.g., WR1 = 95%, TE = 3%) so the CPU knows who the primary read is. Pass urgency settings: Add a system where users can indicate how fast the ball needs to get out (e.g., 60% urgency triggers QB to throw early or scramble if needed). Throw type preferences: Allow users to set whether the QB should lob, bullet, or touch pass by default based on the route. Remove the limit on how many plays you can add per situation. Allow play-by-scenario scripting: Add layered scenarios like: 3rd & short (≤1 yard) triggers specific plays (e.g., QB Sneak or Fullback Dive). Tag plays by attributes, not just formations: Group plays into categories such as: Rollout passes from Shotgun Rollout passes from Under Center High-percentage targets to WR X (filtered by formation or down/distance) Intelligent sorting & organization: This prevents users from needing to scroll through dozens of formations to find one concept. Users could filter plays based on objective: get the ball to WR1, deep middle attack, QB movement, etc. This level of customization brings playbooks closer to real-life football game-planning. It also improves the simulation aspect of Franchise, Road to Glory, and CPU vs CPU play. By empowering users to create detailed, smart playbooks, EA can unlock a much deeper and more rewarding experience. Why This Matters: ⸻ If EA is open to rebuilding the system: Option 2 – Fully Revamped Playbook Engine: Summary: Issue 8 – Subject: The Playbook System Needs a Complete Overhaul ⸻38Views1like1Commentonline dynasty could you a few more players
we have a mature sim league looking for a few more users. we are in the middle of season 1 (fantasy) we advance every other night and use discord as our communication. XBOX - DJACEMAB1914 PS5 - ACEMAB1914 EA - ACEMAB1914 DISCORD - https://discord.gg/2MAWv7zH13Views0likes0CommentsAnyone still playing online dynasties?
if so we are a mature sim league looking for a few more users. we just finished season 1 and currently in the offseason gearing up for season two. we advance every other night and use discord as our communication. XBOX - DJACEMAB1914 PS5 - ACEMAB1914 EA - ACEMAB1914 DISCORD - https://discord.gg/2MAWv7zH10Views0likes0CommentsThe update has caused problems
I play dynasty mode a lot. I’ve played several seasons. I’ve had 1 loss teams, I’ve been undefeated. I’ve played in the top conferences. I’ve played in the smaller conferences. Yet I never win coach of the year. Usually the person who wins is 7-9 win coach. Here’s what’s been happening since the update. If I go 5 wide, one slot will be empty. If I press to sub, it shows the slot as “undefined, undefined, unknown”. If I don’t sub in a player, the moment the ball is snapped, the game shuts down and kicks me entirely out of the game, and back into the main screen on Xbox. I can sub a player but I can’t snap the ball to avoid the game closing down. I have to take a penalty or a timeout to continue playing. The transfer portal. I have players who want to leave due to playing time. I’ve moved them to starters, didn’t recruit anyone at their position, they play 90-95% of the snaps, even win an individual season award. Yet they ALWAYS leave. The Heisman and other awards are a mess. It makes no sense for a player on my team to have better stats yet never win. In some cases, I’m not even in the top 5. I’ve beaten top teams and had great games yet never win the major awards.126Views1like1Comment