Dynasty 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. 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) Allow us to reset coach points after the end of the season if you are not going to allow us to max it out. Keep their base archetype, but allow us to redesign what seems to work best for us. 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. 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. 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. 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. 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.304Views6likes19CommentsTransfer Portal leaves too many unsigned players
I lowered my max transfers per team to 14 and still had a ton of unsigned 3 and 4 star transfer players, including Avery Johnson fresh off a CFP run. the issue is that every AI controlled team loads their board fully with players that are two stars who they never offer. fixing that background logic could go a long way. Also if the AI were more logical, Iowa State could have replaced Rocco who they lost in the portal with Avery Johnson etc.13Views0likes1CommentPlease reevaluate the way visit impact is calculated
Those who are serious about recruiting have no doubt noticed how winning your game is the single biggest factor in a visit. In fact, if you lose on a visit week, it seems that it completely negates any benefit the visit would have had. This is completely unrealistic. Winning should provide a bonus on top of the base visit boost. It should not be the end-all-be-all of whether your visit wins you the recruit or was a complete waste of hours. In real life, I cannot imagine that a recruit visits a school and comes out saying, "Yes, your campus is fantastic and the athletic facilities and trophy room you showed me are fantastic, but you lost the game by 3 points, so I won't be attending your school." This is an area of recruiting that strongly needs to be improved. Thanks.need a few more reliable players for online league
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I've played in multiple dynasties and they all have the same problem. The dynamic deal breakers are gutting pretty much every team for playing style. The issue is really that the thresholds are not correct. User Teams will not have comparable stats to the CPU teams that have their games simulated. As a result user teams are penalized. For example, my freshman running back had a playing style deal breaker. My grade was a D (in most cases the playing style is D or F). He had 1300 yards rushing and 400 yards receiving and we went to the national championship. Seems to be that something is off there with the grade if nothing else. CPU games have a higher number of carries and catches but lower scores and it impacts the user negatively. This is so bad that we've advised people to not even recruit player with the playing style deal breaker. It is certainly something t hat can ruin the entire dynasty experience and should be addressed. The CPU teams don't allow many defensive yards either so all of the users have poor defensive playing style ratings. There may be 1 or 2 exceptions but generally there needs to be a way to NORMALIZE the stats or rate the user teams differently. It would make sense to just compare the users against each other for the grades and compare the CPU against CPU for the grades but something needs to change.41Views2likes3CommentsUpdate has DESTROYED recruiting!!
EA_Kent PATCH HAS SIGNIFICANTLY hurt recruiting. Some of your YouTube lackeys claim it's how it was originally supposed to work but let's review the results. Oregon, back to back championships, some of the highest possible My School ratings. Prior to the update, signed 30-35 recruits every year including about a dozen early ones. Top 10 class every year with 4 top 5s. I've finished 2 season since your patch. Both times, less than 5 commits until the very last week, lose about a dozen recruits where I was a large #1, and this year only 21 recruits was the final number for a #18 rank. This is why people hate your game219Views2likes4CommentsTeam Prestige and Brand Exposure Broken After Championship Seasons
Summary: I'd like to start off by saying i love the video game in itself and the gameplay changes. Faulty at times, however overall it's a better gameplay, with that said i notice a few key elements and thought i'd point them out. In Dynasty Mode, after multiple dominant seasons—including national championship wins—team prestige decreases, brand exposure randomly drops during the season, and playing style logic does not reflect on-field performance. These issues are reproducible and break the core loop of building a successful program. Platform: PS5 Mode: Solo Offline Dynasty Rosters: Default Active Roster Difficulty: Heisman Teams tested: Indiana, Baylor, South Carolina Starting Prestige: 3.5 stars Season 1 Results (Across All 3 Dynasties): 13-0 or 13-1 season Conference Championship Winner National Championship Appearance or Win Heisman Winner Multiple National Games of the Week Top 10 Recruiting Class What Happened: Team prestige dropped from 3.5 stars to 3.0 stars after season 1 Brand Exposure stayed at C (in one case increased to C+, but most stayed flat or dropped) Program Tradition remained unchanged Playing Style drops despite stat lines supporting the intended style (e.g. pass-heavy, run-heavy, etc.) Additional Issues: Brand Exposure Drops Midseason: After defeating top-10 ranked opponents on national TV, brand exposure sometimes randomly decreases. This directly affects recruiting—recruits will flag brand exposure as a dealbreaker even when your program is clearly performing at a high level. Playing Style Bugged (Roster and Recruits): Even after several dominant games consistent with a specific offensive or defensive identity, the Playing Style grade remains low and will not rise. This breaks alignment with recruits who are supposed to “match” your system and possibly affects progression/morale. Steps to Reproduce: Start a solo Dynasty with Indiana, Baylor, or South Carolina (3.5-star prestige) Play a full season: win 13+ games, conference championship, national championship or appearance Win Heisman, land top recruiting class Advance to Year 2 preseason Prestige drops to 3.0 stars Brand Exposure unchanged or drops Program Tradition does not increase Playing Style drops without logic Why This Matters: Prestige, brand exposure, and tradition are core to Dynasty progression. These bugs result in being punished for winning, losing out on key recruits, and having no long-term feedback loop to measure your program’s growth. In multi-user dynasties, it creates unfair gaps between users. In solo dynasties, it breaks immersion and realism. Questions for EA Devs: Is team prestige progression hardcoded or bugged in Year 1? Why is brand exposure dropping midseason despite high-profile wins? Is playing style currently functioning as intended, or is the logic broken? Questions for the Community: Have you seen prestige drop after winning a title? Is brand exposure decreasing during your seasons? Has your playing style rating dropped despite matching it in games? Let me know if you’d like screenshots or video examples—I’ve tested this across multiple dynasties Thanks.563Views6likes8CommentsProximity To Home Grade Errors
Old Dominion’s Proximity To Home grade is off. It is giving an A+ grade to recruits in Mississippi while recruits from Virginia have a B-. This is an issue that was happening last year as well. UConn is also experiencing the same issue. Recruits from New York get an A+ Proximity to Home grade while recruits from Connecticut have a B+ Proximity to Home Grade.289Views0likes2Comments