Commish Abuser
Funny story for y’all today! So today I decided to find an online league to join and I ended up finding one with seventeen members. Well, I join and I immediately am starting to see what I would expect in an online league. All the "good" (some of them are genuinely good though) teams, such as the eagles, chiefs, etc. were taken. So I finally decided to pick the Bills (Why were the bills also not taken? I’m getting to that). Well I go and look at my lineup, and I immediately see that while it was under CPU control the team must’ve been ransacked. Most of the players left were still decent, but what really caught my attention was Josh Allen being gone. I decided to go on trade finder to see who took him. After about 30 seconds of going through the teams, I finally find who has him. It was the league commissioner (who had the Green Bay packers) who pretty much has traded every good or popular player to himself and gives them 99 OVR with X-factor development. He has 99 OVR X-factor Myles Garrett, 99 OVR X-factor Jamar Chase, 99 OVR X-factor Joe Burrow, and (of course) 99 OVR X-factor Josh Allen. He pretty much has just given himself a 99 OVR at the starter for each position. It’s pretty clear he is editing them too because some of those 99 players are not defaulted at 99 OVR X-factor and it’s also clear he is setting their cap hit to $0, despite the fact that nobody else can edit players. Long story short, I’m just gonna leave the league. I do find it pretty hard to imagine how 15 other people are putting up with this especially because they have to have played him in a game. Guys if I yapped I am sorry sometimes I tend to yap when telling stories. Also feel free to comment your funny experiences on franchise mode, I would love to hear about them!26Views0likes0CommentsAuto-Generated Rookies
Alright so I’ve got a question for you guys, do announcers say the last names of auto-generated rookies if I don’t change their name? Surely would think yes because it would generate names in their database, but when I look it up I get results saying the announcers say generated/custom player names while also getting results that are the total opposite of that. Can anyone give me some definitive answers?36Views0likes0CommentsFranchise Mode Still Doesn’t Track Out-of-Position Stats
Hi, big Travis Hunter fan and last I checked, Madden 26 franchise still doesn’t track his stats as a WR or allow you to upgrade any of his receiving attributes, keeping him stuck at the same overall on offense. Considering how prominently EA featured Hunter in their marketing pre-release and the fact that he was a two-way player in NCAA, you’d think they would’ve had this figured out by now…In any case, please fix this🙏86Views1like1Comment6 Feature suggestions for franchise mode
Personalized owner restrictions/tendencies. Take the Cincinatti Bengals for example, they have a tendency to let star players walk (Think Joe Mixon, Jessie Bates, etc.) and cut cheaper contracts to lower quality players. Though a team like the Ravens or Buccaneers are more likely to retain their players. I think a personalized restriction, like only being able to spend 30mil in free agency though your cap space could be 90mil, placed upon by the owner would be an immersive feature. UDFA Bidding. as seen in NFL head coach 09, Post draft you could opt-in to bid on UDFAs. Now, unlike current franchise, you aren't able to see those players overalls or dev traits. So, maybe a bidding system with a max limit of udfas to a team would make them seem more valuable and people could get more involved in the player pool. Scheme Fit Matters. Currently the only reason to bring in a player is based purely on factors like ovr, dev trait, or age. Though if there is a boost to a player's performance for fitting in the coaches scheme, say maybe an ovr boost placed upon certain stats, would make you think about going for someone who is a few ovr less. Thus being how teams operate in real life. Extensive coaching trees. If say you were doing a cardinals rebuild, maybe you would really want to go out and invest heavily in the best wr coach on the market to help develop Marvin Harrison Jr., maybe there could be a system using your coaching points to where you can develop these coaches and if their players out-perform expectations, or if they unlock too many traits, maybe an opposing team could poach them and make them an OC/DC. Coaching Budget. Now in real life, there is no coaching salary cap, what teams spend is based purely upon the franchises. So, if the previous idea is implemented, something to think about instead of going and getting all of the best position coaches, there is now a budget placed upon by the owner. Compensatory picks (self-explainable)10Views0likes0CommentsM26 FRANCHISE FEEDBACK
So after a pretty good Play Now/H2H experience, I'm kind of at a loss for words on how to describe the difference in experience Franchise has been. I'm only half way through my first season, but there's enough issues I feel that need addressing that it's best to just put this out here and hope it sheds some light on things that EA needs to address asap. In saying that, I'll just get right into the negatives, then the positives, but since this is much longer than expected, I'll likely post bugs found within the negatives, or create a separate post for them. For the record, my User ID is BrandOG-182; Platform is PS5. NEGATIVES: INTERFACE: Slow; Sluggish; Laggy. It's 2025, I really don't understand how it's this bad just trying to navigate. It's not just Franchise either, it's a whole game issue. Speaking of lag, there's been a bit of that with celebrations in game and cutscenes as well. OWNER/PLAYER MODE: The removal of these from the game is actually stupid and limits how people get to experience and enjoy the game. Literally last years surveys showed people wanted more options/customization, and it was even mentioned in the deep dive if I remember correctly...and yet this is literally the opposite of that. Like, why? This is how to alienate your player base and hurt business 101. STOP REMOVING OPTIONS FROM THE GAME!!!!! People are not happy about this, and understandably so. If I'm being objective though, Owner Mode definitely needed a serious makeover, and honestly, apart from setting prices to manage money better, getting to hire/fire your staff and choose different coaches, there's not much your missing out on that you can't find in the new GM's Office selection on the Franchise Main Menu. Breakouts never worked right, and overall it just needed to offer more. I still enjoyed creating a GM with Owner Mode though, and this was my primary go to for Offline Franchise every year. I have hopes that they removed it to revamp it and re-release it in a later title, but we'll see. No excuses for removing Player Mode though...BRING THESE OPTIONS BACK PLEASE!!!! UNIFORMS: Speaking about removing things from the game, what is going on with these? We literally went from being able to create multiple combinations from every available uniform and save multitudes of them in years past, to now being left with 2 custom options last year, and now 2 superstar options this year. Though worse than previous years, it could be okay if we weren't very restricted to very limited options for customization (no access to past uniforms?), and to top it off, we're locked from making our own combos when beginning a game now too. Just another thing that leaves me asking, why? Just go back to '22 or '23 and let us mix and match and save as we please. STOP REMOVING OPTIONS FROM THE GAME!!!!!!!!!!!!!!! CPU: It's frankly just ridiculously extra/overpowered far too often than is necessary. Literally everything seems to favor the CPU... catches, knockouts, swats, speed bursts, blocking, tackling, juking/trucking/spinning...pretty much everything. I've seen many complain about this on both All-Madden and All-Pro, and I'm told this is on EA's radar, so that's good. However, this is exactly why people complain and say the game feels scripted...it's just too much. The stuff I've witnessed within games is absurd at best, and is actually cheating at worst. QB's never miss a throw; guys warping/glitching/transporting into places to make unrealistic plays at unrealistic speeds; super low overall CPU players consistently getting the better of higher overall User players; CPU always has the upper hand on reaction time; absolutely cranked tackles/hits on pretty much every play. Most losses feel scheduled. Ratings don't matter; Sliders don't matter. Just what is actually going on here? How is this such a different experience from Play Now/H2H? I'm not sure how this game is coded, but this is what makes the game unfun, unfair, and unplayable to many people. There needs to be balance; ratings and sliders need to matter and work as intended. This is unacceptable. TRAINING CAMP: This was actually fine the way it was last year, and for some reason EA just had to mess with it. Overall the changes made weren't for the better. Bucket drop is objectively garbage. Removing a couple mini games so less players get training was dumb (I deleted M25; am I imagining this?). Training camp is really where the mini games I feel stand out and shine. I really feel there should be more of an emphasis on Training Camp for the mini games and less on the week to week, which can become tedious, especially in user leagues. Allow more players to train and gain some XP/skill points. Offer more mini games in general. Week to week training allows you to choose which mini game to play, allow this for Training Camp as well. Only positive I can think of about Training Camp this year is, I think, two mini games got a skill point increase to 2 if you get gold. Other problems I've found with Training Camp are that many seem, or are in fact, extremely bugged. 1) Can't get a consistent pass in Bucket Drop as the cursor snaps back to its original position more often then not. This does not happen to me in game. 2) Chase & Tackle is either extremely broken or someone at EA has a seriously sick sense of humor, because not only does the runner not hit the proper gap more often than not, but literally runs you in circles like a hamster behind the LOS. It's extremely frustrating. 3) WR Battle - Red Zone Attack has the quarterback lobbing passes out of the end zone, making the ball uncatchable and impossible to gain gold. I do believe this might be related to Traits, specifically the one that gives QB's the tendency to throw more lob passes. This theory needs testing though. But taking that trait off my QB did fix it for me at least. 4) Rushing Attack - Close Quarters; FB does not consistently block as necessary leading to high improbability of gaining gold. I'm sure I'm missing some, but I'm over it...moving on. SCHEMES/DEPTH CHART: I haven't completely gone through these yet, but I know for a fact some are wrong; Detroit being my first and primary example. They are listed as 3-4 Under Defense when in fact it should either be a 4-2-5 after googling it, or Base 4-3 if you were to check ESPN. Idk if there are more of these, but I remember it was a thing last year with Lions, Packers, Eagles, and Jags to name a few after irl changes were made with coaching staff and whatnot. I hope these get addressed. Literally just google these or go to ESPN and get the schemes and depth charts right please. RELOCATION: Mostly I'm just disappointed to see that more cities weren't added. At the least, it would be nice to have some cities where current franchises already exist, like Miami, Detroit, or LA for example. That way you could change the name/uniforms of a current franchise to different ones if you wanted. Team Builder import is nice for this when creating franchise, but I don't think there's a way to change a team name after starting a franchise. Would be nice to see a couple of new additional cities like Phoenix, or Boston, and some international ones as well. The uniforms and basic team names could use work too. Just a bit too bland and basic despite the helmets looking better after they redid them last year or the year before. ROSTERS: Still no older rosters for nostalgic franchises. This was a thing back in like '05 even. It made the game really fun, and again, it just goes to show how stupid it is to just keep removing options from the game. I really need to see these added back to the game if I'm going to keep buying and running into so much broken crap every year. Make the frustration worth it. I could easily do a ten year franchise if I could go back to 2015. EA has the Download Center for them...at worst, they could even create an in game store as part of the DLC, and put them up for purchase since we know EA loves their profit. Wouldn't love having to purchase them, but having them is better than not. OR, add them to Premium Team pass...just do whatever you need to get them back into the game please. This goes for All-Times Teams as well. POSITIVES: SETTINGS: These remain a strong positive. The only thing I'd say, and have seen posts about, is add the ability to import and adjust Wear & Tear/Weather sliders within the franchise settings. COACH CENTRAL/COACHING ABILITIES: I've really been having fun with this, and I really feel it was a great idea and implemented pretty well. I love the variety of different abilities. If you're an underdog team, there are great abilities to close the gap and make yourself more competitive vs better teams in the league. From attribute boots that help give your team an edge vs stronger opponents, to XP/Training boosts to help get your team up to par faster in order to compete better, there's a lot of great options here. And if you're a team on top of the league, there are great abilities that can help ensure you stay there too. At higher levels, abilities that help retain staff and improve scouting can help maintain staff with unlocked maxed abilities and ensure generational talent remains within the franchise despite the players that eventually leave. There are a few changes I would make however: Make more slots available. I think there are currently 6 for coach abilities, 4 for playsheets, and 2 for trainers. I wouldn't mind if those numbers were bumped up to 9 or 10 for coach abilities, 5 for playsheets, and 3 for trainers at higher levels. More slots especially seem better when there are certain abilities, such as the scouting abilities, that remain in the loadout for several weeks without the ability to remove them. Not only would more slots be nice, but I would love to see them distributed differently. Right now there is just one uniform loadout for coach abilities, playsheets, and trainer abilities respectively, in which you can activate whatever ability or playsheet from your coach and/or coordinator each week. To make each coach and coordinator feel different and special though, I would like to see the loadout sorted by each coach and the trainer instead. Give each coach and the trainer 3 abilities max to activate each week, maybe 4 for the head coach if you bumped the number up to 10 max coach abilities, then give each coordinator 2 playsheets for max activation, and the head coach 1. This makes coordinators feel more important as they can give you access to more plays per game while the coach has more of his/or own special abilities to activate that the coordinators don't. I would like to see some better spacing for ability and playsheet unlocks. Some unlocks seem they could be too far apart, but I have yet to max a coach out, so we'll see. TRAITS: These are pretty nice actually, and the fact you can add them on any player within your franchise is nice too. I'm sure there are plenty of things I'm either forgetting or have yet to stumble across, but no matter, that's what discussions are for, so others can add to them, so feel free to do so if you happen to come across this and read it. Haven't gotten to draft yet, so we'll see how that pans out and what issues arrise with that. I also have yet to try Team Builder, so hopefully I'll get some feedback for that soon as well. Overall though, considering the hype, Franchise has been a bit of a disappointment. I'm hoping a lot of fixes are coming with the first update, but that always comes with it's own problems too, usually.657Views6likes26Comments