Coaching 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.7Views1like0CommentsCan not Edit Teambuilder Team Players Like Before!!!
I love these games but EA yall are pushing it. You were moving in the right direction at one point due to the fact that we can not CREATE A PLAYER so you allowed us to edit Teambuilder and/or none NIL players. NOW…… you can not edit Teambuilder teams in Dynasty mode like last year!! This is becoming highly frustrating!! This is taking so much from the game and it’s taking a step back!!! Leave the creating process alone!! This is so frustrating! I have certain looks that I want from players. Bring back editing Teambuilder players in DYNASTY ASAP!!329Views7likes12CommentsEa 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 ⸻Anyone 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/2MAWv7zH10Views0likes0CommentsMissing Coach Points
Im missing somewhere around 60-70 points. In my online dynasty, I'm not getting my points when I level up. I wasnt sure before, but I just leveled up to 55, and I still have the same 13 points I had before I leveled up. I did a calculation, and based on what I have spent, including the 100 point pre order bonus, and what I have left, I am missing 65 points.13Views0likes0CommentsTeambuilder Teams in Dynasty Mode
Maybe this is a problem only I'm experiencing, I'm not sure, but essentially, I cannot use Teambuilder Teams in Dynasty Mode. I know I have to do an online dynasty, which I would not like to have to do, but it's the only way I can get team builder teams in the mode. I get multiple errors, sometimes it says I'm the commissioner of 25 leagues, which I'm not. Sometimes it says that the servers are down and cannot load, other times it tells me it cannot import my teambuilder teams. The errors happen at various times, I've tried with default rosters and imported rosters. I cannot start a dynasty with teambuilder teams. I've deleted all files, deleted the game off my PlayStation, cleared the cache, sort of buying a new console, which I won't do, I've done everything I could to get this game to work and I've been unable to play with teambuilder teams in dynasty mode for about a month now. I'm just wondering if I'm the only one having this issue, maybe I need to try something else, or I'm just doing something completely wrong. I feel this could be fixed just by allowing teambuilder teams in offline dynasty. This is just frustrating to me, I didn't go to a big school, Division III, so it's fun to see my school go up against Ohio State, Florida, USC, teams that they would never get a chance to play in this game. Maybe it's a silly thing to want to do, maybe I should just give up my school loyalty to my tiny rural college and latch on to some big Division I school, but none of them appeal to me to play dynasty mode in, so to me, this issue makes the game unplayable.14Views0likes0CommentsConstant Crash Team Builder Dynasty
Constant crashing when using Team Builder in Dynasty mode. Offline Dynasty seems more stable so far, but I’ve only played a few games there. With Team Builder, it’s practically unplayable — it crashes almost every time I get a penalty. Occasionally it gets through, but 9 times out of 10 it crashes. I’ve tried all the suggested “fixes” and none of them work. They read like copy-pasted PR statements and don’t actually address the issue. This feels like a deeper code problem. What’s frustrating is the game plays like a slightly updated version of last year’s title, yet it’s somehow more broken. How is that even possible? Is this game even tested on real consoles with different firmware versions? Why not open beta testing earlier and to more players so you can actually catch these issues before launch? Better yet — and here's a wild idea — you had ten years (2014–2024!) to build a new football engine. Even on a skeleton crew and a shoestring budget, someone could’ve delivered a better, more stable, and more innovative game than this rushed mess. Team Builder was the main reason many of us bought this game. Right now, it’s borderline unplayable. Please fix it.98Views5likes2Comments