Wear and tear system unbalanced
Wear and tear has a good concept but is completely over exaggerated. My half backs are set to “keep fresh” and autosub out at 90 stamina and by week 3 my starting HB’s season pool is less than 25% at 12-18 carries/game. His injury, toughness, and stamina attributes are all 85+. I get that wear and tear is supposed to add realism and it could, but it should never be able to be almost fully depleted by week 3 of a season especially when your subs are set to the max “keep fresh” setting. Now I have to waste an entire season fiddling with wear and tear sliders to fix this mess myself and most of my players for the next 4 years will feel the effects of the overdone wear and tear of this season.7KViews14likes10CommentsWear & Tear needs to impact the CPU teams, not just the user. (testing below)
This is not how we want W&T implemented for CPU teams. Too Long, Didn't Read: CPU teams start with zero W&T effects vs USER teams. Sharing from a post at OS: https://forums.operationsports.com/forums/forum/football/ea-sports-college-football-and-ncaa-football/26848453-the-wear-and-tear-impact-sliders-don-t-affect-the-cpu-except-they-do I wanted to create some Wear and Tear Sliders that guarantee the need of managing your players' Wear and Tear, but also ensuring that the CPU doesn't get disadvantaged in the later stages of the season because they aren't able to manage their Wear and Tear and therefore play with decreased ratings against the User in important games. In order to create my Sliders, I wanted to know how the new Impact Sliders for Wear and Tear impact the CPU. But after some testings with high Recovery sliders, I came across some interesting findings. Every CPU team was still affected by W&T (=had several players with Increased, High or Severe Risk of Injury and Rating drops) except vor the user team and the opponent of the user in the current week. So I have done some more extensive testings to find out if and how the CPU teams are affected by the Impact Sliders. I used Colorado and bumped all Impact Sliders down to 0 and all Recovery Sliders (including the In-Game Recovery Pool) up to 100. Simmed to Week 9, opponent is Utah. Week 10 opponent will be Arizona, Week 11 West Virgina. Colorado (user) is not affected by W&T at all (= a few players had some seasonal Health drained with about 3/4 left, but everyone had Low Risk of Injury, so basically no W&T). Utah is also not affected, Arizona is also not affected right now despite playing last week and having a bye week this week. West Virgina is affected by W&T. Simmed to Week 10 (vs Arizona). Colorado (user) still not affected and it will stay that way the entire time. Arizona not affected, Utah is affected now after the game against the user, West Virgina is still affected. Simmed to Week 11 (vs West VIrgina). West Virgina is now not affected, despite being affected the past weeks (bevause they play the user this week). Arizona is affected now after the game against the user. Simmed to Week 14 (vs Kansas State). Kansas State was affected by W&T in Week 12 and had a game every week until Week 14, but in Week 14 Kansas State was not affected. Injuries looked normal btw for both Colorado and Kansas State, pretty normal amount and length of injuries compared to around the league. Forced WIns to test it further in the Playoffs. For Big XII Championship vs Texas Tech they were not affected because firstly, they are playing against the user this week and secondly, they had a bye week before. Colorado (user) has bye week in first CFP round. Texas Tech plays against Oklahoma and is affected again. Texas Tech advances, is the opponent for the user and is not affected. Same procedure in the next round. In the National Championship the opponent was Texas, who were affected the week before and not affected for the Natty. Also went into the game to confirm that Colorado and Texas were really not affected by W&T as the W&T info graphic states. So my findings are: The Wear and Tear Impact Sliders do not affect the CPU teams. They only affect the User, BUT also the CPU teams that are playing the user in the respective week. For me, this means the problem I faced earlier that CPU teams are still affected by W&T despite having low Impact Sliders and high Recovery Sliders is not really a problem, because once you play against a team, the actual Impact Sliders seem to kick in and matter for the CPU. For this testing, the CPU teams got refreshed to the max once the user played against them, since the Impact was at 0 and Recovery at 100. But it should also mean that having moderate Impact Sliders should refresh the otherwise kind of highly affected CPU teams a bit once you play against them, which is something I was hoping for.1.6KViews4likes2CommentsSub issues
So, I am in my 4th season with Kansas. I have a Jr running back that is 83 overall and just signed a 5-star freshman RB that is 82 overall. I decided to have the freshman be my starter. However, during games I will get maybe 7-10 carries with him before he disappears for the rest of the game and the backup becomes the main running back. I’ve gone into my depth chart to switch things around and move the Jr backup down the list, thinking maybe they are doing it because he’s 83 while the freshman is 82. Well, instead of them putting the freshman back in, they just have the 3rd and 4th string guys that I moved up to the 83 overall guy’s spot and the freshman is still a ghost. Can someone tell me what’s happening and how to fix it? I don’t want to just turn off fatigue or anything like that because fatigue should be part of the game, but is this a bug or something?987Views3likes3CommentsPractice plan bug
When setting the practice plan. Players with wear and tear issues will show a low risk of injury report if I switch them to full practice, but a yellow increased risk of injury if I have them do a limited practice. I assume these post practice reports should be switched to reflex an increase injury chance after a full practice but low for limited or no practice.77Views2likes0CommentsEA SPORTS PLEASE read this I have tested every bug with dynasty major fixes
Dynasty Mode Feedback / Bug Report — Coaching Logic, Coach Ages, NIL Projections, CPU vs. CPU Presentation, and Heisman Ceremony Issue I wanted to report a few major Dynasty Mode issues that are hurting realism and immersion. 1. Coaching carousel logic needs improvement Prestigious coaches are being fired way too quickly, sometimes after only one season with a team. For example, I have seen a coach like James Franklin get fired after one season, which feels extremely unrealistic based on his reputation and status as a major college football coach. Coaches should not be fired that quickly unless there are extreme circumstances, such as a major program collapse, repeated losing seasons, scandals, or very poor performance over multiple years. The coaching logic should better account for prestige, contract security, program expectations, past success, and realistic patience from athletic departments. 2. Coaches need visible ages or retirement estimates Another issue is that coaches seem to retire too early, including coaches who are still very young in real life. Dynasty Mode should show each coach’s age, or at least give some kind of estimated retirement timeline. Even if the age is only an estimate, it would help make the coaching system feel more realistic. Younger coaches should not be retiring extremely early unless there is a specific reason. Coach retirement logic should factor in age, career stage, success level, health of the program, job security, and whether the coach is still in their prime. Adding coach ages or retirement estimates would also help players understand why a coach retired instead of it feeling random. 3. NIL projections should never be zero for scholarship-level players Some players are showing a 0 NIL projection, which feels unrealistic. Even lower-caliber players should have at least a small NIL value, especially if they are on a college football roster. I have seen players around 78 overall with a 0 NIL projection, which should not happen. A low-caliber player could still have a minimum NIL projection, even if it is only around 5 to 10. Higher-rated players should scale properly based on rating, position, school prestige, playing time, performance, star potential, and popularity. 4. CPU vs. CPU / Slow Super Sim presentation skips too much immersion The biggest issue is with Dynasty Mode when players want to watch games CPU vs. CPU style. A lot of Dynasty players enjoy building the roster, recruiting players, developing the team, and then watching their talent play on the field. That is a major part of the immersion. Right now, when using Super Sim on Slow, the game moves from play to play too quickly. After a play ends, the game usually skips immediately to the next play instead of showing the full broadcast presentation. Because of this, we miss things like: - First down celebrations - Player reactions after big plays - Defensive celebrations - Sideline shots - Replay-style presentation moments - Player close-ups - Broadcast camera cuts - General atmosphere after the play The only time the game really slows down and shows proper presentation is after touchdowns. Touchdowns usually get the full celebration and broadcast moment, but regular first downs, sacks, turnovers, big hits, long runs, and clutch plays are often skipped too quickly. This hurts immersion because CPU vs. CPU Dynasty players want to feel like they are watching a real game, not just rushing from play to play. Suggested fix for Problem 4 only For the CPU vs. CPU presentation issue specifically, please consider giving Dynasty Mode players a better way to watch games with full presentation. One possible solution would be bringing back or improving controller select, allowing the user to move the controller to the middle or back to their current team without fully controlling the players. The important part is making sure this still works with Coach Mode. Coach Mode makes the experience much better because it lets the user feel like they are actually on the field as the coach, watching the team execute while still being involved with play calling or coaching decisions. 5. Heisman Trophy ceremony only shows in Year 1 Another immersion issue is that the Heisman Trophy ceremony only appears in Year 1 of Dynasty Mode. After the first season, it does not seem to show the ceremony for Year 2 and beyond. The Heisman ceremony is one of the biggest presentation moments in college football, so it should continue every season of Dynasty Mode, not just the first year. Dynasty Mode is built around long-term progression, so award ceremonies, player recognition, and yearly presentation features should carry forward through every season. This would make the mode feel much more alive and rewarding, especially when a player you recruited or developed becomes a Heisman finalist or winner later in your Dynasty. Some of These issues have been around since College Football 25, and it would mean a lot to the Dynasty community if CPU vs. CPU, Coach Mode, coaching logic, coach retirement logic, NIL projections, and long-term presentation features received more attention. Many players want to build programs, recruit talent, develop players, and then watch their team and players succeed with full broadcast-style immersion. Please improve the pacing, presentation, coaching logic, retirement logic, NIL logic, and long-term immersion for Dynasty Mode.88Views2likes1CommentFlexbone – Wear and Tear
Running a test dynasty with Air Force, my experience with Wear and Tear (WnT). I’ve played 4 games and I’m a little worried. Default settings, on All-American, 6 min qtrs, on PS5. Year 1. BYU (81ovr) at AF (71ovr). Rain. Loss 14-20. Lost FB Carson on 1st play. Then HB Harris broke collarbone on 3rd play. QB didn’t make it to half. Multiple injuries on OL. Was basically running 2nd team offense at end of the game. Year 2. AF (61ovr) at Utah (82ovr). Clear. Win 24-14. No injuries this game. But lost starting HB and FB to WnT. QB was unable to finish the game. Year 3. Cal (71ovr) at AF (63ovr). Rain. Loss 3-6. Lost best HB on 1st play. QB on 3rd play. We ended up losing 5 HBs to WnT. I ended up with 9 guys with carries. Couldn’t keep the players on the field. Year 3. AF (63ovr) at C.Car (61ovr). Rain. Win 38-21. Again, QB didn’t make it to half. Lost top HB and FB. 2nd HB was in and out until late in the 4th when he got knocked out. I’m running a realistic flexbone offense, passing more than the academies do in real life. 40-20 run/pass plays per game. Getting between 300-400 total yards, except in that Cal game I only had 130. Is it the rain (3/4 games)? Is it playing better teams? Or can you not run the flexbone in CFB 26 on default settings? I see they gave Army, Navy and AF QBs Workhorse. If it is required, you have to get lucky in dynasty to get more QBs like that. I’m using “pure runner” QBs. None of the HBs or FBs got more than 10 touches a game. Everyone gets hurt or becomes unplayable. If WnT is optimized for CUT and Road to CFP, can we get better defaulted sliders in Dynasty mode?408Views2likes2CommentsDynasty Limited Practice Shows Higher Injury Risk
Dynasty Practice Strategy Bug. Why does an at risk player set to limited practice have risk of injury, but if you set him to full practice it moves from medium risk to low risk? You’d think it would be the other way around (cm edited title for vis)26Views1like1CommentCreate-a-Recruit (or Create-a-Player) Addition to CFB 27
One feature I’d love to see added is Create-a-Recruit (or Create-a-Player). Imagine being able to create your own high school recruit outside of RTG with customizable ratings, position, hometown, height, weight, equipment, and appearance. To avoid any NIL issues, the game could restrict the use of real player names. You could even place reasonable limits on attributes and overalls during the recruiting process so the feature stays balanced. Once the current NIL players have graduated, this feature would open up an entirely new level of immersion and storytelling. College football is all about stories, and Create-a-Recruit (or Create-a-Player) would give players the freedom to create their own outside of RTG while still respecting the NIL era. I think it would add another dimension to Dynasty and keep people playing for years.498Views1like0Comments