Accidentally Spent 6,000 College Points in Dynasty
Hi everyone, I'm hoping someone from EA or the community can help me with an issue I ran into in College Football 27. I accidentally spent 6,000 College Points on upgrading my Dynasty coach. The mistake happened because in previous College Football games, College Points couldn't be used in Dynasty mode, so I wasn't expecting that selecting the upgrade would spend my purchased points. I clicked through without realizing it would use my College Points instead of another type of currency. I'm not looking for a refund of my money—I would simply like to have my 6,000 College Points restored if possible. If the Dynasty coach upgrades could be reversed and my points returned, that would completely resolve the issue. If an EA employee sees this, I'd really appreciate any assistance or guidance on whether this can be corrected. Thank you for taking the time to read my post.Solved113Views0likes3CommentsPractice 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.34Views2likes0CommentsInjuries in Weekly practice
Something that I loved in beta was getting injuries during the weekly practice like we had in Madden 26 last year. But so far through about 2 1/2 seasons of dynasty I haven’t noticed one happen. Is this a bug or was something removed between beta and full release?31Views0likes0CommentsDynasty 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)24Views1like1CommentEA 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.86Views2likes1CommentDynasty XP and mental/physical abilities
Think I’m with everyone saying XP sliders and coach progression should still be editable like the past two years so I’m not going to harp on that anymore. However, what’s bothered me for all the new games is that players don’t acquire or really progress much on their mental abilities. That should be the number one difference between underclassmen and upperclassmen. The young ones should have coming into college AT MOST, one mental ability. But over the course of their careers, depending on how much playing time and XP they get, they should be able to get mental abilities. There should be a difference you notice between using a freshman QB on the road in a hostile environment compared to when he’s a junior or senior (play art not shaking, being able to audible, not getting flustered on throws, etc). But they should be able to gain AND lose abilities, like the coaching abilities in Madden last year. It should be all performance based in my opinion. Physical abilities should not be able to be lost though unless it’s from an injury but depending on your facilities, they could get it back.28Views0likes0CommentsCreate-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.367Views0likes0CommentsCFB 27 wish list
Several QOL updates are needed, as well as some other things. Here is a list. 1. Allow users to delete coach profiles from the Trophy room. 2. More user control over conference schedules. Allow users to swap a conference team out for another one or move a conference game to a different week/venue. 3. Add extra team slots in dynasty to be used for teambuilder teams instead of having to replace an existing team. 4. Allow for neutral site games in Play Now beyond that of playing in an established bowl or CFP championship game. (namely the RRR, but other teams could benefit from this as well.) 5. Allow for player physical appearance changes after year 1 of a dynasty (offline, of course). 6. Allow users to change ANY player number after year 1 in Dynasty (offline, of course). 7. "Playoff/Tournament mode" where user chooses up to 16 teams and only plays the playoff part of a schedule (all bowl trophies would be disabled in this mode btw). 9. Allow for more scheduling range. (schedule up to 13 games with no bye week, or as few as 10 games with 3 bye weeks). 10. More conference adjustments/realignment options. Allow users to completely empty a conference and/or change the name/logo of a conference. 11. Allow "FCS (directional)" teams to be swapped out for teambuilder teams. 12. Incorporate the "player spotlight" RTG features into dynasty. Give user the option to "spotlight" or "feature" a player during pregame presentation sequences each week. Also incorporate RTG pregame camera shots and stadium views into dynasty mode. 13. Allow users to choose weekly game start times (noon, 3:30, 6:00, 8:00) in dynasty. 14. Some teams use different field/endzone graphics for conf and noncon games. Specifically, University of Oklahoma, but there may be others as well. 15. Give users the option to change celebration button mapping. 16. In dynasty, extend previous season record view in 'Coach contracts' beyond five years. When dynasty begins, user can see the team's record going back to 2000. That should still be viewable no matter how far into the dynasty the user goes. Right now, it isnt. Once the user signs the contract, the record only goes back five years, sometimes not even that far. 17. Allow user to play other games week-to-week or in bowl season without having to take full control of that team as this also creates unnecessary coach peofiles in the trophy room (which could also be addressed by the first listed QOL update request above). 18. Score/stat graphics on stadium scoreboards. (this one might be tricky to accomplish as it would likely require significant coding implementation) 19. You already mentioned presentation so i will refreain from detailing the deficiencies i have found in that area not listed above. 20. Last but not least, Teambuilder is still sorely lacking in multiple areas other than what you highlighted in the video. I don't know how much clout you have with EA devs, but maybe you know a person or two you can forward this list to. I just know I have been deeply unsuccessful in my attempts to reach anyone at EA with enough pull to get any of these updates even looked at, let alone incorporated into the game.144Views0likes0Comments