SUBSTITUTION TWEAK
Feature Suggestion: Player Snap Count Percentage System for Franchise/Dynasty Mode I think the substitution system needs an option that lets us set a snap count percentage for every player on the roster. For example, you could set your starting RB to 60% of snaps, your backup to 30%, and your third-string RB to 10%. This would allow the CPU to distribute playing time according to the percentages you choose when simulating games, instead of certain players barely getting used or not getting any playing time at all. It would make roster management, player development, and realistic stat distribution much better, especially for people who prefer building their teams and simulating games rather than playing every snap themselves. Ideally, this would work for every position on offense and defense, with customizable percentages that carry over throughout the season. Let us control how our rosters are utilized!11Views1like0CommentsDynasty Eras
EA should definitely consider creating a mode similar to 2K's MyNBA. Imagine starting in different dynasty eras, where you can recruit legendary players from various time periods and build your dream team. It would be an exciting experience to dominate with those legends and relive memorable moments in sports history. This kind of mode would provide tons of fun and endless replayability, appealing to both casual and hardcore fans alike. Wouldn't it be amazing to mix players from different eras and see how they would perform together?9Views0likes0CommentsDynasty + Coach Mode Feedback and ideas
Hi! Hopefully this is the right place to reach out to devs with feedback and ideas to improve the game. Here I will talk about things I wish to see improved, but not really enough about the things I love, such as the games presentations, the soundtrack, the general look and feel, multiple gameplay mechanics, and more. First of all, I gotta say I am beyond grateful for Coach mode happening on Madden and CFB this year, as I'd been dreaming of it for a long time. Slow Simming without calling the plays was just not cutting it for me. Needless to say I've been playing pretty much only Dynasty + Coach Mode (mostly versus AI-controlled teams) since the game came out, and I noticed a couple of things that I feel could be polished for future iterations. GAME ENGINE (COACH MODE) - First, play clock logic would benefit from a rework. The first part of it is simple: the play clock needs to keep running after injuries, otherwise teams can get tons of free timeouts at the end of games when they shouldn't. - Speaking of injuries, their frequency seems fine to me, but severity doesn't work. I played at least 10 dynasty seasons in Coach mode and I can count on one hand the amount of game-ending or multiple-game injuries my players had. Would expect a lot more of those. When fast-simming, these more severe injuries tend to happen at a more realistic pace, but for some reason it's Defensive Tackles more often than not, and there's a lot of "extreme" season-ending injuries rather than 1- or 2-game kinds of ailments. The Wear & Tear system can also be refined, although I feel like it works better now than when it was introduced last year. - Special Teams : kicking plays are simply unrealistic in Coach Mode. FGs are almost always made, punts are too often touchbacks or way too short, and returns are always stopped very short. This needs to be reworked IMO. - Second part of the play clock logic problem applies to clock runoff VS pre-snap adjustments. To give a fairly accurate representation of a normal number of plays per game, I use a 15-minute per quarter clock with an 11-second pre-snap runoff. This doesn't give enough time to make the right pre-snap adjustments based on what you see, while AI-controlled teams can adjust perfectly every time. An idea to counteract this would be to have the possibility to set different clock settings for offense than defense, or to have an option for user-controlled teams to have pre-snap adjustments be AI-driven. - Speaking of adjustments, playing defense on Coach mode is very underwhelming and frustrating. It feels like AI-controlled offenses always make perfect adjustments on pretty much every play. Even low-rated offenses seem to always have insanely good blocking or the right schematics to cut through your defensive plans. Blitzing, simulated pressures, stunts and looks that should create confusion don't, most of the time. You rarely get any sacks, INTs or big defensive plays, mostly because offenses make the right choices too often. Adjusting gameplay sliders to account for this doesn't really work as it seems to break the balance of multiple elements. - Plays : I have found plays to be generally well balanced and well animated, but some concepts are simply broken / don't work in Coach Mode when there's no reason they shouldn't. For example, quarterbacks will never throw to a receiver running a comeback route or any double-move route, even when not pressured. Singleback plays, PA plays and "Sprint" plays also seem to have a weird effect on QB reads, in general. Slants plays seem too easily successful. - Pathing / decision making : related to the above. Too often players will run backwards with the ball for no reason or lose momentum from unnecessary juke/spin moves. Also players running flat routes usually finish their routes too close to the sideline, leading to some silly moments. Defensive pathing and run fits have improved a lot since last year but could still improve eventually. - Idea for playcalling : Especially on Coach Mode, I would love a more fluid way of calling plays. Right now, selecting the exact combination of personnel / formation / play you want feels quite cumbersome and the current menu leads to a ton of mistakes (or disengaged playcalling). Rather than the current system, I would love one where you get a multiple-step sequence of choices, similar to how you would call plays in a real-life situation. Something like : 1) select personnel package (11-12-13-21-etc.); 2) select formation from selected personnel+package (or select concept); 3) option to substitute one or multiple players for this play 4) select the play with option to sort by concept or by player. - Finally, having a better way of understanding how much fatigue and / or W&T / injury risk players carry, on a play-by-play basis, would help a lot. OUTSIDE THE GAME ENGINE (DYNASTY) - Couple of small UI things : Would love to have the option to go to a player card from anywhere in the menus (depth chart, or from the team needs page, for example). Also would love to be able to get a quick description of player abilities somewhere in the recruiting menu. Also once weekly practices are completed players who are hot or cold should have an icon indicating it in the menus. - I enjoy the dealbreaker system, but it doesn't always seem to work as intended. It usually shows when a player will definitely leave, but many players marked as willing to stay will still leave at the end of the season because of their dealbreaker suddenly being not met. Also, I feel like the team needs section needs a bit of work to show accurate information, especially when players are leaving for the NFL. - Pipelines need to be dynamic at some point. Also there could be even more randomness or swings of influence in the recruiting process, so that you don't always necessarily get the players you want... but you can also go and get some who might already be very advanced in their selection process. Currently these two situations don't really happen. - Coaching carousel needs improvement. There seem to be very few firings at the top level even when teams clearly underperform, and the way hiring / getting hired works feels underwhelming. - Having custom playbooks as a coach's scheme would be amazing. - (Automatic) schedule generation would be great at some point. - A "gameplanning" feature such as scouting opponent's best players, schemes and tendencies would be nice, similar to what's in Madden. Thanks for reading the long-winded review, I hope some of these will be implemented in the future. Can't wait to see!Long Form Dynasty Thoughts & Feedback
This is my third submission on Dynasty feedback in this new era with my thoughts on 26 & 25 linked if you want to read them. After playing several seasons and simming about 20-25 separately, I wanted to share recommendations and observations on the mode and where it should go from here. Like many, this is why I buy the game – it’s the only mode I play and has been a staple in the rotation since NCAA 2003. Before I dive into this with suggestions and frustrations, I'm having a decent amount of fun with the game, albeit it's largely supported by the use of AI generating storylines and media outside of the game itself. The gameplay feels a little improved and I love the addition of NIL to Dynasty as a new mechanic to rebuild teams. However, there just seems to be so much connective tissue still missing from the game to keep me invested beyond a few weeks of playing. Below are my thoughts. Lag – Far and away the most annoying thing in Dynasty. The menus are so insanely slow, laggy, and buggy. You have layers loading in separately, the menu selections do not keep up with your button inputs, and so many sections (especially recruiting) just seem to hang until it figures things out. This type of performance is just unacceptable considering the power and space of modern consoles and PCs. Something must be done to make things essentially instantaneous and responsive. We can't be waiting 3-4 seconds for a button input to register. Menus – I like the addition of player images in motion throughout various screens which reminds me a lot of the past games and magazine covers. I'm also a big fan of the new home menu, though I know some people feel otherwise. What’s not working is the overall framework of the Dynasty UI. It feels stale, flat, uninspired... like something that would work for a 2010's website, not a 2026 sports video game. It's almost like a stock UI template that's has had college football related words and symbols forced into it. Though some of the backgrounds and fonts have changed, it's essentially identical to the last two games. There is nothing worth preserving here (beyond maybe the player shots) for the next game in the series. This needs to shift in a completely fresh, modern, reworked system. It doesn't feel like a college football game – it feels like it could be any game or corporate work portal to log time or project details. Madden's Franchise UI feels so much more alive and at least two console generations ahead of CFB. Please just go watch ESPN College Football Live and mimic what they are doing or use as inspiration. Also, please increase the font size for nearly everything. I’m sitting 5 feet from a 55in 4K TV and so much of the text is incredibly difficult to read. Notifications and full screen popups are especially horrible. Can we please remove once and for all the PowerPoint-esq slideshow approach and confetti stuff for all these awards, commitments, hirings, and bowl games – or for literally all transitions in general? The confetti is almost patronizing at this point – it's so unbelievably corny and cheap looking I can’t believe it’s still in the game. I don't need to click through the same animation 20 times when recruits sign with me. Give us a 3D, rotating trophy in a case. Give us a recruit holding up our jersey or wearing a logo'd hat or a pose of them in our jersey. Give us our coach walking to a podium in our new school's gear like a press conference with accompanying stats. Or if we can't do that, how about just a simple stylized list of what happened in a swipe-able social type of feed. Let's also condense the offseason activities. These all don't need to live within their own weekly bucket and could simply be an ordered list to complete in a single offseason section. The root issue here is that the system is flat, dated, corny, and clunky – pretty much the perfect storm for horrible user experience for digital platforms. Everything sits behind too many button clicks and is buried within spreadsheets. Things are presented like a health insurance portal rather than a living, breathing sports hub. It's just so far removed from the modern media and visuals of the sport that fans consume via TV, social, etc. these days. Weekly Wrap Up – Honestly, just delete the recap screens you get after each advance. It’s a waste of time and clicks and nothing here is worth reading more than once and the updates are irrelevant. It seems like padding to establish the illusion of things happening and changing across your team. I don’t care if a player is thinking about transferring after my week 2 game, I’ll deal with it in the offseason. I don’t need to know if a letter grade has gone from a C to a C+ or to see my AD goals for the hundredth time. Either remove this or replace with relevant info like an updated top 25, previous game recap/box score, next game preview, user controlled team results, conference scoreboard, etc. Even better if this could be something similar to the Madden weekly highlights going around and recapping the biggest games, then a more static section to dive into what's relevant. Equipment & Player Editing – As an extension of the menus and UI, editing a player is still a nonsensical, messy system. While I appreciate the attention equipment got this year, the menus and options in this section are a haphazardly thrown together. I still don’t understand how it’s sorting things, especially the face masks. Sleeves, shoes, gloves – it's essentially just a bunch of options dumped into a bucket without any thought behind it. It's not sorted or sortable in any traditional way (brand, alphabetical, by color – hello??) and it's difficult to see anything clearly. On top of that, it's painfully slow to navigate and equip things. Throw this framework out entirely and go a different direction. Ideally, place the player inside a locker room setting, maybe utilize tool tips for different portions/select points with a scroller between equipment and automatically hide items that are incompatible. Anything besides what we have now would be an improvement. For more specific editing, why are we in year three where recruits do not have visible long hair coming out of the helmet or generic tattoos? I do not understand how the base roster has the dreads but not dynasty recruits once you’re into computer generated players - it’s already in the base game roster so enable this for recruited players in Dynasty. It was even in the old games... There also needs to be some kind of trigger or ability to have all your players equip sleeves, hand warmers, etc. when playing in cold games and vice versa. I don’t understand why nearly every player in the game is equipped with hand warmers, especially if they’re based in warm climates. Presentation – I can appreciate the slight tweaks here to the overlays, screen wipes, and player cutouts in game break media. However, it’s again a lot of the same stuff and the experience becomes stagnant very quickly. All games feel identical – there is no sense of stakes or intensity if I’m playing a MAC matchup or a top 10 in the SEC because each game is visually presented in the exact same way, except for the commentary crews and stadium noise. The camera shake is cool on big plays, the pageantry is great, but we need variation in the broadcast. Right now, as a total package - it's pedestrian and this is the biggest miss for the game. The must have in CFB 28 is multiple broadcast visual packages and scorebugs. These should parody the big networks like CBS, FOX, ESPN, etc. similar to what Madden has done. Also, really need to add the conference record into the score bugs – a basic detail that is in every single broadcast on TV. They are shown in the half-time report scores, but I've noticed these are sometimes incorrect. In fact, I’m kind of shocked after seeing that in Madden 26 we didn’t get even 1 additional package in CFB 27. It's also insane that we still do not have any kind of College Gameday type of thing for the game of the week. One of the biggest traditions in all of sports, and we have nothing even remotely close. With that, the game really needs at least an additional play calling crew or two. Low-prestige games should feel like small matchups with basic presentation and lesser known broadcast teams. A playoff game in Baton Rouge should be the peak of presentation and pressure. Maybe a Tuesday night MAC game has no commentary and just the PA announcer. Right now though, it’s all vanilla. I'd even be open to experimenting with AI announcers just to get more variety. Regarding commentary, it's got to be cleaned up. It's sometimes not even relevant or correct in many cases, or it's entirely predictable what they are going to say in certain scenarios - didn't these guys record like thousands of lines? Why do I get the same "shocked Rece Davis" reaction when I go for it on 4th down. Commentary errors are everywhere – I kicked a game winning field goal as the ranked team to win the game, yet the commentary team is talking about "what an upset" as if the opposing team won. The half time "report" from Kevin Connors also includes many errors - for example, stating that a team finally broke a 3 game skid this season, yet it’s the first game of the season. Additionally, the highlight system is and has been very weak. Half-Time highlights typically shows one play at a horrible angle for basic play, but doesn’t always capture the 75 yard bomb. Another repeated issue is during cutscenes while in a game is that your coach and team are often huddling on the opponents sideline. If you win a game – your team often comes off the opponents sideline. This was in last year’s game as well. Further, what in the world is up with the challenge system? This doesn't work properly and never has. Sometimes you can challenge, sometimes you can't despite the situation allowing for one. Sometimes you get a replay when it works and sometimes you don't. Sometimes when you get a replay, it doesn't run long enough to see what you want to see or the camera is blocked because something is clipping, or it's not made clear what the ruling was. There should be a cutscene of the coach throwing the red flag and the ref crew huddling by the review booth on the sideline, then walking out to announce the call. How is it acceptable that a key element of football is this broken in a football game. Finally, a lower priority in my opinion, but can we do something to add a little more realism to the scoreboard splash graphics rather than just looping the colors and logos over and over and over? Is it really not possible to just plug in replays from your game at various angles mixed with some new generic "make noise" type of graphics or even your players doing the "can’t hear you" thing or just their headshot with stats popping up? CFB Top 25 Reveal – Let’s get in an animated reveal with commentary and/or talking heads for the CFB rankings starting when they release and a bracket/playoffs reveal. This is a big missing part of Dynasty that builds the pressure of the regular season. ESPN has a dedicated weekly show for this, so something along these lines really needs to be in the game and I think it would go a long way. Coach Carousel – At this point just completely scrap the current system and start fresh or reinstate what we had in NCAA 14. This is such a disaster and an obvious pacifier update to get the community to stop complaining about the lackluster system in 25 & 26 and not being able to accept other openings. It does not seem to function properly or provide reliable results. I’ve been an "A" prestige coach coming off a 13-1 season at San Diego State after year 3 and had Florida, Michigan, SMU, Kentucky all interested. I "expressed interest" in both Michigan and Florida (was there #2 candidate, full interests bar). The #1 candidate was my brother who did not express interest in these jobs. I did not get either job. Prior to this I had gone 10-4 then 13-2 and the best offers after season 2 were UNLV, Vanderbilt, New Mexico, USF while having a "B" prestige. It seems that the jobs you are offered are tied too closely to either your overall level or prestige, and a standout season(s) has no bearing on better schools offering you. It all feels like there is rigid calculation happening in the background that is rooted in one core attribute that must be satisfied, rather than weighing heavier towards recent performance. If I'm a G6 coach and posted 10-4 record, I'd have at least a few solid P4 jobs knocking on my door. If I then follow that up with a 13-1 record and playoff win, nearly every big time opening is going to have me as one of their top choices, but that's not the case here because of my B- prestige and level 16 + whatever unknown variables are factoring in. At this point, the openings are just unclear and unpredictable despite being one of the top candidates - either I'm the guy or not, and either a 23-6 record with a playoff win merits a good P4 offer or not. Would any coach in the country dominate at San Diego State 2 years in a row, only to accept a job at a 4-8 UNLV? How this generally needs to work imo is: You receive 3 job offers that are absolute locks if you select one of them. These should be labeled as such and each list you as their #1 option. Then, you should have a batch of 5-6 schools that are interested in you where you're their 2nd to 5th option. Clicking any of these would be a gamble but it should be explicit what your chance of being hired is. The teams who are interested back and want to move forward with you should show in the openings the next week with an offer, rather than it being entirely random who hires you. If I select express interest on UCF, Florida, and Navy, then the next week should show "UCF and Navy have offered you the HC job" allowing me to pick rather than being assigned or passed over, but I at least know Florida passed and have back up options. It should also be guaranteed that if I pick at least 2 of these, one of my selections offers the job. The last batch should just be the rest of the openings that are locks for you NOT to be hired. Related to coaches, the coaching pipelines do not register or work. I’m only able to take advantage of my school’s pipelines, but my coaches pipelines don’t show up. Also – assistant coaches pipllines are nowhere to be found when you go to hire them. There is also no way to use the trigger buttons to sort by type of coach (HC, OC, DC) - you can only sort via the list in alpha order. I'm also pretty disappointed that so many of the real coaches cycle out so quickly. If they get fired, they basically just disappear forever instead of staying in the "master pool" of candidates for the next offseason, or they immediately retire or "go to the NFL". Stadium Rankings – Where is the top 25 stadiums list that includes a view of the stadium, winning streak, history, etc? Why is this not prominently featured when going to LSU or Ohio State in a pre-game matchup section? Why are home winning streaks buried in Team History Stats? Homefield advantage is at the heart of college football, yet this seems like a total afterthought in this game. Dynamic Crowds – If I’m blowing out a team, the crowd should start to leave. For other games like the MAC championship, these should have more realistic crowds instead of a sold out Ford Field unless one or both of the teams is very high prestige. You should also be able to select your opponents crowd theme if it's the CPU. Recruiting – Needs to be completely rethought and overhauled. I am so tired of this tedious point and activity padding, especially with how pathetically slow it is to navigate. Can we just go back to straight points like NCAA 14, which was actually positioned as an enhancement over selecting individual activities? It really should not matter whether I’m "Sending the House" or "Soft Selling" as I'm spending points either way – let's just assign points in increments of 5 or 10 like NIL. And if a player has a dealbreaker, I should be able to overcome that with more recruiting points or more NIL. Can we do the same for scouting? One button click for 25 points to reveal all ratings for a new coach. 15 as you rank up. 5 for a high level coach, 0 if you hire a scouting coordinator. Please, no more click, click, click, click, click for scouting. Again, NCAA 14 nailed this aspect. Another problem is the recruiting needs board – in the offseason portion once you fill all positions, it glitches and shows additional openings. Additionally, a popular idea would be to eliminate 1 and 2 stars and make them Unranked. FBS teams almost exclusively sign 3 stars and above. Transfer & Recruiting logic often makes zero sense for CPU controlled teams. Multiple examples of teams with a 90+ overall QB signing 2 other 90+ QB transfers. Teams still holding 10 QBs or 10 HBs on their rosters – why? Recruiting search function is basically broken. If you're sorted by halfbacks, then search for a specific QB type – recruiting completely locks up and you’re essentially forced to reset the game. If that doesn’t happen, then when you get back to the list and change positions after setting your search criteria, it will soft lock you in this scenario as well. A huge issue at launch was CPU teams not recruiting and stacking numerous kickers and punters. I don’t understand how this was missed. Not to sound harsh, but did literally anyone in the building play more than a single season during testing? How do massive, game-breaking things like this keep happening? You’ve been making sports games for decades and by now, this and Madden should be the industry leader in the genre, if not one of the best games in general on annual release cycles. CFB 28 needs to work out of the box at release so players aren't waiting weeks for bandaids to fix something central to the game. Overall at this point, this part of the mode is just a complete and total slog and essentially sucks all the energy from it when you could be playing more games and leaning into the storylines. Persuasion System - While I like that this is now somewhat tied to NIL where you can convince players to stay in advance by paying them more, the logic behind the persuasion system is still entirely incoherent and frustrating. I’ve had players that are "Extremely Likely" to stay end up leaving and vice versa. The other thing is if I’m a coach in real life, I’m going to speak with every single player on the roster, so why are we limiting the number of persuasion "chances" for the player – especially when I’m not even sure what these persuasion chances are tied to – Coach level? Coach prestige? Who knows, but I guess you can get more of them in higher tiers. Your persuades really should be a guaranteed lock the player stays on the roster if you are working with a limited amount of chances. If the likelihood of them staying doesn't actually mean anything, then just simplify and make it a straight up yes/no to keeping them while using your set limit of chances. It has to be updated because the current system is so poorly designed. Additionally, dealbreakers don’t really gel with the players returning and makes little sense. For example, I had to pay up more NIL to a player to stay because he wanted to transfer due to "Championship Contender". His floor was a "B" for this dealbreaker and my team’s rating was an "A+", so why is he wanting to leave? By the same logic, why can't I deploy this strategy with regular recruits? Coaching Progression – outside of the more expensive point totals this year and the ridiculous, previously paywalled XP speeds, this really needs to be simplified. The integrated and overlapping unlock system is so annoying and unnecessary to wade and grind through and just reminds me of one of the recent Call of Duty weapon unlock trees. Players don't want to mess with this RPG crap more than they have to. Strip this back to a singular branching tree where each path can layer up to Program Builder and then CEO. Also - if I leave a school, and players get drafted from my previous school, they should count towards my totals. Neutral Games – Give users the ability to schedule at any stadium in the game or the main conference championship locations for a neutral site matchup. Better yet, add in a few more NFL stadiums please. Cap it at 1 neutral game per season or limit to teams that reach a certain prestige/exposure threshold. At the very least, allow us to submit interest in playing in the branded kickoff games, and tie in a Dynasty Points payout for participating. Dynamic Pipelines & Map – A must. Watching old videos of how NCAA 14 recruiting looked and this was such a great visual aide. I would like to see where the recruits are located in one view, where my roster is located in another, and what states/pipelines are heating up/cooling off and what I need to do in recruiting to change that. Make pipelines sortable by School, HC, OC, DC and have the map and colored areas update accordingly. Custom Conferences Refresh – I’m talking about adding, removing, or combining conferences. You can already swap teams, so why not entire conferences? There’s been many times where combining the Pac 12 and the MWC or C-USA and the Sun Belt would work out way better than trying to split ~14 teams between the two when I want to create just a few super conferences. Additionally, there needs to be a new custom conferences UI implemented that is map-based where the school logos are placed on an interactive map, and the state they are in is highlighted. You could then scroll through the different conferences using the bumper buttons as usual and the map updates accordingly. This needs to be accompanied by stats off to the side as you update members, including: overall/average prestige, overall/average NIL, average distance between schools, and perhaps a new grade that is tied to "fan enthusiasm" which would tie into how regional the conference is, how many rivalries are preserved, and overall quality of teams. This could also impact recruiting pipelines if you aren't playing enough games in Texas or Florida each season, for example. Conference Patches/Stickers - This is still an issue if you change conferences, especially for the small G6 conferences. The jersey patches are incorrectly colored and/or far too large. This is the third year in a row with this issue. Conference stickers on helmets also do not update. Additionally, sometimes the correct conference chest patch appears within the menus or player editor which is cool, but after a few seasons this just stops working and defaults to whatever conference they are in with the base settings. NIL Tied to Scheduling - If I’m a larger school and schedule a cupcake, I should have to cough up some Dynasty Points to that school that then goes into their overall budget and becomes available in the offseason. Vice versa if I’m a smaller school. Say I start with UMass and become independent, then schedule a full season of all solid P4 teams – sure, I’ll make bank with NIL, but I run the risk of being fired if I only win 2 of those games. That type of choice is something we should have and PC players have already modded in this ability like a day after the game released. Seems pretty straightforward to align this with school prestige - most expensive to play FCS schools, very expensive to play 1 and 2 star teams, moderately expensive to play 3 stars, etc. Dynasty Points should also be tied to distance traveled. This is a real issue for many teams, even big programs as they are spending a fortune getting to and from conference games across the country. It would add an additional element to consider before you schedule Florida State if your team is Oregon. You could even tie this right into the updated conference realignment map page showing approximate Dynasty Points your travel will cost each year based on distance away from schools. If you're Cal and you're traveling every other week to the East Coast for ACC games, but you're burning through Dynasty Points to do so, you might consider either A) joining the Pac 12 to offset travel, or maybe B) hiring a new travel company as a facility upgrade that gives a discount Wear & Tear/Composure - Tie this to travel and weather. There should be a slight decrease in composure for teams that are traveling far for a game or playing in bad weather they are not used to. For example, Michigan would should have a slight advantage in the cold over LSU if they are playing at home. That’s a long trip + bad weather. You’re risking increased wear & tear and significant disadvantage in composure/durability/speed/etc in the snow. Hawaii Proximity – Third year in a row this is a problem, even though it was touted as being fixed in a pre-release blog. For fans of the school or even your biggest creator, Bordeaux, using them for his team rebuild and it still being an issue is embarrassing. More Teams – Allow users the ability to add teams to dynasty beyond the 138 instead of being forced to swap out. Cap it at like 144 total if you have to so you have a scheduling logic framework. I would just like to be able to bring up Montana, Montana St., Idaho, etc. without having to eliminate UL Monroe, Liberty, or whoever. Crowd Patterns – The patterns you select are just flat out wrong for multiple teams. For example, San Diego State has a "red out" option yet the crowd is in all black. If you’re in a conference championship game and are the home team - you can still select the crowd pattern as if you’re playing at home. Also, you should be able to select your opponents crowd theme as mentioned earlier - no idea why you can’t. Expand Upgrade Visuals – I like the facility updates and some of the dynamic choices that you need to make to improve the team, facility, etc., but this needs to become much more visually compelling. I get it’s year 1 with this, but it’s super barebones button clicking, number go up type stuff in its current state. Related - when I hire a strength coach or whoever, can we give these people a face and a name? Just clicking a button and some text is pretty lame. Instant Classics – I can't tell you how many games I've played and immediately thought - that would have been in my top 10 instant classics. Having this in the old games was so great to go back through with your friends or siblings and joke about how crazy it was. I'd love to see this return, but I can already envision this being broken at launch, "patched", and then never functioning properly. Academics & Campus Ratings – Since we’ve introduced the ability to "upgrade" facilities, let’s introduce variables to the other pieces like academic prestige and campus lifestyle. Academics should be tied to a recruit GPA rating of some sort to add a component to consider when going after players. If I take over a high academic prestige college like Stanford or Northwestern – in order to keep that A+ academic rating, I need to recruit and sign prospects that are above a certain threshold like 3.50 and above - maybe they even come with buffed abilities for composure or awareness. Of course, I could recruit anyone, but too many under this threshold is going to start dinging my Academic rating. On the flip side, if I'm Arizona State and I recruit high GPA players, my academic grade would go up. Campus lifestyle should be similar to how facility upgrades are implemented now. My Dynasty Points budget should be able to purchase things like an upgraded quad, student rec facility, tailgate alley, new shopping district, updated dorms, whatever it might be. If we're going to keep the grade system in the game, then all of them should be dynamic and user-upgradeable. Madden Draft Import – I can understand not being able to import classes that include real players, but by year 5 or 6, they are all gone. Players should be able to download and import draft classes from Dynasty from this point forward. Cut Freshmen – No idea why we still can't do this. If you’re over roster limit, you’re sometimes forced into cutting decent upperclassmen. The rosters should also be expanded and new eligibility rules added. Coach Stats – It would be great to be able to click into any coach and see their year-over-year results. I also wish that the previous year records didn't disappear as soon as I sign an extension. The system treats an extension as if I'm a brand new coach. Expanded Playoffs – Very simple request: allow users to determine their preferred playoff format similar to setting rules for custom conferences... 4 teams, 8 teams, 12 teams, 16 teams, 24 teams + rules for conference champs, at-larges, seeding, etc. Team Stats – I like the team overview screen at the beginning of dynasty when you are picking your team specifically the championships, history, records tab all in one place. Let's add this somewhere for every team that easily accessible, instead of having this stratified across multiple tabs and sheets. Scheduling – Allow users to see the opponent team ratings in the Team Schedule section. Add a Strength of Schedule rating. Mass Subs – still missing. --- Overall, there is just so much further to go with this game, which has been the case since this released on the 360 & PS3 consoles, with the exception of it's HD era peak with NCAA 14. It’s been 20+ years of playing this franchise and talking about it online with other fans... There is only so much feedback that can be provided from the community, so many forum posts, tweets, ideas, etc. before you realize this isn't likely going to take the massive leap it so desperately needs. There is just an extreme lack of polish and features at every turn during the experience. Any Dynasty sicko could boot this up and identify a dozen problems in a couple hours that should be addressed which they basically have done already on PC. To effectively be shown up by the PC modding community in just weeks following the release reveals that what we want is possible, but are again stuck with a barebones game, held back by mysterious priorities and puzzling decisions. The experience feels just so surface level like it's purpose built to tread water, check some boxes to justify promotion and marketing, and be viable enough float the consumer base for a few months until the hype train starts up again. At its core, it falls flat and packaging what's there via multiple menus, button click padding, charts, buzz words, some newish visuals, and what amounts to RPG/mini game mechanics doesn't hide what it's lacking. If you peel back the layers even a little, it’s so obvious there is just not much here to keep you coming back. CFB 28 needs to be a complete revolution to sustain any kind of momentum for the franchise, because a lot of hype and interest was basically destroyed with the micro transactions upheaval, followed immediately by the dynasty bugs and realization that this isn't much of an update from 26 or 25 for that matter. It’s also absolutely egregious to inject micro transactions into Dynasty and double down on the decision when you don't have a stellar product to stand on. I could somewhat understand providing these alternative paid options to players only if the experience was already top notch... it’s downright insulting to ask for a handout (for features we already had in the game) while delivering such a minimally viable product. I just have to ask - does EA Sports ever get tired of their reputation? What will it take for this organization to pivot at their core and deliver what should be a truly next-gen game, because we are still waiting for one.453Views8likes8Commentsprevent fumbles rant
I put conservative on and my non qb still fumble maybe add layers where its conservative n extreme conservative where one still allows jukes/spin etc while the other takes it away but much lower fumble risk faster qb slide animation,if qb is within animation shouldnt get hit n still get w&t/fumble risk understand nerf qb but if if maxed out wit carrying 99 n no W&T throughout game/yr/etc fumble risk shouldnt b higher than rb wit 80+ carry hit stick/cut stick should be equally well time hit stick forces more fumble than cut stick or cut stick provide more w&t effect. one well time hit stick can cause fumbles should b same 4 cut stick or at min cause w&t effect Brock bowers had some of best hands in country as a TE, Te havin a cap so much lower than wr in not only catch catch in traffic but carryin is disrespectful no not all TE or brock bowers but therr not just fast OT either12Views0likes0Commentsquick subs on field not letting you cycle through depth properly
if a WILL LB is playing as an edge rusher for whatever reason, when you try to do the quick sub on field, it only cycles through WILL LBs instead of actual EDGE or DTs. its incredibly frustrating cause they're not supposed to even be there in the first place. i dont use my LBs as edge rushers at all. & i'll simulate a quarter of 2 to come back & find out that my LBs are constantly playing edge. fix this nonsensical & broken logic in these games man.13Views0likes0Comments"Auto" Substitution logic makes zero sense
i set my auto subs fatigue & wear & tear to about 60-65 OUT & 70-75 IN, i have depth in those positions but for whatever reason, if i simulate a quarter of God forbid, 2 quarters, i'll enter the game to see my ENTIRE DEFENSE WITH RED & ORANGE WEAR & TEAR STATUSES. then the next play, the "auto subs" magically apply. its clear that our settings do not translate to simulation which makes NO SENSE. its ridiculous that you cant have a logical rotation of players in regards to fatigue or wear & tear unless you're playing ever single snap. next thing you know, your Elite Dev freshman is injured with a broken fibula & out for 74 weeks because the computer decided to force them to play every down of a few simulated games which apparently meant that they played against the Freiza Force or something.20Views0likes0CommentsOffline Dynasty
Can you please fix the offline bugs in dynasty mode. The championship games are wrong and times also. The WR jump more when they don't have to giving the computer the edge and angle on your WR. The edge rushers can't be blocked. No offensive block scheme blocks that player giving him the advantage every running play that's bs all day. The constant hit **bleep** that the user player receives. I can be getting tackled going to the ground here comes the computer with a bs hit stick affecting the wear and tear. Have you guys ever heard of unnecessary roughness or personal fouls cause they are in real life games. But, not your games so the wear and tear is useless cause the constant hit stick affects that. The penalties are one sided in favor of the computer always and unfair. Look I've tried the different settings and everything. The AI takes over that. Just like they still target the user whether you on offense or defense just sad. It a lot more and I can go on and on. I'm just asking can you please take a look at the offline dynasty. Look I'm old school I've been play since the games first came out. I play my football the old way and loving the updated graphics and gameplay that comes with it. I'm just asking can you take a look into the offline dynasty a lil more.43Views2likes0CommentsAgain, EA... Please Do Something About The Injuries In Dynasty
I have begged and I have pleaded, please do something about all the injuries in Dynasty mode. I know injuries happen in real life, and I want my game to be as realistic as possible, but WHY?? WHY CAN'T MY BEST PLAYERS MAKE IT THROUGH A SEASON WITHOUT BEING HURT FOR 5+ WEEKS??!! 3rd game into the season and my 92 ovr left tackle: Torn Bicep 7 freaking weeks! Enough EA!! In four separate Dynasties, I have lost my star players in the first 3 weeks.102Views0likes3Comments