@@Randymarshfan11 if you look during the first week of bowl season you can see which teams have fired their coaches and what jobs are open. that’s when you should be allowed to select what jobs you’d be interested in. might even be the conference championship weeks where you can see who was fired.
i played a boatload of dynasty on heisman and here are my biggest gripes with the AI and the game in general: - decisionmaking in crucial situations. dont punt on 4&inches on my 40 yard line. dont run it on 3rd and long just to punt it on 4th down. - defending short passes, screens and RPOs. you can literally win a game on heisman by just running HB slip screens. - more exotic playcalling with motion, especially on run plays. its just so predictable most of the time. - give us a recruiting difficulty. once u "get" the recruiting u could literally get anyone. having a top 5 class should not be a yearly thing. - just make the damn 10 yard field goal from the hash pls? - redzone offense. the AI is terrible in the redzone. - dealbreaker logic. my rb wants to leave even though hes playing. the depth chart is too crowded for him even though hes clearly my number one guy - FIX the tendencies. jesus how many bugs can a feature have? from non existent speed rushing OLBs that cant spend their coins to the game assigning the wrong tendencies once u change their positions - depth chart is just a buggy mess. my LE is playing RE and vise versa. redshirting someone resets the whole depth chart too - playbook formation customization: just let me order and customize everything. -show me the improvements of players more clearly
Completely agree on all points, with the addition to the last point of "could we influence the training a little?" Madden has had that feature forever, and I really CFB would benefit from it.
@ThrawnIsAlive I would like that if how we influenced training was we got to select their archetype and a player's archetype determined what they focus on using xp for.
How they haven't patched Power RB progression is a mystery. Your power back will spend all his points on route running and hands before he spends a single point that can upgrade his physicals.
Love this list!! My list: 1. Historical Info: A trophy room & team hall of fame is an easy way around the data storage issue. Retro Bowl does this really well. A trophy room is self explanatory and a team hall of fame lets you save the players, their stats and awards (without saving the stats of tens of thousands of players). 2. Exportable CPU generated only draft classes: Having real players is cool don't get me wrong, but as someone who grew up with this feature, I promise you taking your recruits or that guy that you just missed on in recruiting in your madden franchise just hits different. 3. Player Progression: More control over player progression. Abilities should either be unlocked when you have the attribute rating for them or the cpu should continue to auto upgrade skills, but you buy abilities. There is nothing worse that spending time finding a 4 star gem with Elite dev and no skill caps only for him to never upgrade because he's constantly upgrading his abilities. 3.a. Offseason training: Keep it random and CPU generated, but please show me how much each attribute went up by. Love when my 3 star depth QB pops and I'm forced to make a business decision on the 4 star that has a playing time dealbreaker. 4. Transfer portal: More player availability, more players from your team transferring, NIL type incentives to get guys to smaller programs and 4 & 5 star busts who will never see the field backups open to lower tier programs. Also, if you take a new job you should be able to poach your recruited players. They may not all follow you, but we see it time and again where players follow a coach to a new/better program. 5. Coaching Job Offers: OC to same team HC if you do well and the HC moves to a bigger school or the NFL. Offers from the same school multiple weeks to show they want you. Offers through week 3 of bowl week (like how it is for hiring OC/DC as a HC). OC/DC specific recruiting boards. CPU auto recruits the other side of the ball so i don't have an unbalanced team, but am also not trying to recruit a 4 star DE as an OC...
I'd love to see some incorporation of NIL into dynasty. My thought would be having a certain amount of booster / NIL dollars to allocate in the off season to pay for things like player NIL deals, improving athletic facilities, and other things that would affect your school grades.
in an online dynasty, i want a scrimmage mode. I should be able to play my friends out of the "season" in a practice or scrimmage mode. Free practice is great but it would be awesome to use our custom teams to just play a quick friendly.
Another thing that bothers me about the dynasty free practice is that I can't change the playbook the the cpu uses against me. I want to practice against the defense I use to see if there's any flaws in it but it defaults to w.e team you're practicing against.
There really should be a scrimmage mode within practice mode similar to how there's already "Normal"/Offense only/Kickoff. Just give me a game clock, down & distance etc. and let me run through a "game" within my practice if I want. Even better if I can set up things like scenarios where I can decide the down & distance, clock remaining and etc.
I agree on adding difficulty to recruiting I’m in year 7 of my online dynasty and I sleep walk into the top recruiting class every year. As great as I’ve built the program up to be, I wish it was more of a challenge to get the players I’m going for.
I really wish I could increase the size of the stadiums for smaller schools. It makes building a small program into a big one seem silly when you are sitting in front of a tiny crowd no matter how successful your program is. Maybe they have protected stadiums that you cannot edit but then allow us to grow a teams stadium as the team gets better.
That's one of the reasons I cut my Ball State dynasty after 7 seasons. I made them a top 5 team, made it to the Championship game, but their tiny stadium just ruined the immersion for me. Which sucks, because I had a blast building that program. That would be an amazing feature to have, even if you didn't control the build.
13:25 Ok, I didn’t finish the video yet, but I like this a lot. Here’s something I have seen from colleges when they sign players, and they either don’t or do pan out. It seems the level they play at (like Texas has like a 5A or 6A conference, but it goes all the way down to 1A. It’s based on the school size) makes it tough to tell if they will be good or not. I think most players that play in like a 5A or 6A conference are typically pretty accurate in scouting reports. But like a 2A RB might put up insane numbers and get ranked as a 4*, but they might actually not be that great. On the other hand, you might have a 3* WR that had a terrible QB and was in a system that never threw the ball. He would have the potential to be a 4 or 5 *, but was just under utilized. What I’m saying, is have the conference rating of where they played in high school, and make it matter in terms of accuracy when scouting. (A lower rating meaning more volatility in their ratings) Being at a small school trying to rebuild, and looking or that diamond in the rough could be a whole lot more targeted.
To commemorate the "best selling sports game of all-time", I'd love to see Instant Classics, custom music for different in-game scenarios (we could upload songs in the past), custom game/playbook planning to attack tendencies, Create a Prospect, Trophy Room, and more custom story lines based on decisions (similar to a Telltale game style) so everyone has a unique Dynasty experience. I'd welcome a graphics boost as well.
YES! Also, can we get an automatic filter in recruiting that removes players who have already committed? It makes finding players so clunky at times! @maxplayscfb
When my brother is in town for the weekend we should be able to play against each other in our online dynasty. Why do I have to wait for him to get home and play on his Xbox?
@@Naleditsports naw 13 was the best the recruiting in 14 was so dull it had no character to it where in 13 you could use your time on phone calls to either talk up your school or talk bad about other schools that was the best
You can see player year by year stats in the player tab in the card. It’s buried but it’s there. You should look into a really good slider set for gameplay fixes. Transformed the game for me.
I wanted to also reiterate you can find a season by season stat line for each player! I do wish you could look back into it a little more after they’ve left, but that may be asking for too much
no way!!!!! wow i had no idea, this is exactly why i was hoping to make this video... either 1. it's a legit change and maybe it happens or 2. i am an idiot and now i get to see my season stats!!!
I agree with your opinion on the open field blocking; I don’t want the pursuit angles to be “too good” players make mistakes, and that’s what makes the big plays happens. The tuned pursuit angles on kickoffs, and now it’s not even worth doing a return because it’s nearly impossible to get past the 30. Play action only seemingly works in situations whether it’s 1st down (running situations) or 2/3 and less than 3. If you run it right it works, if it’s an obvious passing situation it gets burned.
When they first released the game it was a lot more realistic in terms of being able to break long runs and touchdowns. Then it got patched and since then it's like your player's speed is barely relevant and it's all about your ability to use the L2 cut 10 times per run to make guys miss.
They definitely need to randomize recruiting where there is a wider spectrum of physical size/abilities and "interesting" prospects that have that story behind them. Where are the 40 times? Where are the dual-threat players? They could also introduce a "high risk/high reward" category where if you take a guy he could either be one of your best ever or a huge bust. Right now, recruiting is too formulaic and it is easy to build any team into a NC in 3-4 years just by going through the motions...it should be trickier and reward more digging/research with a random dice roll in there even after you sign them. Formation subs is a must.....it was one of my favorite things in the old game and it adds fun/creativity to the mix. CBs should react when the QB actually starts to throw the ball, not the instant that you push the button. Heisman mode DBs are all Deion Sanders on speed with their reaction time, and they need to remove that extra set of eyes that is in the back of their heads as well. If they aren't looking at my QB, they shouldn't be able to jump 3ft in the air and bat a pass down behind their back. Play-action definitely needs to be fixed as now it is too often a guaranteed sack. Running; they should make it where you don't get taken down instantly or missed completely; add more pinball effect, putting a hand down to stay up, OL pushing the pile forward, etc. They don't need to make running "easier", just make it so you aren't simply hitting gaps until a LB hits you and takes you down. They need to add more "crazy" things that make college football so great. Punt blocks, snaps over the QB's head, bad snaps on FG, personal fouls out of bounds, trick plays, fakes, mascots falling down, squirrels on the field, balls batted straight up into the air, a random ball carrier going into beast mode, etc. Lastly, for dynasty, they should borrow from RPGs and allow things like allocating points to things like stadium expansion, statue building, new dorms, libraries, adding coaching staff (for training), GPS tracking and other dev perks, etc.
So what you mentioned about the running backs. I have been waning something like this forever! You see it almost every run play in college & NFL. The running backs hits hole, it starts to close, he stops himself and steadies himself on his o-lineman’s back, looks for a new hole, then breaks on it. I think they tried to mimic this with the “don’t sprint when you are not past your blockers” (which is dumb to start with, how the hell is a SS going to block shed a pulling guard all the sudden, just cause the RB started to sprint?) It’s the same with the QB the second I see a gap I want to escape the pocket through, if I use the RT to sprint/“pull the ball” (which EA calls it that), I get sacked. It’s very frustrating, at least separate those buttons.
@@ATC8705 There are far too many "black hole" tackles, aren't there? You'll have a gap, the defender will be engaged, but if you get too close their gravity just sucks you in and you get wrapped up instantly. That does happen sometimes IRL, but it usually isn't an instant drop; they might just slow the ball carrier down or knock them off course. Also, far too many one-handed tackles, related to the black hole tackles. How many times have you had a strong runner hitting the gap at speed and a guy will reach out with one hand and just stop them in their tracks? I think if they had fewer "I could drive a truck through that hole" opportunities and instead made getting tackled more of a progression/multiple hits needed exercise it would be good, especially when running outside. It seems like you either aren't touched for 20 yds downfield or you are dropped for a 5yd loss far too often.
Agreed on play action pass blocking. In real life, play action slows down a pass rush. In the game, the d-line win more often in PA. The only exception I want here is if the opponent pass commits. If they pass commit vs Play-action then they should see a good pass rush.
Great video. More variance in recruit quality is a must. It's cool that they only show you ten ratings and hide overall, but the range of possible overalls for a given recruit is so narrow that starting ratings don't always mean that much. 3-star gems should have the upside of being 4 star quality, and you should really have to examine their ratings and make a decision. It sucks that for almost any P4 program, recruiting 3-stars is useless.
Forgot to add......all the little tweaks and additions mentioned in my other comment aside, my #1 wish is that they add offline team creation. Come on EA! If they do that, I will buy the game for sure even if nothing else is changed. They did it a decade ago, they can not only do it now, but do it much better. Imagine the creativity you get in modern games like Fallout 4 with settlement creation and customization, even on console. You should absolutely be able to build a custom team, from university scores/strengths and layout all the way through stadium and team design, and it should come with the vanilla game and ready to go day 1, offline.
I play a ton of man to man and I think a lot of attention should be played by the player on how you build you roster. I recruit speed rushers on the edge, coverage lbs, man corners and zone hybrid safeties and the combination of tendencies for my safeties decides if I tend towards single high, 2 man and how much I blitz and from what formations. Also play recognition matters a lot when playing man. Guys with high pr react faster to routes and jumps routes more. I definitely think it can be improved but I don’t think it’s impossible.
For recruiting, I wish we could filter players by traits--show me all deep threat WRs, power back HBs, etc. Also, once a player has been scouted, it would be nice if we could see their traits compared to current players.
Just an FYI, you can filter player play styles in the recruiting menu. I'm not in front of my game, so I can't direct you on how to do it exactly, but it is a feature in the game. I do agree with you on the compare feature. I feel like this is an EA UI issue, and I get tired of bouncing from menu screen to menu screen to accomplish simple tasks.
@maxplayscfb In the recruitment menu, go to the prospect list. Bottom of the screen gives you the button for "search" and viola, you can search positions, play style, stars, state, player interest...it's life changing
No joke, I made a 10 page doc fleshing out all the changes I would like to see and the recruiting thing was a big part of changes I would like to see in Dynasty Mode among others regarding Coaching Carousel, importing Team Builder teams, etc. I spent far more time than I should have but man, this game is one of the better sports games that has come out in the last decade.
As much as fixing man coverage to actually work & not have star corners get torched deep would be nice, my #1 change I'd love to see would be recruiting. It should not be RNG but skill based. This removes the cheese of broken strategies, save scumming or not caring at all. Would also make purchasing skills more effective. Basically remove the fog of war over the course of the season for high schooler statistics. Let us see EVERY stat of the categories we invest our coaching points into. Remove the restrictions of player "badges" within specific player archetypes. Make the hours for revealing more info on players much less than the points that actually move the interest needle (like Sending House or Hard Selling). Make 3 star gems capped at Star dev traits while 5 stars would be automatic Elite dev traits.
I’m sure someone said it but offline ability to create an unlimited cap coach and the ability to decide which abilities your coordinators upgrade. Also want to be able to change my starting level, like in 14. I want to be able to position my lower star schools to get real name, high grade transfers in the first two seasons. Or just fix roughing the kicker and I’ll preorder 14 more.
It's important to emphasize how important football fundamentals are to how movement on the field happens. With respect to pursuit, i think it's necessary that the devs program proper fundamentals into pursuit that includes proper reactions to runs where gaps are filled the correct way, and most importantly breaking down to make a tackle as well as proper angles. Maybe they can program a discipline rating for all positions where players are given a range of behavior and animations that reflect their discipline in fundamentals of the game. A player with a high discipline rating will perform proper form and movement in their engagements, while players who have low discipline will make mistakes do to poor fundamentals, such as missing a tackle because they either took a bad angle or didn't break down to Makena tackle, or didn't wrap up, etc.
As far as blocking in open field. That is a user skill as crazy as that sounds. I’m great at it. You have to use the player your controlling as a guide as crazy as that sounds. Meaning if you try to veer away from the oncoming defender your guy will not block him. Try to put your blocker in between you and the defender and aim your stick at the defender until your guy picks him up. I promise this works! I run HB stretch all game and that’s how I get my FB to block the safety everytime
Recruiting difficulty settings would be such a game changer. If you’re at a any P4 school and have coaches with recruiting skills in their skill tree, you can go get almost anyone you want. Having to set rules for myself to prolong the experience gets really boring. Feels like it’s just too easy to dominate in general in this game once you figure out what works
Automatic (or vastly easier) in-game wear and tear management. Let me sit a player until his injury risk is Low or None without changing the depth chart around. Maybe some flavor text from a sideline reporter when a player is sat or returns. More coaching depth. I think back to NFL 2K5 and the ability to do coaching actions that affected team/player morale. Pre-game and post game team speeches, maybe the ability to have half-time or timeout adjustments slightly affect player ratings. i.e. if I call a timeout before a critical down I can boost my defense's ability to cover deep passing at the expense of reacting to a run play. You touched on it, but player variety in recruiting. Iowa's FB Large and Coastal Carolina's WR Wiedner for example are basically irreplaceable by recruiting unless you get really creative with position changes. They're so far outside the generated stat/size ranges for their position.
Play Action: I've had more success recently, at least as far as the pass blocking goes. But the CPU/AI logic is still a tad broken. I can run the ball down the CPU's throat for 40 yards in a drive, and when I call a play action, they still react like they knew it was coming. The exact opposite problem exists also, in that the CPU doesn't seem able to defend the PA comeback routes, and it's almost a guaranteed first down or TD, so I rarely use it and never use it in scoring or must make situations. I will say, that I love the game, but I do get tired of having to place limitations on my play style because of game design. But EA is gonna EA I use the I Strong Pro formation for most of my PA
All of this tracks. The open-field blocking issue would be my first priority, and I'd take it a step further: not only fix the on-the-fly blocking logic but institute a pre-snap blocking mechanic similar to hot routes, in which you select a player and give them specific blocking direction (could be "this defender is your guy" or "this is your zone"). Sometimes I have to audible out of otherwise good calls because I can see that, say, an offset tight-end is going to bypass the linebacker sitting five yards deep on his outside shoulder in favor of going for the damn free safety 10 yards up the field (who he then misses), or some nonsense. I know the current game allows you to change the Mike on defense, which can alter the blocking some, but I haven't found it makes that much difference. Also: a mechanic whereby if you take a new coaching job, some portion of your current players and incoming recruits have a chance of transferring to the new school with you, if you'll have them.
Another: Computer won't play press coverage when the only thing that can hurt them is getting burned deep, for example, if I'm down 5 with the ball on my own 20 and there are 30 seconds to go I shouldn't be able to run go routes past single press coverage. This should go for sim too, tired of seeing my defense give up a TD after I score with :20 left in the 2nd quarter.
This 1000%. It almost seems like the majority of the time in this scenario they're playing press coverage with no safety help. Nobody is ever calling defense like that (okay maybe the Jets circa 2019, but still)
Let's hope EA listens to you and us. Great promise with this game, and there's a lot of potential for exceptional growth in year 2's game. Also, how TF can you get such gains on your screens?!? If I can actually get a pass off, >50% success, I rarely get more than 4-7 yards a shot.
I slide my OL towards where the screen is going and the RB has since stopped running into them But it still feels like I gotta get the screen off VERY early due to how quickly the DL gets home
13:00 it makes sense when you realize these are basically kids thats EA is having to rate. They dont want to insult the kids or open them up to ridicule for being rated poorly. So they artifically rated everyone close to each other and made things like attributes and skill matter more. For example, a platinum FG mental is so much more effective than having maxed IQ.
Totally agree with the ratings for real players - but I would love to see more variety for the fake players!!! And they don’t have to worry about their feelings
There are a lot of interesting stats and things that do get tracked under the hood, but there is no user interface to see those stats as well: - receiver targets (you can see them in the occasional in-game stat overlay, but it's not in any of the stat tables) - scoring summary (disappears once you exit the game) - team stats per game. Sometimes I want to see how my offense/defense stacks up against the rest of the nation, but we've all played a different number of games, so they counting stats don't really do it for me. Give the option to display & sort everything on a per-game basis. Like a button toggle on every stats screen in the game that switches between counting and per-game stats for every column being shown in the table - something cool I really want to see for defense stats: passer rating *against*. completion % *against*. et cetera - playcall tendency stats - sacks count toward QB rushing stats IRL and in-game, but not in the sim. Needs to be fixed. Some other thoughts: - player card everywhere. This is so simple and obvious. You already have player cards built. Just build the ability to pull it up from any screen where I am looking at the player, not just in the roster/stat screens, but in awards/depth chart/ anywhere! - more of a bug than a feature enhancement, but in-game sacks count as TFLs where simulated sacks do not... they need to make that consistent. - The simulated play counts don't line up with IRL plays per game. They need to increase the number of plays run per game in the sim to align with that. - more players need to be entering the transfer portal, and I don't see any way to accomplish that under the current system where dealbreakers are the only thing they care about once they're on your team. Logic should be more multi-faceted than that.
So many awesome notes here Just one thing to add from me: I GOTTA see stats in a “per play basis” I don’t care about “total defense yards” when I have to play 6 min quarters due to time! I want to know if I give up more/less yards per play than other teams!!
Here is a recommendation: what if scouting and recruiting hours were separate point pools? Like during the season you can scout the high school juniors. While you are recruiting the seniors. Two separate pool of points that would scale with program prestige.
-I want us to be able to upgrade our stadiums as smaller schools. -Please fix the blocking and defensive angles. -Fix the logic with screen passes so my backs and TE stop running into the line -Tweak the coaching carousel. I’ve made the CFP 5 years in a row with 2 natty appearances why is the best offer I’ve ever got is the Louisville OC -Tweak the Portal. Majority of the players should not be decided on their Top 5 in the first week. -Tweak the progression. I like the randomness of it,HOWEVER please show us what attributes have went up and by how many. Also the abilities either need its own progression system or they need to stop putting such an emphasis on it. I can’t tell you how many corners and safeties I’ve had that has had platinum house call but I can’t play them because their coverage attributes haven’t changed in 2 years because they’ve used all the skills points on abilities instead of ratings -Back to the portal, let the players who transfer also progress. It makes no sense why they don’t considering the progression period is after offseason recruiting and if you need a stop gap starter for a year you’re just better off waiting for somebody already on roster to develop. -Tweak the kicking. Kickers can’t make a 26 yard field goal because it’s on the left hash but can make a 65 yarder into the wind no problem. Make it make sense -Stop having these schools schedule visits during Weeks 14-17. It’s unfair and makes me lose out on 3-4 recruits a year -Add a trophy case like we had in NCAA 14 that shows all the awards and bowl games you won. It’s no reason we had that on something 2 console generations ago and not now
Really want to play specific players on specific plays. The fact this was a feature a decade ago and isn’t now, is very unfortunate. This feature really helps play 3+ deep at certain positions, spread touches around, and better utilize players skills. I desperately want to create a package set of plays for a couple players low on the depth chart, my stud DB that can play both ways but I don’t want to over play him, or the third string QB that has terrible throwing stats but can run the option with the best of them.
I would like an option to set this by formation too. There are certain formations both offensively and defensively that I would prefer based on the plays in that formation.
Something that I think would be big is more depth in coaching/sim. Instead of the logic being based on playbook, let the coach customize something like pass/run(like in NCAA 14). Maybe in more specific, like lets say I have a great TE and my WRs didn't develop like I wanted, let me have a slider saying we throw to the TE more often. I also think sliders for player development, like I want my deep threat WR's to focus on their hands instead of elusiveness. Having no control of how your players improve really seems to stunt the control you have.
We should be able to test recruiting rank mattering if we write down all the say 4 or even 3 stars (if we want to do that much work) at each position and then simming to the next season and looking at ovr, mental/physical traits, and number of caps for development. Should be pretty easy to see a trendline if there is one after about 100 players.
Oh would be able to see dev trait too. Since you can see every team if you just go to national roster and sort by freshmen or go to each team individually and sort by freshmen.
I dont like the randomness of players applying their skill tokens towards either attributes or abilities bc platinum house call isnt going to get you drafted when you're an 85 ovr which also hurts my pro potential grade as a coach causing me to lose players. I think the 2 should be separated like make abilities stat based 5 ints = silver 7 ints = gold 10+ =plat ect. I also feel like awards dont give exp to either the coach or the players outside of the Heisman.
For gameplay they need to fix run black logic missing a block or blocking the wrong guy happens but sometimes it’s obvious the cpu logic wants you to lose that play at least hide it better, pass block presentation (better looking pockets) pass D presentation (guys can’t leap 10’ in the air, guys can’t no look swat balls, guys in man don’t break off coverage in clear out routs mid stride while never turning their head when the ball is thrown to pick it off. I think instead of nerfing pass blocking and making the secondary super human you need to make the act of throwing a pass more difficult. Honestly throwing the ball should be as difficult as kicking a FG in this game. Honestly, if EA can’t program 22 AI characters to interact correctly they need to give it up and let somebody else take a crack at it I also think that they should have in every other year cycle so at least each game has two years so you get madden one year and then the next year you get college football 2026 needs to be a massive improvement for me to even consider buying it
As far as recruiting goes, I don't think we should ever know a player's dev trait at any point in their college career. If someone has a high dev trait you will see it in how they progress. The same goes for caps, but with caps you should be able to see a players potential after so much practice and game time. While recruiting we shouldn't be able to see so many ratings. We should only get ratings for hard data that's more easily measurable in real life such as speed, strength and other physical ratings. During scouting other ratings can be targeted and unlocked, but you don't get to unlock all of them. To compliment this feature there should be a tiered scouting ability where you can unlock more ratings, but still not all of them. All ratings should be unlocked at the beginning of the season. They can also add to this a true practice and training mode where you not only get to "coach" the players by giving them training and practice focus directives, but you also run team drills and practices by which you not only unlock player ratings and skill caps, but contribute to the players development. Say you want your QB to raise his deep ball accuracy, then you choose drills that you get to play and run plays in team practice that allows the QB to develop a higher rating for that skill. 5 star recruits should be very difficult to recruit even for 5 star programs. These players should have very high standards, requiring larger pitch packages with perfect grades. This wouldn't mean that that you wouldn't be able to land a recruit if you didn't have perfect grades on their interests, but they will chose whatever team best fits their criteria, given that they will not only have more dealbreakers, but also there should be a hierarchy of interests. So, for example, say in order to hard sell a 5 star recruit you need to know their 4 interests, which are arranged hierarchically, while 2, or even 3 of then may be deal breakers, requiring you to have a high grade in order to compete. These deal breakers would be carried through their career and they will hold your program to them. Not only that, but there should be some randomness as well where they may change their mind in what they value the most. We should have the ability to make promises to players that we have to keep, or else they may transfer. I think these types of changes would go a long way in making recruiting not only challenging, but rewarding and realistic.
Completely agree with everything you have here. Especially blocking logic, pursuit angles, formation subs, etc. I'll also throw in WR responsiveness, because CB make crazy adjustments to passes, and WRs are completely unaware of what's happening until the ball is in their hands. But, of all of that, my biggest request? CROSS-PLATFORM DYNASTY, PLEASE!
@ yeah I like that idea too. I think 2K has that feature where you can play 6 min quarters but have it adjust the stats as if you played 15 min quarters
National Rank should matter, but dev traits/skill caps should be there. Why not have players weight varies, or a guy grow 2 inches randomly (if age could matter). Like a 17 y/o 3 star could have less skill caps, but terrible awareness. Maybe that's too in-depth. Changing Deal Breakers or duel deal breakers, where a TR is looking for playing time, but likes Close to Home. Definitely need some database changes. I hope they are doing that.
Play action works great if used in the right situations. I promise if you call play action on run downs( 1st,2nd and less than 3 or 3 and 3 or less. It will work about 60 percent of the time.
@maxplayscfb I like to run play action in the pistol playbook. There are some plays I like from Ace Slot, Bunch, Trips, Trips Left Open, Strong, Strong Slot, Wing, Wing Slot, Wing Tight... And Pistol Train has a cracked PA play that I only allow myself to call every few games and only if I've been running the ball from Train.... PA TE Boot Wheel. The back will get open on the rail/wheel SO often. I've had multiple 50+ yard TDs from it because he's so open.
60 percent of the time, it works every time! I've had some decent luck with PA also, but like you said it has to be: 1) 1st down, or a 3 or less to go situation 2) Only defenders who are in the run fit can fall for play action 3) Whether they fall for it or not is an RNG based on the matchup between the QB's Play Action rating and the defender's Play Recognition rating. So if you're playing against top opponents who all have very high Play Recognition ratings, yeah, it's probably not going to fool them often.
I think the evaluation of high school players in real life, is a crap shoot. There have been so many times where a guy no one really knew about as a HS recruit becomes a valuable college player and vice versa. I like that there are 3 star players I’ve recruited who end up being much better than 4 stars. That feels more realistic to me. Side note: Great content as always. Thank you for what you do. Happy Holidays!
JUCOs should be the same for a few years. If there is a JUCO (SO) in the system and doesn't get a scholarship. He should be there again as a JUCO (JR) next year. Then if you're a player that doesn't get a school at the end of high school. You should go into the system as a JUCO (SO). You should also encourage to transfer twice. Before transfer portal to fill that even more. And then in cut week, you can be sent to JUCO to show up again in next years recruitment system
I really just want to see them improve coaching moves. I should be able to offer any coordinator that was just fired. Or…at least give us options from each archetype. I see nothing but tactician and motivator
I agree with so much your saying. So I'll just say 2 things. In the state of the game now, play action only works against other users and rarely against the computer. For pulling guards they must be agile archetype with the quick feet physical ability for pulling to work. Max I challenge you to find a team that has agile archetype guard/guards with the physical ability quick feet then take them to practice mode and watch them pull. 🎉🎉🎉🎉🎉
My 2 problems is 1 i don’t like how overall determines the draft. If my 83 overall receiver goes for like 1700 yards 20 tds and wins heisman. I want him to go in round 1. My second complaint is how after year 5, they should let you import draft classes into madden. I want to play with my players that are ai generated in madden.
I appreciate your sentiments about gameplay being realistic but at the end of the day the game is programmed in a certain way. Drags, Digs, slants are just programmed to get open during man coverage which is why pro players run mostly zone coverage schemes (you have more control over your defense). Unfortunately, realism is sacrificed because of EA’s limitations and there will always just be plays that have better blocking or better route concepts than others, there will be better and worse things making the game feel more like a game… It’s the same way every year in Madden. People found the formations that split the zone defenders in a perfect way and never looked back. Loop blitzes, “drag out blitzes” and certain glitchy plays are the meta in Madden. At the end of the day people will abuse the fact that some plays are just programmed better than others.
Will a one star school always be a one star or can u bulid it up over time with winning and good recruiting? Be cool if u would also get invited to bigger better conferences the more prestigious your program became.
Yeah, I took a 1 star to 5 star in like 7 seasons. You just got to work on your my school grades. Invites to better conferences would be cool, but I set a goal at the beginning of a dynasty. Like 3 star and 84 or better OVR and I can move from a G5 to the P4. If you are already in P4, after like 6 conference championship wins, then move conferences.
A recruiting slider would be great. I'm kinda actively holding myself back from recruiting players higher than 3 stars until I got my program to 3 stars.
I agree with you that the game is just too easy if you're an experienced player. I'm sick of having to artificially adding house rules to make it more realistic and more challenging. It should be like that out of the box! CFB can never be Football Manager level depth but at least take cues from there and how it works. That is my biggest issue with the game because for the most part at least 80% of the gameplay is really good. I would love for dynasty to get simple overhauls that make it more lived in. Give us a weekly scouting meeting about each opponent and their strengths and weaknesses, give us more in depth training rather than a completely random dice roll, give us practice modes that can possibly get your players better, give us a spring game, give us a realistic transfer portal with way more transfers and opt-outs in bowl games, give us decommits/flips at a larger scale, draft logic and players leaving early make more sense, unique player variety, NIL, a coaching carousel that isn't busted, being able to start unemployed and work your way up at chance, more in-depth recruiting like cut scenes and additional things to do for visits, let us customize coaches! This is all right off my dome in 3 minutes too and not gameplay related, it's just shocking how lazy EA is. Dynasty has the depth of a puddle and if I need my completely realistic immersive fix I need to play Football Manager and I wish there was the American Football equivalent. Rant over but hopefully gave you some ideas for future videos haha.
You know what might be cool, not sure if it would work...but, aside from your basic coaching tree (recruiter, strategist...), you can pick a "training archetype" based on the position. It would work in the same aspect as the coaching tree, but instead, you would spend points to specialize in training certain aspects of certain positions. Again, not sure if it would work, but it would give you SOME control over player development, which is a huuuuge portion of coaching at the pre-pro level.
@@neogenesis0038 Definitely would be a welcome addition. I just hate it so much that basically 90% of development comes from an off-season dice roll. It's so lazy and unsatisfying to see random guys just shoot up out of nowhere. And yes it is a huge factor in college athletics which is why I'm so perplexed that it is such an afterthought, you even have mini-games/practice drills use them! Add a weight room mode/feature. This isn't rocket science haha
I run SO much play action in CFB. I bet I run 15 play action passes every game with my current team. I barely ran them before, opting for RPOs more than PA.
Wow, that’s awesome, one quick question though. Are you canceling the play action usingR2/RT at all? because I feel like that’s when my blocking is worse on play action
@maxplayscfb No. I do not cancel the play action. Sometimes, the defenders don't bite, or you call it into a blitz and they grt through cleanly and you don't have much of a chance,
Been saying for 10 years. Blocking ai just has to be better. Lineman will part the red sea and fullbacks will do a 180 mid block and it's telling the game is made by people that never played football. If they did they'd know the products are unacceptable
Play action has never worked right in ea games and this year has been no different sadly. Like you i just don’t bother with it because it’s a sack more often than not.
People at 247sports like Bud Elliott believe they should get rid of 2 stars and just call them all 3 stars because in most cases, they just don’t have enough information to differentiate a low level 3 star from the 2 star guys
Imagine if they made the transfer portal more realistic. Next to zero chance to develop players year to year. Smaller school has some success?-bunch of starters transfer to power 5. Yikes.
Got my updated college game, so no need for a new game every year... happy to not waste my money on a company that’s proven to not make quality changes YoY
I want the player to physically grow. Add weight and a little height maybe as they age in the game. It is weird when these OL and DL come in so light and never gain weight.
I don’t understand the recruiting sliders you’re suggesting. These all sound like decisions you (the user) should make as you recruit for your next season, why do you need a slider for your own decision making?
Mainly for auto recruiting. Rather than going thru and making these choices every week, just set your five sliders once at the start of the season and let the auto recruiting magic do its thing!
@ when you click View Roster, select a player and then look at the player ratings tab it will show the rating they have achieved in a yellow box, the rating they can still improve will be in blank boxes and the boxes with the grey X are skill capped meaning that’s their max skill at that rating. The fewer the skill caps the higher potential.
Oh man if I had a nickel for every time my safety runs right by a back who is in the second level I could buy a copy of the new game for everyone in the community. Play Action works actually, but ONLY if you have gold and platinum sleight of hand if you have those oh man is it money. The lack of formation subs makes me not recruit certain guys. I hate taking a new job and the team has like 6 QBs 3 Punters and 4 Guards it hurts the AI. Kids gotta follow a coach taking a new job. Why am I as a maxed out exp/development coach am I incapable of replicating the careers of Ollie Gordon or Josh Hines Allen 2* guys who ascended to the top tier of their position, not even taking into account 0 star guys like Josh Allen or Cam Ward. More kids need to hit the portal, I know it feels bad but kids leave. This could be roped into recruiting difficulty, sure you can get the kid his freshman year but can you keep him?
My biggest compliant is passing defense for the user A.I and CPU A.I. The user passing defense A.I. is so incompetent. They get burned often, they miss assignments and when the offense A.I. gets hot. you might as well put the controller down because you anit stopping jack, The CPU Passing D A.I? Freaking locked down. They know what play your calling, the lock your guys down and ball hawk you and your user QB throws ducks most of the time.
Agree 100%. Especially if the CPU gets the ball back within the 2 minute mark. Suddenly they all become Xmen. And dont get me started on the CPU kickers sniping field goals from the sidelines at 55 yards out.
@@neogenesis0038 I also love when my CPU player just runs into the kicker way after the kick giving me a penalty giving the other team a fresh set of downs.... had to turn it off because it was so bad...
Coaching job offers need to be fixed. I should be able to apply for all job openings
this part!!! at minimum should be able to select jobs you want to interview for/receive offers from
Why? What if they already have a coach in place?
@@Randymarshfan11 if you look during the first week of bowl season you can see which teams have fired their coaches and what jobs are open. that’s when you should be allowed to select what jobs you’d be interested in.
might even be the conference championship weeks where you can see who was fired.
This. I’ve made the CFP 5 years in a row and the natty twice why is the best job offer I’ve ever got is the Louisville OC
No, maybe program in criteria for trans each tier you’d have to satisfy. Or make this a setting so we can both get what we want
i played a boatload of dynasty on heisman and here are my biggest gripes with the AI and the game in general:
- decisionmaking in crucial situations. dont punt on 4&inches on my 40 yard line. dont run it on 3rd and long just to punt it on 4th down.
- defending short passes, screens and RPOs. you can literally win a game on heisman by just running HB slip screens.
- more exotic playcalling with motion, especially on run plays. its just so predictable most of the time.
- give us a recruiting difficulty. once u "get" the recruiting u could literally get anyone. having a top 5 class should not be a yearly thing.
- just make the damn 10 yard field goal from the hash pls?
- redzone offense. the AI is terrible in the redzone.
- dealbreaker logic. my rb wants to leave even though hes playing. the depth chart is too crowded for him even though hes clearly my number one guy
- FIX the tendencies. jesus how many bugs can a feature have? from non existent speed rushing OLBs that cant spend their coins to the game assigning the wrong tendencies once u change their positions
- depth chart is just a buggy mess. my LE is playing RE and vise versa. redshirting someone resets the whole depth chart too
- playbook formation customization: just let me order and customize everything.
-show me the improvements of players more clearly
@@NlCO2k I second ALL of these!
Completely agree on all points, with the addition to the last point of "could we influence the training a little?" Madden has had that feature forever, and I really CFB would benefit from it.
@ThrawnIsAlive I would like that if how we influenced training was we got to select their archetype and a player's archetype determined what they focus on using xp for.
How they haven't patched Power RB progression is a mystery. Your power back will spend all his points on route running and hands before he spends a single point that can upgrade his physicals.
I would also add can they please fix the blocking. Idk how many times I’ll do a toss or have a big play and my player will just run past the defender
Love this list!!
My list:
1. Historical Info: A trophy room & team hall of fame is an easy way around the data storage issue. Retro Bowl does this really well. A trophy room is self explanatory and a team hall of fame lets you save the players, their stats and awards (without saving the stats of tens of thousands of players).
2. Exportable CPU generated only draft classes: Having real players is cool don't get me wrong, but as someone who grew up with this feature, I promise you taking your recruits or that guy that you just missed on in recruiting in your madden franchise just hits different.
3. Player Progression: More control over player progression. Abilities should either be unlocked when you have the attribute rating for them or the cpu should continue to auto upgrade skills, but you buy abilities. There is nothing worse that spending time finding a 4 star gem with Elite dev and no skill caps only for him to never upgrade because he's constantly upgrading his abilities.
3.a. Offseason training: Keep it random and CPU generated, but please show me how much each attribute went up by. Love when my 3 star depth QB pops and I'm forced to make a business decision on the 4 star that has a playing time dealbreaker.
4. Transfer portal: More player availability, more players from your team transferring, NIL type incentives to get guys to smaller programs and 4 & 5 star busts who will never see the field backups open to lower tier programs. Also, if you take a new job you should be able to poach your recruited players. They may not all follow you, but we see it time and again where players follow a coach to a new/better program.
5. Coaching Job Offers: OC to same team HC if you do well and the HC moves to a bigger school or the NFL. Offers from the same school multiple weeks to show they want you. Offers through week 3 of bowl week (like how it is for hiring OC/DC as a HC). OC/DC specific recruiting boards. CPU auto recruits the other side of the ball so i don't have an unbalanced team, but am also not trying to recruit a 4 star DE as an OC...
Love the detail and totally agree!!
I'd love to see some incorporation of NIL into dynasty. My thought would be having a certain amount of booster / NIL dollars to allocate in the off season to pay for things like player NIL deals, improving athletic facilities, and other things that would affect your school grades.
in an online dynasty, i want a scrimmage mode. I should be able to play my friends out of the "season" in a practice or scrimmage mode. Free practice is great but it would be awesome to use our custom teams to just play a quick friendly.
Another thing that bothers me about the dynasty free practice is that I can't change the playbook the the cpu uses against me. I want to practice against the defense I use to see if there's any flaws in it but it defaults to w.e team you're practicing against.
There really should be a scrimmage mode within practice mode similar to how there's already "Normal"/Offense only/Kickoff. Just give me a game clock, down & distance etc. and let me run through a "game" within my practice if I want. Even better if I can set up things like scenarios where I can decide the down & distance, clock remaining and etc.
Great idea
200% on all accounts.
Play action has been so incredibly frustrating. Blocking is awful. No defenders bite on anything. Yessir
Glad it’s not just me!!
I agree on adding difficulty to recruiting
I’m in year 7 of my online dynasty and I sleep walk into the top recruiting class every year. As great as I’ve built the program up to be, I wish it was more of a challenge to get the players I’m going for.
100%
I loved your auto recruiting idea and your idea about adding a recruiting difficulty.
Thanks!
I really wish I could increase the size of the stadiums for smaller schools. It makes building a small program into a big one seem silly when you are sitting in front of a tiny crowd no matter how successful your program is. Maybe they have protected stadiums that you cannot edit but then allow us to grow a teams stadium as the team gets better.
That's one of the reasons I cut my Ball State dynasty after 7 seasons. I made them a top 5 team, made it to the Championship game, but their tiny stadium just ruined the immersion for me. Which sucks, because I had a blast building that program. That would be an amazing feature to have, even if you didn't control the build.
True
13:25 Ok, I didn’t finish the video yet, but I like this a lot. Here’s something I have seen from colleges when they sign players, and they either don’t or do pan out. It seems the level they play at (like Texas has like a 5A or 6A conference, but it goes all the way down to 1A. It’s based on the school size) makes it tough to tell if they will be good or not.
I think most players that play in like a 5A or 6A conference are typically pretty accurate in scouting reports. But like a 2A RB might put up insane numbers and get ranked as a 4*, but they might actually not be that great. On the other hand, you might have a 3* WR that had a terrible QB and was in a system that never threw the ball. He would have the potential to be a 4 or 5 *, but was just under utilized.
What I’m saying, is have the conference rating of where they played in high school, and make it matter in terms of accuracy when scouting. (A lower rating meaning more volatility in their ratings)
Being at a small school trying to rebuild, and looking or that diamond in the rough could be a whole lot more targeted.
To commemorate the "best selling sports game of all-time", I'd love to see Instant Classics, custom music for different in-game scenarios (we could upload songs in the past), custom game/playbook planning to attack tendencies, Create a Prospect, Trophy Room, and more custom story lines based on decisions (similar to a Telltale game style) so everyone has a unique Dynasty experience. I'd welcome a graphics boost as well.
I’m with ya on everything here. The more in depth we can go on a dynasty, the more I’ll care about it
YES! Also, can we get an automatic filter in recruiting that removes players who have already committed? It makes finding players so clunky at times! @maxplayscfb
When my brother is in town for the weekend we should be able to play against each other in our online dynasty. Why do I have to wait for him to get home and play on his Xbox?
wow i didnt even know this was an issue, that makes total sense to me
you use to be able to back on ncaa 14 you could like set an offline code to be able to play your games on the same system
@frogalex8915 14 was the best. Video Games used to bring people together. Now they force you to sit in a room alone
@@Naleditsports naw 13 was the best the recruiting in 14 was so dull it had no character to it where in 13 you could use your time on phone calls to either talk up your school or talk bad about other schools that was the best
You can see player year by year stats in the player tab in the card. It’s buried but it’s there. You should look into a really good slider set for gameplay fixes. Transformed the game for me.
I wanted to also reiterate you can find a season by season stat line for each player! I do wish you could look back into it a little more after they’ve left, but that may be asking for too much
no way!!!!! wow i had no idea, this is exactly why i was hoping to make this video... either 1. it's a legit change and maybe it happens or 2. i am an idiot and now i get to see my season stats!!!
@@maxplayscfbI’ll second the gameplay sliders. Started running operations sports averaged out sliders and the game plays so much better.
I agree with your opinion on the open field blocking; I don’t want the pursuit angles to be “too good” players make mistakes, and that’s what makes the big plays happens. The tuned pursuit angles on kickoffs, and now it’s not even worth doing a return because it’s nearly impossible to get past the 30.
Play action only seemingly works in situations whether it’s 1st down (running situations) or 2/3 and less than 3. If you run it right it works, if it’s an obvious passing situation it gets burned.
When they first released the game it was a lot more realistic in terms of being able to break long runs and touchdowns. Then it got patched and since then it's like your player's speed is barely relevant and it's all about your ability to use the L2 cut 10 times per run to make guys miss.
Interesting on PA, I’ve heard others on this comment section say something similar
They definitely need to randomize recruiting where there is a wider spectrum of physical size/abilities and "interesting" prospects that have that story behind them. Where are the 40 times? Where are the dual-threat players? They could also introduce a "high risk/high reward" category where if you take a guy he could either be one of your best ever or a huge bust. Right now, recruiting is too formulaic and it is easy to build any team into a NC in 3-4 years just by going through the motions...it should be trickier and reward more digging/research with a random dice roll in there even after you sign them.
Formation subs is a must.....it was one of my favorite things in the old game and it adds fun/creativity to the mix.
CBs should react when the QB actually starts to throw the ball, not the instant that you push the button. Heisman mode DBs are all Deion Sanders on speed with their reaction time, and they need to remove that extra set of eyes that is in the back of their heads as well. If they aren't looking at my QB, they shouldn't be able to jump 3ft in the air and bat a pass down behind their back.
Play-action definitely needs to be fixed as now it is too often a guaranteed sack.
Running; they should make it where you don't get taken down instantly or missed completely; add more pinball effect, putting a hand down to stay up, OL pushing the pile forward, etc. They don't need to make running "easier", just make it so you aren't simply hitting gaps until a LB hits you and takes you down.
They need to add more "crazy" things that make college football so great. Punt blocks, snaps over the QB's head, bad snaps on FG, personal fouls out of bounds, trick plays, fakes, mascots falling down, squirrels on the field, balls batted straight up into the air, a random ball carrier going into beast mode, etc.
Lastly, for dynasty, they should borrow from RPGs and allow things like allocating points to things like stadium expansion, statue building, new dorms, libraries, adding coaching staff (for training), GPS tracking and other dev perks, etc.
@@nicholaslake5937 Great list! I second all of this!
So what you mentioned about the running backs. I have been waning something like this forever! You see it almost every run play in college & NFL. The running backs hits hole, it starts to close, he stops himself and steadies himself on his o-lineman’s back, looks for a new hole, then breaks on it.
I think they tried to mimic this with the “don’t sprint when you are not past your blockers” (which is dumb to start with, how the hell is a SS going to block shed a pulling guard all the sudden, just cause the RB started to sprint?)
It’s the same with the QB the second I see a gap I want to escape the pocket through, if I use the RT to sprint/“pull the ball” (which EA calls it that), I get sacked. It’s very frustrating, at least separate those buttons.
@@ATC8705 There are far too many "black hole" tackles, aren't there? You'll have a gap, the defender will be engaged, but if you get too close their gravity just sucks you in and you get wrapped up instantly. That does happen sometimes IRL, but it usually isn't an instant drop; they might just slow the ball carrier down or knock them off course. Also, far too many one-handed tackles, related to the black hole tackles. How many times have you had a strong runner hitting the gap at speed and a guy will reach out with one hand and just stop them in their tracks? I think if they had fewer "I could drive a truck through that hole" opportunities and instead made getting tackled more of a progression/multiple hits needed exercise it would be good, especially when running outside. It seems like you either aren't touched for 20 yds downfield or you are dropped for a 5yd loss far too often.
Agreed on play action pass blocking.
In real life, play action slows down a pass rush. In the game, the d-line win more often in PA.
The only exception I want here is if the opponent pass commits. If they pass commit vs Play-action then they should see a good pass rush.
100% on the pass commit take
Great video. More variance in recruit quality is a must. It's cool that they only show you ten ratings and hide overall, but the range of possible overalls for a given recruit is so narrow that starting ratings don't always mean that much. 3-star gems should have the upside of being 4 star quality, and you should really have to examine their ratings and make a decision. It sucks that for almost any P4 program, recruiting 3-stars is useless.
I’m with ya
Forgot to add......all the little tweaks and additions mentioned in my other comment aside, my #1 wish is that they add offline team creation. Come on EA! If they do that, I will buy the game for sure even if nothing else is changed. They did it a decade ago, they can not only do it now, but do it much better. Imagine the creativity you get in modern games like Fallout 4 with settlement creation and customization, even on console. You should absolutely be able to build a custom team, from university scores/strengths and layout all the way through stadium and team design, and it should come with the vanilla game and ready to go day 1, offline.
I play a ton of man to man and I think a lot of attention should be played by the player on how you build you roster. I recruit speed rushers on the edge, coverage lbs, man corners and zone hybrid safeties and the combination of tendencies for my safeties decides if I tend towards single high, 2 man and how much I blitz and from what formations. Also play recognition matters a lot when playing man. Guys with high pr react faster to routes and jumps routes more. I definitely think it can be improved but I don’t think it’s impossible.
For recruiting, I wish we could filter players by traits--show me all deep threat WRs, power back HBs, etc.
Also, once a player has been scouted, it would be nice if we could see their traits compared to current players.
Just an FYI, you can filter player play styles in the recruiting menu. I'm not in front of my game, so I can't direct you on how to do it exactly, but it is a feature in the game.
I do agree with you on the compare feature. I feel like this is an EA UI issue, and I get tired of bouncing from menu screen to menu screen to accomplish simple tasks.
You can???? Would love to know how whenever you get a chance
@maxplayscfb In the recruitment menu, go to the prospect list. Bottom of the screen gives you the button for "search" and viola, you can search positions, play style, stars, state, player interest...it's life changing
No joke, I made a 10 page doc fleshing out all the changes I would like to see and the recruiting thing was a big part of changes I would like to see in Dynasty Mode among others regarding Coaching Carousel, importing Team Builder teams, etc. I spent far more time than I should have but man, this game is one of the better sports games that has come out in the last decade.
As much as fixing man coverage to actually work & not have star corners get torched deep would be nice, my #1 change I'd love to see would be recruiting. It should not be RNG but skill based. This removes the cheese of broken strategies, save scumming or not caring at all. Would also make purchasing skills more effective.
Basically remove the fog of war over the course of the season for high schooler statistics. Let us see EVERY stat of the categories we invest our coaching points into. Remove the restrictions of player "badges" within specific player archetypes. Make the hours for revealing more info on players much less than the points that actually move the interest needle (like Sending House or Hard Selling). Make 3 star gems capped at Star dev traits while 5 stars would be automatic Elite dev traits.
I’m sure someone said it but offline ability to create an unlimited cap coach and the ability to decide which abilities your coordinators upgrade.
Also want to be able to change my starting level, like in 14. I want to be able to position my lower star schools to get real name, high grade transfers in the first two seasons.
Or just fix roughing the kicker and I’ll preorder 14 more.
It's important to emphasize how important football fundamentals are to how movement on the field happens. With respect to pursuit, i think it's necessary that the devs program proper fundamentals into pursuit that includes proper reactions to runs where gaps are filled the correct way, and most importantly breaking down to make a tackle as well as proper angles. Maybe they can program a discipline rating for all positions where players are given a range of behavior and animations that reflect their discipline in fundamentals of the game. A player with a high discipline rating will perform proper form and movement in their engagements, while players who have low discipline will make mistakes do to poor fundamentals, such as missing a tackle because they either took a bad angle or didn't break down to Makena tackle, or didn't wrap up, etc.
I like it
As far as blocking in open field. That is a user skill as crazy as that sounds. I’m great at it. You have to use the player your controlling as a guide as crazy as that sounds. Meaning if you try to veer away from the oncoming defender your guy will not block him. Try to put your blocker in between you and the defender and aim your stick at the defender until your guy picks him up. I promise this works! I run HB stretch all game and that’s how I get my FB to block the safety everytime
Good to know! Does holding RT to sprint also harm open field blocking? Anecdotally, I feel like that’s the case
Recruiting difficulty settings would be such a game changer. If you’re at a any P4 school and have coaches with recruiting skills in their skill tree, you can go get almost anyone you want. Having to set rules for myself to prolong the experience gets really boring. Feels like it’s just too easy to dominate in general in this game once you figure out what works
Exactly
Automatic (or vastly easier) in-game wear and tear management. Let me sit a player until his injury risk is Low or None without changing the depth chart around. Maybe some flavor text from a sideline reporter when a player is sat or returns.
More coaching depth. I think back to NFL 2K5 and the ability to do coaching actions that affected team/player morale. Pre-game and post game team speeches, maybe the ability to have half-time or timeout adjustments slightly affect player ratings. i.e. if I call a timeout before a critical down I can boost my defense's ability to cover deep passing at the expense of reacting to a run play.
You touched on it, but player variety in recruiting. Iowa's FB Large and Coastal Carolina's WR Wiedner for example are basically irreplaceable by recruiting unless you get really creative with position changes. They're so far outside the generated stat/size ranges for their position.
100% agree here too, love the detail
Play Action: I've had more success recently, at least as far as the pass blocking goes. But the CPU/AI logic is still a tad broken. I can run the ball down the CPU's throat for 40 yards in a drive, and when I call a play action, they still react like they knew it was coming. The exact opposite problem exists also, in that the CPU doesn't seem able to defend the PA comeback routes, and it's almost a guaranteed first down or TD, so I rarely use it and never use it in scoring or must make situations. I will say, that I love the game, but I do get tired of having to place limitations on my play style because of game design. But EA is gonna EA
I use the I Strong Pro formation for most of my PA
Interesting, I’ll give play action another chance
All of this tracks. The open-field blocking issue would be my first priority, and I'd take it a step further: not only fix the on-the-fly blocking logic but institute a pre-snap blocking mechanic similar to hot routes, in which you select a player and give them specific blocking direction (could be "this defender is your guy" or "this is your zone"). Sometimes I have to audible out of otherwise good calls because I can see that, say, an offset tight-end is going to bypass the linebacker sitting five yards deep on his outside shoulder in favor of going for the damn free safety 10 yards up the field (who he then misses), or some nonsense. I know the current game allows you to change the Mike on defense, which can alter the blocking some, but I haven't found it makes that much difference.
Also: a mechanic whereby if you take a new coaching job, some portion of your current players and incoming recruits have a chance of transferring to the new school with you, if you'll have them.
Love both ideas
u can check ur players stats by jus goin 2 his player card & goin 2 stats, it'll show u his year by year stats
Another:
Computer won't play press coverage when the only thing that can hurt them is getting burned deep, for example, if I'm down 5 with the ball on my own 20 and there are 30 seconds to go I shouldn't be able to run go routes past single press coverage. This should go for sim too, tired of seeing my defense give up a TD after I score with :20 left in the 2nd quarter.
This 1000%. It almost seems like the majority of the time in this scenario they're playing press coverage with no safety help. Nobody is ever calling defense like that (okay maybe the Jets circa 2019, but still)
SERIOUSLY!!
Let's hope EA listens to you and us. Great promise with this game, and there's a lot of potential for exceptional growth in year 2's game. Also, how TF can you get such gains on your screens?!? If I can actually get a pass off, >50% success, I rarely get more than 4-7 yards a shot.
I slide my OL towards where the screen is going and the RB has since stopped running into them
But it still feels like I gotta get the screen off VERY early due to how quickly the DL gets home
13:00 it makes sense when you realize these are basically kids thats EA is having to rate. They dont want to insult the kids or open them up to ridicule for being rated poorly. So they artifically rated everyone close to each other and made things like attributes and skill matter more.
For example, a platinum FG mental is so much more effective than having maxed IQ.
Totally agree with the ratings for real players - but I would love to see more variety for the fake players!!! And they don’t have to worry about their feelings
There are a lot of interesting stats and things that do get tracked under the hood, but there is no user interface to see those stats as well:
- receiver targets (you can see them in the occasional in-game stat overlay, but it's not in any of the stat tables)
- scoring summary (disappears once you exit the game)
- team stats per game. Sometimes I want to see how my offense/defense stacks up against the rest of the nation, but we've all played a different number of games, so they counting stats don't really do it for me. Give the option to display & sort everything on a per-game basis. Like a button toggle on every stats screen in the game that switches between counting and per-game stats for every column being shown in the table
- something cool I really want to see for defense stats: passer rating *against*. completion % *against*. et cetera
- playcall tendency stats
- sacks count toward QB rushing stats IRL and in-game, but not in the sim. Needs to be fixed.
Some other thoughts:
- player card everywhere. This is so simple and obvious. You already have player cards built. Just build the ability to pull it up from any screen where I am looking at the player, not just in the roster/stat screens, but in awards/depth chart/ anywhere!
- more of a bug than a feature enhancement, but in-game sacks count as TFLs where simulated sacks do not... they need to make that consistent.
- The simulated play counts don't line up with IRL plays per game. They need to increase the number of plays run per game in the sim to align with that.
- more players need to be entering the transfer portal, and I don't see any way to accomplish that under the current system where dealbreakers are the only thing they care about once they're on your team. Logic should be more multi-faceted than that.
So many awesome notes here
Just one thing to add from me: I GOTTA see stats in a “per play basis”
I don’t care about “total defense yards” when I have to play 6 min quarters due to time! I want to know if I give up more/less yards per play than other teams!!
pressures are another stat thats tracked in game but you can't see it in any menu.
Here is a recommendation: what if scouting and recruiting hours were separate point pools? Like during the season you can scout the high school juniors. While you are recruiting the seniors. Two separate pool of points that would scale with program prestige.
Would love that
-I want us to be able to upgrade our stadiums as smaller schools.
-Please fix the blocking and defensive angles.
-Fix the logic with screen passes so my backs and TE stop running into the line
-Tweak the coaching carousel. I’ve made the CFP 5 years in a row with 2 natty appearances why is the best offer I’ve ever got is the Louisville OC
-Tweak the Portal. Majority of the players should not be decided on their Top 5 in the first week.
-Tweak the progression. I like the randomness of it,HOWEVER please show us what attributes have went up and by how many. Also the abilities either need its own progression system or they need to stop putting such an emphasis on it. I can’t tell you how many corners and safeties I’ve had that has had platinum house call but I can’t play them because their coverage attributes haven’t changed in 2 years because they’ve used all the skills points on abilities instead of ratings
-Back to the portal, let the players who transfer also progress. It makes no sense why they don’t considering the progression period is after offseason recruiting and if you need a stop gap starter for a year you’re just better off waiting for somebody already on roster to develop.
-Tweak the kicking. Kickers can’t make a 26 yard field goal because it’s on the left hash but can make a 65 yarder into the wind no problem. Make it make sense
-Stop having these schools schedule visits during Weeks 14-17. It’s unfair and makes me lose out on 3-4 recruits a year
-Add a trophy case like we had in NCAA 14 that shows all the awards and bowl games you won. It’s no reason we had that on something 2 console generations ago and not now
Love all the details, totally agree here too
Attribute (Pursuit and awerness )and the level you play the game dictate if they take the right angles
Ah interesting
Really want to play specific players on specific plays. The fact this was a feature a decade ago and isn’t now, is very unfortunate. This feature really helps play 3+ deep at certain positions, spread touches around, and better utilize players skills. I desperately want to create a package set of plays for a couple players low on the depth chart, my stud DB that can play both ways but I don’t want to over play him, or the third string QB that has terrible throwing stats but can run the option with the best of them.
I would like an option to set this by formation too. There are certain formations both offensively and defensively that I would prefer based on the plays in that formation.
Yup I would have so many more creative packages and super unique players would have so much more value
Something that I think would be big is more depth in coaching/sim. Instead of the logic being based on playbook, let the coach customize something like pass/run(like in NCAA 14). Maybe in more specific, like lets say I have a great TE and my WRs didn't develop like I wanted, let me have a slider saying we throw to the TE more often. I also think sliders for player development, like I want my deep threat WR's to focus on their hands instead of elusiveness. Having no control of how your players improve really seems to stunt the control you have.
100% agree
We should be able to test recruiting rank mattering if we write down all the say 4 or even 3 stars (if we want to do that much work) at each position and then simming to the next season and looking at ovr, mental/physical traits, and number of caps for development. Should be pretty easy to see a trendline if there is one after about 100 players.
Oh would be able to see dev trait too. Since you can see every team if you just go to national roster and sort by freshmen or go to each team individually and sort by freshmen.
Yup this is very similar to my plan later this month!
I dont like the randomness of players applying their skill tokens towards either attributes or abilities bc platinum house call isnt going to get you drafted when you're an 85 ovr which also hurts my pro potential grade as a coach causing me to lose players. I think the 2 should be separated like make abilities stat based 5 ints = silver 7 ints = gold 10+ =plat ect. I also feel like awards dont give exp to either the coach or the players outside of the Heisman.
For gameplay they need to fix run black logic missing a block or blocking the wrong guy happens but sometimes it’s obvious the cpu logic wants you to lose that play at least hide it better, pass block presentation (better looking pockets) pass D presentation (guys can’t leap 10’ in the air, guys can’t no look swat balls, guys in man don’t break off coverage in clear out routs mid stride while never turning their head when the ball is thrown to pick it off.
I think instead of nerfing pass blocking and making the secondary super human you need to make the act of throwing a pass more difficult. Honestly throwing the ball should be as difficult as kicking a FG in this game.
Honestly, if EA can’t program 22 AI characters to interact correctly they need to give it up and let somebody else take a crack at it I also think that they should have in every other year cycle so at least each game has two years so you get madden one year and then the next year you get college football 2026 needs to be a massive improvement for me to even consider buying it
As far as recruiting goes, I don't think we should ever know a player's dev trait at any point in their college career. If someone has a high dev trait you will see it in how they progress. The same goes for caps, but with caps you should be able to see a players potential after so much practice and game time. While recruiting we shouldn't be able to see so many ratings. We should only get ratings for hard data that's more easily measurable in real life such as speed, strength and other physical ratings. During scouting other ratings can be targeted and unlocked, but you don't get to unlock all of them. To compliment this feature there should be a tiered scouting ability where you can unlock more ratings, but still not all of them. All ratings should be unlocked at the beginning of the season. They can also add to this a true practice and training mode where you not only get to "coach" the players by giving them training and practice focus directives, but you also run team drills and practices by which you not only unlock player ratings and skill caps, but contribute to the players development. Say you want your QB to raise his deep ball accuracy, then you choose drills that you get to play and run plays in team practice that allows the QB to develop a higher rating for that skill.
5 star recruits should be very difficult to recruit even for 5 star programs. These players should have very high standards, requiring larger pitch packages with perfect grades. This wouldn't mean that that you wouldn't be able to land a recruit if you didn't have perfect grades on their interests, but they will chose whatever team best fits their criteria, given that they will not only have more dealbreakers, but also there should be a hierarchy of interests. So, for example, say in order to hard sell a 5 star recruit you need to know their 4 interests, which are arranged hierarchically, while 2, or even 3 of then may be deal breakers, requiring you to have a high grade in order to compete. These deal breakers would be carried through their career and they will hold your program to them. Not only that, but there should be some randomness as well where they may change their mind in what they value the most. We should have the ability to make promises to players that we have to keep, or else they may transfer.
I think these types of changes would go a long way in making recruiting not only challenging, but rewarding and realistic.
Totally agree with this comment too
Completely agree with everything you have here. Especially blocking logic, pursuit angles, formation subs, etc. I'll also throw in WR responsiveness, because CB make crazy adjustments to passes, and WRs are completely unaware of what's happening until the ball is in their hands.
But, of all of that, my biggest request? CROSS-PLATFORM DYNASTY, PLEASE!
Do your WR ever jump for a ball? Because mine appear to be glued to the ground, even with a 97 jump rating.
@@neogenesis0038 On very, very rare occasion. And they never come down with it when they do.
@@ThrawnIsAlive Well...if Grand Admiral Thrawn can't figure it out, what chance to the rest of us have?
YES CROSS PLATFORM DYNASTY HOW COULD I FORGET
I wish we could see our team per game stats somewhere. Like how many yards per game am I getting or how many rush yards per game do we give up
Yup and I’ll do you one more: per play too!!! I gotta play 6 min quarters so I’d like to see the adjusted stats too
@ yeah I like that idea too. I think 2K has that feature where you can play 6 min quarters but have it adjust the stats as if you played 15 min quarters
National Rank should matter, but dev traits/skill caps should be there. Why not have players weight varies, or a guy grow 2 inches randomly (if age could matter). Like a 17 y/o 3 star could have less skill caps, but terrible awareness. Maybe that's too in-depth. Changing Deal Breakers or duel deal breakers, where a TR is looking for playing time, but likes Close to Home.
Definitely need some database changes. I hope they are doing that.
To your point of randomness in recruiting, I really think this plays itself out in development and skill caps
Ahhhh fair - I still know little ab skill caps
Play action works great if used in the right situations. I promise if you call play action on run downs( 1st,2nd and less than 3 or 3 and 3 or less. It will work about 60 percent of the time.
What formations are you doing PA out of usually? And how is the pass blocking when you do it? Maybe I gotta give it another shot
@maxplayscfb I like to run play action in the pistol playbook. There are some plays I like from Ace Slot, Bunch, Trips, Trips Left Open, Strong, Strong Slot, Wing, Wing Slot, Wing Tight...
And Pistol Train has a cracked PA play that I only allow myself to call every few games and only if I've been running the ball from Train....
PA TE Boot Wheel. The back will get open on the rail/wheel SO often. I've had multiple 50+ yard TDs from it because he's so open.
60 percent of the time, it works every time!
I've had some decent luck with PA also, but like you said it has to be:
1) 1st down, or a 3 or less to go situation
2) Only defenders who are in the run fit can fall for play action
3) Whether they fall for it or not is an RNG based on the matchup between the QB's Play Action rating and the defender's Play Recognition rating. So if you're playing against top opponents who all have very high Play Recognition ratings, yeah, it's probably not going to fool them often.
“Offer all” or “scout all” button would save a lot of time. Like hours. But maybe ask if sure first.
Genius right here
I think the evaluation of high school players in real life, is a crap shoot.
There have been so many times where a guy no one really knew about as a HS recruit becomes a valuable college player and vice versa.
I like that there are 3 star players I’ve recruited who end up being much better than 4 stars. That feels more realistic to me.
Side note:
Great content as always. Thank you for what you do. Happy Holidays!
Thanks for weighing in and watching, happy holidays!!
JUCOs should be the same for a few years. If there is a JUCO (SO) in the system and doesn't get a scholarship. He should be there again as a JUCO (JR) next year. Then if you're a player that doesn't get a school at the end of high school. You should go into the system as a JUCO (SO). You should also encourage to transfer twice. Before transfer portal to fill that even more. And then in cut week, you can be sent to JUCO to show up again in next years recruitment system
Ahhhh
I really just want to see them improve coaching moves. I should be able to offer any coordinator that was just fired. Or…at least give us options from each archetype. I see nothing but tactician and motivator
I agree with so much your saying. So I'll just say 2 things. In the state of the game now, play action only works against other users and rarely against the computer. For pulling guards they must be agile archetype with the quick feet physical ability for pulling to work.
Max I challenge you to find a team that has agile archetype guard/guards with the physical ability quick feet then take them to practice mode and watch them pull.
🎉🎉🎉🎉🎉
Will give that a shot!!
I'd like to see dynamic dealbreakers and/or multiple dealbreakers also wider range dealbreakers rather than every recruit having a minimum B- grade
Yeah I agree here too
I would love for them to increase the number of recruits you can have visit the same week
Yeah as someone who used to work in recruiting, we would have 30+ guys visit in a single week!!!! Like cmon
My 2 problems is 1 i don’t like how overall determines the draft. If my 83 overall receiver goes for like 1700 yards 20 tds and wins heisman. I want him to go in round 1. My second complaint is how after year 5, they should let you import draft classes into madden. I want to play with my players that are ai generated in madden.
I appreciate your sentiments about gameplay being realistic but at the end of the day the game is programmed in a certain way. Drags, Digs, slants are just programmed to get open during man coverage which is why pro players run mostly zone coverage schemes (you have more control over your defense). Unfortunately, realism is sacrificed because of EA’s limitations and there will always just be plays that have better blocking or better route concepts than others, there will be better and worse things making the game feel more like a game… It’s the same way every year in Madden. People found the formations that split the zone defenders in a perfect way and never looked back. Loop blitzes, “drag out blitzes” and certain glitchy plays are the meta in Madden. At the end of the day people will abuse the fact that some plays are just programmed better than others.
Yeah this is prob the most realistic viewpoint
Will a one star school always be a one star or can u bulid it up over time with winning and good recruiting? Be cool if u would also get invited to bigger better conferences the more prestigious your program became.
The star is dynamic based on the traits of the school ! (Like all the letter grades) at least to my knowledge
Yeah, I took a 1 star to 5 star in like 7 seasons. You just got to work on your my school grades. Invites to better conferences would be cool, but I set a goal at the beginning of a dynasty. Like 3 star and 84 or better OVR and I can move from a G5 to the P4. If you are already in P4, after like 6 conference championship wins, then move conferences.
EA did the impossible. They gave us chunky spaghetti sauce. And it appears they did so w/no survey. Dynasty mode is a gem!
Yeah I can ask for some stuff but at the end of the day, I am having a BLASTTTTT
Number 1 thing is CPU stop messing with my starting lineup... And let us adjust which Wr I want where
EVERY TIME I ENTER PRACTICE MODE it reorders my depth chart
A recruiting slider would be great. I'm kinda actively holding myself back from recruiting players higher than 3 stars until I got my program to 3 stars.
100%
Could you do a deeper dive into to your blocking wish list
If I make a follow up vid for sure!
@ it be worth your time for sure always love some quality feed back especially on stuff that needs improvement
They should use generative AI to generate unique storylines for each recruit based on their hometown, position, height, weight, and star rating.
That would be super sick
I agree with you that the game is just too easy if you're an experienced player. I'm sick of having to artificially adding house rules to make it more realistic and more challenging. It should be like that out of the box! CFB can never be Football Manager level depth but at least take cues from there and how it works. That is my biggest issue with the game because for the most part at least 80% of the gameplay is really good.
I would love for dynasty to get simple overhauls that make it more lived in. Give us a weekly scouting meeting about each opponent and their strengths and weaknesses, give us more in depth training rather than a completely random dice roll, give us practice modes that can possibly get your players better, give us a spring game, give us a realistic transfer portal with way more transfers and opt-outs in bowl games, give us decommits/flips at a larger scale, draft logic and players leaving early make more sense, unique player variety, NIL, a coaching carousel that isn't busted, being able to start unemployed and work your way up at chance, more in-depth recruiting like cut scenes and additional things to do for visits, let us customize coaches! This is all right off my dome in 3 minutes too and not gameplay related, it's just shocking how lazy EA is. Dynasty has the depth of a puddle and if I need my completely realistic immersive fix I need to play Football Manager and I wish there was the American Football equivalent. Rant over but hopefully gave you some ideas for future videos haha.
You know what might be cool, not sure if it would work...but, aside from your basic coaching tree (recruiter, strategist...), you can pick a "training archetype" based on the position. It would work in the same aspect as the coaching tree, but instead, you would spend points to specialize in training certain aspects of certain positions. Again, not sure if it would work, but it would give you SOME control over player development, which is a huuuuge portion of coaching at the pre-pro level.
@@neogenesis0038 Definitely would be a welcome addition. I just hate it so much that basically 90% of development comes from an off-season dice roll. It's so lazy and unsatisfying to see random guys just shoot up out of nowhere.
And yes it is a huge factor in college athletics which is why I'm so perplexed that it is such an afterthought, you even have mini-games/practice drills use them! Add a weight room mode/feature. This isn't rocket science haha
Weekly opponent scouting sounds sick
They need to bring back all of he features from NCAA ‘14 and start from there. At the very least, I thought they would do that.
Yup I’m with ya
You can see season stats for players YOY in their profiles up until they leave.
Yeah a few others commented that, total miss by me. On the bright side now I know!!!
I run SO much play action in CFB. I bet I run 15 play action passes every game with my current team.
I barely ran them before, opting for RPOs more than PA.
Wow, that’s awesome, one quick question though. Are you canceling the play action usingR2/RT at all? because I feel like that’s when my blocking is worse on play action
@maxplayscfb No. I do not cancel the play action.
Sometimes, the defenders don't bite, or you call it into a blitz and they grt through cleanly and you don't have much of a chance,
Been saying for 10 years. Blocking ai just has to be better. Lineman will part the red sea and fullbacks will do a 180 mid block and it's telling the game is made by people that never played football. If they did they'd know the products are unacceptable
Play action has never worked right in ea games and this year has been no different sadly. Like you i just don’t bother with it because it’s a sack more often than not.
I hear you
People at 247sports like Bud Elliott believe they should get rid of 2 stars and just call them all 3 stars because in most cases, they just don’t have enough information to differentiate a low level 3 star from the 2 star guys
Interesting, that makes sense
Run/pass blocking on jet sweeps/pass is absolutely broken.
In a good way or bad way?
It's actually insane how bad the pass blocking AI is in this game, especially during Play Action which are not viable
See that’s what I thought but a surprising amount of ppl have defended play action here -- I may need to reconsider
Imagine if they made the transfer portal more realistic. Next to zero chance to develop players year to year. Smaller school has some success?-bunch of starters transfer to power 5. Yikes.
Fix the issue with DBs turning around to defend passes they have no buisness even being close. Especially with their back turned to the QB.
What playbook is that?
My custom offensive playbook, ‘maxplayscfb’ online on Xbox!!
Got my updated college game, so no need for a new game every year... happy to not waste my money on a company that’s proven to not make quality changes YoY
Fair point - I haven’t bought Madden in forever for that same reason. I may be getting 26 tho just so I can make the content about it
@ you make quality content… no hate 🤙🏻
I want the player to physically grow. Add weight and a little height maybe as they age in the game. It is weird when these OL and DL come in so light and never gain weight.
Oh true
I don’t understand the recruiting sliders you’re suggesting. These all sound like decisions you (the user) should make as you recruit for your next season, why do you need a slider for your own decision making?
Mainly for auto recruiting. Rather than going thru and making these choices every week, just set your five sliders once at the start of the season and let the auto recruiting magic do its thing!
Pulling linemen are an issue, no doubt
Glad it’s not just me
I see random skill caps.
I’ve seen 3 stars with 4-8 skill caps and 4 stars with 15-20 skill caps.
Could someone help explain skill caps to me?
@ when you click View Roster, select a player and then look at the player ratings tab it will show the rating they have achieved in a yellow box, the rating they can still improve will be in blank boxes and the boxes with the grey X are skill capped meaning that’s their max skill at that rating.
The fewer the skill caps the higher potential.
Oh man if I had a nickel for every time my safety runs right by a back who is in the second level I could buy a copy of the new game for everyone in the community.
Play Action works actually, but ONLY if you have gold and platinum sleight of hand if you have those oh man is it money.
The lack of formation subs makes me not recruit certain guys.
I hate taking a new job and the team has like 6 QBs 3 Punters and 4 Guards it hurts the AI.
Kids gotta follow a coach taking a new job.
Why am I as a maxed out exp/development coach am I incapable of replicating the careers of Ollie Gordon or Josh Hines Allen 2* guys who ascended to the top tier of their position, not even taking into account 0 star guys like Josh Allen or Cam Ward.
More kids need to hit the portal, I know it feels bad but kids leave. This could be roped into recruiting difficulty, sure you can get the kid his freshman year but can you keep him?
My biggest compliant is passing defense for the user A.I and CPU A.I.
The user passing defense A.I. is so incompetent. They get burned often, they miss assignments and when the offense A.I. gets hot. you might as well put the controller down because you anit stopping jack,
The CPU Passing D A.I? Freaking locked down. They know what play your calling, the lock your guys down and ball hawk you and your user QB throws ducks most of the time.
Agree 100%. Especially if the CPU gets the ball back within the 2 minute mark. Suddenly they all become Xmen. And dont get me started on the CPU kickers sniping field goals from the sidelines at 55 yards out.
@@neogenesis0038 I also love when my CPU player just runs into the kicker way after the kick giving me a penalty giving the other team a fresh set of downs.... had to turn it off because it was so bad...
@@crazybroncofan1990 Yeah, that was completely broken. I also turned it off, it was almost unplayable with it on.
LMAO
For the love of god fix QB logic in RTG, if I’m playing WR and burn a guy on a steak why is the QB throwing a bullet pass right to the defense
ea has never listened and never will i wish some other company would take over the sports games. They are just awful.
I usually agree on the madden side, just holding out hope here