Cash ✶ retweeted
(we dont like the 24 team playoff format because florida beating texas should fuck shit up thats why we watch college football)
Cash ✶ retweeted
100%. I was wrong.
Could have never guessed they’d fall apart this quickly.
Really haven’t seen anything like this in my 8 years doing this.
From wagon to wheels off in 3 weeks without any major injury really. It’s baffling. .
Cash ✶ retweeted
hairstyles in CFB 28 should also have movement/visibility in the front instead of just being stuck in the back.
Cash ✶ retweeted
Random Take: College football is just levels ahead of the NFL as far as a product. Yes the football of the NFL is better. But it's just so hard to go from watching the pure emotion of Ole Miss/LSU last night to the lifeless corporate product of the NFL. I like the NFL but it's just not the same, even with all of the stuff happening in cfb.
Cash ✶ retweeted
Pant Styles we have
1. Below Knee
2. Tapered (Madden’s new pants) <— Should also be in CFB
3. Above Knee (Default CFB pants)
Pant Style option I kinda want…
⭐️4. Higher Above Knee (Cropped) <— seen frequently irl
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I think we can stop at 4 right...
Cash ✶ retweeted
Replying to @BengalYouTube
And people would get mad and say “you guys care more about playing dress up than the actual gameplay” if you wanted it fixed
Cash ✶ retweeted
CFB Concept 👇
Using USC’s poor attendance as an opportunity to pitch “Dynamic Crowds” again:
> Pre-Game Dynamic Crowd Projection: Pre-set regional and cultural values (loyalty, tailgate culture, urban tardiness, bandwagon factor) that calculate a baseline attendance projection each week based on the opponent and weather. Also factors in season outlook/momentum etc.
> In-Game Dynamic Crowd Shifts: Crowd density and energy react in real-time to score differentials and extreme weather.
For example:
⭐️ USC vs. San Jose St
Variables: High LA urban traffic/tardiness, selective fan loyalty, moderate tailgate lag, and a low-prestige mismatch setting.
Projection: ~70% capacity due to the low-tier opponent and 90° heat.
In-Game: Patchy upper decks, late arrivals, and heat-driven early exits during the blowout.
Cash ✶ retweeted
Custom Eyeblack Looks Good .. Not Sure Why We Still Dont Have This on Console
mod by: Trix
Cash ✶ retweeted
We were led to believe these things would be addressed.
When that seemed like a reach, my hope was that Madden's "persona engine" might be the fix.
but from the sound of it, the new persona system is broken in Madden anyways.
FIX OFFLINE DYNASTY/FRANCHISE.
Making the CPU smart off the field is just as important as making the CPU smart on the field.
We just started year two of our online dynasty and check out LSU’s (cpu) QB depth chart. Have you ever seen anything like this? @NoContext_EACFB
Cash ✶ retweeted
Replying to @Equipment_Guru
@Equipment_Guru If the Dynasty team itself doesn’t control what assets get assigned to generic players, that’s fine but the system that generates those players can still be improved.
The fix would be to work with the team that owns the generic player generator.
- Increase the weighting of existing long-hair styles so dreads, twists, braids, longer curls, Polynesian styles, etc. aren’t treated like ultra rare outcomes
- Expand the pool of compatible hairstyles and faces
- Increase the number of unique face/hairstyle
combinations to prevent the same faces from appearing 20–30 times on one roster
- Remove unnecessary restrictions that prevent certain hairstyles from being generated for certain player types
- Audit the generation rates against actual college football rosters so the distribution looks realistic
- Give the generator more variation over time so a Dynasty doesn’t repeatedly produce the same visual archetypes every recruiting class
This doesn’t require the Dynasty team to manually assign hairstyles to recruits. It means the underlying generic player generation system needs better weighting, more assets, and more combinations.
If CFB is going to generate thousands of fictional players over a 30 year Dynasty, the appearance system needs to be built for long term variety, not just enough variation to get through one season.
#CFB27
Cash ✶ retweeted
From the outside looking in, I imagine gameplay patches drop fast because that sort of stuff can be tuned on the fly, and you have to see how millions play to figure out what is broken.
Visual updates probably take much longer since the team is smaller, they require actual art fixes, and stuff like brand sign offs and other kinds of red tape…
But that’s my frustration. Paying customers find these visual errors, only for those visual updates to trickle out at a much slower rate than gameplay patches.
This process doesn’t feel like the “iterative live-tuning”. When it comes to visuals, this is more just unpolished game by them and a community project by us and guru. We could’ve done this months ago. And we basically tried our best to.
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EA should pour more resources into visual and equipment authenticity and directly utilize community experts before launch day instead of having us work in the shadows.
I actually feel like a hardcore fan who was upsold season tickets… and then asked to help build the stadium.






































