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View Full Version : Dynasty - First Round: Enhanced In-Game Experience vs. In-depth Dynasty Training



cdj
11-05-2011, 07:29 AM
As always, vote for the item you prefer. However, also state how you would like both features implemented into the game and indicate any specific elements you would (or would not) like to see added for each item.


Enhanced Dynasty In-Game Experience

Within Dynasty Mode, many users have repeated the same thought: Their team and experience seems isolated from the college football world and also from fellow users/competitors in Online Dynasties. This item would see news and information from the ‘outside world’ (non-user games) brought into each Dynasty Game and the mode in general to help make each game feel unique.

Among the numerous possibilities:

Weekly Highlight Show: Perhaps using ESPN’s College Football Live branding, this could recap games of the previous week while also highlighting upcoming match-ups. A similar feature has been featured in 2K Sports’ defunct College Hoops and NFL 2K franchises. (The biggest complaint with 2K being that the highlights were randomly generated from a pool of clips and did not actually occur in games.)
Dynasty Specific Commentary: Season records, outstanding players, award candidates, coaching match-up, etc.
Dynasty Banner Overlays and Presentation: Conference standings, BCS Standings, etc.
Scores and updates from other games: Local programs, rivals, conference foes, BCS Top 10 and Top 25 (if relevant).
Game Backstory: Discussion of previous games, establish relevance and importance of the match-up. Mention of team being defending conference/BCS National Champions.
Game Importance: Top 25, Hot Seat, Rivalry, On-the-bubble for bowl eligibility, conference games, ‘Game of the Century’ for regular season #1 vs. #2 match-ups, etc.
Special Dynasty Games: Homecoming, Senior Day, Military Appreciation Day, “Color”-Outs (Penn State “Whiteout,” Iowa “Black/Yellow/Black” sections, etc.

(All would have proper commentary to reflect them.)


In-depth Dynasty Mode Training

This would be a new feature in Dynasty Mode giving users more control over player progression. For example, the user could assign attributes for particular positions or even dictate that particular positions (or individual players) work on certain aspects in the off-season. EX: WR #1 works on Catch Rating, WR #2 works on Jump Rating, etc. (Note: While some have stated they would like to see some sort of mini-games aid in progression, this vote is simply to gauge the interest within the community for the ability & addition of in-depth training, not necessarily via any particular method. Please detail how you would like to see this feature added.)

Rudy
11-05-2011, 08:27 AM
No brainer for me - enchanced in game experience. This area is really lacking. A weekly highlight show would be awesome. Still waiting for EA to mimic what 2K5 did in this area. Training stuff has never been something I've wanted. It's more tedious than fun.

Sinister
11-05-2011, 09:10 AM
I'm torn because I feel the game needs both. Personally though i would like to see the in-depth training. You could control composure from this, some attributes, and also development. the way i see this happening is each time you go into training you'll get a set amount of points this can only be done once a week. You'll choose what areas you want those points go to. each area has a cap so all points can't be alloted to one area . Areas could be as easy as offense , defense , and special teams. or can be broken down to two minute offense, two minute defense, turnovers, run game or passing. In order to get the max points you allotted you would have to reach a goal. that could be score td in under two minutes, prevent score in 2:00, cause a turn over in 1 minute and so forth. also these points are only good for that game of the week. so the following week you would have to do it again. this prevent players stacking their team in one area. Then at the end of the year you'll get a report card based on your training and that will give you some non attribute points to your team. those non attribute points could be composure, increased fan attendance or other things .

AustinWolv
11-05-2011, 09:48 AM
I agree that the game would benefit from both greatly, but I think in-game experience should come first. I worry about the tediousness of player training.

illwill10
11-05-2011, 09:59 AM
I have to say Enchanced In-Game Experienced. For me, it is one of the BIGGEST needs for me. I really want to feel like I am in a Dynasty instead of 12+ play now games. Having Commentary and Banners/Overlays to fill that void is essential. I will vote for this every round it advances.

Prowler
11-05-2011, 01:33 PM
In-game experience easily, I don't need a training mode when the roster editor lets me make any changes I want.

jaymo76
11-05-2011, 03:36 PM
No brainer for me - enchanced in game experience. This area is really lacking. A weekly highlight show would be awesome. Still waiting for EA to mimic what 2K5 did in this area. Training stuff has never been something I've wanted. It's more tedious than fun.

My thoughts exactly Rudy. Well stated. Plus, Gameday is a must for 13.

blkkrptnt819
11-05-2011, 03:59 PM
Training, I wanna pick what attributes are important to what position in my system. I need to pick how my S are trained because what the game finds important and what I find important differ. But the game needs to play to players attributes first.

bdoughty
11-05-2011, 05:24 PM
Enhanced Dynasty In-Game Experience in a blowout

baseballplyrmvp
11-05-2011, 05:31 PM
Training, I wanna pick what attributes are important to what position in my system. I need to pick how my S are trained because what the game finds important and what I find important differ. But the game needs to play to players attributes first.

great point.....maybe if the training/player progression was connected to your playcalling and play style, you would see better results in this. for instance, if you always go for the big hit while on defense, your players could see progression for the "hit power" rating, but nothing in the "tackling" rating, and vice versa. pass based offenses (above a certain percentage- 70%?) would progress the pass blocking ratings instead of run blocking ratings, etc. maybe the game does this already, but i think if your play style and playcalling had somewhat of an effect on the player progression, there wouldnt be a need for a separate devoted training aspect in the offseason.

CLW
11-05-2011, 05:54 PM
In Game Experience.

psusnoop
11-07-2011, 06:21 AM
Enhanced game experience, no question.

lilblaze
12-20-2011, 12:36 PM
In-depth Dynasty Mode Training

I think the idea is great! However, I would like to see ratings fluctuate depending on how the player plays..

There should be like 3 play style settings. If altered from "balanced", the changes stay in effect until the end of the season. (Conservative/Balanced/Aggressive)
Ex's.)

WR
Conservative - Seeks better positioning vs defender to make the catch. Big blocks by WR's are less likely. Less dropped passes. (Rating Changes: AGI/RTE/CTH)
Balanced - Self explanatory (Rating Changes: ALL) *Aggressive - Plays the jump ball more aggressively. Big blocks by WR's are more likely. More dropped passes. (Rating Changes: JUMP, CAR, SPC)