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baseballplyrmvp
02-05-2012, 03:23 PM
i want the quick subs that madden has, where you can insert any player into any role, on the fly, from the playcalling screen. formation subs are nice, but its such a hassle always pausing the game, putting in a different running back into a certain formation etc. it was a stupid decision to not include the quick subs in ncaa12, when it worked perfectly in madden11.

psusnoop
02-06-2012, 08:00 AM
Then make it up to the commissioner to decide whether or not they want it to be used in their dynasty. If they want it, leave it on...if they don't, turn it off. I can actually see a use for something like that when you're playing an online dynasty with people that you know and are looking for a strategic experience. However, it doesn't belong in ranked matches at all. It's just another thing that is going to have issues and end up getting abused to hell and back.

For me in coaching philosophies you have the chance to choose aggressive or conservative. I may be wrong here but isn't this just for play calling?

Instead of having all this things we can change during a game, have a bar there that dictates the type of style your team will play with. For example, PSU has traditionally been a bend but don't break defense in some or many years. There bar would be more towards conservative, where a team like Florida State would probably be more towards the aggressive side. I think I would like a slider bar for this and not just one or the other. Give people the chance to tune it to their liking. That would remove the ability to say "OK guys, I want you wrap up this tackle a little better" or "I need you guys to jump this snap here". While I have used these adjustments I do think they could be removed and replaced with this type of slider. Maybe even make that new slider available in the play calling screen, so that on a 3rd and 17 you can play to keep the ball in front of you to force a punt. Or on 4th and 1 you can slide it all the way up and tell you guys to go all out on this big play.

Sure we all want our CPU guys to play this way every down, but we also know that just doesn't happen. CPU AI just doesn't do a great job at recognizing the down and distance and flow of the game at times so this may or may not be a good way to get rid of something that many don't like and yet still give users a chance to decide how aggressive they want their team to play.

I dunno though, just throwing it out there to spark more conversation as well.

psusnoop
02-06-2012, 08:00 AM
Sorry double post :fp:

Jayrah
02-06-2012, 09:43 AM
Well, I was more focused on the problem with organizing that many people, because if you're not all available to do that at the same time, a system like that could get ugly very, very quickly. But I suppose we have the same problem in other areas (Madden OF Fantasy Draft, for example), and they've gotta around it.

I would think they just go on AP and cpu does their stuff real quick

ryby6969
02-06-2012, 11:17 AM
Sorry double post :fp:

Or they could tie it in with the aggression slider they already have in the coaching tendencies. Have it tie in with how aggressive you want the playcalling. If a teams blitzes 75% of the time on defense, it would be pretty logical to assume the players will also play this way.

psusnoop
02-06-2012, 11:26 AM
Or they could tie it in with the aggression slider they already have in the coaching tendencies. Have it tie in with how aggressive you want the playcalling. If a teams blitzes 75% of the time on defense, it would be pretty logical to assume the players will also play this way.

Exactly, just something that makes a little more sense and gets rid of the current gameplanning while still giving users a chance to dictate how they want their team to play and identify their styles.

It would have to be more of a slider though and not just one or the other.

ryby6969
02-06-2012, 12:01 PM
Yeah, in the coaching philosophy area, there is a slider for aggressiveness. I am assuming it means play calling, but they could make it for just how the team plays. I think they would be well served to get rid of some of the ratings that are just placeholders, and add an "aggression" or "risk" category. It would be especially good for QB's as well as the whole defense. For QB's, could help determine if a QB will try to fit the ball into tight spots frequently, or just play it safe.

I OU a Beatn
02-06-2012, 01:39 PM
If EA added something like that, it would have something wrong with it and it would be abused consistently in online play. Just like the aggressive strip under the game plan. If you set that up and your opponent doesn't set his carry to conservative before the first play, he's setting himself up to fumble 3, 4, 5, or even more times. I have a video where I forced 8+ fumbles in a FIRST HALF of a game with aggressive strip on. Stuff like that just doesn't belong in online play. It's bad enough we have to deal with shoddy AI and questionable play design, but when you factor in the things wrong with game plan...it's near unplayable.

lilblaze
02-06-2012, 03:03 PM
For me in coaching philosophies you have the chance to choose aggressive or conservative. I may be wrong here but isn't this just for play calling?

Instead of having all this things we can change during a game, have a bar there that dictates the type of style your team will play with. For example, PSU has traditionally been a bend but don't break defense in some or many years. There bar would be more towards conservative, where a team like Florida State would probably be more towards the aggressive side. I think I would like a slider bar for this and not just one or the other. Give people the chance to tune it to their liking. That would remove the ability to say "OK guys, I want you wrap up this tackle a little better" or "I need you guys to jump this snap here". While I have used these adjustments I do think they could be removed and replaced with this type of slider. Maybe even make that new slider available in the play calling screen, so that on a 3rd and 17 you can play to keep the ball in front of you to force a punt. Or on 4th and 1 you can slide it all the way up and tell you guys to go all out on this big play.

Sure we all want our CPU guys to play this way every down, but we also know that just doesn't happen. CPU AI just doesn't do a great job at recognizing the down and distance and flow of the game at times so this may or may not be a good way to get rid of something that many don't like and yet still give users a chance to decide how aggressive they want their team to play.

I dunno though, just throwing it out there to spark more conversation as well.

Yo, Awareness needs to play a factor in this "Slider"... If you tune the Aggressive Slider higher than a players capability. You should get burned using a defense with mediocre players and low awareness. Lets say if you come in with a squad like Rice University to an offline dynasty. If you tune the slider to an Aggressive Approach - Pursuit, Tackling and Hit Power will raise quicker over the seasons. If you tune it Conservatively, Awareness, Play Recognition and Coverage Skills will progress faster. This should give weaker teams a better opportunity at becoming something and offering another form of strategy instead of just solely relying on recruits.. 1 Star Teams don't get 5 Star players, so we need to be able to build them... And quickly.

lilblaze
02-06-2012, 05:08 PM
If EA added something like that, it would have something wrong with it and it would be abused consistently in online play. Just like the aggressive strip under the game plan. If you set that up and your opponent doesn't set his carry to conservative before the first play, he's setting himself up to fumble 3, 4, 5, or even more times. I have a video where I forced 8+ fumbles in a FIRST HALF of a game with aggressive strip on. Stuff like that just doesn't belong in online play. It's bad enough we have to deal with shoddy AI and questionable play design, but when you factor in the things wrong with game plan...it's near unplayable.

In my post, I initially said that an implementation like this would be exclusive to dynasties online or offline.

psusnoop
02-06-2012, 05:13 PM
If EA added something like that, it would have something wrong with it and it would be abused consistently in online play. Just like the aggressive strip under the game plan. If you set that up and your opponent doesn't set his carry to conservative before the first play, he's setting himself up to fumble 3, 4, 5, or even more times. I have a video where I forced 8+ fumbles in a FIRST HALF of a game with aggressive strip on. Stuff like that just doesn't belong in online play. It's bad enough we have to deal with shoddy AI and questionable play design, but when you factor in the things wrong with game plan...it's near unplayable.

Just to be clear as well these ideas are based on them working correctly and not going off these ideas not working properly right from the start.

I think this could be done and have good results while eliminating the current game planning feature all together. To me I think this could be done online and offline, the game should play the same offline vs online.

I OU a Beatn
02-06-2012, 06:35 PM
Just to be clear as well these ideas are based on them working correctly and not going off these ideas not working properly right from the start.

I think this could be done and have good results while eliminating the current game planning feature all together. To me I think this could be done online and offline, the game should play the same offline vs online.

If it worked correctly, it would be fine. But so would game plan, home field advantage, custom playbooks, and other various "new" features EA has added over the years that didn't work.

psusnoop
02-06-2012, 06:47 PM
While I understand that IOU I think many have expressed their disappointment with the game planning feature in general and something like this would be a welcomed change that to most would be really fun trying to find the perfect balance for their team/teams. With a slider it really could have different settings for each team you have based on talent levels and some other things mentioned earlier.

As a community member I want to throw around ideas that will make the game even more appealing to me and others. I can't program it to work, but I can send feedback and ideas with the hope it can happen.

steelerfan
02-06-2012, 07:51 PM
As a community member I want to throw around ideas that will make the game even more appealing to me and others. I can't program it to work, but I can send feedback and ideas with the hope it can happen.

This.

Sent from my SAMSUNG-SGH-I997 using Tapatalk

JeffHCross
02-06-2012, 08:33 PM
As a community member I want to throw around ideas that will make the game even more appealing to me and others. I can't program it to work, but I can send feedback and ideas with the hope it can happen.That being said, it's good for us to be a little tempered in our hopes, and not think that the team is a bunch of miracle workers ... but yes, optimism is a good thing.

I OU a Beatn
02-07-2012, 01:02 AM
I'm all for optimism and I used to have it. I had it during the PS2 days when home field advantage could single handily win games for you. I've had it for '08, '09, '10, '11, and '12, and I've been met with nothing but disappointment, so all my optimism has been replaced with reservations. What I truly want for the series is the addictive and well designed game play that was present in '04, '05, and '07 on PS2. To me, one easy step to get back to that level of game play is getting rid of all things pertaining to game plan style features or correct the issues that exist with it...at least when it pertains to online competitive play.

steelerfan
02-07-2012, 02:29 AM
What, exactly, is "online non-competitive" play?

You ALWAYS add the word "competitive" to "online" so you must be suggesting there is "non-competitive" play online as well.

What is it?

Sent from my SAMSUNG-SGH-I997 using Tapatalk

psuexv
02-07-2012, 09:43 AM
Would really like to see better goaline situations. Goaline plays may be the most unrealistic part of this game.

psuexv
02-07-2012, 09:44 AM
Also please fix or even get rid of the DB jump over the shoulder Interception on deep balls. This happens way too much.

psuexv
02-07-2012, 09:53 AM
I'd like to see "committed" recruits still be able to be sway to the point of de-committing from a school. Like after the season you have all these coaches changes now it would be nice to have recruits change their mind and de-commit.

Maybe after a recruit commits to your school you still have to maintain contact with him and it will show a bar with his level of his decision, if you ignore him or have coaching changes at years end this recruits bar goes down and can be swayed by a different team. Now I'd think there would maybe need to be slightly more time available to keep interest at its peak, or a separate time for committed recruits that you'd have to use but this would add lots to recruiting and I think it would be lots of fun too!

Like where you are going with this Snoop(kind of) but I would hate to see it. #1 because I think in real life it's ridiculous that kids verbal early and then change their mind. Maybe I'm old fashioned but it would be nice to have kids value and stand behind their commitments.

The part I like is adding depth to recruiting. It's frustrating when say you are sitting at #1 with a soft commit and on the next advance the kid hard commits to someone else and you are sitting there with your thumb in your ass. Maybe if they gave you one last shot to convince him. Other than signing day you really don't see teams really left in the dark.

psusnoop
02-07-2012, 10:39 AM
Also please fix or even get rid of the DB jump over the shoulder Interception on deep balls. This happens way too much.

I agree, this happens way more then it should. I would like to see the CPU just swat these balls like they would IRL not make an amazing pick like they do.

psusnoop
02-07-2012, 10:44 AM
Like where you are going with this Snoop(kind of) but I would hate to see it. #1 because I think in real life it's ridiculous that kids verbal early and then change their mind. Maybe I'm old fashioned but it would be nice to have kids value and stand behind their commitments.

The part I like is adding depth to recruiting. It's frustrating when say you are sitting at #1 with a soft commit and on the next advance the kid hard commits to someone else and you are sitting there with your thumb in your ass. Maybe if they gave you one last shot to convince him. Other than signing day you really don't see teams really left in the dark.

I don't really mind them switching their minds up, especially like this year for instance with PSU. Everything else not factored here, but just for the coaching changes at OSU and PSU. New coach at OSU came in and sweet talked a few PSU recruits into coming over there while PSU was in limbo with their new coach yet to be determined. These kids love to be sweet talked and promised the world and adding this into the game would really add depth to something that has been stale for the most part.

Losing recruits like that are frustrating, I mean they were so interested they gave a soft commit to only then commit somewhere else and you have no chance to even talk to them again and your SOL. This again can help with that part of recruiting and add new layers and strategies along with it.

psusnoop
02-07-2012, 10:45 AM
Would really like to see better goaline situations. Goaline plays may be the most unrealistic part of this game.

It's either go all out for the run and get the stop and hope they don't pass or play the pass and hope they don't run. If you guess wrong they score and there is rarely any middle ground. You don't see a big play if you guessed wrong ever.

psuexv
02-07-2012, 10:48 AM
I don't really mind them switching their minds up, especially like this year for instance with PSU. Everything else not factored here, but just for the coaching changes at OSU and PSU. New coach at OSU came in and sweet talked a few PSU recruits into coming over there while PSU was in limbo with their new coach yet to be determined. These kids love to be sweet talked and promised the world and adding this into the game would really add depth to something that has been stale for the most part.

Losing recruits like that are frustrating, I mean they were so interested they gave a soft commit to only then commit somewhere else and you have no chance to even talk to them again and your SOL. This again can help with that part of recruiting and add new layers and strategies along with it.

True, but the PSU situation this season was a very very rare occurrence. College football rarely sees a coach go in midseason.

Look at Gunnar Kiel that #1 QB recruit. He committed to Indiana, then decommitted and committed to LSU, then decommitted and committed to ND. There was also some WR that committed to like 4 schools and ended up at UCLA. I read an article about his HS coach going off and saying how ridiculous it was.

psuexv
02-07-2012, 10:51 AM
It's either go all out for the run and get the stop and hope they don't pass or play the pass and hope they don't run. If you guess wrong they score and there is rarely any middle ground. You don't see a big play if you guessed wrong ever.

I was more so referring to the lineman interactions. Like in the first seconds of this video. You never see lineman on the ground, it's a lot of the times a jumbled mess with LBs diving in and such.


http://www.youtube.com/watch?v=8sJmdIRsgVM

JBHuskers
02-07-2012, 12:24 PM
What, exactly, is "online non-competitive" play?

Sent from my SAMSUNG-SGH-I997 using Tapatalk

No 4-verts and no Code Red Mountain Dew? :D

lilblaze
02-07-2012, 02:09 PM
Would really like to see better goaline situations. Goaline plays may be the most unrealistic part of this game.

Totally Agree.


No 4-verts and no Code Red Mountain Dew? :D

HAHAHAHA!

JeffHCross
02-07-2012, 08:42 PM
Like where you are going with this Snoop(kind of) but I would hate to see it. #1 because I think in real life it's ridiculous that kids verbal early and then change their mind. Maybe I'm old fashioned but it would be nice to have kids value and stand behind their commitments.The simple reality is that there should be a lot fewer "hard" commitments in the game, and more (and longer) "soft" commitments.


Losing recruits like that are frustrating, I mean they were so interested they gave a soft commit to only then commit somewhere else and you have no chance to even talk to them again and your SOL. This again can help with that part of recruiting and add new layers and strategies along with it.I think the key is, and this probably works for both you and E, is that it's not like these flips (at least the majority of them) happen in a vacuum. While some coaches (Billema) act like they were blindsided and kids were stolen from them, very rarely is there not some "writing on the wall" that a kid is thinking about leaving.

A situation like Gunner Kiehl's, where he was expected to show up for class and just didn't enroll, should not be replicated in the game. But flips would probably be a good thing ... as long as both parties have a chance and it's not "cheating" or "unstoppable".

Rudy
02-08-2012, 04:56 AM
I'm all for optimism and I used to have it. I had it during the PS2 days when home field advantage could single handily win games for you. I've had it for '08, '09, '10, '11, and '12, and I've been met with nothing but disappointment, so all my optimism has been replaced with reservations. What I truly want for the series is the addictive and well designed game play that was present in '04, '05, and '07 on PS2. To me, one easy step to get back to that level of game play is getting rid of all things pertaining to game plan style features or correct the issues that exist with it...at least when it pertains to online competitive play.

Totally agree. I've lost all faith and optimism in EA producing a football title on the PS3 that will be as fun as the PS2 versions. So much of it is tied to the player movement and physics engine which is very poor imo.

The old concept of design a video game engine and milk it until the next gen comes out is broken. These systems will last far longer than any previous one and EA and other companies need to make substantial changes at the mid point or they risk the game getting very stale. One year game cycles certainly hurt but I'd love to see a new physics based engine. The player movement was better on the PS2 imo. The DL play in 2K4 was better than EA's DL play now. I have very little hope for NCAA 13.

psuexv
02-08-2012, 08:23 AM
The simple reality is that there should be a lot fewer "hard" commitments in the game, and more (and longer) "soft" commitments.

I think the key is, and this probably works for both you and E, is that it's not like these flips (at least the majority of them) happen in a vacuum. While some coaches (Billema) act like they were blindsided and kids were stolen from them, very rarely is there not some "writing on the wall" that a kid is thinking about leaving.

A situation like Gunner Kiehl's, where he was expected to show up for class and just didn't enroll, should not be replicated in the game. But flips would probably be a good thing ... as long as both parties have a chance and it's not "cheating" or "unstoppable".

I agree Jeff. Most coaches have a good idea. I mean yes there were some on signing day that were "surprises" as I remember seeing FSU super excited one of the guys picked them.

ryby6969
02-08-2012, 04:03 PM
I would like the ability to export an offline or online dynasty team so I can use them for play now or go online and use them to practice with. My main want is to take a team from an OD, and use them online as "practice". This would be especially helpful at the beginning of a new season when you are trying to figure out what you want to run on offense and defense. It would also be a good way to just get some actual practice time in with your team.

JeffHCross
02-08-2012, 07:13 PM
I agree Jeff. Most coaches have a good idea. I mean yes there were some on signing day that were "surprises" as I remember seeing FSU super excited one of the guys picked them.True, but in that case you're talking about the "surprise" being "he picked us over someone else that had a good shot!" There was only one real "surprise" this year that I was aware of, and that was the kid who signed with Houston instead of Notre Dame, despite being committed to Notre Dame for months and months. But, usually, when a player "decommits", he doesn't insta-sign with another team. There's usually days, weeks, months while he's "looking at his options" or "visiting other schools". There might be public surprise (or maybe even accusations of doing something unethical or illegal -- Bilema), but privately they have to have an idea (usually).

Kyle Dodson committed to Wisconsin in June. He decommitted after Wisconsin's OC took the job at Pitt. He then went on to take official visits to several schools. So despite the public animosity towards Urban Meyer for Dodson's commitment to Ohio State, it's not like the writing wasn't on the wall.

I think that's what we all generally want ... recruiting to be more realistic with more teams having a shot for top players, without the "I got screwed" feeling afterward.


I would like the ability to export an offline or online dynasty team so I can use them for play now or go online and use them to practice with.Yesssssssssssssssssssssssssssssssssssssssssss ss.

JeffHCross
02-08-2012, 07:28 PM
Further expanding on my post above, I had a lot of success on NCAA 10 with offseason recruiting. Namely, I would hold at least one (maybe more, I can't remember) promise until Week 2. So even if I was in 3rd place going into Week 2, I often jumped the two teams in front of me (often fellow OD members), for reasons that, honestly, are completely unknown to me. I don't think it was a bug, but I think there was something going on behind the scenes that allowed me to jump.

Needless to say, when it happened multiple times, my OD-mates got a little suspicious. And a little "I got screwed!" feelings brewed. But I don't think any of us would have felt screwed if the player(s) in question had soft verballed to me, and all three teams still had a shot in Week 3. It was the "how the hell did he jump me AND get the commit?" question that caused issues.

Jayrah
02-09-2012, 11:21 AM
I say screw the high school all star games, as in my opinion they are a needless. However I would like to see HS stats from w/e school they are from. I would like to see that and any "all district" and/or "all state" teams that they made. It wouldn't necessarily change ratings or anything but would add to the story of their career and be a good alternative to the all star crapfest that would mean less than nothing.

psuexv
02-09-2012, 11:41 AM
Further expanding on my post above, I had a lot of success on NCAA 10 with offseason recruiting. Namely, I would hold at least one (maybe more, I can't remember) promise until Week 2. So even if I was in 3rd place going into Week 2, I often jumped the two teams in front of me (often fellow OD members), for reasons that, honestly, are completely unknown to me. I don't think it was a bug, but I think there was something going on behind the scenes that allowed me to jump.

Needless to say, when it happened multiple times, my OD-mates got a little suspicious. And a little "I got screwed!" feelings brewed. But I don't think any of us would have felt screwed if the player(s) in question had soft verballed to me, and all three teams still had a shot in Week 3. It was the "how the hell did he jump me AND get the commit?" question that caused issues.

Exactly. I know we've talked about this in the Powerhouse thread a lot. But last year and this year it almost always seemed like the #3 team jumped and got the hard commit. You almost wanted to be in the #3 slot. I know Oneback brought up the fact that there were triggers for a player to commit and since we were both at the appropriate point level to get a commit, because he had a visit scheduled that week he hit the trigger.

JeffHCross
02-09-2012, 08:20 PM
I know Oneback brought up the fact that there were triggers for a player to commit and since we were both at the appropriate point level to get a commit, because he had a visit scheduled that week he hit the trigger.Yeah, though that was a slightly different circumstance than what happened with me and Papa on NCAA 10. I can understand it more with a visit, simply because kids do commit on visits regularly in real life. It's still weird, but it happens. But yes, in both cases, a #3 (or whatever) --> Soft instead of #3 --> Hard would probably ease the annoyance.

I OU a Beatn
02-09-2012, 08:39 PM
What, exactly, is "online non-competitive" play?

You ALWAYS add the word "competitive" to "online" so you must be suggesting there is "non-competitive" play online as well.

What is it?

Sent from my SAMSUNG-SGH-I997 using Tapatalk

Competitive is quick match or ranked matches setup in the lobby. You know...the part of the game where EA's gem of pure development bliss really shines.

jaymo76
02-11-2012, 02:03 PM
Purely out of curiosity do any of the "insiders" here at TGT have any idea when the first few nuggets of information will be released? I'm starting to get that twitch for info... lol

Jayrah
02-11-2012, 04:32 PM
Purely out of curiosity do any of the "insiders" here at TGT have any idea when the first few nuggets of information will be released? I'm starting to get that twitch for info... lol
+1
Its about that time where the gf gets a little upset cause I'm playing still 5-6 times a week and then am reviewing way too much info on the new game! And blogging, and reviewing, and blogging... luckily, I do a lot of blogging already with my tso league so I just have to split time.

JeffHCross
02-12-2012, 10:22 AM
Purely out of curiosity do any of the "insiders" here at TGT have any idea when the first few nuggets of information will be released? I'm starting to get that twitch for info... lolNot that I'm an insider this year ... but they've been using draft weekend for the first release of substantial info for years. I wouldn't expect that to change.

Last year the first screenshot hit in mid-March, with a few blogs being released between then and Draft weekend. That's about what I would expect this year.

jaymo76
02-12-2012, 03:16 PM
Yeah that makes sense Jeff. I guess I was just more curious if because of so many tiburon team member changes this year that there would be a new philosophy on promotion/community interaction, etc.

JeffHCross
02-12-2012, 09:05 PM
Yeah that makes sense Jeff. I guess I was just more curious if because of so many tiburon team member changes this year that there would be a new philosophy on promotion/community interaction, etc.Well, like I said, I know nothing. :D

http://i.qkme.me/1epg.jpg

SmoothPancakes
02-12-2012, 09:21 PM
Well, like I said, I know nothing. :D

http://i.qkme.me/1epg.jpg

:D

Nice pull there.

Bohica1010
02-13-2012, 09:38 AM
I'd like to see better use/range and computer knowledge of the penalty sliders. For example, at defaults of 50, you can go through a game with no penalties. However, we changed holding to 54 (out of 100) and we were seeing holding called 5 to 8 times a game for both sides. To go from 0 to 10-15 times a game (both teams combined) in just an increase of 4 is ridiculous. If it was at 100 would they call holding every play? Same thing holds true for Roughing the Passer, however I want the computer to use it's knowledge of what it is doing with the players it controls to NOT call penalties. If my DE is engaged to a guard and the computer QB throws and then the QB runs in to my still engaged DE, I shouldn't get called for a penalty. Same thing for when someone is engaged with someone near the QB, the QB throws and you can see that the def player is just turning to run after the play and happens to go by the QB and they flop to the ground. If the slider is set at 80, I get the computer calling the flops and the nonsense calls, however, if you raise it just a couple so that it just gets called when it is obvious you shouldn't have to have 6 calls a game where when you watch instant replay you want to throw the game out the window.

brycewillie
02-14-2012, 10:56 AM
was just playing dynasty and had a few things, first off make athletes really athletes, we say this every year and it goes unanswered.
The top overall athlete in this year of dynasty that i somehow got, was a fullback, and the number 5 athlete was a kicker/punter and NOTHING else. I mean have athletes be the same overall at different positions so that schools actually recruit them at different positions. Since most the schools I have noticed always put the kid at the max potential position, even if that means they start a crap player at a different position that the athlete could play.

Also, I noticed how its way to easy to just ask a recruit what he cares about, promise him something and just keep using the max benefit pitches. In real life coaches don't just get kids to say point blank, I love a good fan base the most, i don't care about being home at all and academics don't matter at all. Its more of a PROCESS.Proposed change, put all students at "unknown" for all prospects to start. Still have the same way to split up hours concept because that is clean enough for this concept and minimizes some of the change that is usually about as willing by EA as a prison shower party. Try to sway pitches to the kid. Recruiting may be a business, but the fact of the matter is that people still have to get very in depth and personal with their recruits each year to land them.

If you successfully sway a pitch to the kid, have their intrest in the pitch move up only one on the scale. If not then have it go down one on the scale, and if you have reached the max of their pitch (a kid only care about Campus Lifestyle above average) then have no more change be possible. This way schools that can afford to spend time with the kid get an edge in recruiting, the only way to actually unlock the MOST and VERY HIGH is to spend the time to find out. Most recruits feel as though their school wooed them regardless of whether or not they are a powerhouse or just a local shmuck. and once you get the very highs and the mosts, THEN get an option to make a promise to them to try and put icing. since if a student doesn't give a shit about playing for a championship contender, why should promising a national championship be the top of the list??

Also have the pro potential pitch have some meaning, if a player wants to be a pro for the MOST, if they try to go to the draft make them damn near unswayable, you knew all he cared about was the pros when you recruited him, you knew that meant it could only be 3 years that you would have him, so face that consequence. If you do get a player who transfers, have their reasons for being recruited factor into it, if a student cared about home the most, have them tell you that they are going home, etc.

One more thing in terms of randomness to give an authentic feel. Each year you have random students from other sports (basketball, baseball, soccer, wrestling, track and field) that decide to also play football. have like 20 players just sprinkled in each offseason before cut days and just after player progression. Have their abilities vary and have them come in as something besides a freshman obviously. Since some schools land players just because they are already attending their school for another sport.

psusnoop
02-14-2012, 04:38 PM
I'd like to see better use/range and computer knowledge of the penalty sliders. For example, at defaults of 50, you can go through a game with no penalties. However, we changed holding to 54 (out of 100) and we were seeing holding called 5 to 8 times a game for both sides. To go from 0 to 10-15 times a game (both teams combined) in just an increase of 4 is ridiculous. If it was at 100 would they call holding every play? Same thing holds true for Roughing the Passer, however I want the computer to use it's knowledge of what it is doing with the players it controls to NOT call penalties. If my DE is engaged to a guard and the computer QB throws and then the QB runs in to my still engaged DE, I shouldn't get called for a penalty. Same thing for when someone is engaged with someone near the QB, the QB throws and you can see that the def player is just turning to run after the play and happens to go by the QB and they flop to the ground. If the slider is set at 80, I get the computer calling the flops and the nonsense calls, however, if you raise it just a couple so that it just gets called when it is obvious you shouldn't have to have 6 calls a game where when you watch instant replay you want to throw the game out the window.

We use Steelerfan's sliders in a couple of the od's that I'm in and the penalties are very good and fair. I agree it could be tweaked though but wanted to more or less point you towards his sliders as they are a really good set and keeps the CPU competitive as well.

morsdraconis
02-14-2012, 07:15 PM
We use Steelerfan's sliders in a couple of the od's that I'm in and the penalties are very good and fair. I agree it could be tweaked though but wanted to more or less point you towards his sliders as they are a really good set and keeps the CPU competitive as well, unless you're halfway decent at passing the ball, then it gets boring.

Fixed it for ya. :up: ;)

baseballplyrmvp
02-18-2012, 02:16 PM
does slide protecting down make your o-line worse? seems like every time i try it, it's an automatic sack for the d-tackle.

speaking of which, i'd like to see 5 vs 3 o/d'line battles greatly improved so that the o-line wins more often, especially when the defense rushes only 3 and drops 8. its ridiculous how many coverage sacks happen.

psusnoop
02-18-2012, 03:12 PM
does slide protecting down make your o-line worse? seems like every time i try it, it's an automatic sack for the d-tackle.

speaking of which, i'd like to see 5 vs 3 o/d'line battles greatly improved so that the o-line wins more often, especially when the defense rushes only 3 and drops 8. its ridiculous how many coverage sacks happen.

I'm with you on the 5-3 battles. Seems fairly frequent I can create pressure against the CPU using this and quite frankly I think the offense should win this more often.

psusnoop
02-18-2012, 03:46 PM
I tend to use slide protect when it is very clear where the pressure is coming from. I also more then likely will let a HB in to block as well. I will say I have been very lax with these adjustments lately and it has cost me dearly.

I'm going back to the basics as I'm 2-3 in my last 5 big user games and I need to break this funk.

HailHail30
02-19-2012, 03:05 PM
1. In dynasty, the top 20 recruits are made up of mostly WR's, HB's, and ATH's. Why are there no 5* OT's or QB's or DE's? There are usually a few of these sprinkled in the top 10 players in real life...no need to have 3 positions completely take up all of the top recruits.

2. Agree with original1990 up there. In RTG, you should be able to run the read-option out of the spread as a scrambler, rather than just the Triple Option out of the Flexbone the whole time. Or if you're a Pocket Passer, you should be able to select whether your team runs the Air Raid out of the shotgun, or a run-based team out of Power I sets.

baseballplyrmvp
02-19-2012, 03:41 PM
I tend to use slide protect when it is very clear where the pressure is coming from. I also more then likely will let a HB in to block as well. I will say I have been very lax with these adjustments lately and it has cost me dearly.

I'm going back to the basics as I'm 2-3 in my last 5 big user games and I need to break this funk.see, i'm the opposite. i almost hot route the hb to stay in and block, as well as slide protect down, on almost every play, yet in the last 2 games vs the cpu in the tgt360 od, i've been sacked 14 times. i'm not dropping back an excessive amount. i'm not sitting and waiting 20 seconds. its the d-tackle, or some d-end instantly disengaging from the o-line/hb. at times, i'm being sacked in under 2 seconds.

ram29jackson
02-19-2012, 09:29 PM
for the upteenth time..it wouldnt hurt to add some old school equipment and actually make an effort to make it look good too. bring back the club arm wrap too ! and socks that vary in teambuilder like Virginia's options...ansd modify create a playbook so you can start from scratch and not worry about minimum this or that crap...its still not a big deal as far as how they made it so far..let me add and take away formations from all playbooks as i choose to...

the game over all needs to look and feel better...its better then it was 4 years ago..but still seems like a paper machet project compared to the oil painting that is Madden....granted,as good as madden looked this year..they still threw the commentary on like a clip on tie

psusnoop
02-20-2012, 06:53 AM
see, i'm the opposite. i almost hot route the hb to stay in and block, as well as slide protect down, on almost every play, yet in the last 2 games vs the cpu in the tgt360 od, i've been sacked 14 times. i'm not dropping back an excessive amount. i'm not sitting and waiting 20 seconds. its the d-tackle, or some d-end instantly disengaging from the o-line/hb. at times, i'm being sacked in under 2 seconds.

Have you tried Gscwendt's approach to dropping back? On phone and tough to browse right now but the idea is to allow the CPU to drop your qb back after the snap. This allows your eyes to be engaged down field which may help.

I know I still am getting use to this approach but it does work as long as I remember to do so.

To me I think it works because we drop the QB back to fast which changes angles to the QB for the defense which makes it easier for them to shed their blocks.

Just a thought to try in practice mode to see if it helps or not.

baseballplyrmvp
02-20-2012, 09:05 AM
Have you tried Gscwendt's approach to dropping back? On phone and tough to browse right now but the idea is to allow the CPU to drop your qb back after the snap. This allows your eyes to be engaged down field which may help.

I know I still am getting use to this approach but it does work as long as I remember to do so.

To me I think it works because we drop the QB back to fast which changes angles to the QB for the defense which makes it easier for them to shed their blocks.

Just a thought to try in practice mode to see if it helps or not.i'm sure i've unknowingly tried it.....but its not like its making a light and day difference. i was still getting sacked quickly, an i was sacked 8 times in a game vs cincinnati (starting d-line was 76 ovr, 83 ovr, 76 ovr, 71 ovr). 9 sacks in a game vs florida (shariff floyd had 4 sacks alone).

psusnoop
02-20-2012, 10:08 AM
i'm sure i've unknowingly tried it.....but its not like its making a light and day difference. i was still getting sacked quickly, an i was sacked 8 times in a game vs cincinnati (starting d-line was 76 ovr, 83 ovr, 76 ovr, 71 ovr). 9 sacks in a game vs florida (shariff floyd had 4 sacks alone).

Lol Shariff Floyd brings up a name, haha he should have been a Lion not a Gator :D.

firedan1143
02-20-2012, 12:31 PM
I have bought this game every year since 2002, and I must say, I am very impressed with many of the changes that were made this year. A few modifications I would like to see next year include some of my favorite features of the game. The coaching carousel, by far my favorite addition to the game in a longtime, is excellent, but I would like to see some depth added to it, such as position and special teams coaches that have to be hired. If you are the OC, you have to hire a QB, RB, WR/TE and O-Line Coach. As the DC you have to hire a DB, LB and D-Line Coach. As a Head Coach you hire the OC, DC, STC as well as the positional coaches. I also agree with what someone said earlier regarding job openings, where all the HC positions should be offered first and then all of the assistant coach positions should come available. I understand though that during the carousel coaches are leaving to take jobs elsewhere, and this creates open jobs that then need filled, so I am not quite sure how it would work, but it's just a thought.

Also, I love Teambuilder, but it's kind of gotten stale. Needs some modifications and updates to make me interested in using it again this year. I'd like to be able to build my schools own stadium during the dynasty make upgrades as certain goals are attained (i.e. win conference title, move to a bigger conference, win a bowl game, win national title, etc.) After each one of these goals is attained schools receive prize money,, and I think we ought to be able to use these goals to update stadiums, locker rooms, weight rooms, dorms etc. This will allow us to progress our schools facilities, therefore also allowing us to control the recruiting grade of our Schools Facilities. There could be a page that shows the condition gradewise of our schools facilities and we have to decide what needs to take priority in upgrading and what can take a seat on the backburner.

I also hate how when my Teambuilder players are drafted onto teams in Madden when I upload draft classes, it shows their school as N/A. I created the school, ran through an entire season, and draft my players on Madden, only to have it say their school is N/A, can anything be done about this? It just annoys me kinda. And finally regarding Teambuilder, I would like to just be able to add my team without removing another team. In the NCAA, they wouldn't remove a team to add a 121st team, they would just add them, can this be done to just allow us to place our team in the NCAA?

One of the big things that has become increasingly obvious is that players are constantly breaking rules and having to be disciplined. I think that this HAS to become part of the game again. I know previously, in earlier generation games, each week you would have to check and see if any of your players had broken a rule and were in need of discipline, and then dish out necessary discipline. There were times that I thought it happened too much to my team in particular, but never the CPU teams. Maybe it could be something where as players are recruited they have a discipline grade that you have to find, and if you get a player with a C, D or F grade, they are more susceptible to trouble and suspensions, whereas players with A's never get in trouble, and B's will rarely if ever be in trouble. Every year, many teams and players have trouble with suspensions and other violations, and as EA has said for awhile now, they want it to be in the game if it's a part of the game. Unfortunately though, these issues are a major part of NCAA Football.

I also think at the end of the year you should receive a grade on how you disciplined players and whether or not you handled situations properly. If you did then maybe you get an A or a B, if you were mediocre you receive a C or D and could possibly face sanctions (i.e. no bowl games the following season, loss of scholarships, vacating victories and such. Basically if a real NCAA team would face it in real life, we may face it in real life. Finally, if you don't discipline enough or at all, even if you win the Conference Title and National Championship, you receive a D or an F grade and may get fired for failing to discipline your players, similar to Jim Tressel this past season.

Finally, I just find it irritating when I upload my draft class to Madden and there's only like 230 players to choose from, awns some of the best players from my NCAA class just graduate instead of going pro. We should be able to have 350-400 players in a draft class, to give us a larger quantity of players to select from.

Overall I think this game is headed in the right direction and I can't wait for the 2013 seasons edition. I am psyched and looking forward to what I hope will be major improvements again in the future versions of the game.

brycewillie
02-24-2012, 10:22 PM
From what I can tell from alot of the recent chatter it seems like alot of players want more depth to the game, the first season isn't much different then the last season. Its why people want better athletes, different ratings, different recruiting, and different gameplay options. Its why we want Heisman Trophy ceremonies, the reason why they invented the Road to Glory mode, its why they keep putting some pre game rituals into the game.
Make it similar to Head Coach 09 and make players dynamic, Andrew Luck was the top rated player and he was'nt coming out of high school. RGIII won the Heisman this year and was recruited to go to Baylor, BAYLOR good academics but not really stellar in football.Maybe custom recruiting classes are in order. Have the names, faces, and state still be random on the recruits, since most of them are identical in sizes. But instead have some that come in and turns out that 3 star is really a 5 star.
Have recruits that get kicked off the team, or request a transfer. Just like HC 09 have player recruiting classes in a set path for 15 years, then start a different path for the next 15 years. Some players will transfer to your rival if you don't play them. Even make some challenges for the players in Road to Glory mode, throw in a curveball like a top prospect pushing you for playing time, or a transfer who challenges you for playing time. There needs to be more of a sense of immersion in this game to really connect to the fan base.
While I completely agree that gameplay itself could be revamped immensly, the fact is that sometimes the recruiting becomes too repetitive. this way you can have a player like a Gunner Kiel, who spurns whoever he first commits to, and have him re commit, and finally just show up at your door. Or how some commitments just choose home because they want to be close to home. Even have brothers, if you recruited one guy then in a few years maybe he has a brother who now has you near the top of his list, it throws a curveball into recruiting and allows some teams at random to get pure gold in terms of prospects.

JeffHCross
02-24-2012, 10:28 PM
Head Coach 09 isn't the best example, since those classes were canned to the point that people were able to write FAQs on exactly who was worth drafting in every class.

But, overall, I like your thinking. There does need to be a bit more ... story?, if that's the word ... to these players. We can make up our own backstorys and what not, but having recruiting not be quite so linear would go a long way for dynasty players.

brycewillie
02-24-2012, 10:36 PM
yeah, I know HC 09 isn't the best example and thats why I was thinking to keep the recruiting classes exactly how they are just instead picking at random which set of extra things.(problem child RB) (brother played last year) (diamond in the rough QB) players so that you can't really trace the guys.This way one time the Troublesome playmaker at Safety comes to your team and is from Alabama, another simulation he is in Colorado and gets signed by Utah. This way the players remain random, but some potential for say like 20 to 50 players get included to recruiting in the way I mention above. Bust 5 star QB's and big time Juco transfers like Cam Newton was before. Top QB like Mitch Mustain who plays for your team for a year before transferring to another school because he doesn't like the current head coach. but again find a way to keep it random so you can't just KNOW who is the stinker and who is the game changer.

Also situations like a Russell Wilson, have a guy who gets recruited finish school early and have to go to another school for a year, random I know but still it makes the game have more...story like you said

baseballplyrmvp
02-26-2012, 02:15 PM
there needs to be better recognition by both teams when fumbles happen. if the ball gets stripped and bounces out into the open (like only 2 or 3 guys near it), then its ok for players to try that scoop and score animation. but when the ball comes out and there are 5+ players around (less than 4-5 yards) the ball, everyone should be diving on the ball and not trying to take it back for a td. thats an easy situation to put in, and it'd be a much appreciated fix.

ryby6969
02-26-2012, 03:42 PM
Head Coach 09 isn't the best example, since those classes were canned to the point that people were able to write FAQs on exactly who was worth drafting in every class.

But, overall, I like your thinking. There does need to be a bit more ... story?, if that's the word ... to these players. We can make up our own backstorys and what not, but having recruiting not be quite so linear would go a long way for dynasty players.

Maybe have certain recruits that are related to one another.

ohiostatebucks33
02-27-2012, 03:50 PM
I think that you should be able to make your own uniforms just like Oregon. Also the ability to build up a salary to expand your stadium and have more control over people that come to the stadium for instance being able to do ticket sales to get more money for your stadium etc. and as far as game play their needs to be more realistic defence like i hate when a QB throws and a LB or a DB just so happen to swat the ball or interseption when their not looking thats so unrealistic.

DeionGoVols
02-27-2012, 05:38 PM
My main things are cosmetics:

1. Add adidas and under armour gear into the game.
2. Add logos to socks. I would like to use these types of socks (http://www2.picturepush.com/photo/a/7677245/1024/Picture-Box/s.png)
3. Improve the fit of the jerseys.
4. Update TeamBuilder
5. Add in an option to add a jersey from TeamBuilder as a new alternate jersey for your team in Dynasty.
6. Be able to change an item for multiple players...equipment wise. (I.E. if I want all players to wear mid socks, then I just do it once and apply it to all players)
7. New Commentary

I also have some for the actual gameplay

1. Make the D more realistic...if a man is beat, the cpu somehow makes a play just about every time. That should not happen.
2. Make WRs actually fight for the ball, don't let the opponent pick it off. Try to at least bat it down
3. QBs with good accuracy should be able to make wide open throws every time. For me, my QB seems to throw the ball way out of bounds when a receiver is wide open down the sideline.
4. Don't give a linebacker a 10000in vertical, and not to many LBs will one handed pick a line drive pass. Just sayin.

Thats about it for me.

JeffHCross
02-27-2012, 10:54 PM
expand your stadiumSince you're a Buckeye ... you think we should have the ability to expand Ohio Stadium? If so, how do you see that working? Are there limits on what you can/can't do, since only certain expansions would be feasible with a stadium like the Shoe?

I've entertained the idea when it comes to Teambuilder teams, but I've never been able to picture it with existing stadiums.

baseballplyrmvp
02-27-2012, 11:08 PM
Since you're a Buckeye ... you think we should have the ability to expand Ohio Stadium? If so, how do you see that working? Are there limits on what you can/can't do, since only certain expansions would be feasible with a stadium like the Shoe?

I've entertained the idea when it comes to Teambuilder teams, but I've never been able to picture it with existing stadiums.maybe even with stadiums under 40-50k seats, too? otherwise, i agree. stadium expansion is pointless, imo, for teams with huge stadiums (over 90k seats) and domes, since there's practically nothing you can do to the stadium anymore. plus, i would think that something like this idea would have to be an all or nothing thing, in which, every school would need to give permission to allow for existing stadium upgrades. throw in the fact that not every stadium is owned by the school, and its a whole new can of worms.

psuexv
02-28-2012, 09:21 AM
I like to see some changes to Position Changes.

#1 - Be able to see the Rating for all of the different positions at one time instead of having to scroll through them or at least the ones over 40
#2 - Be able to view the rest of your roster as well. If I'm looking to change a LT to a RT or G, it would be nice to be able to see the other positions so I know which player to change.
#3 - I know this one has been brought up, but we need a better true athlete. So many players coming out of high school can play so many different positions. I see this one as a 2 step process - 1 -they need to have more players that have more balanced individual skill ratings and 2 -they need to recalculate how Overall rating is calculated.
#4 - Ability to change positions throughout the year.

JeffHCross
02-28-2012, 09:43 PM
#2 - Be able to view the rest of your roster as well. If I'm looking to change a LT to a RT or G, it would be nice to be able to see the other positions so I know which player to change. Lack of planning on your part does not constitute an emergency on mine ;)

I agree with the rest of your list though. I don't mind scrolling through the Ratings, but I can see the advantage of seeing multiple ratings. Changing positions throughout the year would have to have some guard against abuse (though maybe the drop in AWR does enough there). I don't think OVR needs to be recalculated, but the drop in AWR, especially with how little AWR changes year over year, is killer. I haven't tested this, but I wonder if the recruit's AWR fluctuates depending on which position you put him in. I'd think that might be the most obvious change, if it does change depending on the position. If an athlete's AWR was a constant regardless of position, it would mean his physical skills would be able to apply more to different positions.

psuexv
02-29-2012, 09:49 AM
Lack of planning on your part does not constitute an emergency on mine ;)


What? So if I have 3 LTs and 2 RTs on my team and I recruit 2 Ts but they come in as LTs, that's lack of planning on my part? Also I move lineman around in positions every year as some progress better than others. Just like you see in real life, offensive lineman move around constantly from year to year.


I don't think OVR needs to be recalculated
Yeah I guess I was thinking about OVR wrong. If you had more balance in players individual rankings, when you changed them to a different position the OVR would work out. Also, further than ATHs. You usually see a kid that comes in as WR or DB and then gets switched to the other side of the ball or potentially back. In the game this would never work, most WR you look to move to DB come in as 40s


Changing positions throughout the year would have to have some guard against abuse

The people that are going to abuse it are going to abuse it no matter what. They do it in the offseason now so it's really no different. It would just be nice for example, if all my WRs are just not living up to the hype to be able to switch a DB over mid-season, or if injuries happen.

JBHuskers
02-29-2012, 10:33 AM
I'd just like to see options with ATH, it kinda defeats the purpose when they're only good at one position. I want to think a couple years ago it wasn't that way, but I could be wrong. On top of that there a TON of worthless :3star: ATH's.

JeffHCross
02-29-2012, 10:54 PM
What? So if I have 3 LTs and 2 RTs on my team and I recruit 2 Ts but they come in as LTs, that's lack of planning on my part?I may have misunderstood you. I was thinking that you were saying that the depth chart-like interface for Position Changes didn't show you enough of the guys at other positions. I always know where I need to move guys to going into the offseason, so I never have that problem.

Little hint though (going off memory, so I may be slightly wrong) ... if you've offered a player a promise, then you can go through your "My Promises" and it will show his position, even to the detail of showing a LT or RT, before he signs.

most WR you look to move to DB come in as 40sYeah, I moved a 40 AWR guy once, he ended up at like 26 AWR. Never recovered from that and was permanently on the bench.

The people that are going to abuse it are going to abuse it no matter what. They do it in the offseason now so it's really no different. Actually, it is different. What I meant is that you'd have to guard against some guy getting an advantage out of changing positions weekly. If changing the positions still incurred a AWR hit, then you probably have built-in protection against abuse. There'd just have to be sanity checking to make sure a player couldn't gain something from repeated switches.

psuexv
03-01-2012, 08:41 AM
I may have misunderstood you. I was thinking that you were saying that the depth chart-like interface for Position Changes didn't show you enough of the guys at other positions. I always know where I need to move guys to going into the offseason, so I never have that problem.

Well this is in a sense what I was saying. Take my example, it would be nice to see all 7 Ts and other positions on the line. First you could see easier which Ts you wanted to move to the other side, and you would also be able to see if maybe one of them was better suited for a G position. Or if your SO G blew up in training and is prime to move to C etc...

baseballplyrmvp
03-01-2012, 09:04 AM
Well this is in a sense what I was saying. Take my example, it would be nice to see all 7 Ts and other positions on the line. First you could see easier which Ts you wanted to move to the other side, and you would also be able to see if maybe one of them was better suited for a G position. Or if your SO G blew up in training and is prime to move to C etc...changing them from the left to right side/vice versa, doesnt result in any penalty.

i dont know for sure if this applies to every recruit; but every t/g/c i recruited in that offline dynasty year followed this pattern:


tackle -> guard is generally a -1 point in OVR, but a +2 OVR changing to center
guard -> tackle is generally a -1 point in OVR, but a +2 OVR changing to center
center -> guard or tackle is generally -4 OVR

thats just what i've noticed when changing them their freshman year.

psusnoop
03-01-2012, 10:00 AM
Having true ATH's in the game would be really fun and just something like that could add a level to the recruiting experience as well.

Right now knowing that you have an ATH that is only good at WR really limits the experience so to speak. And yes JB there are way way to many :3star: ATH's out there.

JBHuskers
03-01-2012, 10:19 AM
Having true ATH's in the game would be really fun and just something like that could add a level to the recruiting experience as well.

Right now knowing that you have an ATH that is only good at WR really limits the experience so to speak. And yes JB there are way way to many :3star: ATH's out there.

I don't mind the number of :3star: ATH, there are just a lot of them that are trash, on paper at least.

psusnoop
03-01-2012, 04:31 PM
I don't mind the number of :3star: ATH, there are just a lot of them that are trash, on paper at least.

Lol that's what I meant too.

JeffHCross
03-02-2012, 05:44 PM
Well this is in a sense what I was saying. Take my example, it would be nice to see all 7 Ts and other positions on the line.If they were to do that, I'd want to have both options ... one a micro view, and one a macro view. Like add "OL" to the screen drop-down. Reason being that without the position-by-position breakdown, I can easily get into a spot where I have nothing but RTs (and no LTs, I mean), and I hate that.

brycewillie
03-02-2012, 08:31 PM
I somehow landed the top athlete, 5 stars, he was 5'11 230. He ranked 81 at FB, 68 at TE, and 70 at C. thats what 5 stars got me. Oh and also a few times i got Athletes who could only play 2 positions, Kicker or Punter.....Is there really any need for that to be an athlete since that is EVERY kicker in the game

baseballplyrmvp
03-02-2012, 09:39 PM
i know its kinda stupid, but if i move :USC: out of the pac 12 and make them an independant, their conference prestige rating should be an A+, instead of a D.

a couple of years ago, ben released an article explaining the different recruiting pitches, and for the conference prestige pitch, he said that notre dame is the only school that doesnt need to be in a conference, so that's why they're rated an A+. imo, (and it'd probably take a lot of work to do), but some kind of recent history should be taken into account if you move your team to be an independant, so that you arent stuck with a D rating just because you arent in a conference (especially since i've been the best team in the nation the last 5 years).

i mean, if alabama were to go independant in real life, should they have a D rating as a conference pitch? maybe this is where a strength of schedule could be tied in to the conference pitch rating (especially with a dynamic conference prestige rating)?

JeffHCross
03-03-2012, 01:03 PM
I somehow landed the top athlete, 5 stars, he was 5'11 230. He ranked 81 at FB, 68 at TE, and 70 at C. thats what 5 stars got me.I noticed this started in NCAA 11, where suddenly there were a ton of "athletes" that were primarily FBs. And, as you said, they weren't even necessarily that good. Perhaps they're trying to have H-back type players, but these supposed 5-stars don't compare.


i know its kinda stupid, but if i move :USC: out of the pac 12 and make them an independant, their conference prestige rating should be an A+, instead of a D.Well, the reality is that Conference Prestige needs to change. Period.

I think it was a NCAA 10 or 11 where ND's Prestige rating would start as A+, but then go to D in Year 2.

baseballplyrmvp
03-03-2012, 03:53 PM
one of my biggest pet peeves right now, are the stupid position requirements. i shouldnt be forced to carry a certain position on my team; just give the user complete control over his roster management. i'm guessing they're in place mainly to help the cpu controlled teams, and that's fine, but let me run a team the way i want to.

JeffHCross
03-03-2012, 04:01 PM
FB and K/P are the obvious ones. Which minimum requirement bugs you? I don't often have a problem except for those two (and since I normally like having FBs, I rarely have any problem with the minimums).

baseballplyrmvp
03-03-2012, 04:17 PM
FB and K/P are the obvious ones. Which minimum requirement bugs you? I don't often have a problem except for those two (and since I normally like having FBs, I rarely have any problem with the minimums).you can make a case for some of the extreme kind of offenses...... tight ends/fullbacks/rb's for pass heavy offenses. wr's for run heavy offenses. in my USC offline dynasty, i rotate 6 rb's in throughout the game, as well as about 10 o-linemen, and about 5 te's too. having plenty of depth at those positions is hard when i'm forced to carry 5 wr's in my offense that runs 90% of the time.

i guess i've finally reached the point in my offline dynasty that i like recruiting players to fill a certain role, rather than just playing guys every down (like having 4 tight ends on your roster- 2 blocking and 2 receiving. sub the blockers in on running plays and receivers in on pass downs). in my mind, i feel like i'm executing/following a gameplan, rather than just randomly calling plays, when having a bunch of players filling a certain role.

JeffHCross
03-03-2012, 04:43 PM
I hear you. I guess, even with my run heavy offenses, I still like having 5 WRs for those 4-WR sets I occassionally employ. Actually, I like having 6 because I use Mass Subs and run plenty of 3-WR sets.

You're right about TEs, now that I think about it, particularly for a true Run-and-Shoot-no-TEs-on-the-field offense.

With Custom Playbook being the heavy feature for NCAA 12, I could see some changes coming down the pipe for minimums. I actually thought that Custom Playbook had some influence on that, but maybe that was only in my mind. I've long thought that minimums were not dictated by the system or scheme, per se, but by the formations that were in your very playbook. But, again, that may only be in my mind.

brycewillie
03-03-2012, 08:05 PM
I tried looking a little into the ranking system to see where there would be a reasonable way to give independents better then a D rating for conference prestige. Since afterall, Notre Dame sells recruits BECAUSE they are independent. I basically used 12's numbers to come up with this but here it goes.I made the system based on the preseason 120 for NCAA 12, and also assigned rank for ammount of stars, keeping all same star schools the same star rank to keep the playing field level. I took this new number of each team and plugged it into each team, and found the average of each conference.
SEC
BIG TEN
BIG XII
ACC
PAC 12
Independents!
BIG EAST
MWC
CUSA
WAC
MAC
SUN BELT
Since with teams like BYU and Notre Dame being independent, it makes it alot better to be independent than in the Big East. Something like this to make conference prestige dynamic would be great.I went one step further to see how this could affect the conferences after all the current expansion plans over the next few years, out of all of this the only real differences I notice is that the Big East is projected to drop off alot in terms of talent from losing WV, Pitt and Syracuse. The only thing saving them from falling below the Mountain West is that they took Boise State from the MWC, Thus bringing down THEIR average that they can't really catch the Big East.

jaymo76
03-06-2012, 11:42 PM
With regards to the post above... a HUGE ADDITION required for NCAA 13 is DYNAMIC CONFERENCE PRESTIGE! This is absolutely massive for longevity in the dynasty mode.

PoseyM316
03-08-2012, 08:46 PM
I would like to see being able to add sections to the stadiums to add seating. But you would have to earn money some how to be able to build the new seats and have to to good in order to be considered to be allowed to build. And getting rid of the super jumping LB's, and also a DB should not be able to turn on a dime and swat the ball if he doesn't know its coming.

baseballplyrmvp
03-10-2012, 10:52 AM
really minor detail, but when the cpu has the ball, with a running clock, they call a timeout with 5 seconds left before the end of the half/game to kick a field goal, regardless of where they are on the field. however, it happens quite often that after the kick, there's 1 or 2 seconds still left up on the clock. if they'd drop the time down to 3 seconds at which the cpu calls the timeout, it'd be a nice change.

another stupid little thing that i hate, is when i'm returning a punt from the cpu and i call for the fair catch. the cpu takes control of my return man and moves him out of the way, allowing the ball to bounce who knows how many yards back.

SmoothPancakes
03-10-2012, 01:22 PM
I would really really really like to see a Continue Dynasty option in 13. With my CC dynasty still going and no plans at all to stop it anytime soon (though I do need to get back to a regular playing/updating schedule :blush:), when NCAA 13 comes around, my only options are going to be continue playing NCAA 12 solely for my dynasty, or try and do a player by player transplant from whatever team I am playing as at that time in 12, to the same team in 13, so I can continue with the same players.

The good thing about the transplant, would be I wouldn't have to wait for named rosters, instead being able to auto-name rosters and then update my team's roster. But it'd still a bitch of amount of work to do moving 70 players and every individual rating and stats (name, height, weight, color, left/right handed, etc) over from 12 to 13.

JeffHCross
03-11-2012, 10:04 PM
I would really really really like to see a Continue Dynasty option in 13.Hear hear! If nothing else, a way to save your team and import it into the next version would be nice.

SmoothPancakes
03-11-2012, 10:24 PM
Hear hear! If nothing else, a way to save your team and import it into the next version would be nice.

Heck, that would even work for me. As long as I could continue with my exact team where I leave off in 12. I've put far too much work into my CC dynasty to just up and end it when 13 comes out, but considering I'm going to most likely get 13 (if the new features are enough of an upgrade from 12), I'd hate to have to keep going on 12 just to keep my dynasty alive, and only play 13 for random games or a random dynasty that I'm not going to be devoted to.

brycewillie
03-12-2012, 08:46 PM
Well here are the dates of more information and some brief descriptions, lets see if we got what we asked for...

Playbook #1: Sights & Sounds (April 2)
Revel in the pageantry of college football game days with NCAA Football 13. Featuring new team run-outs, mascots and pre-game traditions along with significantly enhanced audio and new trophy presentations, NCAA Football 13 will deliver the passion and excitement of college football to fans across the nation.
(So more mascots, more runouts and proably either a coach or player holding up a trophy..since THAT was the main concern on these boards)

Playbook #2: Gameplay (April 17)
With a new passing system that changes the way quarterbacks and receivers play and respond, combined with a new read and react defensive AI system, NCAA Football 13 delivers greater realism on the virtual gridiron.
(If this fixes the lack of a passing arch then great. Also if the defense quits calling plays based on ALWAYS knowing what I call)

Playbook #3: Dynasty (May 7)
Game days come to life with mid-game updates featuring a new studio analyst, plus enhanced commentary from NCAA Football veterans Kirk Herbstreit and Brad Nessler. Recruiting now goes deeper than ever with the addition of dynamic grades and the ability to scout players. Plus, there are even more ways to interact with your Dynasty from the web.
(Honestly when was the last time commentary was good? While it does scare me that the HEADLINING new feature of dynasty is one more person talking and improved banter, dynamic grades though and player scouting may be a nice touch...to see someone who is 3 stars but if you scout them they are really 4 stars?....perhaps)

Playbook #4: Heisman Challenge (May 28)
There are familiar faces on the field in NCAA Football 13, which now features a selection of former Heisman Trophy winners. With the new Heisman Challenge mode, fans have the ability to utilize the skill set of a legendary Heisman Trophy winner in a quest to match his award-winning historical performances and win the Heisman trophy once again.
(I don't know how I feel about playing as Desmond Howard playing with a teammate No. 62, Charles Woodson would be the only one I think would be different since all the rest just seem to be Road to Glory for people who don't have imagination)

Playbook #5: Road to Glory (June 11)
The experience of being a college football superstar is now even more exciting with a new feature in Road to Glory that allows players to see and feel the game differently during key moments, increasing on-field awareness and creating amazing opportunities.
(This fell short last year, not really sure by the vague description that it will meet expectations this year either)

The truth which is most disappointing, is that they aren't even promising us anything big. Last year they promised us, Coaching Carousel, Edit Rosters during Dynasty, Custom Conferences, and a new attempt and Road to Glory with the High School Experience, or the new Coach's Trust. This year they promise canned animations of runouts, more mascots, more canned animations of a trophy being held, Heisman trophy ceremony (so removing a feature and bringing it back makes it new?) and also "ENHANCED COMMENTARY" not COMPLETELY REVAMPED COMMENTARY. Bad News EA, you won't be getting my 60 bucks this year. Last year had alot of flaws in it, but at least it was a step in the right direction in SOME aspects.

razorback44
03-13-2012, 12:07 AM
I don't know if this has been mentioned yet but I would really like to see them put Army's actual offense in instead of just giving them a flexbone book.

hawkeyeguy
03-13-2012, 12:10 PM
Please fix the recruiting bug! If I cut two incoming freshman from my roster they shouldn't magically re-appear and two upperclassmen get cut in their place. FIX IT

ram29jackson
03-16-2012, 01:38 PM
MLB 12 the show and NBA 2K have proven that custumization is important to to people with the ability to color and make countless cleats and sneaks. And MLB'S in game logo editor is more complex then the teambuilder site in a couple ways at least and you can color the sox in the MLB game as well..heck,theres more skate options in the EA Hockey game as well.

its time for colored sox in NCAA and a couple other shoe options and to make the teambuilder site alot more flavorable in function and choices !

ram29jackson
03-16-2012, 01:39 PM
I don't know if this has been mentioned yet but I would really like to see them put Army's actual offense in instead of just giving them a flexbone book.

until blocking actually works, whats the point ?

SmoothPancakes
03-16-2012, 01:54 PM
MLB 12 the show and NBA 2K have proven that custumization is important to to people with the ability to color and make countless cleats and sneaks. And MLB'S in game logo editor is more complex then the teambuilder site in a couple ways at least and you can color the sox in the MLB game as well..heck,theres more skate options in the EA Hockey game as well.

its time for colored sox in NCAA and a couple other shoe options and to make the teambuilder site alot more flavorable in function and choices !

It's great and all, but the majority of the general public buy the games to play them, not play dress up.

ram29jackson
03-16-2012, 02:45 PM
It's great and all, but the majority of the general public buy the games to play them, not play dress up.

again, you miss the point entirely. I'm in a online Dyn as well and enjoy the sport as a whole. And the amount of hits on Teambuilder, obviously prove they want more then just x's and o's :)


when every site has a sticky thread about team builder, that means its intriguing/crucial/important/fun to a majority :)

and if its not about dress up..how come so many teams keep going for changes/updates etc? and people like you buy helmets and uniforms to collect or wear ? huh ? huh ? huh ? :nod: :P

steelerfan
03-16-2012, 02:47 PM
It's great and all, but the majority of the general public buy the games to play them, not play dress up.

http://img.tapatalk.com/62c401e2-9889-b432.jpg

http://img.tapatalk.com/62c401e2-98d0-dec6.jpg

Sent from my SAMSUNG-SGH-I997 using Tapatalk

ram29jackson
03-16-2012, 02:56 PM
:P you're just jealous because you arent as creative as me.

..and whats *** about using a blow dryer ?

baseballplyrmvp
03-16-2012, 07:58 PM
..and whats *** about using a blow dryer ?the fact that its pink and is directed towards little boys.

ram29jackson
03-16-2012, 09:24 PM
the fact that its pink and is directed towards little boys.


LOL well, yeah,ok, I get that part..

..so anyway, back to pseudo football LOL

JeffHCross
03-17-2012, 05:48 PM
It's great and all, but the majority of the general public buy the games to play them, not play dress up.Depends on the game, and depends on the option. Ram's list isn't the greatest, but look at the level of customization that NASCAR Racing gave its audience in 1994. In even the earliest days of the Internet (hell, Compuserve days at that) you could find tons of places to share logos, car paint jobs, driver ratings. Not everyone chooses to customize the game, no, but for those of us that want to, it's a hell of a powerful thing to have. And, personally, when it gets half-assed (not specifically talking about the NCAA series, just in general), I'd almost rather not have the customization options than have them half-assed.

I spent a ton of time on my 1995 Ohio State team, as everyone here knows. There were quite a few things that the Teambuilder site allowed me to do that I was very happy about. There were quite a few things I was very annoyed with. Obviously it's nearly impossible to create a "perfect" system, especially for customization. But while I don't share the specifics of how Ram chooses to play, his overall point about customization shouldn't be lost on us.

SmoothPancakes
03-17-2012, 06:11 PM
Depends on the game, and depends on the option. Ram's list isn't the greatest, but look at the level of customization that NASCAR Racing gave its audience in 1994. In even the earliest days of the Internet (hell, Compuserve days at that) you could find tons of places to share logos, car paint jobs, driver ratings. Not everyone chooses to customize the game, no, but for those of us that want to, it's a hell of a powerful thing to have. And, personally, when it gets half-assed (not specifically talking about the NCAA series, just in general), I'd almost rather not have the customization options than have them half-assed.

I spent a ton of time on my 1995 Ohio State team, as everyone here knows. There were quite a few things that the Teambuilder site allowed me to do that I was very happy about. There were quite a few things I was very annoyed with. Obviously it's nearly impossible to create a "perfect" system, especially for customization. But while I don't share the specifics of how Ram chooses to play, his overall point about customization shouldn't be lost on us.

Good points there. I can't argue with any of that.

baseballplyrmvp
03-17-2012, 08:21 PM
personally, i dont really care about all of the customization aspects of the game.....i just get annoyed when some people choose to bitch about the stupidest little shit like sock height, and they choose to make it sound like its the end of the world and should be the #1 thing fixed for next year's game. i know everyone has their own thing that makes the game fun for them, but really, i think none of em realize that they're talking about the height of a fucking sock. :fp:

ram29jackson
03-17-2012, 10:10 PM
personally, i dont really care about all of the customization aspects of the game.....i just get annoyed when some people choose to bitch about the stupidest little shit like sock height, and they choose to make it sound like its the end of the world and should be the #1 thing fixed for next year's game. i know everyone has their own thing that makes the game fun for them, but really, i think none of em realize that they're talking about the height of a fucking sock. :fp:


I do kinda' hate ankle socks on every single player on a team though :) just looks silly/wrong/bad

the thing is..once youve let me taste being able to do my own thing, dont take that from me.

thanks to internet, when done right..you can now personalize something and show it off. Thats another reason its popular, since its not like Ps2 where no one saw it but you

baseballplyrmvp
03-18-2012, 01:07 PM
i mentioned this earlier, but its really starting to piss me off more and more. and thats the constant battle i have with the cpu over who is controlling the player i'm currently playing as. i've had it now 3 times in this single game alone, where i've forced oregon (cpu) to punt, i (as the return man) immediately call for the fair catch but then the cpu decides to move me out of the way at the last second and let the ball bounce another 20 yards downfield. :fp: i would have had the ball on the 50, now i have to take over from the 30.

there has to be some way they can tone down the level of "assistance" the cpu tries to offer. maybe on the harder difficulty levels, the assistance decreases, to the point where on heisman there is no cpu assistance?

JeffHCross
03-18-2012, 01:45 PM
i just get annoyed when some people choose to bitch about the stupidest little shit like sock height, and they choose to make it sound like its the end of the world and should be the #1 thing fixed for next year's game.I'm fine with bitching about sock height. It's a rampant problem that clearly is not talked about enough. What kind of message are we teaching to our children by letting sock height be misrepresented.

Yeah, seriously though, the time to bitch about sock height is when everything else works perfectly.

jaymo76
03-18-2012, 02:23 PM
i mentioned this earlier, but its really starting to piss me off more and more. and thats the constant battle i have with the cpu over who is controlling the player i'm currently playing as. i've had it now 3 times in this single game alone, where i've forced oregon (cpu) to punt, i (as the return man) immediately call for the fair catch but then the cpu decides to move me out of the way at the last second and let the ball bounce another 20 yards downfield. :fp: i would have had the ball on the 50, now i have to take over from the 30.

there has to be some way they can tone down the level of "assistance" the cpu tries to offer. maybe on the harder difficulty levels, the assistance decreases, to the point where on heisman there is no cpu assistance?

I totally agree with you. The one I find most frustrating is playing as a DE/DT you cannot break out of the set starting animation for a second or two until you get control of the player. On AA or Heisman you should be 100% in control of ALL movement.

ram29jackson
03-18-2012, 02:40 PM
yeah, on punts, let me decide to catch it or not..the game assumes/decides youre too deep.

that said, its about time kick offs were more random and harder to return.its still like an 8 bit game where you just have to find the hole in the AI and abuse it..not to mention the fact that your defenders are made stupid and slow and you get locked into that sideways turned animation where the player you are controlling wont pursue the ball carrier and youre fighting with the stick to get him to turn.

JeffHCross
03-18-2012, 03:13 PM
On AA or Heisman you should be 100% in control of ALL movement.If that was an option, fine. But I think you'd find there are lot more times that you rely on the CPU moving players for you than you'd think.

That said, I believe the design is that once you do some kind of input (button press, stick movement, etc), the CPU control should be completely turned off. What MVP is describing (last second move out of the way) shouldn't happen.

baseballplyrmvp
03-18-2012, 04:01 PM
I totally agree with you. The one I find most frustrating is playing as a DE/DT you cannot break out of the set starting animation for a second or two until you get control of the player. On AA or Heisman you should be 100% in control of ALL movement.i wasnt really meaning "movement" but i do agree with this to a certain point. i'm fine with having the cpu automatically move my punt returner into position when the ball is in the air and similar type of things..

i was more referring to battling the cpu for control over things like the above situation and moving a defensive player left or right a step (pre snap) only to see that as soon as i switch off of them the cpu resets their position.

JeffHCross
03-19-2012, 05:29 PM
moving a defensive player left or right a step (pre snap) only to see that as soon as i switch off of them the cpu resets their position.Agreed on this one. Makes anything beyond simple pre-snap movement impossible.

xMrHitStickx904
03-19-2012, 06:18 PM
i wasnt really meaning "movement" but i do agree with this to a certain point. i'm fine with having the cpu automatically move my punt returner into position when the ball is in the air and similar type of things..

i was more referring to battling the cpu for control over things like the above situation and moving a defensive player left or right a step (pre snap) only to see that as soon as i switch off of them the cpu resets their position.


YES. This has got to be fixed. There's already a limited amount of defensive plays to begin with, so when players move after I put people in a gap defeats the purpose of pre-snap adjustments.

Escobar
03-23-2012, 02:32 PM
YES. This has got to be fixed. There's already a limited amount of defensive plays to begin with, so when players move after I put people in a gap defeats the purpose of pre-snap adjustments.

This was actually in the game before, but they took it out of Madden sometime during the PS2 days to combat cheesers, because people were using it to create nano blitzes. There were so many people complaining about it and making house rules against it so they decided to make the players return to their original position when you clicked off. I used to play in tournaments and labbed with "MoWash" aka Moses Washington from that Michael Irvin show where the receivers and dbacks competed to win a roster spot on the Cowboys back in the day.

psuexv
03-23-2012, 02:47 PM
I know this has been brought up before but deep passes are extremely frustrating. Last night my WR had 2 steps on the DB and I drop one over his shoulder only to have the DB do the not even look/jump/over the shoulder interception. The very next play the CPU goes deep and my DB was running stride for stride with the WR and of course completes it and my DB didn't even make a play on the ball.

A lot of people complain about pass trajectory, but I do think that defensive player awareness for the CPU needs to be toned down as well. Too many times we see the over the shoulder INT or the DB who is running in man coverage break off to where the pass is going to make a play.

ryby6969
03-23-2012, 02:51 PM
Get rid of the damn gameplan settings!!! Cpu jumping the snap and getting instant pressure sucks ass.

ram29jackson
03-23-2012, 03:38 PM
gameplan in general needs to go...the only ones I use are conservative zone and catch..everything else is a videogamey unfair,cheesy/shady excuse for an advantage..hard hits, strip ball are just dumb..why should i need to use conservative run to help against that ?

ram29jackson
03-23-2012, 11:37 PM
trophys / awards wont save in online dynasty..when the new season starts,they are gone..I want to see my teams history recorded or any user game/profile accomplishments in the dynasty

xMrHitStickx904
03-24-2012, 12:58 PM
I know this has been brought up before but deep passes are extremely frustrating. Last night my WR had 2 steps on the DB and I drop one over his shoulder only to have the DB do the not even look/jump/over the shoulder interception. The very next play the CPU goes deep and my DB was running stride for stride with the WR and of course completes it and my DB didn't even make a play on the ball.

A lot of people complain about pass trajectory, but I do think that defensive player awareness for the CPU needs to be toned down as well. Too many times we see the over the shoulder INT or the DB who is running in man coverage break off to where the pass is going to make a play.

Me, and many others affectionately call this " Facethrowing " . Basically, you can throw it at any DB & you'll complete it especially with a taller, faster receiver. It's tough to combat because if you strafe too early, the WR will run right past you for a TD, if you strafe & pick too late, it's still complete & you can't make a tackle. Basically, it's stupid.

jaymo76
03-24-2012, 07:29 PM
I know this has been brought up before but deep passes are extremely frustrating. Last night my WR had 2 steps on the DB and I drop one over his shoulder only to have the DB do the not even look/jump/over the shoulder interception. The very next play the CPU goes deep and my DB was running stride for stride with the WR and of course completes it and my DB didn't even make a play on the ball. A lot of people complain about pass trajectory, but I do think that defensive player awareness for the CPU needs to be toned down as well. Too many times we see the over the shoulder INT or the DB who is running in man coverage break off to where the pass is going to make a play.

Psuexv, I feel your pain brother. This is a HUGE issue for me. What the cpu can do to your receiver and what you can do to the cpu receivers are NOT one and the same. I look off, pump fake and then launch and Mr. generic DB jumps up in the air and bats down the ball without ever looking at it :down::fp::down: I truly hope that the defensive awareness is seriously toned down to make reaction times far more realistic.

JeffHCross
03-24-2012, 09:26 PM
Get rid of the damn gameplan settings!!! Cpu jumping the snap and getting instant pressure sucks ass.Are you talking about when a player sets their gameplan to JTS, and then the CPU D-linemen execute that plan to perfection? Yeah, that sucks. Well, except when it results in an advantage for me, and then it's badass. :D

If you're talking about the CPU doing it ... they "don't have" access to gameplan settings. They're just that good.

Jayrah
03-25-2012, 02:11 AM
I know this has been brought up before but deep passes are extremely frustrating. Last night my WR had 2 steps on the DB and I drop one over his shoulder only to have the DB do the not even look/jump/over the shoulder interception. The very next play the CPU goes deep and my DB was running stride for stride with the WR and of course completes it and my DB didn't even make a play on the ball.

A lot of people complain about pass trajectory, but I do think that defensive player awareness for the CPU needs to be toned down as well. Too many times we see the over the shoulder INT or the DB who is running in man coverage break off to where the pass is going to make a play.
DB/WR interaction just has to be added before the deep or even middle passing games are going to be realistic. It's not the trajectory imo as much as the interactions don't allow for "body to body" contact and realistic attacking of the ball by BOTH players at the same time, in the same space. If this was part of the game then you would see a lot more realistic bat downs and incredible catches by Offense and Defense while not feeling as if you were "cheated" by the infamous over the shoulder or no look interception.

Good Db's need to be able to "ride" a wr from the inside while looking back for the ball. Bad Db's would more often "push" the wr, creating PI (also needing to become a part of the game again) or lose contact from a half step of separation before the ball arrives. Conversly good Wr's should be able to take contact while the ball is in the air and adjust to the ball, creating the same separation and/or truly out-playing the db for the ball. The Wr's already adjust like this but the lack of contact and the ability for the db to occupy the same space takes the positioning of the wr/db out of the equation and puts it all on ball placement by the qb. As we all know, it's as much positioning by the catchers as it is ball placement in real life that makes the difference.

The other thing that needs to be introduced here is the jump ball that is half caught and dropped, and "fall to the ground" catches by both wr and db. If 2 players go up in the same space a lot of times the catcher secures the ball by falling down away from the other player. Stuff like that would change the passing game in a serious, much less frustrating way.

Jayrah
03-25-2012, 02:14 AM
Get rid of the damn gameplan settings!!! Cpu jumping the snap and getting instant pressure sucks ass.Cpu should still try to jump snap on occasion. And you gotta change up your snap count. The more you change snap count, the less they jump, or if they do jump, you got em!

ram29jackson
03-25-2012, 05:19 AM
Are you talking about when a player sets their gameplan to JTS, and then the CPU D-linemen execute that plan to perfection? Yeah, that sucks. Well, except when it results in an advantage for me, and then it's badass. :D

If you're talking about the CPU doing it ... they "don't have" access to gameplan settings. They're just that good.

then how do you explain the cpu being in aggressive zones a majority of the time?

ryby6969
03-25-2012, 07:44 AM
Cpu should still try to jump snap on occasion. And you gotta change up your snap count. The more you change snap count, the less they jump, or if they do jump, you got em!
It should be situational, not every down. If it is 3rd and 15, okay they should try to get a jump because they are in full pass rush mode. Or on 4th and 1 on the goaline. It should not happen every play and they should not be able to play a screen play or draw perfectly if they are in "get the QB mode". It is just severely unbalanced. Also, if you are on the road, it is almost impossible to fake snap in some stadiums because your guys will false start.

Also, I am sick of the pass protection against the DT's. The guards let their man get a 3 yard head start before they even attempt to put a hand on the guy. A 3 man rush should not put more pressure on the QB than a 5+ man rush consistently. If the line interaction is not redone, I am going to be severely disappointed in NCAA13. For me, it would make for a completely new game if interactions were updated and I would be able to overlook some of the other irritations I have with the game.(minus transfer failed)

JeffHCross
03-25-2012, 01:41 PM
then how do you explain the cpu being in aggressive zones a majority of the time?I can't. But that's why I put it in quotes, because I don't totally believe the statement.

ram29jackson
03-25-2012, 02:09 PM
since they announced -wide receiver/DB interactions, I doubt the line play will get attention..they already proved last year that they tried to do too much and it back fired

JeffHCross
03-25-2012, 08:28 PM
since they announced -wide receiver/DB interactionsOh? Where'd they do that?

ram29jackson
03-25-2012, 11:08 PM
Oh? Where'd they do that?

LOL did I confuse this with madden ? or are you having a hissy fit about the generality I typed?

psuexv
03-26-2012, 09:18 AM
Psuexv, I feel your pain brother. This is a HUGE issue for me. What the cpu can do to your receiver and what you can do to the cpu receivers are NOT one and the same. I look off, pump fake and then launch and Mr. generic DB jumps up in the air and bats down the ball without ever looking at it :down::fp::down: I truly hope that the defensive awareness is seriously toned down to make reaction times far more realistic.


DB/WR interaction just has to be added before the deep or even middle passing games are going to be realistic. It's not the trajectory imo as much as the interactions don't allow for "body to body" contact and realistic attacking of the ball by BOTH players at the same time, in the same space. If this was part of the game then you would see a lot more realistic bat downs and incredible catches by Offense and Defense while not feeling as if you were "cheated" by the infamous over the shoulder or no look interception.

Good Db's need to be able to "ride" a wr from the inside while looking back for the ball. Bad Db's would more often "push" the wr, creating PI (also needing to become a part of the game again) or lose contact from a half step of separation before the ball arrives. Conversly good Wr's should be able to take contact while the ball is in the air and adjust to the ball, creating the same separation and/or truly out-playing the db for the ball. The Wr's already adjust like this but the lack of contact and the ability for the db to occupy the same space takes the positioning of the wr/db out of the equation and puts it all on ball placement by the qb. As we all know, it's as much positioning by the catchers as it is ball placement in real life that makes the difference.

The other thing that needs to be introduced here is the jump ball that is half caught and dropped, and "fall to the ground" catches by both wr and db. If 2 players go up in the same space a lot of times the catcher secures the ball by falling down away from the other player. Stuff like that would change the passing game in a serious, much less frustrating way.

DB/WR interactions would be great. They just need to tweak the whole system. If they add some player interactions, tone down awareness, and adjust trajectory it could really make for a great passing game.

Just think, you could have jump balls and battles, you wouldn't have a DB in MAN coverage peeling off of another WR to make a play on the ball and you might actually be able to launch a ball when your WR has 2 steps and let him run underneath it.

psuexv
03-26-2012, 09:30 AM
Cpu should still try to jump snap on occasion. And you gotta change up your snap count. The more you change snap count, the less they jump, or if they do jump, you got em!


It should be situational, not every down. If it is 3rd and 15, okay they should try to get a jump because they are in full pass rush mode. Or on 4th and 1 on the goaline. It should not happen every play and they should not be able to play a screen play or draw perfectly if they are in "get the QB mode". It is just severely unbalanced. Also, if you are on the road, it is almost impossible to fake snap in some stadiums because your guys will false start.

Also, I am sick of the pass protection against the DT's. The guards let their man get a 3 yard head start before they even attempt to put a hand on the guy. A 3 man rush should not put more pressure on the QB than a 5+ man rush consistently. If the line interaction is not redone, I am going to be severely disappointed in NCAA13. For me, it would make for a completely new game if interactions were updated and I would be able to overlook some of the other irritations I have with the game.(minus transfer failed)

Or certain players should. Look at Troy Polamalu, he's constantly trying to jump the snap.

I actually never use the Gameplanning but do think if done right it could be really good. To me though it's definitely more situational and individual in real life. Like Ryby said on 3rd and long you might have the DL going full bore at the QB, not necessarily trying to jump the snap though. Or if you if you have a LB that is missing tackles a lot, or a whole team that just isn't wrapping up a RB, you would obviously coach them on the sidelines and stress that they need to wrap up and make the tackle(not necessarily quit trying to strip, but just wrap up)

psuexv
03-26-2012, 09:33 AM
DB/WR interaction just has to be added before the deep or even middle passing games are going to be realistic. It's not the trajectory imo as much as the interactions don't allow for "body to body" contact and realistic attacking of the ball by BOTH players at the same time, in the same space. If this was part of the game then you would see a lot more realistic bat downs and incredible catches by Offense and Defense while not feeling as if you were "cheated" by the infamous over the shoulder or no look interception.

Good Db's need to be able to "ride" a wr from the inside while looking back for the ball. Bad Db's would more often "push" the wr, creating PI (also needing to become a part of the game again) or lose contact from a half step of separation before the ball arrives. Conversly good Wr's should be able to take contact while the ball is in the air and adjust to the ball, creating the same separation and/or truly out-playing the db for the ball. The Wr's already adjust like this but the lack of contact and the ability for the db to occupy the same space takes the positioning of the wr/db out of the equation and puts it all on ball placement by the qb. As we all know, it's as much positioning by the catchers as it is ball placement in real life that makes the difference.

The other thing that needs to be introduced here is the jump ball that is half caught and dropped, and "fall to the ground" catches by both wr and db. If 2 players go up in the same space a lot of times the catcher secures the ball by falling down away from the other player. Stuff like that would change the passing game in a serious, much less frustrating way.

Just thought of another one that drives me crazy. Deep ball and the the CPU WR is just standing there and jumps up and makes the catch while one of your DBs is behind him doing the catch at the hip animation.

JeffHCross
03-26-2012, 08:49 PM
LOL did I confuse this with madden ? or are you having a hissy fit about the generality I typed?As far as I'm aware, nothing has been officially announced for either game, except in vague terms. But it's certainly possible I've missed something. Yes, we know changes are coming to the passing game, but not specifically what or how.

Little Steve
03-26-2012, 09:33 PM
I just know their going to mess this up some how. when ncaa 13 comes out i think i'll be useing navy's playbook for awhile... like it matters UC's new qb had like 40% completion % over his 4 games( one of them was uconn... really man uconn are u kidding me!). he's a WR not a QB. what is the deal with all the teams doing that now a days?

Talking about new passing system...

JeffHCross
03-26-2012, 09:56 PM
like it matters UC's new qb had like 40% completion % over his 4 gamesBut Munchie Legaux is the best QB name ever.

Deuce
03-27-2012, 08:49 AM
But Munchie Legaux is the best QB name ever.

I read that as Butt Munchie Legaux the first time I glanced at it. :D


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ram29jackson
03-27-2012, 03:34 PM
But Munchie Legaux is the best QB name ever.

yes it is :nod:
http://i600.photobucket.com/albums/tt82/ram29jackson/1%201%201%201%20Jets%20vs%20Steelers/legaux.jpg

jaymo76
03-29-2012, 03:53 PM
Out of all the features I believe will NOT be back in 13... the one I still miss the most is FCS teams. I don't want to play as those teams but I such much want to play against them. I used to love playing FCS teams in 06. It felt so much more real that FCS South East Cobras or whatever they're called.

Dr Death
03-30-2012, 01:21 AM
What I want to see out of NCAA '13:

1: Realistic football

2: No psychic DB's

3: Size/weight that matters

4: I could give f*** all where the band sits... just make a GREAT GAME!!!

5: Fully implemented offenses - no more bragging about having the Run & Shoot and only having a few true R&S plays... {Yes, I know I am dreaming}

6: Florida Atlantic's new stadium

7: Custom playbooks that are just that... CUSTOM!!!

8: I wanna see Whitepony... WTF is he at???

9: Rivalries that mean something

10: All current and soon-to-be uniforms in the game or the ability to D/L them and not be a year behind

And yes, it's been a L-O-N-G time since I posted here... but I still have HOPE that they get this game correct!

jaymo76
03-30-2012, 03:10 PM
What I want to see out of NCAA '13:

1: Realistic football

2: No psychic DB's

3: Size/weight that matters

4: I could give f*** all where the band sits... just make a GREAT GAME!!!

5: Fully implemented offenses - no more bragging about having the Run & Shoot and only having a few true R&S plays... {Yes, I know I am dreaming}

6: Florida Atlantic's new stadium

7: Custom playbooks that are just that... CUSTOM!!!

8: I wanna see Whitepony... WTF is he at???

9: Rivalries that mean something

10: All current and soon-to-be uniforms in the game or the ability to D/L them and not be a year behind

And yes, it's been a L-O-N-G time since I posted here... but I still have HOPE that they get this game correct!


#9 has so much potential. I am thinking about:

a. dynamic rivalries
b. create a rivalry
c. create a rivalry trophy
d. dynamic commentary and stats re: longterm and shorterm rivalries, etc.

This is such a huge factor in college football and badly needs to be addressed in the game this year.

baseballplyrmvp
04-01-2012, 03:40 PM
more risk for attempting the big hits. however, multiple big hits over the coarse of the game should take a toll on a player's stamina, which could possibly lead to an injury.

another big one, would be a better collision detection system. this kind of shit is getting old:

http://cdn.content.easports.com/media2011/ncaa12/64795379/512A0001_2_JPEG_SCREENSHOT_Zak.jpg
http://cdn.content.easports.com/media2011/ncaa12/64795379/512A0001_0_JPEG_SCREENSHOT_AHT.jpg
http://cdn.content.easports.com/media2011/ncaa12/64795379/512A0001_1_JPEG_SCREENSHOT_JPX.jpg

Rudy
04-01-2012, 09:10 PM
more risk for attempting the big hits. however, multiple big hits over the coarse of the game should take a toll on a player's stamina, which could possibly lead to an injury.


Tecmo had player condition changes over 20 years ago! Having more realistic game fatigue AND season fatigue tied to over-use would be nice.

JeffHCross
04-01-2012, 10:38 PM
8: I wanna see Whitepony... WTF is he at???He's around. I've spoken to him a few times on PSN and seen him on here. Just rarely, much like yourself. Speaking of which, nice to see the multi-colored posts again!


Tecmo had player condition changes over 20 years ago!Yeah, but ... completely unrealistic to the point of annoying. I think they only put it in to make Week 1 different from Week 2, etc. And I believe it was more random than anything else. A HB could go with 0 carries and then be in "Bad" condition the following week for no reason.

ram29jackson
04-03-2012, 09:49 PM
online dynasty- I would like the video highlights you pick actually load every single time instead of 50% of the time because when that screws up, nothing loads and all the pictures you took dont load either.

yes i know theres still a save of the file in your legacy, but so what ? you cant load into your online dynasty site and that takes away from the fun

ram29jackson
04-03-2012, 09:55 PM
have gametrack be more solid somehow,so you dont hit -X- and just skip when you were looking forward to seeing it..or put it inbetween the qtrs so you know its coming..

psuexv
04-04-2012, 12:08 PM
How about removing the fact that the defensive player that I'm controlling starts to move on the snap of the ball without me controlling them. Really can take you out of position when in fact you read the play correctly.

baseballplyrmvp
04-04-2012, 01:15 PM
How about removing the fact that the defensive player that I'm controlling starts to move on the snap of the ball without me controlling them. Really can take you out of position when in fact you read the play correctly.:+1: this goes along with some of the stuff that was talked about earlier. things like this, moving the return man out at the last second on punts, walking the blitzing linebacker that you're controlling up to the line of scrimmage, etc.

its annonying that its a constant battle between user control and the cpu. just because i dont touch the controller for 2 seconds, i dont want a built in safety feature to assume that i've left the room and automatically take over.

psuexv
04-04-2012, 02:29 PM
:+1: this goes along with some of the stuff that was talked about earlier. things like this, moving the return man out at the last second on punts, walking the blitzing linebacker that you're controlling up to the line of scrimmage, etc.

its annonying that its a constant battle between user control and the cpu. just because i dont touch the controller for 2 seconds, i dont want a built in safety feature to assume that i've left the room and automatically take over.

Yep, played a guy last night that was constantly running a counter and I knew it was coming but my MLB would take a step the other way almost each time if I wasn't fast enough.

ram29jackson
04-04-2012, 04:07 PM
repeat-

a create a playbook that is really user friendly and actually works. stop telling me min/max is reached and just let me extract as many as I want and put in what i want..I of course understand audibles and special teams still gives you some limits and that fine

SmoothPancakes
04-04-2012, 04:13 PM
I'm gonna guess that at this point of the process, there's probably not much (at least anything major) that can be added that isn't already in the game.

JBHuskers
04-04-2012, 04:29 PM
Yeah the data freeze is usually around the first week of April.

ram29jackson
04-04-2012, 04:42 PM
doesnt/shouldnt stop people from mentioning hopes and wants

SmoothPancakes
04-04-2012, 04:43 PM
doesnt/shouldnt stop people from mentioning hopes and wants

As long as they realize it all would be for 14 and most likely none of it has a chance of getting in 13.

steelerfan
04-04-2012, 04:46 PM
As long as they realize it all would be for 14 and most likely none of it has a chance of getting in 13.

But I always like those guys that show up for a few weeks, in mid-June, and beg EA to add stuff. :D

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JerzeyReign
04-04-2012, 04:52 PM
But I always like those guys that show up for a few weeks, in mid-June, and beg EA to add stuff. :D

Sent from my SAMSUNG-SGH-I997 using Tapatalk

<-- I'm that guy, lol jk. I complain/wish all year long :)

JeffHCross
04-04-2012, 08:13 PM
Something I meant to ask last year in Orlando (and this seems like as good a thread as any to ask it in) is how the mechanic of No-Huddle / Hurry-Up works when it comes to fatigue. When the new No-Huddle system was introduced, it was mentioned that teams that run No-Huddle all the time (Texas, Oklahoma, Oregon, etc) would have an advantage in terms of fatigue and being able to handle the No-Huddle without coming off the field. Whereas teams that didn't (Ohio State, etc) wouldn't have the stamina to run the No-Huddle all the time without shedding players.

Anyway, my question is, how does that work with Dynasty? Is it tied to the team's playbook, or the team themselves? If I change Oklahoma to a huddling, Triple Option offense, do they still get the fatigue benefit? If I change Ohio State to run Oklahoma's playbook, are they still treated as a Huddle team? Anyway, if anybody knows (or could pass the question along to Tiburon), I'd appreciate.


<-- I'm that guy, lol jk. I complain/wish all year long :)Yeah, but you're consistent about it. It's the guys that show up when the game discs have already been printed, and are otherwise not heard from all year, that give us quite a laugh.

baseballplyrmvp
04-05-2012, 10:55 AM
i was playin madden 11 last night, in my offline franchise as the seahawks vs broncos, and on one play i got little timmy tebow to start scrambling out of the pocket. the funny thing was, he couldnt make up his mind whether he wanted to run upfield or pass the ball. you know what happened? he (cpu controlled) received an illegal forward pass penalty! this is madden11 for cryin out loud! why havent i ever seen this penalty in ncaa?

ram29jackson
04-05-2012, 09:32 PM
i was playin madden 11 last night, in my offline franchise as the seahawks vs broncos, and on one play i got little timmy tebow to start scrambling out of the pocket. the funny thing was, he couldnt make up his mind whether he wanted to run upfield or pass the ball. you know what happened? he (cpu controlled) received an illegal forward pass penalty! this is madden11 for cryin out loud! why havent i ever seen this penalty in ncaa?

2k had offsetting penalties as well. The defense hardly gets penalized unless you abuse a gameplan.

Kansacity88
04-06-2012, 01:36 AM
A HB could go with 0 carries and then be in "Bad" condition the following week for no reason.

OMG! LMAO! I remember that! I totally forgot about the randomness to Tecmo Bowl. Thats hilarious!

JeffHCross
04-06-2012, 04:41 PM
I totally forgot about the randomness to Tecmo Bowl. Thats hilarious!I didn't actually remember it at all (guess I didn't play as much season mode in Tecmo as I thought), but then when I got the PSN version last year, I noticed it really quickly. Drove me insane.

jaymo76
04-08-2012, 11:27 AM
I'm not sure if it is an issue with my controller (which may be damaged...) or if it is an issue with the game. However, in NCAA 11 and NCAA 12, even though I have have PASS ASSIST turned off, on quick passes if I don't instantly take control of the QB, the cpu will throw the ball for me... often resulting in a terrible pass and/or an int. This is really frustrating to the point that it's a game killer. Last night was a prime example. I am #6 Cal playing versus #8 Oregon. I am up 13-0 and driving when the cpu throws 3 of 6 passes on my behalf. One is picked off for a pick six. I then start the second half with a similar result. My ability to win the game was greatly impacted because I literally was fearful to throw the ball. Well, long story short, I ran the ball 50+ times and pulled out the win. Had I lost I would be out of the NC race. Anyone else have this problem or is this a controller issue?

JeffHCross
04-08-2012, 12:02 PM
Is it always a pass to the same receiver? If you don't have Auto Pass turned on, it sounds like the controller.

EDIT: Especially if it's immediate. Auto Pass is supposed to give you some number of seconds, at least.

steelerfan
04-08-2012, 12:12 PM
If you don't have Auto Pass turned on, it sounds like the controller.

That's my guess, too. I have never had that problem.

Maybe you can try controlling your QB's dropback with the left stick to alleviate the problem?

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xMrHitStickx904
04-08-2012, 01:40 PM
i was playin madden 11 last night, in my offline franchise as the seahawks vs broncos, and on one play i got little timmy tebow to start scrambling out of the pocket. the funny thing was, he couldnt make up his mind whether he wanted to run upfield or pass the ball. you know what happened? he (cpu controlled) received an illegal forward pass penalty! this is madden11 for cryin out loud! why havent i ever seen this penalty in ncaa?

yup, illegal forward pass, & late hits are in Madden. We addressed the reasons why NCAA doesn't have late hits, but the game definitely needs to have illegal forward pass. Offsetting penalties are needed. Same for a list of challenge-able plays, not just the obvious one (fumble, feet in bounds)

steelerfan
04-08-2012, 01:53 PM
yup, illegal forward pass, & late hits are in Madden. We addressed the reasons why NCAA doesn't have late hits, but the game definitely needs to have illegal forward pass. Offsetting penalties are needed. Same for a list of challenge-able plays, not just the obvious one (fumble, feet in bounds)

There are late hits in Madden? Really? Are you sure?

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I OU a Beatn
04-08-2012, 04:10 PM
Yeah, but you're consistent about it. It's the guys that show up when the game discs have already been printed, and are otherwise not heard from all year, that give us quite a laugh.

They're probably a lot like me. I only post about the issues with the game from the time I've had a chance to play the demo until I'm done with the game, which has been August the past 4 years. I just don't see the point posting feedback and asking for fixes to the game when I know it's more than likely not going to happen. Case in point: the disconnection glitches and "goon kick." I mean, it's been in the game for 3 years and has been posted about numerous times for 3 years(I even sent them a video) and they still haven't fixed it, so what's the point of posting about it more? They obviously know by now that stuff like that exists.

I realize you're probably talking about people only posting on the site during the first few weeks, and while I do post all the time, I only visit the NCAA sections when I'm actually playing the game or there's news about actual game play. I used to post about NCAA year round and play it year round, but with all the other quality games that have come out, I just can't bring myself to play or talk about something that does nothing but disgust me.

xMrHitStickx904
04-08-2012, 05:34 PM
There are late hits in Madden? Really? Are you sure?

Sent from my SAMSUNG-SGH-I997 using Tapatalk

Yup. Definitely got called for one yesterday & in a tournament I played in during January. It's rare, it has to be on branching animations. In fact, Calvin Johnson shed a tackler & went out of bounds. Me, the user came through & cleaned him up with a hitstick, late hit called. So yes, it's in Madden 12. It was a bit too frequent in Madden 11. First introduced in Madden 10.

steelerfan
04-08-2012, 08:01 PM
Yup. Definitely got called for one yesterday & in a tournament I played in during January. It's rare, it has to be on branching animations. In fact, Calvin Johnson shed a tackler & went out of bounds. Me, the user came through & cleaned him up with a hitstick, late hit called. So yes, it's in Madden 12. It was a bit too frequent in Madden 11. First introduced in Madden 10.

Hmm. I played less than 5 games on 10 and 11. But, I probably played 50 games on 12 and never saw it once. Of course, I've never seen an illegal forward pass on Madden, either.

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Rudy
04-10-2012, 05:01 AM
I just don't see the point posting feedback and asking for fixes to the game when I know it's more than likely not going to happen.

I think this is true. The first few years on a console you hope to have certain things fixed thinking the development team just hasn't been able to correct things due to new hardware problems and a learning curve. So you wait and things don't get fixed. Then after 5-7 years you simply realize that the devs prioritize what they want and fix what they want. I personally think most problems are not related to hardware but rather design choices and vision. At this stage of the game if we aren't happy with where EA has taken NCAA Football then we won't be happy until the next consoles come out. I'm completely apathetic towards NCAA 13. Usually EA changes quite a bit when they go to new hardware and then just tweak for 10 years.

oweb26
04-10-2012, 10:12 AM
If nothing else this time of year is the most entertaining on this board and pretty much any other sports video game board!

gschwendt
04-10-2012, 12:26 PM
I don't know if you guys ever read the Facebook comments on posts from the official NCAA Football page but occasionally I'll browse them. Today's post asks "FILL IN THE BLANK: The gameplay addition/improvement that I'd like to see the most is _______!"
https://www.facebook.com/photo.php?fbid=10150720470797280&set=a.329807947279.149909.90440037279&type=1
(https://www.facebook.com/photo.php?fbid=10150720470797280&set=a.329807947279.149909.90440037279&type=1)
The reason I read through them is because I consider those replies closer to the casual player compared to most dedicated message board members being hard-core player. Anyway, aside from the throw-away posts (there's always lots of them), today, the sentiment seems that the #1 overriding gameplay fix needs to be fixing super-LBs. Just thought it was interesting that if you had 1 wish, that would be it. Don't get me wrong, there are a handful of educated, intelligent posters but for the most part, they're either saying super-LBs or talking about something completely not related to gameplay.

Anyway... just thought I'd share.

I OU a Beatn
04-10-2012, 01:14 PM
I know it's always referred to as "super LBs," but that entire problem stems from the fact that as soon as you press the button to throw a receiver, the entire defense reacts instantly. It's the reason there are so many tipped balls thrown over the middle, why there's so many "warping" interceptions, etc...

I really have no idea how they would fix that other than dumbing down the AI or implementing some kind of reaction based rating system.

illwill10
04-10-2012, 01:30 PM
I know it's always referred to as "super LBs," but that entire problem stems from the fact that as soon as you press the button to throw a receiver, the entire defense reacts instantly. It's the reason there are so many tipped balls thrown over the middle, why there's so many "warping" interceptions, etc...

I really have no idea how they would fix that other than dumbing down the AI or implementing some kind of reaction based rating system.

Just like pressing Turbo results in the defensive reacting very quickly.It seems like they try to overpower the AI because they dont want defense to be a disadvantage.
They do need to dumb it down or rework the Awareness so it plays a HUGE factor in everything

morsdraconis
04-10-2012, 01:51 PM
It's mainly that they need to rework how awareness works. Right now, awareness is pretty much the equivalent of how much the CPU cheats by already knowing where you're throwing the ball before the QB even runs the animation of whatever button you hit. The higher the awareness of the overall defense, the tougher it is to play against that defense, no matter how bad they are in other categories. I've been meaning to do some tests to see how low speed, agility, and acceleration could be before awareness doesn't make up for it anymore (in fact, I might do this when I get home) but I'd venture to guess that speed, agility, and acceleration could be much lower than people would be used to without it affecting the ability of the defense at all.

gschwendt
04-10-2012, 02:02 PM
My main beef with gameplay is something both of you sort of touched on is that when there's a reaction, it's an instant reaction. It may not always be the 100% correct reaction, but they always react in some way. My prime example is in the option game... if you run the triple option, the moment you decide to keep or hand it, everyone except the last man on the line instantly reacts. If you kept it and then decide to pitch it, everyone then instantly reacts to the ball. It's the whole "chase-ball" mentality that the AI has... they're always going directly after the ball, not their assignment.

I OU a Beatn
04-10-2012, 02:05 PM
My main beef with gameplay is something both of you sort of touched on is that when there's a reaction, it's an instant reaction. It may not always be the 100% correct reaction, but they always react in some way. My prime example is in the option game... if you run the triple option, the moment you decide to keep or hand it, everyone except the last man on the line instantly reacts. If you kept it and then decide to pitch it, everyone then instantly reacts to the ball. It's the whole "chase-ball" mentality that the AI has... they're always going directly after the ball, not their assignment.

Which is exactly why outside running plays like tosses and stretches are so overeffective. Instead of stretching the play to the sideline and forcing the ball carrier to cut back like in real life, the defenders will try to cut through the blockers and tackle the ball carrier as soon as possible, allowing the blockers to pick up their blocks, seal the defense, and clear a lane to the outside for the ball carrier.

It's a huge issue for me.

illwill10
04-10-2012, 02:09 PM
It's mainly that they need to rework how awareness works. Right now, awareness is pretty much the equivalent of how much the CPU cheats by already knowing where you're throwing the ball before the QB even runs the animation of whatever button you hit. The higher the awareness of the overall defense, the tougher it is to play against that defense, no matter how bad they are in other categories. I've been meaning to do some tests to see how low speed, agility, and acceleration could be before awareness doesn't make up for it anymore (in fact, I might do this when I get home) but I'd venture to guess that speed, agility, and acceleration could be much lower than people would be used to without it affecting the ability of the defense at all.

Exactly.
Awareness needs to be worked on for every aspect of gameplay/position. The way how QBs play, defenders knowing what you are doing, WRs knowing when to cut off a route or keep going, OL/WR/TE ability to be able to block every one on runs plays, RBs not knowing how to use their special moves, LBs knowing when and where to blitz, DL knowing when to pinch or spread the line and when there is a screen play, DBs knowing when to react on screen plays. Every position is affected by Awareness.

souljahbill
04-10-2012, 02:58 PM
I thought awareness only affected QBs and their ability to go robo.

gschwendt
04-10-2012, 03:02 PM
I thought awareness only affected QBs and their ability to go robo.My understanding is similar to yours... anymore, about the only thing that awareness actually effects is whether QBs get as easily rattled, particularly on the road in hostile environments. Anymore, there are other ratings that effect everything else for the defense from PRC (play recognition) to PUR (pursuit) among a handful of others.

morsdraconis
04-10-2012, 03:26 PM
My understanding is similar to yours... anymore, about the only thing that awareness actually effects is whether QBs get as easily rattled, particularly on the road in hostile environments. Anymore, there are other ratings that effect everything else for the defense from PRC (play recognition) to PUR (pursuit) among a handful of others.

I just don't think that's actually the case Tommy. It seems to me, the higher the defense's awareness is, the more ridiculous the plays that they make are.

Now that I'm home from work, I'm going to attempt to test this theory out and see how it works.

baseballplyrmvp
04-10-2012, 03:56 PM
My understanding is similar to yours... anymore, about the only thing that awareness actually effects is whether QBs get as easily rattled, particularly on the road in hostile environments. Anymore, there are other ratings that effect everything else for the defense from PRC (play recognition) to PUR (pursuit) among a handful of others.so awareness only matters for qb's and not other positions?

gschwendt
04-10-2012, 04:11 PM
so awareness only matters for qb's and not other positions?Don't take it as scripture but yes, I believe it's been said by the devs many times over the past couple of years.

WolverineJay
04-10-2012, 05:28 PM
I just don't think that's actually the case Tommy. It seems to me, the higher the defense's awareness is, the more ridiculous the plays that they make are.

Now that I'm home from work, I'm going to attempt to test this theory out and see how it works.

Yes. Awareness and Difficulty level play a HUGE role in the CPU's defensive abilities.

WolverineJay
04-10-2012, 05:37 PM
If I have a DB with 40 -69 AWR often times he is totally clueless on tight coverage (meaning he should be able to swat it, or attempt a pick, or at worse make an immediate tackle following the catch), but instead he just let's the CPU WR catch it and get separation. I notice this doesn't happen even close to the same if my DB has 85+ AWR, it's like night and day. The ability for the user's CPU defender to make a play in tight coverage is mostly tied to awareness I have come to believe.

Having said that the same doesn't apply to the CPU especially if you play on Heisman, you can throw out the CPU defensive player's ratings because almost everyone plays like a heisman candidate on a hot streak.

baseballplyrmvp
04-10-2012, 05:42 PM
Don't take it as scripture but yes, I believe it's been said by the devs many times over the past couple of years.damn. i would have sworn that awareness played a big part in a lineman's frequency to not false start.

so then, is awareness used more for supersim logic?

WolverineJay
04-10-2012, 05:46 PM
The game killer for me in NCAA 12 was the glitch where the CPU team would switch to aggressive zones and then its bombs away time and your passing for 600 yds plus every game. The passing game overhaul in 13' better be a good one or I'm not getting it this year. I don't want extra button pushes(already takes this game way way too long to throw a pass after I press the receivers button) or switching the passing to the left trigger or backbreaker analog passing. I want to see realistic passing trajectory, different ratings for QB's like Madden, new throwing styles(some with very quick release others with slow releases like in NCAA 12), and more control of where I want to place the ball. We will see on Tuesday and again get feel for whatever it is when the demo drops in June.

Rudy
04-11-2012, 04:27 AM
I don't know if you guys ever read the Facebook comments on posts from the official NCAA Football page but occasionally I'll browse them. Today's post asks "FILL IN THE BLANK: The gameplay addition/improvement that I'd like to see the most is _______!"
https://www.facebook.com/photo.php?fbid=10150720470797280&set=a.329807947279.149909.90440037279&type=1
(https://www.facebook.com/photo.php?fbid=10150720470797280&set=a.329807947279.149909.90440037279&type=1)
The reason I read through them is because I consider those replies closer to the casual player compared to most dedicated message board members being hard-core player. Anyway, aside from the throw-away posts (there's always lots of them), today, the sentiment seems that the #1 overriding gameplay fix needs to be fixing super-LBs. Just thought it was interesting that if you had 1 wish, that would be it. Don't get me wrong, there are a handful of educated, intelligent posters but for the most part, they're either saying super-LBs or talking about something completely not related to gameplay.

Anyway... just thought I'd share.

The super LB issue could be repaired or tweaked easily by us (offline anyways) if they left the knockdown slider in the game. They removed that for NCAA 10 and that had a huge impact on how LBs and DBs could play the pass. The funny thing is a game like NCAA 06 on the PS2 let you throw passes into all kinds of tight spots and the defender would rarely make a good play on the ball. I increased the knockdown slider to 99 back on that game. Fast forward to the PS3 where defenders knock things down way too easily and I was dropping the knockdown slider to 0. Then they just took it away. It's a sorely missed slider imo.

I do remember reading an EA employee state that the knockdown slider was only for the DL and had no impact on the DBs or LBs in the passing game. That may have been the intention but that's certainly not how it worked. It also showed how out of touch with sliders some of the EA guys are when they don't even know how they work. That's why I'm not surprised to read almost all the EA guys play on default. It's also why they have released the game with a lot of slider issues in the past as they don't test them properly.

WolverineJay
04-11-2012, 05:20 PM
Something else I would like to see in NCAA football this generation is all the penalties that last gen had (illegal touching), plus the ones Madden has (late hit and illegal forward pass) and finally off-setting penalties.

However my BIGGEST gripe is that an add on penalty(15 yd facemask) totally wipes out the play statistically and no replay of the play. I have a nice 45 yd run but try to cut back against the grain to get by the DB only to have him grab my facemask and if I accept the 15 yards then guess what? Yep no 45 yard run by my halfback. LOL that is so dumb its funny since last gen (ps2 versions) had illegal touching and it counted the play whenever the facemask penalty was called. But here we are in 2012 and and we don't get all the stuff we had years ago gameplay wise, heck almost everything wise so sad.

One last thing that last gen had and it was falsely advertised in 12' was the L1+ R1 automatic replays. It is listed as a hint on the load screen but its not in the game.

Tarhead10
04-11-2012, 06:54 PM
I have to agree with gschwendt on this 100%.... I was playing today with UCLA at Oklahoma, and I was running out of the Pistol formation... I ran a read option to the strong side and decided not to hand it off to my tailback, when the defensive end crashed down he completely missed the running back and came straight to me for the sack... As for assignments he should have taken the tailback as he was the first point of contact on read, but he didnt... He completely went for the ball, which is wrong and frustrating...

baseballplyrmvp
04-12-2012, 03:16 PM
I don't know if you guys ever read the Facebook comments on posts from the official NCAA Football page but occasionally I'll browse them. Today's post asks "FILL IN THE BLANK: The gameplay addition/improvement that I'd like to see the most is _______!"
https://www.facebook.com/photo.php?fbid=10150720470797280&set=a.329807947279.149909.90440037279&type=1
(https://www.facebook.com/photo.php?fbid=10150720470797280&set=a.329807947279.149909.90440037279&type=1)
The reason I read through them is because I consider those replies closer to the casual player compared to most dedicated message board members being hard-core player. Anyway, aside from the throw-away posts (there's always lots of them), today, the sentiment seems that the #1 overriding gameplay fix needs to be fixing super-LBs. Just thought it was interesting that if you had 1 wish, that would be it. Don't get me wrong, there are a handful of educated, intelligent posters but for the most part, they're either saying super-LBs or talking about something completely not related to gameplay.

Anyway... just thought I'd share.when you guys went to ea, how much did you talk about the super lb's being a problem and did anyone attribute it to being because of the low pass trajectory?

psuexv
04-13-2012, 08:47 AM
when you guys went to ea, how much did you talk about the super lb's being a problem and did anyone attribute it to being because of the low pass trajectory?

I'm going to say the answer to this is Yes, it was talked about :)

baseballplyrmvp
04-13-2012, 09:41 AM
I'm going to say the answer to this is Yes, it was talked about :)well now that the vid is out, it obviously answers my question. :P thanks though.

Jayrah
04-13-2012, 11:31 AM
well now that the vid is out, it obviously answers my question. :P thanks though.:D

baseballplyrmvp
04-19-2012, 09:26 PM
i hope that they tied the no-huddle to the playbook (or coach's/coordinator's playbook) a team uses, instead of tying it to the school itself. i'm 7 years into my :USC: offline dynasty, and arizona state now uses a multiple offense instead of an air raid....yet they still try to run the multiple offense as fast as they can.

JeffHCross
05-20-2012, 09:41 PM
Something I meant to ask last year in Orlando (and this seems like as good a thread as any to ask it in) is how the mechanic of No-Huddle / Hurry-Up works when it comes to fatigue. When the new No-Huddle system was introduced, it was mentioned that teams that run No-Huddle all the time (Texas, Oklahoma, Oregon, etc) would have an advantage in terms of fatigue and being able to handle the No-Huddle without coming off the field. Whereas teams that didn't (Ohio State, etc) wouldn't have the stamina to run the No-Huddle all the time without shedding players.

Anyway, my question is, how does that work with Dynasty? Is it tied to the team's playbook, or the team themselves? If I change Oklahoma to a huddling, Triple Option offense, do they still get the fatigue benefit? If I change Ohio State to run Oklahoma's playbook, are they still treated as a Huddle team? Anyway, if anybody knows (or could pass the question along to Tiburon), I'd appreciate.

i hope that they tied the no-huddle to the playbook (or coach's/coordinator's playbook) a team uses, instead of tying it to the school itself. i'm 7 years into my :USC: offline dynasty, and arizona state now uses a multiple offense instead of an air raid....yet they still try to run the multiple offense as fast as they can.
Anybody have a thought/answer on these?

Little Steve
05-20-2012, 09:51 PM
Anybody have a thought/answer on these?
I don't think EA will do anything there.

JeffHCross
05-21-2012, 08:20 PM
Agreed. I'm still wondering about my question though ... have no real idea how the mechanic works right now.