View Full Version : What do you want to see in NCAA Football 13?
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What features do you want to see in NCAA Football 13? Next month is the first NCAA Football Community Event with community members from The Gaming Tailgate, other community sites and members at large being brought in to help convey community requests for NCAA Football 13 and the franchise in general.
Before the event next month in beautiful Orlando, we want to hear more from you on what you want to see in the game. While we will be compiling info from your wish lists (http://www.thegamingtailgate.com/forums/forumdisplay.php?8-Wishlist-amp-Feedback) and the Community Wish List Tournament (http://www.thegamingtailgate.com/forums/forumdisplay.php?81-2011-NCAA-Football-Community-Wish-List-Tournament), we want to know your top requests in the following areas of focus:
Top 10 issues that you have with Dynasty mode
Top 10 issues that you have with Road to Glory
Top 10 gameplay issues that drive you crazy
Top 10 presentation issues that you have
Top 10 items that you’d like to see in NCAA Football 13
Please list your top items for each game area and we will share it with the development team. Please be clear but concise in your requests and thoughts. Any off-topic posts will be deleted. Feel free to list any additional items/areas of focus as well.
Use this opportunity to your advantage and let your voice be heard in the development of NCAA Football 13!
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You can view the page at http://www.thegamingtailgate.com/forums/content.php?531-What-do-you-want-to-see-in-NCAA-Football-13
steelerfan
12-15-2011, 06:21 PM
I would like to see the penalty and injury areas get some much-needed work. There desperately needs to be more variety of each. Madden came close, with injuries, but more is needed.
Injuries can add a lot to a Dynasty, if done correctly. It would be nice to have an Injury Frequency and an Injury Severity slider. However, none of it is pertinent if the only injuries you see with regularity are to ball carriers.
I've played FIFA for the first time ever this year, and having a number of injuries (including an occasional one during Training, which is simmed) has challenged my depth and made Career Mode much more enjoyable. I'd love to see simmed practices result in an occasional injury in NCAA too, but injuries have to be spread out among all positions for any of this to have a positive effect.
A Special Teams Overhaul is absolutely necessary, in my opinion. We have gone far too long with only 2 phases of the game having an affect on the outcome.
Just a couple things off the top of my head.
Sent from my SAMSUNG-SGH-I997 using Tapatalk
illwill10
12-15-2011, 06:25 PM
My Issues are(without looking like a wishlist):
Mainly to do with gameplay and some graphics.
1. Unrealistic how the ball looks when it leaves the QB hands.
2. CPU's ability to change on a dime and break up a play. Main issue is bad to average players doing it.
3. Either Passing Arch or LB jumping has to be fixed. If there is a WR/TE open 20+ down the field, I should get it over the head over of a LB 5-10 yards if he is not a stud.
4. Weather should have a bigger impact. Wind should affect passes. There should be more Drops.
5. Users and CPU should be able to make plays on balls that are dropped or muffed by WR/TEs. It seems like there is a lag.
6. Better Ball Carrier Logic. Players run the ball like they have tunnel vision. They need to be aware of possible blocks. There should be more WOW plays.
7. Swat needs fixing. At times when I push it there is a lag causing me to miss out on breakups. jump ratings should have a major effect on swats.
8. I would like to see NCAA 13 completely redo commentary and continue improving on GameTrack. also the more stat overlays the better.
9. OL sliding NEEDs to be fixed. I see so many sack oppurtunities missed out when OL slides after mindlessly are waiting for a DL to shed a block.Eliminate Jump Snap.
10. CPU Play calling. It seems like the CPU knows your play calls. There are plays where you can SOMETIMES get off, but most of the time are 90% chance of failure.
I OU a Beatn
12-15-2011, 06:59 PM
1. Is there anything being done to correct the defensive pursuit angles on outside runs?
2. Is pass trajectory going to be raised and/or more realistic?
3. Are they going to fix the online glitches(end game disconnection glitches, goon kick, etc..) that have existed for 3 straight years?
4. Madden has had online stats for like 4 years now, can we expect this to be implemented in NCAA?
5. Anything being done to alleviate the massive number of dropped picks that occur both online and offline?
6. Is the pass rush still being enhanced to allow for more realistic pressure or do they feel 8 seconds to throw the ball is about right?
That's all for now.
illwill10
12-15-2011, 07:44 PM
6. Is the pass rush still being enhanced to allow for more realistic pressure or do they feel 8 seconds to throw the ball is about right?
Agreed/
It feels like pass rush needs ramped up(without seeing DL jumping almost every snap) to allow a realistic pressure. Pockets should collaspe. If the pressure is coming, I should have to move around the pocket.
Lots of good things said above.
I want much more realistic player movement where weight and momentum are a MUCH bigger factor. Options for momentum much like game speed or threshold would go a long way to making people happier.
More arc on passes/less LB or DB swats. Better yet, bring back the knockdown slider from NCAA 09 and prior which allowed us to adjust this ourselves.
Better shotgun blocking, particularly for the cpu when running the spread. The cpu still does not come close to being dangerous while running this offense. A shotgun running slider could help.
More personality. I want scat backs to run like scat backs and power backs to run like power backs. The logic for how to run looks the same for all cpu backs regardless of abilities. Furthermore the juke, stiff arm and truck moves were far too weak in NCAA 12 and need to be better. Eliminate the dual stick controls that nobody uses if necessary. Add an option for sim vs. arcade so some moves are more effective. Either way these toned down moves made the cpu running game boring and hurt the fun factor for the human game imo.
I want playmakers to stand out more. This is especially true at WR where the cpu completely underutilizes big time WRs. They make no extra effort to get them the ball.
Better end of half/game management from the cpu. Their use of timeouts is predictable and poor. Same for spiking the ball.
Tie weight to recruit ratings. I don't want to see a 6' 7" DE that weighs 198 pounds listed as a run stuffer. It wrecks the realism in recruiting.
illwill10
12-15-2011, 08:20 PM
I want much more realistic player movement where weight and momentum are a MUCH bigger factor. Options for momentum much like game speed or threshold would go a long way to making people happier.
More arc on passes/less LB or DB swats. Better yet, bring back the knockdown slider from NCAA 09 and prior which allowed us to adjust this ourselves.
More personality. I want scat backs to run like scat backs and power backs to run like power backs. The logic for how to run looks the same for all cpu backs regardless of abilities.
Furthermore the juke, stiff arm and truck moves were far too weak in NCAA 12 and need to be better. Eliminate the dual stick controls that nobody uses if necessary. Add an option for sim vs. arcade so some moves are more effective. Either way these toned down moves made the cpu running game boring and hurt the fun factor for the human game imo.
I want playmakers to stand out more. This is especially true at WR where the cpu completely underutilizes big time WRs. They make no extra effort to get them the ball.
Better end of half/game management from the cpu. Their use of timeouts is predictable and poor. Same for spiking the ball.
Tie weight to recruit ratings. I don't want to see a 6' 7" DE that weighs 198 pounds listed as a run stuffer. It wrecks the realism in recruiting.
+100000000000000
Definitely agree all. The only position I really look for Height and Weight(not even that at times) is f or DB. The players all play the same when it comes to height and weight.
I would like to see coaches wasting more Timeouts.
I dont even try to use juke moves at all. I remember when it was too strong, now it is too weak. The Dual stick control used to work when juke was effective, now since it isnt it is useless.
steelerfan
12-15-2011, 08:43 PM
5. Anything being done to alleviate the massive number of dropped picks that occur both online and offline?
If this is offset by having a lot more over/under thrown balls, that'd be fine. But, as it exists now (QBs are too accurate, too often), this would turn the game into a turnover fest.
Sent from my SAMSUNG-SGH-I997 using Tapatalk
ram29jackson
12-15-2011, 08:52 PM
look, the game doesnt even play like advertised in the first place because they are using a patching science that they dont even understand..NCAA 13 is just going to have to be a decent 12.5
let me audible to a run without my QB flapping his arms...let me hot route a linemen to man-up on a running back without him just backing up and standing and doing nothing.
give offensive linemen actual assignments that they actually carry out.
running backs should be able to catch swing passes while running to the sidelines instead of it just hitting them in the head because they havent finished turning around LOL
let me throw 10 yard touch passes without it ballooning 25 yards down field.
tone down jump snap..develop AI that actually knows where its throwing-or rather,just throws the ball better instead of lobbing it out of bounds for no apparent reason.
the patch basically destroyed most of the defensive functionality this year.
let me hot route my defensive lineman individually to go forward without him jumping offsides...etc
illwill10
12-15-2011, 08:57 PM
If this is offset by having a lot more over/under thrown balls, that'd be fine. But, as it exists now (QBs are too accurate, too often), this would turn the game into a turnover fest.
Sent from my SAMSUNG-SGH-I997 using Tapatalk
If anything, I would just want to see more tipped-pass INTs. I dont mind the dropped picks. Most of the INTs you see now are tipped or dropped passes.
morsdraconis
12-15-2011, 08:58 PM
http://www.youtube.com/watch?v=p3-eavMSBnk
:nod:
I OU a Beatn
12-15-2011, 09:00 PM
If this is offset by having a lot more over/under thrown balls, that'd be fine. But, as it exists now (QBs are too accurate, too often), this would turn the game into a turnover fest.
Sent from my SAMSUNG-SGH-I997 using Tapatalk
Agreed. Virtually every pass that is thrown is touched by a receiver or defender. There should be way more balls that are thrown inaccurately and result in a ball that simply hits the ground rather than being tipped or caught.
ram29jackson
12-15-2011, 09:07 PM
Agreed. Virtually every pass that is thrown is touched by a receiver or defender. There should be way more balls that are thrown inaccurately and result in a ball that simply hits the ground rather than being tipped or caught.
its a video game, dont waste my time with balls that fall to the ground and tell me its a ratings or predetermined animation excuse..i'm already mad at incomplete passes that sail inches over my receivers head and he doesnt react. For a video game there are enough incompltes already.
illwill10
12-15-2011, 09:09 PM
Agreed. Virtually every pass that is thrown is touched by a receiver or defender. There should be way more balls that are thrown inaccurately and result in a ball that simply hits the ground rather than being tipped or caught.
Most of the passes are located for the numbers or the waist-catching. I would like less accurate passes. Not neccessary incompletions(I do want to see more), but I am saying less perfect passes. You dont see the WRs having to use their entire catching radius.
ram29jackson
12-15-2011, 09:34 PM
...add to and improve team builder
OUkool
12-15-2011, 10:17 PM
1.presentation - in offline dynasty,in game scoreboard-while playing a game show scores from aroud the country,also how about a halftime show like madden. 2.medical red shirts and bring back the spring game 3.allow human control of teams entire coaching staff - let human controlled teams to hire and fire members of the coaching staff (i.e if you want to hire a DC from another school you can do it own your own) 4.new stadiums and uniform combos in teambuilder 5.complete redo of the recruiting system
baseballplyrmvp
12-15-2011, 10:48 PM
dynasty- i dont really have any huge issues that need to be fixed....there just needs to be more added, imo. (no specific order)
1. some say over player progression- whether its individual or position group, i want to develop players to play a certain way.
2. some recruiting tweaks- a ton of great ideas in this thread (http://www.thegamingtailgate.com/forums/showthread.php?3472-Recruiting-in-NCAA-13-What-would-you-like-to-see)
3. one idea i liked from rtg this past year, was the upgrade store. i think the store could be something that dynasty greatly benefits from, however, things should be a lot harder to buy than what they were/are in rtg.
4. editable roster templates- air raid and run & shoot teams rarely carry a dedicated fullback/multiple te's on their roster. why am i forced to carry them? have different kinds of roster templates based on team styles (pro style, air raid, option run, multiple, run & shoot, etc)
5. more depth chart slots- give me slot wr's, 3rd down backs, wildcat back, plus others
6. expand on coaching carousel- i dont think we need a whole coaching staff, but maybe give the 3 major coaches a position familiarity or philosophical scheme. this would also tie into player progression, helping you develop your team the way you want it to.
7. 85 man rosters for user controlled teams only? since doing it for all 120 teams isnt an option (from what we've been told), why not just do it for user controlled teams? at the most, its only 180 more players. that amount shouldnt be that hard.
gameplay
1. the complete absense of a player's weight in the game. i'm still seeing 240 lb runningbacks, running at full speed, getting stood up by 170 lb corners. real life physics need to play a bigger part in the game.
2. o/d-line battles should not be a static engagement. on 35 power, your o-linemen should be trying to push the defense 50 yards downfield....not just hold their block until the rb gets through the line.
3. new/more player ratings- the 6 qb ratings, snap power/accuracy for o-linemen, maybe more
4. larger discrepancy in ratings- you can barely feel the difference between a 70 throw accuracy and a 90 throw accuracy qb. same goes for hit power. if i'm facing a linebacker with 99 hit power, i should want to avoid him at all costs or suffer the consequences. players are also way over-rated in this game. a 99 overall, should be remembered as one of the best in the history of college football, and i'm seeing multiple 99 ovr's every single year.
5. better throwing trajectory
6. special moves for players should matter a lot more. i have a 240 lb runningback who has a 96 trucking, 95 break tackle, and 90 elusiveness rating, and he cant run over a 160 lb cornerback. juke and spin moves dont work anymore as there is ZERO penalty for overpursuit by the cpu.
7. more penalties need to be in the game. the only ones that are really called are holding, clipping, and facemask. i, still, have not seen one pass interference call on me in ncaa 12 despite having the slider for it on 100, and its fricken december! and intentional grounding? where is it? the penalty sliders need to have a bigger impact as well. having one on 100, should see a ton of those penalties called a game. multiple and offsetting penalties also need to be in.
8. complete playbook control - custom playbooks were nice, but this minimum plays for a playbook thing is complete bullshit. i shouldnt be forced to have certain formations in a custom playbook. a play/formation/package creator and editor need to be added. its time they give us some control over how we call plays. this affects all 3 stages of the game- offense, defense and special teams.
9.
TheTruth43
12-16-2011, 01:06 AM
I want ratings to have a tremendous impact on gameplay. As it stands now, most ratings, if not all ratings, feel similar to placebo, as far as I'm concerned.
psuexv
12-16-2011, 12:27 PM
5. Anything being done to alleviate the massive number of dropped picks that occur both online and offline?
If this is offset by having a lot more over/under thrown balls, that'd be fine. But, as it exists now (QBs are too accurate, too often), this would turn the game into a turnover fest.
Agreed. Virtually every pass that is thrown is touched by a receiver or defender. There should be way more balls that are thrown inaccurately and result in a ball that simply hits the ground rather than being tipped or caught.
Yeah, I get real mad at the shear amount of dropped picks that occur and can't understand why I can't get more INTs. But then I realize it's unrealistic and if you actually look at the number of INT opportunities it is way too often. They definitely need to be careful of how they fix it, if the increase the DB catching as :sf: said the turnovers would be crazy. Either more off target throws or have the DBs break up the play with a hit or a reach in, they are just in position for the pick way to often.
psuexv
12-16-2011, 12:29 PM
Ability to upload highlights and pics directly from the PS3 to You Tube or a photosharing site.
psuexv
12-16-2011, 12:34 PM
A lot of people have mentioned trajectory especially with the over the middle throw. But the deep ball needs work too. If I have a WR that is behind the defense you should be able to make that throw. The CPU can make it so it's there and possible, my DBs never seem to time their jump right. About 80% of the time the DB is able to recover and the leaping interception over the shoulder happens way too much. I can go into practice mode and hit my WR in stride but when it's in game the ball is usually short so the DB makes a play.
psuexv
12-16-2011, 12:38 PM
I actually just started noticing this but the CPU will throw the ball away while in the pocket and if nobody is open. But it's a throw that will sail out of bounds over the WRs head. Commentary even says he just threw it away. The Human player doesn't have that ability and should.
Also if I'm rolling or scrambling and try the throw the ball away the QB winds up to throw and usually gets sacked. There needs to be a quick throw animation in that scenario where the QB just flicks the ball out of bounds.
JBHuskers
12-16-2011, 12:48 PM
Ability to upload highlights and pics directly from the PS3 to You Tube or a photosharing site.
Great idea considering you have a limit to hose on EA SPORTS' server.
psuexv
12-16-2011, 12:55 PM
Great idea considering you have a limit to hose on EA SPORTS' server.
Yep
Gotmadskillzson
12-16-2011, 12:57 PM
Top Issues with Dynasty
1. Can’t fire or hire your own offensive & defensive coordinators
2. Recruits ratings don’t match their weight and height
3. Need more variation of recruits
Top Issues with Game Play
1. Player ratings have little effect on game play, especially between the offensive/defensive line interaction
2. Offensive/Defensive line interaction is too scripted. You either win or get pancaked. You can push offensive linemen back on running plays but not on passing plays. Defensive tackles get more sacks then defensive ends.
3. WR/DB interaction. There are no pass interference calls, no holding, push offs or jostling for position between the two. Defensive backs mirror the WRs step for step, turn for turn.
4. Weight doesn’t matter at all when running. A 330 pound player can turn on a dime and change direction as though he was 190 pounds. They can even jump as high as a WR. Locomotion needs to be fixed and should be involved in ALL ASPECTS of the game.
5. Special teams need an over haul. There are never any punt blocks or FG blocks. Never ever any bad holds or bad long snaps or punters missing the ball when they are kicking. On punt returns and kick off returns you never see the CPU run one back for a TD or even get more then 10 yards.
6. Real Assignment AI needs to be fixed, the CPU still can’t run ANY of the option plays correctly, nor can they run out of the shotgun in the spread offense.
7. Ball carrier logic is flawed. Instead of avoiding the tackle, CPU ball carriers run directly into them majority of the time. Everybody runs like they are power backs and always try to truck people. They need to use their jukes and spins a hell of a lot more. And use the ENTIRE FIELD when running and stop running in one lane all the time.
8. QB scrambles…….they run too robotic and too stiff. And they slide way too much instead of trying to run around a tackle.
9. QB need to have 360 degree of movement in the pocket. And they need to roll out when they sense pressure. Currently the QB only rolls out on designed roll out plays. And they need to throw on the run sometimes.
10. More tackle animations and please get rid of that 2 handed push tackle animation. Need way more variations of wrap tackles.
11. Fade routes need to be re-done. WRs need to attack the ball on passing plays.
12. OLBs and DBs need to stop cheating on running plays. They run instantly to the ball carrier at the snap of the ball.
13. More passes need to be caught in STRIDE. Way too many jump ball situations.
14. Tone down jump the snap and tone down defensive lineman jumping up to bat down passes. Tone down leaping LBs over the middle.
Top Presentation Issues
1. Commentary need to be more dynamic.
2. Pre game, halftime and post game show. Weekly show during dynasty as well along with a bowl selection show.
3. Grass need to look better, looked bad in NCAA 12.
4. Uniforms need to get dirty and down right filthy.
5. Chain gang on the field, players pleading their case with refs on fouls and whether or not they caught the ball inbounds or actually got the 1st down.
6. Coaches and players need to be more animated. When a QB constantly gets sacked, he should yell at his offensive lineman. Over all need way more player chatter on the field, they are way too quiet.
Top things I want to see in NCAA 13
1. Blocked punts, blocked FGs
2. Offensive and defensive pass interference
3. Improved OL/DL & WR/DB interaction
4. Scramble rating, roll out rating.
5. Improved offenisve play calling
6. CPU being able to run the option and spread offense CORRECTLY.
7. Improved locomotion, make weight actually matter in movement.
8. Better animations and more varied animations.
9. Better commentary
10. Better ball carrier logic
11. Improved dynasty
ram29jackson
12-16-2011, 01:52 PM
Ability to upload highlights and pics directly from the PS3 to You Tube or a photosharing site.
or at least improve the EA site..you cant delete past stuff or find a way to move it/save it..3 lousy slots for photos..the site is slow to load and junk anyway and so no one surfs to see anyone elses..it looks all cute and organized ,but its useless
Gotmadskillzson
12-16-2011, 04:38 PM
Not Youtube.......please no. NBA 2K12 uses Youtube and it takes them hours to upload stuff on there and that is when you actually get it to work. I rather have it now where you have the choice to either get the embed code or download it to your PC and upload it Youtube yourself.
That direct to youtube stuff from a video game doesn't work. Highly inefficient.
JeffHCross
12-16-2011, 07:09 PM
Obviously, I want everything I voted for in the Wishlist Tournament. But without rehashing that entire vote again, I'll just stick with things that I think would be good/easy/logical fits for NCAA 13.
Top Issue with Dynasty:
Coaches without Ratings. Or some other way that coaches are differentiated between each other. Will Muschamp is not Urban Meyer was not Ron Zook was not Steve Spurrier. In real life, we know these coaches have their individual talents and quirks. But there is very little differentiation between coaches in the game. The NCAA 12 Coaching Carousel was a big step forward, but it needs a follow-up.
Top Issue with Road to Glory:
Almost impossible to play as a defensive back, unless you're content to bait the CPU QB into throwing your way. There's no credit for playing your assignment. Similarly, there's no damage to your score if you don't follow your assignment. Other than giving up big plays, there's no detriment to me lining a SS up on the edge and blitzing every play, regardless of the play call. In fact, that's practically the only way to get points.
Top Issue with Gameplay:
Special Teams Overhaul.
What I'd Like To See (a.k.a. things that might not be there but should be, relatively, simple):
Army WingBone (http://www.thegamingtailgate.com/forums/showthread.php?521-Playbooks-NCAA-Football-12-Wish-List-amp-Feedback&p=57384&viewfull=1#post57384).
Pre-Snap Adjustments (hot routing, formation audibles, etc) not sending input to the pump up / quiet down / jump the snap right-stick controls.
Improved CPU Clock Management, especially removing the 2:00 and 1:00 "automatic" timeouts.
More Player Transfers.
More Cutscene / Post-play animations.
When playing an Online User-vs-User game, hide the marker that shows which player the opponent is controlling.
Extended QB kneel where the QB takes a few steps backward before kneeling.
I actually just started noticing this but the CPU will throw the ball away while in the pocket and if nobody is open. But it's a throw that will sail out of bounds over the WRs head. Commentary even says he just threw it away. The Human player doesn't have that ability and should.I thought that ability existed via the "Throw Away" button.
psuexv
12-16-2011, 08:58 PM
It does Jeff, but if you are not outside the pocket you get flagged
psuexv
12-16-2011, 09:00 PM
Defensive hot routes that as easy to execute as offense ones
OSUCowboyofMD
12-16-2011, 11:23 PM
Road to Glory
1.) Way too easy in high school
2.) No transfering
3.) Dont get to take actual classes like we did on the older-gen consoles
4.) No training drills
5.) Too easy to win position battle
Dynasty mode
1.) No postgame interview
2.) Coach doesnt age in apperance
Gameplay
1.) Throwing the play at players and it just hits them without them even attempting to catch it
2.) Some players are just too fast and can catch up too easily
3.) Too many swats
4.) DB's just letting opposing players run right by them
5.) Players not even looking for the ball
6.) Not a variety of penalties like unsportsmanlike conduct etc.
7.) Very rarely, players glide
8.) Ball trajectory
9.) More fluid motion of ball coming out of hand
Presentation
1.) Not many stat overylays
2.) MORE SCHOOL SPECIFIC ENTRANCES and traditions
3.) Commentating can be kinda boring at times
4.) Fight songs not sounding like they should
Top 10 Items
1.) More uni options like more jerseys, helmets, pants, etc
2.) the 4 new FCS schools moving to the FBS
3.) Team specific accessories like pro combat gloves, socks, cleats, and sleeves
4.) New entrances
5.) Pregame walks to stadium or getting off buses
6.) Players on sidelines interacting during game
7.) Marching band seating and uniforms
8.) Updated uni's in teambuilder including sponsors
9.) Including more bowl games that are missing
10.) More equipment for players like thermal pants underneath
11.) Stadium details and weather affecting games
11.) STUDENT SECTIONS! especially for the armed forces
*and I agree with what everyone else has said
NatureBoy
12-17-2011, 07:36 AM
Edit: Sorry, wrong thread.
JeffHCross
12-17-2011, 05:01 PM
Tuners that are pushed out separately from patches.
Pig Bomb
12-17-2011, 07:01 PM
#1 change the way CPU defense calls plays - "knowing" if i'm running or passing is stupid and doesn't work anyway because i can counter it, but the result is me demolishing heisman cpu teams like a hot knife thru butter...psychic play calling must go or im not buying the game any longer period
and a distant #2
i seriously doubt they will change the way the CPU cheats to call plays but if they do...please make custom playbooks work correctly
illwill10
12-17-2011, 07:26 PM
#1 change the way CPU defense calls plays - "knowing" if i'm running or passing is stupid and doesn't work anyway because i can counter it, but the result is me demolishing heisman cpu teams like a hot knife thru butter...psychic play calling must go or im not buying the game any longer period
Fully agree.
Psyhic playcalling HAS to go. I might say I want something important fixed and say I might consider not buying, but buy it 1st day. But this is something I woulf definitely not buy if it isnt not fixed. Not only can the user EXPLOIT the CPU, but the CPU defends certain plays the same way all game. For example, if you call a Option the CPU is mostly gonna blitz the outsides. That is a something I dont want to see. There are certain plays a user cant call because the CPU calls the play to stop it. You can get it off once in a while, but most of the time it is unsuccessful. The only real way to call certain plays is when you audible. I dont run option plays or sometimes even screens unless I audible to it. It wasnt as bad as last year though. I remember playing as a RB in RTG and seeing a heavy blitz look every run play.
SmoothPancakes
12-17-2011, 07:28 PM
Tuners that are pushed out separately from patches.
For the love of God, please. Talk to the NHL team about how tuners should be properly used.
Coachdenz
12-17-2011, 07:46 PM
crazy request I guess, but speed up the game loading screen. I mean it takes way to long to just start a game, lose the flash and splash and just let us load the dang game.
ball trajectory needs work.
Let Head Coaches hire OC and DC's
psuexv
12-17-2011, 08:32 PM
crazy request I guess, but speed up the game loading screen. I mean it takes way to long to just start a game, lose the flash and splash and just let us load the dang game.
ball trajectory needs work.
Let Head Coaches hire OC and DC's
:+1: they can fix all loading screens in my opinion. Especially when loading a recruit to call
mew3782
12-18-2011, 12:05 AM
-Rather than highlight the "best" route on a passing play, put little numbers 1-2-3 based on recommended read progression. Even better/easier (might take away too much challenge but hey, I like cake), first read for a play could always be triangle, second always square, third always X or something like that.
-Tutorials explaining basic concepts of different offenses and/or drills (i.e. run triple correctly 10 times in a row, complete 10 mesh plays in a row, etc.
-Is it worth it to have NCAA and Madden continue to have different animation engines? Wouldn't it make sense to harmonize them to give both staffs more time to devote to features and other things to differentiate the games?
-Hate to beat a dead horse, but pass trajectory does need to be refined. I would actually be ok with taking away user-controlled pass speed and replacing it with a new stat (or combining it with accuracy) that sets the passing speed/arc appropriately based on route/timing.
-Standardizing play names across formations, and for each play having an 'info' button with a sentence or two explanation of what the play is intended to do/how it should be used. I would be willing to have fewer total plays in the game as a tradeoff.
-More realistic heights/weights.
-Run and shoot should be enhanced (minimally more option routes per play, more option plays per formation)
-Audible system should be enhanced (2-button optionality, e.g. XX, triangle-R1) to allow up to 25 audibles per team. I would be willing to lose the formation-specific R-stick audibles for this
-Fix the cap limiting team conference movements in Dynasty to 255.
-Fix midline option (i.e. option the playside DT, don't block him; have QB step behind backside guard to make the handoff/B-Back go directly to the center's butt)
illwill10
12-18-2011, 12:35 PM
A couple small things I want to see.
1. New faces and a face editor. Nothing advanced. Just like to see new faces. More faces too. Even though it isnt a big deal, I dont want to see 3-5 players with the same face.
2. Time and Timeout management by CPU. I would like to see more longer drives. I would like to see more wasted timeouts. You rarely see teams with 3 timeouts by end of game.
3. Emails for Dynasty. I liked it in previous years
jaymo76
12-18-2011, 12:53 PM
Aside from the obvious gameplay fixes, I believe the following additions would put this game over the top.Dynasty:
1. ESPN GAMEDAY AND A WEEKLY WRAP-UP SHOW
* stats, hghlights, major signings, etc.
2. Hire/Fire coordinators option
3. Return of the matchup stick (version 2.0)
** skill and composure was huge for strategy back on the 06 version)
4. REAL HOMEFIELD ADVANTAGE (aka NCAA 06 with the SCREEN SHAKE)
** IT SHOULD BE SO LOUD THAT I HAVE TO TAKE OFF MY HEADSET!!!
5. Ability to make NEW revilaries/dynamic rivalries
6. Dozens of new stat overlays (eg QB comparisons, passing charts, season stats, etc.)
7. Dynamic commentary!!!!!!!!!!!!!!!!!!
8. Bowl selection show
9. Ability to choose captains and impact players
10. Import teambuilder teams in FCS generic slots
Possum
12-18-2011, 07:09 PM
I'd like to be able to build on to my stadium, customize it etc... Make it based on the average attendance to your games each season... If you get more than 5 or 6 sell outs in a season, at the end of the season be able to add on to your stadium, etc.
illwill10
12-18-2011, 07:38 PM
RTG:
-harder to win position job and the backups actually fighting for the job.
I just beat out a 92 OVR Established SR QB as a FR 83 OVR QB and he was playing great. I basically won the job on 1 play at the end of position battle where I performed terribly. I only got less than 15 plays in a blowout victory. I shouldnt even have a shot at the starting gig unless we/he is playing horrible or the season is lost. The messed up thing about it was that it seemed like the CPU was intentionly calling bad plays so I couldnt win. They called nothing but PA and short routes. If it wasnt for me having 80 speed, I wouldnt have won.
- Fix the ratings coming in.
I was a 5 star QB and I came in with 67 THP.
-Improve Playcalling.
I rather have convential situational playcalling than random playcalling. You dont really call 4 Verticals inside the 15 yard line.
-Custom Quarter Length and Camera.
Being locked into 5 mins kinda spoiled this year for me.You cant really contend for Heisman until JR or SR year. Also having camera angle that doesnt swing some plays.
Preferred Playstyle and recruiting.
It would be a good add to be able to choose which type of off/def I would like to play in. Emails could also help. It could add the aspect of actually being recruited. Like "This is your job to lose." or " I would like to move you to a different position." or " We will RS you, but you are the future." I wouldnt mind at all if we could get RSed, especially if there is a established vet and good depth. We could spend year practicing or just sim it.
baseballplyrmvp
12-18-2011, 08:29 PM
They definitely need to be careful of how they fix it, if the increase the DB catching as :sf: said the turnovers would be crazy. Either more off target throws or have the DBs break up the play with a hit or a reach in, they are just in position for the pick way to often.i'd vote for more off topic throws. not every throw needs a player making a play on the ball.
JeffHCross
12-19-2011, 08:56 PM
1. New faces and a face editor. Nothing advanced. Just like to see new faces. More faces too. Even though it isnt a big deal, I dont want to see 3-5 players with the same face.Along the same lines, I'd love to see the player's face be shown somewhere on the "Edit Player" screen. It's overly complicated to try and change a player's face within Edit Player, and then have to back out to the main screen to see what his face now looks like.
illwill10
12-19-2011, 09:10 PM
Along the same lines, I'd love to see the player's face be shown somewhere on the "Edit Player" screen. It's overly complicated to try and change a player's face within Edit Player, and then have to back out to the main screen to see what his face now looks like.
Yeah. I hate changing faces or editing weight and see if appropriate face:body ratio and have to check in the menu. A face editor will make players differ from each other.
blkkrptnt819
12-20-2011, 11:25 AM
Custom Playbooks -Fix bugs -NO LOCKED FORMATIONS -Build playbooks from scratch (Maybe move online like team builder) -Allow us to choose the formation audibles -Ability to offset back or backs in every shotgun formation -Create and edit formations and plays -Adapt Plays from one formation into another -Create packages for formations Strategy -Weakside/Strongside DE, LB, CB and S -Flanker and Slot Recievers -Allow us to match certain CBs on certain WRs -Nose Tackle option -Stand up End option -Create our own position, set requirements and a depth chart for that position and place them in any formation we run i.e. Leo (OLB/ DE) Dynasty -Dynamic Conference Prestige -Practice that allows us to practice against players top 10 run pass and run plays -Scouting reports with tendencies in certain situations -Streaming Ticker during games -No Roulette Wheel Recruiting Gameplay -Improved Player interaction i.e. (OL/DL, WR/DB, Blocking Interactions, Coverage) -Improved Pass Trajectory -HFA Screen/Controller Shake -CPU Calling Plays based on tendencies not knowing your plays -Foot Planting and Head Tracking (Should Fix Psychic DBs) Can’t play balls you can’t see also means WR has to look back to catch ball. Also swats wouldn’t be so accurate -Animation ratios need to be tweaked -Madden Player Tendencies -Pass Rush coming from outside in. Inside out would only work if DTs could push the pocket in the face of the QB instead of breaking free so much
blkkrptnt819
12-20-2011, 11:38 AM
But to stay on subject Top 10 Gameplay Issues
1) That fact that my people must be slowed down as difficulty goes up. It irks me to no end
2)The psychic CPU from play calling to coverage to the DBs knowing rather the play is run or pass
3)The defensive plays that can turn on a dime ESPECIALLY during the option
4)The three slowest steps in the history of mankind animation for the option keep person or the HB out of wildcat
5)The over the shoulder catches and interceptions frequency and the one hand catch interception frequency
6)The lack of WR fight for the ball
7)The lack of regard for weight and ratings during OL/DL/LB interactions
8)The total lack of juke move and spin effectiveness
9)Ball Trajectory
10)The Blocking logic, my FB runs past people the should block, stop and turn in holes to look for people to block
Dynasty Issues
1)The week 6-7 ranking drop for no reason whatsoever
2)The fact that recruits mostly lack awareness coming in
3)The Roulette recruiting system
4)The lack of scouting
5)CPB stopped working in Online Dynasty Practice
6)Lack of atmosphere
7)The way it seems like the first visit is usually gets the commitment, recruits usually make multiple visits
8)How fast coaches progress in the CC
9)The lack of a vehicle to build a bigger stadium and grow your program
10)No control over the training regimen for my players - This should be done by position groups
10 Things I want to see in NCAA 13
1)Scouting for dynasty games - I want a scouting report giving me an idea of what they like to do
2)Practice that helps - I want to work against my next weeks opponent top 10 plays offensively and defensively
3)Head Tracking and Foot Planting - This should fix most of the problems along with the next one
4)Physics - If you can't integrate a full physics system there needs more evidence in the animations
5)Player Tendencies and Traits - Just lift from Madden and insert
6)Home Field Advantage Camera Shake - Just lift from a previous iteration and insert
7)Full control over custom playbooks - Custom packages, create a play, create a formation, formation audibles, no locked formation, picking goal line plays and formation, create a playbook from scratch
8)Depth Chart and Player Control - Weakside/Strongside DE, LB, CB and true FS and SS options, Slot receiver depth chart, NT, ability to match CB to WR or LB or S to TE, ability to create a position and the recruiting criteria i.e. (Position: Hybrid Criteria: LB, SS, FS) that is so recruits can see that there is playing time available, different depth chart options for different different systems (i.e. Option A back, B Back, etc)
9)Dynamic Conference Prestige
10)Transferable Dynasties - To be able to carry dynasty from one year to the next and to make an OL dynasty a offline dynasty
baseballplyrmvp
12-20-2011, 09:50 PM
5)The over the shoulder catches and interceptions frequency and the one hand catch interception frequency
this one times infinity. i hate this stupid bullshit. you make the correct read, and its all for nothing because it'll get intercepted
blkkrptnt819
12-21-2011, 09:07 AM
And seeing as I don't play RTG can I add more Gameplay issues... well thank you
1)The QB on the run stopping to throw a pass
2)The QB stepping system on screen plays - there is NO reason i should have to run backwards to avoid getting sacked.
3)The speed boost given by the pursuit - The is no way DL should chase down much faster RB and WR
4)The fact that the ball can be 99% out my hand and rather it's a pitch or a pass, and instead of it going out the QB pulls it back and take the tackle or sack
5)The speed of the CPU strafe
6)OL run blocking logic - Why do the OL double team block and not get to the LB at the point of attack?
7)WR blocking - LOL hahahahaha have you seen the WR run block?!?! Me either
8)WR Pass Catching - They drop balls when barely touched and the don't put their hands up sometimes when the ball hits them in the face mask
9)The lack of a turn and run animation for HUM controlled players - When I stop strafing to turn and run I get stuck in the clunkiest animation where it takes 1.5 seconds to turn to make a play
10)The pre determined path of defensive players - If I pinch my DL my DE should go straight down, not run at the OT. That makes NO sense. If I'm controlling somebody there is no way the CPU should still try to guide them to a certain assignment. This seems to only happen on blitz assignments
11)The lack of hum strafe ability on offense - Offensive and defensive hum players should have the ability to strafe and swat the ball. There should also be configuration options for both
12)Why is the ball mostly behind the WR on longer balls? - I have RARELY seen the out in front and I also see alot of animations that don't allow for YAC
13)Option blocking - The game NEVER lets the EMOL free if it's a LB!!! In a 3-4 the OMLB should be left unblock and in a 1-5-5 or 3-3-5 if there is a LB on the line that needs to be the read.
psuexv
12-21-2011, 10:19 AM
I've never really thought or looked to see if this happens now. But what about adding fatigue to the game. So many times you hear how a running game will wear down a defense late in the game as they constantly pound the running game. But I don't think that factors into the NCAA. I know you see players get tired on a particular drive, but what about over the course of the entire game?
psuexv
12-21-2011, 10:21 AM
Another thing that would be nice would be a kind of continuation of the strafe on defense, almost a breakdown button. If I'm in the open field trying to make a play on a ball carrier, it would be nice to be able to breakdown and square up and go for the tackle. The strafe doesn't quite work for this but it does help sort of.
illwill10
12-21-2011, 11:44 AM
I've never really thought or looked to see if this happens now. But what about adding fatigue to the game. So many times you hear how a running game will wear down a defense late in the game as they constantly pound the running game. But I don't think that factors into the NCAA. I know you see players get tired on a particular drive, but what about over the course of the entire game?
Well by the 3rd or 4th quarter, I usually lose my top 2 RBs and they dont come back unless I turn off Fatigue.
What I want to see is newer fatigue system where players get tired during plays. I literally saw my cousin return a kick return and turned near the 1 yard line and was able to start running around the perimeter of the field before the CPU sped up and caught him. There is no way a real player can run full speed 100+ yards. It would help on a long drive where the defense is already tired and when you run/pass the fatigue will have a bigger effect.
illwill10
12-21-2011, 12:15 PM
I think two things that would really make RTG playable for alot of people is making Gameplay and CPU Playcalling a priority. Not only would it help other modes and is something almost everyone wants, it is something that can really help this mode. With modes like these, I think Gameplay itself has to be good before you can really consider it good. IT doesnt matter if they were to add a ton of features, If the gameplay is flawed then people arent going to play it. I wouldnt care if the only thing they did was fix the easy pratice/position battle, if the game play is fixed/very playable then I would play it way more. That is what makes My Player and RTTS popular. Since the gameplay in those games are playable/really good, the main concern is the features itself.
Playing as a young Balanced Spread QB, I should want alot of read option and speed options and throw alot of screens; but since the QB knows what we gonna call, I hate when those plays come up. CPU always snuffs out options and QB runs and 7/10 times on HB Screens and WR Screens the defense has a defender in that area to stop it. If I call a HB screen, the DE shouldnt know it is a screen almost every time. Another thing is their ability to turn on a dime and stop a play. It is one thing that the CPU knows when we call read option, but if I have the DE committing hard to the RB, he shouldnt be able to stop and be able pursue me before I reach full speed. IT seems like if I want to run certain plays, I have to audible to it.
xMrHitStickx904
12-21-2011, 01:25 PM
Here's a list :
Strategic things :
Shotgun Shovel Pass, Shotgun Screen & Ladder (Was in NCAA 07).
A real veer option from the Shotgun/Pistol Formations.
Weight/Height of players need to show in various running & hitting styles.
No huddle needs to be expanded to substitution packages as well.
Online weather, Online stats & tendencies.
Don't show the icon that your opponent is controlling pre-snap (Like Madden 12).
Cut scenes, post-TD celebrations need to be expanded, especially online.
Home field advantage needs to be truly brought back. Tough to call audibles, vibrating controller etc.
A version of Dynamic Player Performance should be included in the game, it makes a big difference in M12.
Bring the silent count back, on PS2 when crowds were loud, a silent count was used instead of the normal cadence.
Turn the player threshold down to like 20, or get rid of it. The 92 + SPD guys should be hitting the corner faster & should be burning guys down the sideline.
Sideline interceptions, diving interceptions. I can trigger sideline catches & diving animations, I should be able to do that of defense too.
Formation subs from the playcall screen.
Individual Man/Zone assignments like Madden 12.
No more run commit or pass commit. Just use the spotlight feature instead to target players on the field & double that feature to lock on to the option, toss runs etc.
The ability of tailor your online games. I hate accel. clock, I should be able to invite people to ranked games, unranked with the option to turn that off.
The option to choose broadcasting styles, a different stadium to play at & weather during online play.
Online Dynasty games need to have the same cut scenes like offline play does. Only makes sense.
Zones need to play more like Madden 12 (except fix the purple zones.).
Mid-Air/catch collisions. Facethrowing is a huge problem, & bringing the mid-air collisions back would solve that.
A save-able online depth chart would be great.
Bring back the match up stick.
Practice optiions need to be expanded. ie (a set time before CPU QB snaps the ball, different drills like coffin corner kicking, a scrimmage feature.)
Scripting plays. If I would like to incorporate a script of the irst 10 plays in my spread/no-huddle, let me do it.
Atmosphere:
An expanded HFA.
Real student sections, with chants, different clothes, more rowdy. If I'm facing the student section it should be louder than normal.
NCAA 2004 crowd logic was great. Sounded great in every stadium. Expand on that.
More " in-game " songs & better trigger logic. Not every song is triggered based off a first down. Some are played spontaneously.
Commentary really needs a real upgrade. Audio in general. But FIFA & 2K commentary are great, conversations about teams & the game really add to the depth.
Correct uniforms, field art, the simple things.
College Gameday, highlight shows like NFL 2K5, possible radio broadcast announcer options. ESPN is great, but adding a CBS or ABC crew/overlays would be amazing. NCAA Basketball 10 did it pretty well.
That's all I got right now.
psuexv
12-21-2011, 03:46 PM
Well by the 3rd or 4th quarter, I usually lose my top 2 RBs and they dont come back unless I turn off Fatigue.
What I want to see is newer fatigue system where players get tired during plays. I literally saw my cousin return a kick return and turned near the 1 yard line and was able to start running around the perimeter of the field before the CPU sped up and caught him. There is no way a real player can run full speed 100+ yards. It would help on a long drive where the defense is already tired and when you run/pass the fatigue will have a bigger effect.
I run with fatigue on and I've never not had my RBs playing in the 3rd and 4th.
illwill10
12-21-2011, 04:13 PM
I run with fatigue on and I've never not had my RBs playing in the 3rd and 4th.
I think it is because I have RB SUBs so high.
JeffHCross
12-21-2011, 05:02 PM
I know you see players get tired on a particular drive, but what about over the course of the entire game?They definitely get tired over the course of the game, but Fatigue could still deserve a review. Auto Subs in particular can choose to substitute at the most inopportune time. I know I should be conscious of that as the "coach", but I hate it when I have my stud back in for 1st and 2nd down, but when I need a 3rd and 1 I can't put him in.
illwill10
12-22-2011, 11:41 AM
I want the CPU to use Situational type Playcalls. Like in Madden how a user can set up a Custom Playbook by situations, I would like to see the CPU call plays by what down and distance for both offense and defense. I even think the CPY knows what defensive calls I call. If I call a Cover 2 ,The CPU will can Vertical Routes for their outside WRs 75% of the time. I think that is what use to cause Robo QBs because since the CPu knows what defense you are calling, they will always have a man open. Not having the CPU knowing your playcalls, will really make this game more fun and realistic. Users will not have to exploit using audibles, users can call more plays, it make RTG more playable.
Unconquered
12-22-2011, 04:52 PM
My Top 11 Gameplay Issues (some of this reads like a wish list):
★ Make jukes more effective, make spin moves less effective. Juke animations, especially for the shiftiest players, need to be faster and have much less recovery time. The L-stick should be more effective for cutting and planting. And get rid of that weird chopping/juke/high step thing they do when I press down on the R-stick. Bring back the good old stop-on-a-dime juke instead.
★ Pass trajectory. Touch passes need more arc and more natural rotation. See NCAA 06's ball physics.
★ Receivers need to lose their balance and fall more often when making catches. I see a lot of catches on Saturdays and Sundays where the receiver makes the grab, but sacrifices his balance and falls to the ground. We need more of that. Also: Elite receivers should attack the ball in the air.
★ More passes that sail into dead space. As mentioned above, too many passes make contact with either a receiver or a defender. In real life, a lot of passes hit nothing but turf after they leave the QB's hand.
★ Special teams, especially the punt game, need to be overhauled. We need better blocking on punt returns and the return man should be able to use defenders' momentum against them. A better juke move will also help punt returns. We also need to see blocked punts and FGs, which are a huge part of college football. The occasional bad snap on punts/FGs should also occur.
★ Overhaul the penalty sliders. I swear that I have not yet seen either a defensive pass interference penalty or a roughing the passer penalty in the past three months.
★ Motioning … receivers … is … so … sluggish. Speed up motion and make it less robotic. And let us interrupt the motion and send a player back the other way instead of having to wait until he reaches the other side of the field.
★ More responsive AI sliders. Sliders have been getting steadily better, but some of them -- especially the pass coverage slider -- still don't work like they should.
★ More trick plays, especially true reverses, double reverses, reverse passes, shovel passes, etc.
★ Bring in the extra QB ratings from Madden, and bring in Madden's various QB throwing animations, too.
★ As someone else mentioned above, bring back the ability to let the QB throw while falling back. I've been sacked countless time because my QB tried to stop and plant when throwing a 5-yard screen pass instead of falling back and throwing it off his back foot.
The #1 (and only) item I want to see in NCAA 13:
★ Custom playbooks that work properly. Let us build the playbook from the ground up. A default playbook should only have Special Teams -- nothing else, not even Goal Line or Hail Mary. Let us build from there using EVERY SINGLE FORMATION available in the game -- including every Wildcat. I'd also like to be able to share playbooks via the EA Locker.
illwill10
12-22-2011, 09:43 PM
Something I want to see taken out is "Perfect" Blocking. Where the almost the entire CPU offense(besides QB and ballcarrier) is able to block every defender. You will see all the WRs/TEs, FBs, and Entire OL able to get to and block almost the entire. Depending if the leftover defender, it is almost a guarenteed TD. It is something I think they gave in, since the CPU Ballcarriers dont use there special moves. It RARELY happens IRL, especially with the WRs going out of his way to block a defender. I want to see the Ball carrier create big plays due to his abilty, not the CPU giving it an advantage. 90% of the time I juke or spin it is not to break/elude a tackle, it is to make a play.
I really think if they change the way how CPU calls plays, I think it can completely change the way how we play the game and make it more fun. I know there is a risk of the CPU being predictable or have disadvantage. But if I/we cant call a option or a Play-Action, even a screen or a regular run play without it being blowed up, it really takes the fun out of custom playbooks. I dont want to have to audible to call certain plays.
Massive Meat
12-23-2011, 06:38 PM
1.) Ratings should actually matter. If i recruit a pass rushing OLB then he should rack up a lot of sacks, but miss a lot of tackles on the RB's. I'm tired of having my 6'5" star WR getting jacked up at the line by a 60 ovr CB.
2.) I want each of my players to feel different when I control them. I should be able to tell the difference when I'm controlling a power RB or a speedy playmaking WR
3.) Size/weight and momentum should actually matter for all players
4) better/ more interaction between all positions. TE's should be able to lay out smaller DB's on blocks. right now size and strength doesn't matter
5) enough of the menu lag already, it takes 30 mins to call each recruit. also I should be able to offer a scholarship when i quick call. another nice feature would be to have to option to quick call the top 10 recruits on your boars, 60 mins each, with only having to press one button. it would save a ton of time and frustration.
6) I think a cool feature would be to set a specific gameplan before each game. for example, you examine the opposing team's stats and see that they are ranked #3 in the nation in rushing, but # 116 in the nation in passing. we should be able to choose to focus on stopping the run, even if it means leaving some passing lanes open. in the current game this would be pointless since even a 60 ovr QB can pick apart even the best defenses since rating don't matter.
7) make all players have to slow down and plant their feet to change direction. obviously bigger players will have to slow down more to turn. right now everyone just slides around.
8) it seems like the CPU QB's never scramble out of the pocket to throw on the run. everytime they scramble they just tuck the ball away and head downfield. better CPU passing QB's should focus on avoiding the rush, getting out of the pocket while keeping their eyes downfield to find an open WR.
9) defenders make perfect form tackles way too often. in real football there is about 3 missed tackles per play, but each miss slows the ball carrier down or disrupts the play to allow another player to make the tacker. in ncaa I rarely ever see any broken tackles, even when a player is moving at full speed. there needs to be more sloppy tackles and arm tackles.
10) all QB's are way too accurate and WR's seem to catch everything. every single time me or the CPU pass the ball its either a pick or a catch. there needs to be way more wild throws and lesser WR's dropping harder passes.
11) 85 man rosters at least for the user, I'm tired of having to cut 15 extra players each year
12) no more freezing especially during sims
13) all of the players look like robots sliding around, the game needs to be much more fluid. the players need to feel more unique and less robotic
14) you rarely ever see OLB's leading user teams in sacks, its almost always DT's for some reason. if the defense is a 4-3 the best pass rushing DE should lead the team in sacks, if the defense runs a 3-4 then the best pass rushing OLB should lead the team in sacks
15) enough with the unrealistic Heisman winners. no player from FIU would win the Heisman
16) there's way too many players with 99 stats. 99 should be almost impossible to attain. to be a 99 that would mean that the players is the greatest ever of all time, that it would be impossible for any player to be better than him. that means it should be nearly impossible to get a 99 stat but there is like 5 people with 99 stats on each team. A 90 ovr should be a heisman candidate. there aren't too many of them each year.
17) Helmets flying off during major hits would be cool. (it shouldn't happen very often)
18) it should be easier for players to switch positions. how many times have we seen a high school QB move to WR and be a star? currently in the game if practically any QB moved position he would be around a 40 ovr. remember these are elite college athletes we're talking about, they should be able to play multiple positions, obviously not as good as their primary position, but they shouldnt be abysmal at a similar position. also, if i switch my OLB to a DE, or my CB to a S, they should gain some weight to make up for their new positions. this is especially true for ATH coming out of high school. look at russell sheppard of LSU for example, he was a QB, now he plays RB and WR. he plays all 3 positions effectively, but in the game he can only play WR. DeAnthony Thomas of Oregon is another good example. He plays WR and RB now, but he was a CB at the HS all american game.
19) get rid of DB's magically breaking off their coverage the second you press the throw button to intercept a pass that you threw to a wide open reciever without even looking for the ball. and it seems like the CPU always knows what kind of play you are running, even when you audible. enough with the jump snap every play too
20) Recievers should fight for the ball when it is in the air. right now they don't even try to catch it if it is slightly above their heads, only if it is thrown right into the numbers. they should be able to reach out and catch the ball.
illwill10
12-23-2011, 07:41 PM
I want to see freezing issues fixed and quicker loading times. I probably had one of my favorite games so far result in freezing while loading a tuner. I was up 35-10 against a ranked team as a 1 star school. I gave up 28 unanswered points in the 2nd half. I eventually scored a gaming-tying FG and won in OT. But, none of that will count since the game froze. I will have to do that game all again.
tyr331
12-24-2011, 12:07 AM
Better helmets selections.Jerseys that are not all tucked in. Better emotion in the crowd needs the feeling off a real Saturday night game. Also I think they should bring back the the pregame show with the picking of the team that they think will win on Saturday.Also better tackling same tackling every year I want to see some bone rattling hits on the sideline some head on collision. I want to hear the helmet smack or the shoulder pads clank when a big tackle is made. Also mark up the helmets when someone gets hit. Also i would like to say everybody else has great ideas if they can incorporate all of our ideas i'll definitely spend my 60 bucks for next years installment of NCAA Football
TheTruth43
12-24-2011, 01:26 AM
1.) Ratings should actually matter. If i recruit a pass rushing OLB then he should rack up a lot of sacks, but miss a lot of tackles on the RB's. I'm tired of having my 6'5" star WR getting jacked up at the line by a 60 ovr CB.
2.) I want each of my players to feel different when I control them. I should be able to tell the difference when I'm controlling a power RB or a speedy playmaking WR
3.) Size/weight and momentum should actually matter for all players
4) better/ more interaction between all positions. TE's should be able to lay out smaller DB's on blocks. right now size and strength doesn't matter
5) enough of the menu lag already, it takes 30 mins to call each recruit. also I should be able to offer a scholarship when i quick call. another nice feature would be to have to option to quick call the top 10 recruits on your boars, 60 mins each, with only having to press one button. it would save a ton of time and frustration.
6) I think a cool feature would be to set a specific gameplan before each game. for example, you examine the opposing team's stats and see that they are ranked #3 in the nation in rushing, but # 116 in the nation in passing. we should be able to choose to focus on stopping the run, even if it means leaving some passing lanes open. in the current game this would be pointless since even a 60 ovr QB can pick apart even the best defenses since rating don't matter.
7) make all players have to slow down and plant their feet to change direction. obviously bigger players will have to slow down more to turn. right now everyone just slides around.
8) it seems like the CPU QB nevers scrambles out of the pocket to throw on the run. everytime they scramble they just tuck the ball away and head downfield. better CPU passing QB's should focus on avoiding the rush, getting out of the pocket while keeping their eyes downfield to find an open WR.
9) defenders make perfect form tackles way too often. in real football there is about 3 missed tackles per play, but each miss slows the ball carrier down or disrupts the play to allow another player to make the tacker. in ncaa I rarely ever see any broken tackles, even when a player is moving at full speed. there needs to be more sloppy tackles and arm tackles.
10) all QB's are way too accurate and WR's seem to catch everything. every single time me or the CPU pass the ball its either a pick or a catch. there needs to be way more wild throws and lesser WR's dropping harder passes.
11) 85 man rosters at least for the user, I'm tired of having to cut 15 extra players each year
12) no more freezing especially during sims
13) all of the players look like robots sliding around, the game needs to be much more fluid. the players need to feel more unique and less robotic
14) you rarely ever see OLB's leading user teams in sacks, its almost always DT's for some reason. if the defense is a 4-3 the best pass rushing DE should lead the team in sacks, if the defense runs a 3-4 then the best pass rushing OLB should lead the team in sacks
15) enough with the unrealistic Heisman winners. no player from FIU would win the Heisman
16) there's way too many players with 99 stats. 99 should be almost impossible to attain. to be a 99 that would mean that the players is the greatest ever of all time, that it would be impossible for any player to be better than him. that means it should be nearly impossible to get a 99 stat but there is like 5 people with 99 stats on each teamGreat post, man.
blkkrptnt819
12-24-2011, 08:14 AM
1.) Ratings should actually matter. If i recruit a pass rushing OLB then he should rack up a lot of sacks, but miss a lot of tackles on the RB's. I'm tired of having my 6'5" star WR getting jacked up at the line by a 60 ovr CB.
2.) I want each of my players to feel different when I control them. I should be able to tell the difference when I'm controlling a power RB or a speedy playmaking WR
3.) Size/weight and momentum should actually matter for all players
4) better/ more interaction between all positions. TE's should be able to lay out smaller DB's on blocks. right now size and strength doesn't matter
5) enough of the menu lag already, it takes 30 mins to call each recruit. also I should be able to offer a scholarship when i quick call. another nice feature would be to have to option to quick call the top 10 recruits on your boars, 60 mins each, with only having to press one button. it would save a ton of time and frustration.
6) I think a cool feature would be to set a specific gameplan before each game. for example, you examine the opposing team's stats and see that they are ranked #3 in the nation in rushing, but # 116 in the nation in passing. we should be able to choose to focus on stopping the run, even if it means leaving some passing lanes open. in the current game this would be pointless since even a 60 ovr QB can pick apart even the best defenses since rating don't matter.
7) make all players have to slow down and plant their feet to change direction. obviously bigger players will have to slow down more to turn. right now everyone just slides around.
8) it seems like the CPU QB nevers scrambles out of the pocket to throw on the run. everytime they scramble they just tuck the ball away and head downfield. better CPU passing QB's should focus on avoiding the rush, getting out of the pocket while keeping their eyes downfield to find an open WR.
9) defenders make perfect form tackles way too often. in real football there is about 3 missed tackles per play, but each miss slows the ball carrier down or disrupts the play to allow another player to make the tacker. in ncaa I rarely ever see any broken tackles, even when a player is moving at full speed. there needs to be more sloppy tackles and arm tackles.
10) all QB's are way too accurate and WR's seem to catch everything. every single time me or the CPU pass the ball its either a pick or a catch. there needs to be way more wild throws and lesser WR's dropping harder passes.
11) 85 man rosters at least for the user, I'm tired of having to cut 15 extra players each year
12) no more freezing especially during sims
13) all of the players look like robots sliding around, the game needs to be much more fluid. the players need to feel more unique and less robotic
14) you rarely ever see OLB's leading user teams in sacks, its almost always DT's for some reason. if the defense is a 4-3 the best pass rushing DE should lead the team in sacks, if the defense runs a 3-4 then the best pass rushing OLB should lead the team in sacks
15) enough with the unrealistic Heisman winners. no player from FIU would win the Heisman
16) there's way too many players with 99 stats. 99 should be almost impossible to attain. to be a 99 that would mean that the players is the greatest ever of all time, that it would be impossible for any player to be better than him. that means it should be nearly impossible to get a 99 stat but there is like 5 people with 99 stats on each team
I absolutely agree with #6. Along with a scouting report and practicing against the opponents top 10 offensive and defensive plays that would be amazing.
Massive Meat
12-24-2011, 09:37 AM
thanks guys, I'll be editing my post to add more ideas once I think of them. #18 is a new idea that i think needs to be added
baseballplyrmvp
12-24-2011, 10:43 AM
defensive matchups- if my opponent has some guy that he throws to all game long, there should be some kind of setting where you can choose to have one player lock onto him in man coverage all game, regardless of the actual playcall.
xMrHitStickx904
12-24-2011, 11:40 AM
defensive matchups- if my opponent has some guy that he throws to all game long, there should be some kind of setting where you can choose to have one player lock onto him in man coverage all game, regardless of the actual playcall.
Falls under "Defensive assignments" , definitely needed.
illwill10
12-24-2011, 12:54 PM
There is something I want to see FOR NCAA 13 before it even comes out, which is a Schedule like Madden had before MAdden 12 came out. Mainly because with Madden, we knew when a blog or something would be released. With NCAA, we didnt really know when anything would come out unless it was said within a couple of days.
Something else I hope doesnt return is having to Like(Facebook) or Follow(Twitter) anything to get info on game this year. I hated having wait for them to get their likes/follows up to get a vid or info. I wasnt going to join FB just to see some info.
Kansacity88
12-24-2011, 02:09 PM
My main concerns are:
1. Teambuilder needs to be updated or add FCS teams to the mix! Seriously!!!
2. Even if you do the latter of #1, STILL....Teambuilder, as they say in football, leaves a lot of points on the field! Just a few tweaks here and there and TB would be great!
3. Whats the use in building Super conferences when you can only play 12 users? MORE USERS please!
4. Okay, I understand that its only 120 teams in FBS (with changes coming next year?) If you give us TB, let us add without subtracting! Its a video game for Christ Sake.....let us put as many teams as we want in. If not, I'd say a fair number of teams to be allowed to add without subtracting would be the same number of users allowed in an OD! Which brings me back to #3.....MORE USERS please!
5. OL/DL interactions....
6. Eliminate my WRs running supposed routes and NOT looking for the ball or having it bounce off their heads....REALLY??? If a WR is running a route, why WOULDNT he be looking for a pass?
7. Super LBs is getting really old.....please fix ball trajectory.
8. Whats the use in having jukes if not even the weakest defensive (rated) players DONT fall for them?
9. The defenders stopping on a dime and jumping backwards to bat down/intercept passes is getting old too!
10. Going back to TB, how about giving us a option to build/upgrade a stadium? If not, then if we have to use a current team stadium, why not take off all THEIR logos and replace them with ours!
Thats all I can think of......
Kansacity88
12-24-2011, 02:15 PM
thanks guys, I'll be editing my post to add more ideas once I think of them. #18 is a new idea that i think needs to be added
#18....TOTALLY agree!! I have been beating that drum for 4 years!
GarrettFranik69
12-25-2011, 10:32 PM
I know it's a small thing, but I want to see the visor clips to be smaller (like in madden 12)
It would make it a bit more realistic. Also PRIDE STICKERS! and possibly the Confrence stickers (for teambuilder teams that are in a dynasty). Speaking of teambuilder, you should have more options. Whether it be jerseys, pants, helmets and or stadiums. More logo options would be cool too. Going along with the options in teambuilder, there should be more cleat types and color options (again, like madden 12) and again with equipment, there should be more facemask options for the revo speeds and newer type helmets.
GarrettFranik69
12-25-2011, 10:35 PM
I'd also like to be able to be an o-lineman in road to glory mode. It may sound lame to
Most, but I'm a lineman and most of us lineman take pride in being one. So being able to play lineman in a individual mode would be pretty sweet. These are just little nit picking ideas off the top of my head.
psuexv
12-26-2011, 09:12 PM
Please fix the fact that the offense can advance a fumble.
psuexv
12-26-2011, 09:17 PM
The game uses an almost zoomed in blimp mode replay at times but this replay is not available in the create a highlight.
jaymo76
12-27-2011, 02:17 PM
Another thing I would love to see in NCAA add the calendar look to it's interface. Taking a page from NCAA BASKETBALL and FIFA, the schedule would be in calendar format and then you could add in email, press conferences, signing day, bowl selection shows, etc. This would also allow the user to schedule home game dates/times.
mew3782
12-27-2011, 09:09 PM
1.) Ratings should actually matter. If i recruit a pass rushing OLB then he should rack up a lot of sacks, but miss a lot of tackles on the RB's. I'm tired of having my 6'5" star WR getting jacked up at the line by a 60 ovr CB.
2.) I want each of my players to feel different when I control them. I should be able to tell the difference when I'm controlling a power RB or a speedy playmaking WR
3.) Size/weight and momentum should actually matter for all players
4) better/ more interaction between all positions. TE's should be able to lay out smaller DB's on blocks. right now size and strength doesn't matter
5) enough of the menu lag already, it takes 30 mins to call each recruit. also I should be able to offer a scholarship when i quick call. another nice feature would be to have to option to quick call the top 10 recruits on your boars, 60 mins each, with only having to press one button. it would save a ton of time and frustration.
6) I think a cool feature would be to set a specific gameplan before each game. for example, you examine the opposing team's stats and see that they are ranked #3 in the nation in rushing, but # 116 in the nation in passing. we should be able to choose to focus on stopping the run, even if it means leaving some passing lanes open. in the current game this would be pointless since even a 60 ovr QB can pick apart even the best defenses since rating don't matter.
7) make all players have to slow down and plant their feet to change direction. obviously bigger players will have to slow down more to turn. right now everyone just slides around.
8) it seems like the CPU QB's never scramble out of the pocket to throw on the run. everytime they scramble they just tuck the ball away and head downfield. better CPU passing QB's should focus on avoiding the rush, getting out of the pocket while keeping their eyes downfield to find an open WR.
9) defenders make perfect form tackles way too often. in real football there is about 3 missed tackles per play, but each miss slows the ball carrier down or disrupts the play to allow another player to make the tacker. in ncaa I rarely ever see any broken tackles, even when a player is moving at full speed. there needs to be more sloppy tackles and arm tackles.
10) all QB's are way too accurate and WR's seem to catch everything. every single time me or the CPU pass the ball its either a pick or a catch. there needs to be way more wild throws and lesser WR's dropping harder passes.
11) 85 man rosters at least for the user, I'm tired of having to cut 15 extra players each year
12) no more freezing especially during sims
13) all of the players look like robots sliding around, the game needs to be much more fluid. the players need to feel more unique and less robotic
14) you rarely ever see OLB's leading user teams in sacks, its almost always DT's for some reason. if the defense is a 4-3 the best pass rushing DE should lead the team in sacks, if the defense runs a 3-4 then the best pass rushing OLB should lead the team in sacks
15) enough with the unrealistic Heisman winners. no player from FIU would win the Heisman
16) there's way too many players with 99 stats. 99 should be almost impossible to attain. to be a 99 that would mean that the players is the greatest ever of all time, that it would be impossible for any player to be better than him. that means it should be nearly impossible to get a 99 stat but there is like 5 people with 99 stats on each team. A 90 ovr should be a heisman candidate. there aren't too many of them each year.
17) Helmets flying off during major hits would be cool. (it shouldn't happen very often)
18) it should be easier for players to switch positions. how many times have we seen a high school QB move to WR and be a star? currently in the game if practically any QB moved position he would be around a 40 ovr. remember these are elite college athletes we're talking about, they should be able to play multiple positions, obviously not as good as their primary position, but they shouldnt be abysmal at a similar position. also, if i switch my OLB to a DE, or my CB to a S, they should gain some weight to make up for their new positions. this is especially true for ATH coming out of high school. look at russell sheppard of LSU for example, he was a QB, now he plays RB and WR. he plays all 3 positions effectively, but in the game he can only play WR. DeAnthony Thomas of Oregon is another good example. He plays WR and RB now, but he was a CB at the HS all american game.
19) get rid of DB's magically breaking off their coverage the second you press the throw button to intercept a pass that you threw to a wide open reciever without even looking for the ball. and it seems like the CPU always knows what kind of play you are running, even when you audible. enough with the jump snap every play too
2nd the 1st part of #19...a DB playing man should not be able to break up a pass to a different receiver unless it's an extreme case (hail mary/total jump ball). DB ball awareness in general is much too strong; I've watched almost every bowl game so far this season and DBs maybe turn to look at the ball 1/3rd of the time on deep pass plays, if that.
SOBAY310
12-28-2011, 05:22 PM
Online Dynasty
- Allow spectator mode so we can watch other user games. If we can't watch the actual game, then at least give us the play by play like MLB The Show does.
- Streamline the offseason. This is where many online dynasties lose their momentum. The offseason takes entirely too long. There must be a way to get it all done in fewer "advances".
- Overhaul the recruiting interface. It feels as if I've been recruiting the same way for the last decade.
- Allow players in an online dynasty to create their own custom schedule and submit it to the commisioner for approval.
- Use real life scheduling and require users make their schedules at least a year in advance. This will make things more realistic in the sense that somebody won't just be able to go through and schedule the top 4 teams for their non-conf schedule. If you are scheduling in advance, you don't know what they will be ranked the following year.
- Actually come through on the promise of revamping the Online Dynasty website. I'm still waiting for that thing to launch.
Gameplay
- When pursuing a player, my guy will start side stepping. Not fun!
- In 15 years I have never blocked a punt. Please let it be possible. Configure it to at least happen once a year or something like that.
- Same goes for field goal blocking. I actually think I blocked one a few years ago.
Presentation
- More stat overlays
- Bring live scoring updates from around the nation. I think we had this back with Bill Walsh College Football.
- Before the game starts, and the players are coming onto the field, at least show standings or something like NCAA 98 did.
- Crank up the crowd noise and make home field advantage realistic. What was wrong with the screen shaking at loud venues when you had a freshman qb? Bring it back.
jaymo76
12-28-2011, 09:37 PM
-Presentation
- Bring live scoring updates from around the nation. I think we had this back with Bill Walsh College Football.
- Before the game starts, and the players are coming onto the field, at least show standings or something like NCAA 98 did.
- Crank up the crowd noise and make home field advantage realistic. What was wrong with the screen shaking at loud venues when you had a freshman qb? Bring it back.
These last three points... my feelings as well. Just playing FIFA today, I appreciate seeing league standings before the game AND live scores throughout the game.
baseballplyrmvp
12-28-2011, 09:48 PM
These last three points... my feelings as well. Just playing FIFA today, I appreciate seeing league standings before the game AND live scores throughout the game.
seeing the starting lineups after the first play would be a nice little touch too.
illwill10
12-28-2011, 10:11 PM
These last three points... my feelings as well. Just playing FIFA today, I appreciate seeing league standings before the game AND live scores throughout the game.
I agree.
I want to feel like I am in an actual dynasty/season and not just a play-now game. I want to see a ton of stat overlays. 1st half and 2nd half comparisions. I want the commentators to talk about my season(record and stats). I dont like how every game in the intro how they make it seem like both teams are evenly matched. I definitely want to see live scores(Last-gen had it). Imagine late season and you are fighting for a division championship, and in the 3rd quarter you see the team your competing with lose. That would make me want to play harder and win.
I want to feel immersed into the season.
If the only things were to fix was Gameplay and Commentary/Presentation leave everything else the same, I would be perfectly fine with it and would play it year-round. There is so many things wrong with Gameplay, that if most of them were fixed/improved it could make EVERY mode more fun. It could make recruiting more fun, if height and weight meant more and interactions were more realistic and smooth. RTG and Dynasty would be more fun, CPU playcalling and gameplay was more realistic. Commentary isnt as bad as Madden and it is servicable, but it is outdated.
mrhankeycmaspoo2
12-29-2011, 11:30 PM
That little seizure that players have on the ground in celebration is driving me crazy, take it out. Maybe add a feature that lets a coach make a new jersey for his team? Bring back the spring game for sure. Add more trick plays.
JBHuskers
12-30-2011, 08:58 AM
That little seizure that players have on the ground in celebration is driving me crazy, take it out.
Especially on one yard gains :D
Kansacity88
12-30-2011, 01:19 PM
How about this......How about taking all the last few celebrations from each of the last NCAA games and putting them all in ONE game? I agree that I dont like to see the celebrations after a 1yd gain...(if it was to get a 1st down, then yeah I'm ok with that)....I wouldnt mind seeing the one from NCAA11 when the guy gets up and shakes his head really fast.....or even the ones from 10! More animations are good. Not a NEW one all the time and then the others are ousted every year. Bring back the older ones too! ADD, dont SUBTRACT!!
Kansacity88
12-30-2011, 01:27 PM
Can you all PLEASE take out the whole tripping/stumbling effect when you try to make a player change direction (and he usually ends up falling OUT of the play!!) Oh My GOD!!!! That damn thing gets on my last friggin nerve! I never see or hear the CPU grunt and then trip and fall or stumble out of the way. I think that I would be happy if that animation were just GONE.....PERIOD!!! It sucks REALLY bad when I am playing safety and I KNOW the CPU is gonna go deep so I back pedal and then all of a sudden my guy lets out a grunt and begin tripping and stumbling TOWARDS the LOS while the pass is flying over my head! Talk about stopping on a dime!!! Why is that even in there?
steelerfan
12-30-2011, 01:33 PM
KC88, if it's the animation I'm thinking of, it is triggered.with the right stick. It's basically Hit Stick-ing thin air. If you lay off the right stick, you won't see it anymore.
I do it alot playing on the D-line.
Sent from my SAMSUNG-SGH-I997 using Tapatalk
Keontez
12-30-2011, 02:07 PM
- Improve pass protection to include Sprint Out Passing game
- Fix the Triple Option pass the same way you fixed the Option pass from years back. This is a essential play for the Flexbone offense
- Strong and Weakside players on defense
- Better Quality Assurance/Control. This game is coming out with too many mistakes and misqueues
- Midline Option blocking needs to be added.
- also some Triple Option plays that dont require any motion to the Flexbone would be awesome. (http://youtu.be/I7rqTD7TGvM)
- TRAP BLOCKING HAS TO BE CORRECTED! That pulling lineman comes around and if nobody is there to block he turns his back to the play for absolutely no reason at all! Dont just make him pull, either give him a assignment or have him pull on around and seal off the edge!
last thing for the flexbone scheme. If you have a heavy formation to one side, give us more plays that attack the opposite side so that its not a given that the play is going to the right.
Original1990
12-30-2011, 02:26 PM
Top 10 issues that you have with Dynasty mode.
1.Not having the ability to practice with my custom playbook.
2.No dynasty ticker or a around the college football world for halftime.I don't play much dynasty. I'll add on in the future
Top 10 issues that you have with Road to Glory
1. Not able to have adjustable quarter lengths, in NCAA 09 I believe it was 4 minutes and then it moved up to 5 minutes since 10. But it should be more than 5 minutes.
2. Not having the ability to change positions at the end of the season. Including TE,OL. When I was on the ps2, I was a FS one year, RB next year, QB another year and back to SS for my senior year. All positions should be available after the end of the season Including TE,OL. or even add a ironman for college.
3. Not being able to return punts and kickoffs. You can have a FS/KR/PR or RB/RB/KR etc because there are some people like myself who wants the ability to return.
4. The special teams camera view for PR,Field goals, and not sure for kickoffs.
<a href="http://www.flickr.com/photos/original1990/6601919747/" title="Special Teams 13 by Original1990, on Flickr"><img src="http://farm8.staticflickr.com/7171/6601919747_da66505977.jpg" width="458" height="344" alt="Special Teams 13"></a>
5. No ability to continue practice. Look at NCAA 08 during campus legend mode. In practice after 10 reps they gave you an option to end the practice or continue.
6. No drills to improve your skill set for your position,see NCAA 09 for ps2.
7. No Spring games.
8. to easy winning position battles. When you are the first string. Why not have a second or third string player who is battling for your first string. So its not only to get to first string but to keep the position.
9. Not allowing the QB to block, Some QBs like to get their hands dirty.
10. Not having ability to call the plays from the playbook. I would like to call the plays instead of calling audibles.
Top 10 gameplay issues that drive you crazy.
1. The running engine. If I want to go and turn down and change the direction of my runner I don't want to juke back to go back. The lean and sheld was a Bad idea, the lean and sheld is supposed to hold and protect on to the ball. Which is fine but why do you also have a "protect ball" button?
<a href="http://www.flickr.com/photos/original1990/6601920551/" title="Running Engine, 13 by Original1990, on Flickr"><img src="http://farm8.staticflickr.com/7169/6601920551_e66b1f6e54.jpg" width="458" height="344" alt="Running Engine, 13"></a>
Why do you also have to slow down the runner in order to juke? What happened to cut moves for right and left buttons/bumpers( again see NCAA 09 for ps2.)
2. WR/DB interaction. There is little to none fighting for the football. jostling should be a major factor into determined who comes out with the ball.
3. Little to none Receiver awareness when the ball is in the air.
4.offensive line is overpowered. 9/10 times the A.I. called a run play and the O-line destroys the D-line and let the runner gain 80 yards.
5. No weight or momentum Used for ALL positions.
6.Little to no mid-air collisions
Thats all I have for gameplay now.
Top 10 presentation issues that you have.
the only presentation issues that I have is weather effects and jersey degradation. For jersey degradation, I want to bring back the Madden 09 degradation.
<a href="http://www.flickr.com/photos/original1990/6601921343/" title="09 vs 13 by Original1990, on Flickr"><img src="http://farm8.staticflickr.com/7146/6601921343_61f9f4248f.jpg" width="458" height="344" alt="09 vs 13"></a>
Since you added 3D grass, how about adding mud or ice because it plays a major part of the game and its a big part of gameplay. Let's say it's 4th down, and because of the wear and tear of the field your receiver is doing a slant route and because it's raining and the field is a mud slide he will fall or slide, turnover on downs. The same goes the other way, lets say that the DB slides leaving the WR wide open. First down or even a Touchdown. Now since there are teams who play with turf here is the list of teams that play in both turf and grass.(excludes stadium teams)
Air Force-turf,
Akron-turf
Alabama-grass
Arizona-grass
Arizona St.-grass
Arkansas-grass
Arkansas St.-turf
Army-turf
Auburn-grass
Ball St.-turf
Baylor-turf
Boise St.-turf
Boston College-turf
Bowling Green-turf
Buffalo-turf
BYU-grass
Cal-turf
Central Michigan -turf
CIN-turf
Clemson-grass
Colorado- grass
Colorado St.-turf
Connecticut-grass
Duke-grass
ECU-grass
Eastern Michigan-turf
Florida-grass
Florida Atlantic-grass
FIU-turf
Florida St.-grass
Fresno St.-grass
Georgia-grass
Georgia Tech-grass
Hawaii-turf
Houston-grass
Illinois-turf
Indiana-turf
Iowa-turf
Iowa St.-grass
Kansas-turf
Kansas St.-turf
Kent St.-turf
Kentucky-grass
LA Tech-turf
Louisville-turf
LSU-grass
Marshall-Turf
Maryland-grass
Memphis-turf
Miami-grass
Miami(Ohio)-turf
Michigan-turf
Michigan St.-grass
Mid Tenn St.-turf
Minnesota-turf
Miss St.-turf
Mizzou-turf
Navy-turf
NC St.-grass
Nebraska-turf
Nevada-turf
New Mexico-grass
New Mexico St.-grass
North Carolina-grass
North Texas-Turf
Northern Illnois-turf
Northwestern- grass
Notre Dame-grass
Ohio-turf
Ohio St.-turf
Oklahoma- grass
Ok St.-turf
Old Miss-turf
Oregon-turf
Oregon St.-turf
Penn St.-grass
Pitt-grass
Purdue-grass
Rice-turf
Rutgers-turf
San Diego St.-grass
San Jose St.-Grass
SMU-turf
South Carolina-grass
Southern Miss-turf
Stanford-grass
TCU-grass
Temple-grass
Tennessee-grass
Texas-turf
Texas A&M-grass
Texas Tech-turf
Toledo-turf
Troy-turf
Tulsa-turf
UAB-turf
UCF-grass
UCLA-grass
ULL-grass
ULM-grass
UNLV-turf
USC-grass
USF-grass
Utah-turf
Utah St.-turf
UTEP-turf
Vanderbilt-grass
Virginia-grass
Virginia Tech-grass
Wake Forest-turf
Washington-turf
Washington St.-turf
West Virginia-turf
Western Kentucky-turf
Western Michigan-turf
Wisconsin-turf
Wyoming-Turf
•Top 10 items that you’d like to see in NCAA Football 13( See NCAA 09 for ps2)1. Bring back Mini Games and use Mascot mash up as a DLC pack.
2.Drills
3.Tutorial,
http://youtu.be/rdaBJXpydbw
not a 1 button mode, not a manual that is in the game, a full out tutorial mode for NCAA beginners
4. Real time physics, if not added A major overhaul on animations, especially the run game. And the interaction between the Offensive and Defensive line.
5. if not create a play, a play edit to the playbook.
6. A smaller football
7.unpredicible gameplay ( also goes with real time physics)filps,josting with going for the ball, midair collisions. non canned animations.
Thats all I have now
jaymo76
12-30-2011, 02:34 PM
I would love to know if adding SPECIAL TEAMS COACHES will be an addition to NCAA13.
gschwendt
12-30-2011, 02:44 PM
I would love to know if adding SPECIAL TEAMS COACHES will be an addition to NCAA13.Obviously we won't be able to say anything regarding what will or won't be in NCAA 13 until after EA begins to unveil features.
Kansacity88
12-30-2011, 05:07 PM
KC88, if it's the animation I'm thinking of, it is triggered.with the right stick. It's basically Hit Stick-ing thin air. If you lay off the right stick, you won't see it anymore.
I do it alot playing on the D-line.
Sent from my SAMSUNG-SGH-I997 using Tapatalk
I dont think I really touch the hit stick at all, but if it IS........then it figures that I would TOTALLY do something "dumb-ass-like" and end up screwing up the fun for myself!!! Uggggh!!!
jaymo76
12-30-2011, 06:29 PM
Obviously we won't be able to say anything regarding what will or won't be in NCAA 13 until after EA begins to unveil features.
Yeah I know you guys can't say anything. I was more or less talking out loud about something that "could" be a nice addition. Feel free to tell the developers that at least one fan would like to see special teams coaches in 13. :)
Keontez
12-30-2011, 07:08 PM
Also
- Army's offense and defense was somewhat promised last year.
- Better blocking logic is needed for anybody thats coming from the backfield. Too many times a FB/TE/HB is running out block a run and either turns his back to the play or runs past his blocker.
- Is this year finally going to be the year that we get a shovel option and a couple of reverses?
- The ability to funnel receivers into the middle and shade them either to the outside or inside a'la Madden would be nice too.
- The ability to spread the alignment of offensive linemen in Spread Offenses.
RazorbackFan10
12-30-2011, 10:54 PM
The main thing for me is to update Razorback stadium. The goal posts are yellow, not white. There is a long l.e.d. scoreboard between the upper and lower deck, not 2 seperate ones. But most importantly, on the Broyles center where the big glass windows are, there is the 'TUSK' logo, it's not just plain glass. It also has a snout that connects to it that has 'ARKANSAS RAZORBACKS' across the top.
http://img215.imageshack.us/img215/2193/39744820831540981411823.jpg
Secondly has to do with the presentation. Like when the players run out onto the field . They run out of the Broyles center and out the snout (which is in the pic above) with smoke coming through it. Also another thing is the hog call. Becasue you put the gator chomp, seminole chant, and other things like that in NCAA 12 but you have to, I MEAN HAVE TO put the hog call in the game. Like before the kickoff and just throughout the game. If you dont know what the hog call is then just go to YOU TUBE and search 'the hog call'.
Lastly is Road to Glory. I want the college experience to be more in depth. Like post game interviews, press conferences, and PLEASE bring back the dorm room. If not that then have like your players 'locker' in the locker room and have the menu intergrated in it. Just more in depth.
baseballplyrmvp
12-30-2011, 11:02 PM
C:\Users\chandler\Pictures\397448_2083154098141_18 23778667_1292134_1194914740_n.jpgwe dont have access to your hard drive....so we cant see the pic. try uploading to imageshack or alternate file hosting site first. lol
illwill10
12-30-2011, 11:50 PM
I want to see "Perfect Blocking" get reduced. Too many times, I see the OL(Both User and CPU) try to block every defender on each play. This leads too most of the big runs. You dont see in real life where on some plays the entire OL and WR/TE/FB are able to get to each defender. I guess it is there to make up for lack of special moves by RBs. I dont accomplished or rewarded on big runs because I know it is the OL doing all the work.
CPU ability to change on a dime and Super awareness to make a play need to be either rare or for studs. It happens so much where I can try things because I know they will bat it down. On Read Options, even if the DE goes for the RB, he is able to still recover and tackle for a loss. I hate that on most screen passes the DE reads it. Just like PA. I cant call some plays unless I audible.
illwill10
12-31-2011, 12:22 AM
What do you guys think the new innovative feature will be or try to attract more gamers?
jaymo76
12-31-2011, 12:47 AM
What do you guys think the new innovative feature will be or try to attract more gamers?
I will go on record as saying the big iten this year is a gameday styled half-time and/or weekly wrap-up show... which frankly could be awesome if done correcty. PRESENTATION has to be the number one dynasty feature this year.
illwill10
12-31-2011, 01:08 AM
I will go on record as saying the big iten this year is a gameday styled half-time and/or weekly wrap-up show... which frankly could be awesome if done correcty. PRESENTATION has to be the number one dynasty feature this year.
I can see that. This years was Offline game modes(RTG and Dynasty) and Some Gameplay. So, I think Presentation and Commentary will be the main theme leading up to game. I think both NCAA and Madden will focus heavily on the Audio this year. I think they are done with the Pre-game Intros.
I dont care if the Game-Day is similar to the Last-Gen(I liked it), I just want something.
Other than Presentation, I am thinking something BIG in Gameplay. I dont know what it might be, but I have a feeling something that will change gameplay. Whethers is CPU Playcalling, Momentum(Height And Weight), OL/DL or WR/DB interaction, CPU Ball Carrier AI, I think a couple of those things will be improved.
TheTruth43
12-31-2011, 01:41 AM
I can see that. This years was Offline game modes(RTG and Dynasty) and Some Gameplay. So, I think Presentation and Commentary will be the main theme leading up to game. I think both NCAA and Madden will focus heavily on the Audio this year. I think they are done with the Pre-game Intros.
I dont care if the Game-Day is similar to the Last-Gen(I liked it), I just want something.
[B]Other than Presentation, I am thinking something BIG in Gameplay. I dont know what it might be, but I have a feeling something that will change gameplay. Whethers is CPU Playcalling, Momentum(Height And Weight), OL/DL or WR/DB interaction, CPU Ball Carrier AI, I think a couple of those things will be improved.Let's hope so. Gameplay improvement(s) will be the only factor in whether I buy NCAA Football 13.
illwill10
12-31-2011, 01:47 AM
I want more stats. I am a stat junkie. If I was a ESPN insider, I would get Espn Next Level. I would like to see QB Hurries and hits, Catches given up, 1sts downs(for offense), Passes over 20.
Original1990
12-31-2011, 05:03 AM
Let's hope so. Gameplay improvement(s) will be the only factor in whether I buy NCAA Football 13.
I agree. 12 was a decent game but it has all the potential in the world to be a great game. And we have also have some great ideas and suggestions to make this game become better.
JeffHCross
12-31-2011, 01:01 PM
seeing the starting lineups after the first play would be a nice little touch too.Well, ESPN doesn't show them anymore, so ... :smh: (Major pet peeve that ESPN stopped doing it)
JeffHCross
12-31-2011, 01:06 PM
3.Tutorial,This, this, this, this, this.
My personal belief is that a primary reason that sports games are losing audience (compared to other video game genres) is that they are overly complex, and that there is no learning curve; instead, they just drop players into a game (basically, a learning cliff-face). Sure, One-Button and Practice modes exist, but neither teaches you how to play either the sport or the game. It's like if inFamous started the player with every ability on level one, and had no helpful indicators of what button to press or when. I don't think any other genre could survive by expecting new players to know everything magically. It was simple enough when there were only three buttons on the controller (Genesis days), but is a problem today.
RazorbackFan10
12-31-2011, 01:56 PM
I want them to add CBS and not just have ESPN. I know that would be hard but you should be able to choose and in dynasty for like the SEC GAME OF THE WEEK. This isnt that important but its something thats worth asking for.
baseballplyrmvp
12-31-2011, 02:24 PM
I want them to add CBS and not just have ESPN. I know that would be hard but you should be able to choose and in dynasty for like the SEC GAME OF THE WEEK. This isnt that important but its something thats worth asking for.i dont see it happening, since the cbs integration would only apply to sec teams. its not worth it, imo, to add something major like cbs integration and have it only apply to 12% of college football.
baseballplyrmvp
12-31-2011, 02:43 PM
I would love to know if adding SPECIAL TEAMS COACHES will be an addition to NCAA13.honest question, but what would special teams coaches add to the game?
mew3782
01-01-2012, 10:48 AM
-In addition to adding midline reads (i.e. optioning the DT for midline triple option out of flexbone), they should use that same blocking scheme and apply it to the shotgun zone read (i.e. create a new play called "inverted veer" or whatever they want to call it). Auburn pwned everyone with this last year with Cam Newton and last night it was still super-effective against Virginia.
Relatedly, it'd be nice if OL actions in the play diagrams were more specific. All they show right now is run-block, pass-block, and pulls. Where a zone scheme is used it should be shown (i.e. either little hooks or minimally showing the OL going out at 45 degrees rather than straight ahead).
Original1990
01-01-2012, 11:36 AM
This, this, this, this, this.
My personal belief is that a primary reason that sports games are losing audience (compared to other video game genres) is that they are overly complex, and that there is no learning curve; instead, they just drop players into a game (basically, a learning cliff-face). Sure, One-Button and Practice modes exist, but neither teaches you how to play either the sport or the game. It's like if inFamous started the player with every ability on level one, and had no helpful indicators of what button to press or when. I don't think any other genre could survive by expecting new players to know everything magically. It was simple enough when there were only three buttons on the controller (Genesis days), but is a problem today.
Well the slogan for 1 button mode is "Fun For Everyone". I pensonally do not want to be desensitized to 1 button lol. Fifa 12 and NHL 12 has a tutorial mode and Madden 09 had a Madden test so why not for NCAA 13 to have one?
JeffHCross
01-01-2012, 12:27 PM
Well the slogan for 1 button mode is "Fun For Everyone".The problem is, and I've played it to see what it's like, is that it doesn't actually teach you anything. You still have to understand the game, overall. It just limits the complexity down to one button to rule them all.
Wasn't aware that FIFA and NHL have tutorial modes. I don't think NHL had it last time I played. Good on both of them.
illwill10
01-01-2012, 12:42 PM
The problem is, and I've played it to see what it's like, is that it doesn't actually teach you anything. You still have to understand the game, overall. It just limits the complexity down to one button to rule them all.
Wasn't aware that FIFA and NHL have tutorial modes. I don't think NHL had it last time I played. Good on both of them.
I would like to see Tutorial/Drill modes. I think It can help casual fans learn the game and hardcore guys refine and better their game. It can be the same drills from Last-gen.
Original1990
01-01-2012, 02:35 PM
The problem is, and I've played it to see what it's like, is that it doesn't actually teach you anything. You still have to understand the game, overall. It just limits the complexity down to one button to rule them all.
Wasn't aware that FIFA and NHL have tutorial modes. I don't think NHL had it last time I played. Good on both of them.
It was also in NHL 11 a tutorial on how to play because of the new real time physics engine that was added. But I suggest this and because of illwill10's quote that I also agree with. It gives casual fans a know how to play, and for hardcore gamers a touch up to become as advanced as the player wants too. Again I want to be as complex as I want while some one else wants a pick up and play, Thats why for controller settings you have normal,one button or coach mode. lol
Kansacity88
01-01-2012, 04:02 PM
I would like to see more than 11 players run out of the tunnels! Or more than 11 standing in the tunnels BEFORE running out onto the field. :(
jaymo76
01-01-2012, 05:05 PM
honest question, but what would special teams coaches add to the game?
As it is right now, special teams would add little other than being able to start as a special team coach. HOWEVER, if EA continues to develop coaching carousel and WE are allowed to hire/fire coaches and each coach has strengths and weaknesses then those strengths and weaknesses could subtly impact the team performance in all three areas of the game: offense, defense, and special teams.
illwill10
01-01-2012, 07:16 PM
I said this before in these forums, but I want to see a "Decision-making" rating for QBs. It could decide where the QB throws the ball too. If he has high DM, than he makes smart decisions(whether that is throwing it into open WR or throwing it away, whether to scramble or not, or to his best WR). If he has low DM, than he makes terrible decisions(whether that is throwing it into coverage, stressing the issue, holding on to ball, checking the ball down alot). I think that could give QBs some personality. As of right now, there isnt a noticable difference between QB play, Besides Awareness and THP and THA(not talking scrambling abilty). Imagine playing against a QB with High THP and THA, but has low DM. He could make make plays but could cost the team a win with his bad decisions. Or facing a QB with Low THP, but since he has high DM, he can put up big stats.
I want to see progressions fixed. I am tired of seeing a ton of WRs having 90+ RR and RBs with 88+ BRK. Break Tackle and Route Running is powerful rating for the CPU. It doesnt matter the WR/RB if they have that, they will dominate.
JeffHCross
01-01-2012, 07:20 PM
I said this before in these forums, but I want to see a "Decision-making" rating for QBs.Personal opinion, but I think AWR is supposed to replicate this, to an extent.
illwill10
01-01-2012, 07:41 PM
Personal opinion, but I think AWR is supposed to replicate this, to an extent.
I think it is suppose to. But, I think they try to pack in so many things into one rating. Like Recognizing pressure, who to throw to and when, whether to scramble or not. Even though AWR is used for RBs, I think BCV has a bigger effect. I played with along with RB who had high BCV in RTG as a QB. Even though he didnt use special moves, he had alot of good runs(power back) and won the Heisman.
If not DM, I want Awareness to be drastically improved. I want to see a big difference between a player with 70 AWR and 90 AWR
baseballplyrmvp
01-01-2012, 07:55 PM
I think it is suppose to. But, I think they try to pack in so many things into one rating. Like Recognizing pressure, who to throw to and when, whether to scramble or not. Even though AWR is used for RBs, I think BCV has a bigger effect. I played with along with RB who had high BCV in RTG as a QB. Even though he didnt use special moves, he had alot of good runs(power back) and won the Heisman.
If not DM, I want Awareness to be drastically improved. I want to see a big difference between a player with 70 AWR and 90 AWRnot just awareness imo....but a larger point differential needs to be in place across the board for some ratings.
illwill10
01-01-2012, 08:18 PM
not just awareness imo....but a larger point differential needs to be in place across the board for some ratings.
They started a good thing by spreading ratings out and not having over 100 players over 88. But, they have to continue to spread it out more.
JeffHCross
01-01-2012, 08:32 PM
I think it is suppose to. But, I think they try to pack in so many things into one rating.Well, keep in mind that years and years ago, there were significantly fewer ratings than there are now. So things like that are remnants of past editions.
I think the key, which you hit on, is that there needs to be more dramatic differentiation between ratings.
jaymo76
01-01-2012, 08:33 PM
I still ascertain that the biggest issues with ratings is that you don't notice them. Historically on this gen of consoles you can make your third string QB play just as well as your first string QB. Has it improved over the years? Yes, somewhat. However, Madden has made more significant strides re: ratings and QB's. The NCAA team still has a long way to go regarding ratings and how they impact/influence this game IMO.
illwill10
01-01-2012, 09:18 PM
I still ascertain that the biggest issues with ratings is that you don't notice them. Historically on this gen of consoles you can make your third string QB play just as well as your first string QB. Has it improved over the years? Yes, somewhat. However, Madden has made more significant strides re: ratings and QB's. The NCAA team still has a long way to go regarding ratings and how they impact/influence this game IMO.
I think the addition of DPP would do wonders in NCAA. Hot and Cold streaks having a bigger effect. QBs would play differently. Consistentcy should have been in this game. IT could be for EVERY position.
illwill10
01-01-2012, 09:26 PM
A rating I would like not to be hidden is Importance. It is there but we cant edit it. It could probably help CPU QBs target their star WRs if they had high Importance.
baseballplyrmvp
01-01-2012, 09:47 PM
I think the addition of DPP would do wonders in NCAA. Hot and Cold streaks having a bigger effect. QBs would play differently. Consistentcy should have been in this game. IT could be for EVERY position.
it definitely would. more ratings would also get players to play differently too.
A rating I would like not to be hidden is Importance. It is there but we cant edit it. It could probably help CPU QBs target their star WRs if they had high Importance.+1
this would be an easy way for users to help the cpu teams play more like their real life counterparts.
illwill10
01-01-2012, 10:01 PM
it definitely would. more ratings would also get players to play differently too.
+1
this would be an easy way for users to help the cpu teams play more like their real life counterparts.
If it wasnt for the bad commentary, lack of immersion and scouting for draft, I would be still playing MAdden due to DPP. I feared a RB on a Hot streak, no matter who he was. When I had players on cold streak, I stayed away from him or gave him help in coverage. Qbs didnt play like one other. IT made a difference in game play.
I would spend alot of time editing teams in dynasty(past year 4) so they would pass to the star WR more or run the ball more with a RB with high Importance.
jaymo76
01-01-2012, 11:40 PM
If it wasnt for the bad commentary, lack of immersion and scouting for draft, I would be still playing MAdden due to DPP. I feared a RB on a Hot streak, no matter who he was. When I had players on cold streak, I stayed away from him or gave him help in coverage. Qbs didnt play like one other. IT made a difference in game play.
I would spend alot of time editing teams in dynasty(past year 4) so they would pass to the star WR more or run the ball more with a RB with high Importance.
Illwill, you and I have talked about this quite a bit in the madden thread. I want/need/expect to see DPP make its way to NCAA 13 and if it doesn't I will just shake my head. It has made the gameplay experience in Madden 12 100% better IMO and I can only image what it could do to NCAA if done properly.
illwill10
01-01-2012, 11:47 PM
Illwill, you and I have talked about this quite a bit in the madden thread. I want/need/expect to see DPP make its way to NCAA 13 and if it doesn't I will just shake my head. It has made the gameplay experience in Madden 12 100% better IMO and I can only image what it could do to NCAA if done properly.
If NCAA 12 had DPP, it would have been a way funner game. Having the ability to edit so QBs they could feel pressure differently or how often they would scramble, would have made a big difference.
baseballplyrmvp
01-02-2012, 12:58 AM
Illwill, you and I have talked about this quite a bit in the madden thread. I want/need/expect to see DPP make its way to NCAA 13 and if it doesn't I will just shake my head. It has made the gameplay experience in Madden 12 100% better IMO and I can only image what it could do to NCAA if done properly.i hope so... and if they brought over the upgrade store from rtg to dynasty mode, the possibilities are endless for the stuff they could do.
baseballplyrmvp
01-02-2012, 02:48 PM
they're not gonna put in century link just for one year for the huskies, while husky stadium is being renovated. its the same thing with cal playing in at&t park right now while memorial stadium is being renovated, but in the game, they're still playing in memorial stadium.
gschwendt
01-02-2012, 03:40 PM
Guys, team details don't belong in this thread. Stick to the format that cdj posted in the first post of the thread. Honestly, hardly any of them follow it so some of the feedback is going to get lost.
psusnoop
01-02-2012, 04:31 PM
Many repeats but here are some things that I feel would help NCAA.
Injuries to everyone, offensive and defensive lineman. Love to see Linebackers get knocked around more, they are throwing themselves at the ball carriers and lineman nonstop every play. Injuries happen.
I'd like to see accuracy ratings for QB's actually mean more. I want to see more throws "off target". I mean I just watched the Houston vs PSU bowl game. If anyone did and watched Bolden at QB for PSU you should know what it means to be inaccurate. Throws way off and not even close to the targets. Those are the throws I'd like to see.
I'd like to see the ability like FIFA to get scoring updates of games/friends that are playing the game at the same time as you. That was pretty neat to see :sf: scores while I was browsing the menus in FIFA. Since watching games in online dynasty isn't possible, maybe adding this feature would bridge that gap a little bit and give us a little bit of what we want.
Commentators can't say this enough. The depth and range of things they discuss in FIFA makes listening to NCAA and MADDEN laughable at times. I understand the budget differences, I really do but man does that add to the character of the game to have such depth and discussion. Makes you feel like your watching a game not playing a game.
Just a little thing that needs attention, is the challenge system. We all know it needs work.
Special Teams man I'd love to see some more variety here. Love to see teams that makes plays IRL on special teams makes plays in NCAA as well. I don't want blocks generated by user's stick skills though. This is huge and if it is I don't want it changed. It would give to much of an unfair advantage for others. There is ways to figure out tendancies and percentages for teams, heck it may even require a special teams coach or something along those lines and now I've really taken this further then I intended LMAO but I could break this down more for anyone that wants me to.
For online dynasty please bring back the ability to sort the stats by users in your dynasty. I always enjoyed comparing stats this way and now it is basically a huge pain to do so.
illwill10
01-02-2012, 04:38 PM
I want recruiting to have a overhaul. When think of guys like Les Miles, Saban, Mack Brown, Urban Meyer, Stoops, and the FSU Guy, you think of guys that can continuely bring in good talent. I was watching the Unser Armour practice. John Gray said that he knew that he was going to Texas once he met Mack Brown. Do you think that he or the guys would talk about a Recruiting topic that is C or worst to a good recruit. I want to see the "Slot machine" type of recruiting go. I hate going after a big recruit when I am in a recruiting battle and end up losing him because I was stuck using my worst topic.
I remember in NCAA Basketball(one of them) where you couldnt schedule with some teams because they didnt feel like your team would be competitive. I would like to see some recruits not pick up the phone, if they felt you had no chance.
illwill10
01-02-2012, 04:49 PM
Commentators can't say this enough. The depth and range of things they discuss in FIFA makes listening to NCAA and MADDEN laughable at times. I understand the budget differences, I really do but man does that add to the character of the game to have such depth and discussion. Makes you feel like your watching a game not playing a game.
Fully agree.
I want to feel like I am watching the game. Not playing a game, where I want to mute it. NCAA isnt as bad, but it is old and OVERDUE for changing.
I want to recoginize what is going in and what has happened in the game. Not just in GameTrack or after a play. I want to hear that the run game has been unstoppable or this defense has caused 5+ hurries this game. I want them to acknowledge the players more. Besides talking about them after the fact. I am tired of hearing "This guy doesnt have everyday speed" or "Fastest rb in the nation" and the RB only has 90 speed. I want them to talk about the matchups throughout the game. I want them to talk about their season. For ex, "This team has surprised everyone this year with their hard work and relentless effort" or "This team has been a disappointment. They have the talent, but lack the motivation. They added coaches, but never talk about them.
psusnoop
01-04-2012, 11:01 AM
Please have them look at the SIM clock especially while playing as DEF Coordinator. It is a huge problem especially with lower tier teams. Virtually no time comes off the clock at all.
IWill and psuexv, I remember you guys talking about fatigue and players not coming back into the game. I'm with IWill on this one as well. I have had players not come back into the game and that is frustrating. Seems like there is no happy medium on fatigue.
illwill10
01-04-2012, 11:30 AM
Please have them look at the SIM clock especially while playing as DEF Coordinator. It is a huge problem especially with lower tier teams. Virtually no time comes off the clock at all.
IWill and psuexv, I remember you guys talking about fatigue and players not coming back into the game. I'm with IWill on this one as well. I have had players not come back into the game and that is frustrating. Seems like there is no happy medium on fatigue.
I think it is because you have the Auto Sub sliders to high. I had mine at 94/95 and by 3rd quarter the starter RB was gone. I have it at 89/90 and he stays the majority of the game.
I had it so high because I want to evenly distribute the carries. But, not at the expense of losing backs. Because Team player limit(70), I couldnt keep more than 4 RBs.
The need add a Carries slider in the Coach menu/info. I dont want to have to raise the auto subs sliders or put them in formation subs.
psusnoop
01-04-2012, 12:24 PM
I think it is because you have the Auto Sub sliders to high. I had mine at 94/95 and by 3rd quarter the starter RB was gone. I have it at 89/90 and he stays the majority of the game.
I had it so high because I want to evenly distribute the carries. But, not at the expense of losing backs. Because Team player limit(70), I couldnt keep more than 4 RBs.
The need add a Carries slider in the Coach menu/info. I dont want to have to raise the auto subs sliders or put them in formation subs.
I don't think mine are that high now even I'm thinking I'm around the 86/87 range. It is frustrating though, with sliders you should be able to spell a back mid drive and still have him fresh the next possession or even later in that drive, not gone for the game :smh: With it set at where I have it now I can't really replicate that kind of approach unless I formation sub guys in for certain packages (which I do to keep myself happy) but I'd like it if worked the way I think it's intended to work.
baseballplyrmvp
01-04-2012, 08:11 PM
I don't think mine are that high now even I'm thinking I'm around the 86/87 range. It is frustrating though, with sliders you should be able to spell a back mid drive and still have him fresh the next possession or even later in that drive, not gone for the game :smh: With it set at where I have it now I can't really replicate that kind of approach unless I formation sub guys in for certain packages (which I do to keep myself happy) but I'd like it if worked the way I think it's intended to work.there should be a little visible fatigue meter that shows that the player is at like 88% or 73% or something. it'd be a small little detail that'd would be greatly appreciated, imo. the red,white, orange, yellow, and green colors for fatigue just dont cut it.
JeffHCross
01-04-2012, 09:11 PM
I don't think mine are that high now even I'm thinking I'm around the 86/87 range. It is frustrating though, with sliders you should be able to spell a back mid drive and still have him fresh the next possession or even later in that drive, not gone for the game :smh:On NCAA 11, there was the problem that sometimes guys would just be lost for the game, no matter what you set the Auto Sub at. Even if you took it all the way down to 60 (or whatever the lowest was), there was some condition where guys could just simply be lost and would never return.
there should be a little visible fatigue meter that shows that the player is at like 88% or 73% or something. it'd be a small little detail that'd would be greatly appreciated, imo. the red,white, orange, yellow, and green colors for fatigue just dont cut it.On PS1 (and maybe PS2) you could see it on the Formation Subs menu. Personally, I think it should just be another piece of information shown about the player above the depth chart. Not at a column, but alongside his name, number, etc.
psusnoop
01-04-2012, 09:48 PM
On PS1 (and maybe PS2) you could see it on the Formation Subs menu. Personally, I think it should just be another piece of information shown about the player above the depth chart. Not at a column, but alongside his name, number, etc.
That would work for me :up:
xMrHitStickx904
01-05-2012, 11:33 AM
I'm cool with all of the wishes for additional commentaries, stat overlays & things like that. But, this game is lacking actual gameplay aspects that I NEED to have. There needs to be individual defensive assignments. On PS2 Madden & Madden 12 to an extent, the individual assignments are game changing. On PS2, you could turn Man Lock off, so nobody knew whether if you were playing Man or Zone. You could shade coverage's to a certain side of the field, individual man coverage(make certain players play man/bump & runwhile the rest played off or even in a zone), you could set your zone depth right at the first down marker(smart routing), spotlighting 2 people in a zone on one receiver while shading the remainder of the zones to the opposite side etc.
Mind you, formation subs could be done right from the play call screen instead of the menu, if you called a play more than 3 times and made the same audibles it would save them in game so if you went back to it, it was already there. & my favorite thing, Formation Shift. The formation shifts allowed you to call a play, then shift to a formation that had the exact same play without taking up your audibles & even quick audible to another play in that formation shift. NCAA needs things like this. If they added the aforementioned things & left out a bunch of aesthetic things, I'm just fine with it.
SmoothPancakes
01-05-2012, 12:29 PM
I'm cool with all of the wishes for additional commentaries, stat overlays & things like that. But, this game is lacking actual gameplay aspects that I NEED to have. There needs to be individual defensive assignments. On PS2 Madden & Madden 12 to an extent, the individual assignments are game changing. On PS2, you could turn Man Lock off, so nobody knew whether if you were playing Man or Zone. You could shade coverage's to a certain side of the field, individual man coverage(make certain players play man/bump & runwhile the rest played off or even in a zone), you could set your zone depth right at the first down marker(smart routing), spotlighting 2 people in a zone on one receiver while shading the remainder of the zones to the opposite side etc.
Mind you, formation subs could be done right from the play call screen instead of the menu, if you called a play more than 3 times and made the same audibles it would save them in game so if you went back to it, it was already there. & my favorite thing, Formation Shift. The formation shifts allowed you to call a play, then shift to a formation that had the exact same play without taking up your audibles & even quick audible to another play in that formation shift. NCAA needs things like this. If they added the aforementioned things & left out a bunch of aesthetic things, I'm just fine with it.
I understand where you're coming from. There are a bunch of gameplay things I want to see fixed. But I also NEED to have commentary, stat overlays, and presentation things added, because otherwise, the game gets stale after a while. Playing dynasty, it doesn't feel like dynasty. Each game feels like I'm playing a Play Now game. There's no continuity from one game to the next in a season. In my case, trying to do a written dynasty on here, it makes it that much more difficult. My FIU dynasty has been on long term hiatus for a couple reasons, the game got stale after a bit back in the fall, and a bunch of games that I wanted to play and bought all came out around the same time period, causing NCAA 12 to get tossed onto the back burner just because I didn't have the time to play them all.
Keontez
01-05-2012, 04:27 PM
I know, Im doing this as they come to me. Sorry guys
- Custom Formation Packages
- Overhaul run blocking to be adjusted by use of the offensive line shift feature.
- Overhaul pass blocking to include Sprint Out Passes and Play Action/Bootleg/Option passes
- Also, EA. Make this the Year for the Reverse.
380
381
382
The same rules should apply to any offensive formation
illwill10
01-05-2012, 06:49 PM
Watching the HS UA Game, I want this in this game. For both Dynasty and RTG. It can be a good way to see how your early commits por players you want to commit can play in the bright lights. For RTG, they can have it where you have to EARN it. It doesnt have to be over the top, just have players rotating in.
illwill10
01-05-2012, 06:52 PM
Improved recruiting- When think of guys like Les Miles, Saban, Mack Brown, Urban Meyer, Stoops, and the FSU Guy, you think of guys that can continuely bring in good talent. I was watching the Unser Armour practice. John Gray said that he knew that he was going to Texas once he met Mack Brown. Do you think that he or the guys would talk about a Recruiting topic that is C or worst to a good recruit. I want to see the "Slot machine" type of recruiting go. I hate going after a big recruit when I am in a recruiting battle and end up losing him because I was stuck using my worst topic. I remember in NCAA Basketball(one of them) where you couldnt schedule with some teams because they didnt feel like your team would be competitive. I would like to see some recruits not pick up the phone, if they felt you had no chance. Better Height and Weights for recruits. Too many 6+ CBs and undersized RBs, DL. Especially since there isnt weight progression. Ability to recruit for the future. It can be just for the following year. Imagine having a good JR QB and signning a good Qb in the following class, you would be set for the future. You wouldnt have to recruit a Qb in the QBs SR year. QBs should have a personality. They should have requirements like how CHoopz had. Like, Big Time School, Good Conference, Good Coaches.
Scouting Report- I think Last-Gen Madden had this. Where they told you 3 things/players to watch out for. It could be a good thing to change around and go into practice. It could tell you matchup problems or advantages. It could tell tendencies of the offense or defense. For Example, "Alabama will rely on the star RB. Make sure you load up the box and dont lose contain or it will be a long day" or " Washington has a weak secondary, so try to pass the ball more" or "Michigan/Baylor has a great dual threat QB make sure you keep a LB to spy on him to try to make him pass to win the game."
Draft Projection- Something small but I like to see it. It could show users how players project to the next level. It could also help for the Pro Potential topic. If you have 4+ players that are projected in top 3 rounds, then you will have a high pro Protential.
Show Stats for recruits- This can go with recruiting. This can be used to entice recruits. For example, If you are a team like Alabama and going after a RB, you would show your Team rush rank.
Hiring Off/Def coordinator and Grades- If I was able to hire a Off/Def coordinator, I would use his playbook. He can have boosts like Madden does. Like, "3+ LB for a Penn State DC". He can improve and eventually go to a different team. I would love to star with a bad team as a HC and hire my own OC and DC and bring them along with me throughout my career. Or One of them can replace me or go to a another team if they get good offers. They can grades for discipline(SP), recruiting, Teaching, Technique, and Pass/Run/Blocking/Pass Rush/Run Stop/Tackling/Coverage grades. So, I can assign one of them as a assistant recruiter. If I am recruiting a RB and I have a OC with a low Run grade, then he wont go to my team.
Player Evaluation- Like how Last-Gen Madden had. It can give you a description of players. It can also help for scouting against a player or recruiting for a player. For Example, if a RB has 90+ BRK "Make sure your defenders wrap up" or a QB with 88 THP "He doesnt have the arm you want, but can make most of the throws you need him too"
Presentation
A couple of small tidbit(excluding commentary, which needs overhaul):
Starting Lineups- doesnt have to be detailed just the names and year(For ex, John Taylor FR)
Players to Watch For- Like how game shows. Have the top 3 guys for each team(either 2 off/def players and a 1 off/def). The commentary can describe one of them. This can be used insteadm of the current pre-game info.
Stat Overlays- Alot of them. Season stat overlays(1200 yards and 12 TDs), Half Comparisions, Season Standings(AP top 25, conference, records), history(rivals, past years stats, coach records), Player comparisions. Award races(Heisman)
Unconquered
01-06-2012, 02:03 PM
Another thing I'd like to see in NCAA 13: Formation shifting!
Joe Montana Sports Talk Football and Tecmo Bowl had this 20 years ago. At the play selection screen we should be able to toggle formation shifting on/off. If it's on, your offense will line up in a decoy formation and then shift into the true formation before the snap.
psusnoop
01-06-2012, 04:20 PM
Another thing I'd like to see in NCAA 13: Formation shifting!
Joe Montana Sports Talk Football and Tecmo Bowl had this 20 years ago. At the play selection screen we should be able to toggle formation shifting on/off. If it's on, your offense will line up in a decoy formation and then shift into the true formation before the snap.
Could be interesting. I could see wildcat formations and shifts being used a lot and could actually create mismatches in coverages as well.
morsdraconis
01-06-2012, 04:44 PM
I want this play in the game:
http://www.youtube.com/watch?feature=player_detailpage&v=a5CBKTIio6s#t=69s
gschwendt
01-06-2012, 04:55 PM
I want this play in the game:
http://www.youtube.com/watch?feature=player_detailpage&v=a5CBKTIio6s#t=69sAre you wanting it to be the toss forward (technically a pass) or more concerned about the formation having a jet sweep included?
illwill10
01-06-2012, 10:12 PM
I think one of the things that cause the special teams(returns) to not be liked is that the defenders run their lane perfectly and dont really stray. Your blockers are dependent on the returner. Another thing is that players dont fatigue DURING the play, not after it.They can run full speed the entire play. There is no way you are running FULL SPEED the entire play and when the move to a different direction they dont lose any speed.
I would like to see default running speed reduced and sprint the same. Mainly because I dont really feel the ACC of players. The only way is that I just SEE the player burn someone. I want to feel like the player is really running FULL speed.
OCs and DCs needs to have a bigger effect in the game. If it wasnt for me coaching as a OC/DC or Coaching Carousel, I wouldnt even know they were in the game. At least show them in a cutscene or involve them in recruiting
baseballplyrmvp
01-06-2012, 10:45 PM
i mentioned it earlier, but after thinking about it more, the upgrade store from road to glory would be a huge addition if it made its way over into dynasty mode as well. there would be a ton of different things that could be available ranging from ways to improve recruiting pitches, to recruiting timesaver info, to coaching bonuses, etc.
take the recruiting promises for instance. when you first start out a dynasty, you're given unlimited use of 5 promises (solid playing time, guarantee conference championship, freshman AA team, winning record against rivals, no redshirt). what if they took away the ability to make these promises right off the bat, and instead you had to buy them through the upgrade store? there could be 3 different levels for the promises too; something like a one time-one use (in which you could only offer the promise to 1 recruit in that week. if you dont make it, you lose it), an unlimited use for one week (can make that promise to everyone on your board for only 1 week), or a permanent promise (which would stay with you forever). obviously the higher caliber promises like guaranteeing a national championship would cost a ton more than the 5 promises you get right from the start.
there could also be position bonuses for gameplay....things like d-linemen get a temporary +3 ratings bonus to awareness, or block shredding, or power move, etc.....or your d-backs get a +5 ratings bonus to their zone coverage or man coverage, or catching ratings, etc. there's a hundred different offers that could be listed in this section alone.
there could also be ways to improve recruiting pitches. there could be something like, "Hall of Champions," which would increase your program tradition pitch rating, as it would showcase the greatest moments of your dynasty. another idea would be "new weight room." not only would this increase your athletic facilities pitch rating, but it could also be tied to your players progression in certain ratings (strength, run/pass block strength/footwork). a "new practice field" would be similar to the weight room. it'd increase your facilities pitch rating, but instead allow you to conduct positional or individual player workouts. things like the 40 yd dash mini game to affect speed/acceleration (madden 10 had this in its superstar mode. not sure if its still there since i havent played madden 11/12), 1-on-1's or 2-on-1's for wide receivers (chance to work on catching, catch in traffic, release, etc ratings), you get the picture.
the timesavor bonuses could be offered here too. same thing applies like the promises- one week offer or permanent addition. a new idea could be a force commitment- in which it'd only come up in the upgrade store once a year and be really expensive to buy. it'd also be a one time use on one recruit, so you'd have to be smart about who you want to use it on. but it would end the player's recruiting process right there and he'd commit to you on the spot . the X2, pink diamond, unlocked pitches, and instant commit knowledge would all be available to buy as well.
the only thing that might be hard to figure out for this, would be how to award you coaching exp points so you could buy these things. they could tie the season showdown stuff in here, as well as meeting your coaching carousel goals, winning bowl games, having best recruiting class, etc. some game performance type award system could also be included too....
baseballplyrmvp
01-06-2012, 10:53 PM
OCs and DCs needs to have a bigger effect in the game. If it wasnt for me coaching as a OC/DC or Coaching Carousel, I wouldnt even know they were in the game. At least show them in a cutscene or involve them in recruitingi dont remember exactly if its madden 10 or 11, but their little headset coaching thing with setting up the weekly gameplan could be where coordinators make an impact. depending on how good of a coordinator/head coach your team has, they could drop a line depending on the down/distance and player/cpu tendencies (like: they've been dropping into a zone on 3rd downs....they've ran the ball a couple of times in a row; be aware of play action here).
i know some people hated this in whatever madden edition it was, but it'd at least give some meaningful use to the coordinators.
illwill10
01-06-2012, 11:01 PM
i dont remember exactly if its madden 10 or 11, but their little headset coaching thing with setting up the weekly gameplan could be where coordinators make an impact. depending on how good of a coordinator/head coach your team has, they could drop a line depending on the down/distance and player/cpu tendencies (like: they've been dropping into a zone on 3rd downs....they've ran the ball a couple of times in a row; be aware of play action here).
i know some people hated this in whatever madden edition it was, but it'd at least give some meaningful use to the coordinators.
As long as it isnt repetitive.
That or give them some grades. IT can give players a increase or a decrease. One thing I JUST thought about, is having 1 of the 3 plays in the Ask coach plays be one of the coordinator plays. Given on the situation, the OC/DC will give the user one play that he wants the user to run. There could be a boost to players if you use it. If you dont, his impacct would decrease since you dont use him. It can cause him to want to leave at the end of season if you dont use his plays.
I was going to say show them in a cutscene again, but I dont want to see the same coaches on both fields at times. I would like them to add new faces or scrap them all and add new ones.
alwhite20
01-09-2012, 12:11 AM
Yes! agreed 1. Medical Redshirts... Got a senior hurt 2nd game out for the season and he was my best DB with 2 ints & td. 2. Recruiting could be better.. Like if your dynasty time is in the hunt for the national title then your pitch for championship should reflect on that. 3. Allow human to hire and fire the OC and DC on the users team not the cpu. 4. Bring back the spring game and allow the incoming freshman to play in the game. 5. After the end of the bowl season should be able to play a High school all-american game from the players in the top 100 even the one's that are already committed. So you can get a feel how the players gone to be because, the ratings or scouting reports be off. prospects speed be a A then get him his speed 82. 6. In game play my Lb is in a zone with nobody around he just standing then the QB runs he still is just looking standing. He needs to react bout time i pick em qb pick up the 1st. also it seems like a defensive player is in positions to tackle the RB but some how he gets suck into a block and the OL isn't even close to block fix. Some my not care but it would be neat to have all of the jersey's on the game like florida's white helmet with the F on it, oregons many uni's...etc More than 1 team color example Miami Hurricanes only can get the gloves in white/orange should let me change up the colors like white/green or orange/green or if they wear the green jerseys they get the white/green gloves and orange if they wear the orange jerseys not needed put would be sweet add. On the human no huddle no a big deal but I like it when the cpu wr, qb, & rb all look to the sideline to get the play in the hurry up. should make the human team do the same.
lilblaze
01-09-2012, 04:24 AM
***Ratings should trigger Exclusive Animations***
"Running Back"
1. Remove the Lean & Shield implementation.
Example:
A smart Running Back (High AWR) will lean away from a pursuing tackler. This means the Ball Carrier will be less likely to cough up the ball when he gets hit.
"Receiver/Defender"
1. Add an "Aggressive" Rating.
Example:
Any receiver/defender with a high rating in this category will attempt to undercut and box out one another.
A low rating means they will simply play more conservatively and secure the tackle and/or attempt to break up the pass.
"Pass Rusher"
1. Make the Pursuit Rating determine the effectiveness of a Pass Rusher's: Block Shed, Finesse/Power Move Ratings.
2. Make the Pursuit Rating naturally alter blitzing angles to allow for a more effective pass rush.
Example:
A Defensive Lineman that has a low Pursuit rating will not Insta-Shed Offensive Lineman, regardless of the other Pass Rush Ratings.
A blitzing Linebacker/DB with a high Pursuit rating is more likely to read and shoot open gaps to blow up plays in the backfield. (High Awareness will conceal the blitzing assignment.)
________________________________________________
***Controller Vibration during Pass Rush***
A lot happens within the typical 2-5 seconds a QB has to throw.
Lineman get pancaked, Receivers get jammed, Bad Snaps happen, etc...
I think the half ass "Vibration" feature when under pressure needs a small tweak.
*Pressure from MIDDLE: 100% Vibration Power throughout the Controller.
*Pressure from LEFT: 70% Vibration Power on the LEFT side handle of the Controller.
*Pressure from RIGHT: 70% Vibration Power on the RIGHT side handle of the Controller.
This will allow players to really "feel the element of pressure." Players will have to step up, make a hot read, or break the pocket. Tweaking this feature, will allow players to keep their eyes down field instead of getting the typical tunnel vision. (I believe this method will work and still add difficulty due to the rumble distraction from the Middle, Left, or Right side of the controller.
________________________________________________
***Big Hits***
I can't stress how much I want to see a big revival in this series. I want to see helmets fly off and screen shaking. EA can also bring back the "Lights Out" animation from Madden 10 where the entire screen went "White" when a player was Knocked Out from a Big Hit.
________________________________________________
***Better Play Selection***
Defense: More Zone Blitzes
Offense: Revamp the Oregon Spread Style. Oregon showed a lot of new plays and formations during this past 2011-2012 football season. I want those in NCAA 13.
________________________________________________
***In-Depth Tutorial***
Hey, if you can do it (we know you can)... Add some caption bubbles with tips and tricks throughout each lesson.
________________________________________________
***Special Teams Overhaul***
New plays, new formations. Oregon has introduced a Field Goal formation they can audible in and out of.. Too fucking cool.
________________________________________________
***2nd Level Run Blocking (Overall)***
Make the shit better. That is all.
(This includes WR's Blocking DB's.)
________________________________________________
***Defensive Line Stunts***
Introduce these into the game using the Defensive Line Audibles Feature. (L1/LB + RA UP, DOWN, LEFT, RIGHT)
Let us be able to stay with the current setup or pick and choose (1 to 4) Defensive Line Stunts of our Choice.
________________________________________________
***QB Sprint***
(When a QB is on the run... Their first 1st, 2nd, and 3rd options are typically not available. If they're on the run, they typically won't have a "Check-Down" receiver... More often than not, resulting in a Pass that has to be Thrown Away.)
When a user engages into Sprint Mode (via holding R2/RT), the following should happen:
1. Receiver Icons will disappear and the QB will not be able to Pass until they release the Sprint Button.
2. When Sprint Mode is engaged, the QB will be immediately able to Stiff Arm, Juke, Spin, and Hurdle defenders before they cross the Line of Scrimmage.
*The only exception to this would be, Designed QB Sprint Out Pass Plays.
________________________________________________
***WHEN I THINK OF SOME MORE SHIT, I'LL LET YOU GUYS KNOW!
rufusone
01-09-2012, 05:56 PM
I agree with all comments posted, everything needs to be imroved. I want penalties that work, ie, pass interference for one, why doesnt it work in Ncaa and Madden. Weather affects needs to be improved, if I turn on snow and heavy wind, the runners should slip and fall, fumble, etc, and if its windy it should change the route of the ball when throwing a pass and be difficult to throw in the wind, and the wind should affect field goals and kickoffs and punts.
morsdraconis
01-10-2012, 12:27 PM
Are you wanting it to be the toss forward (technically a pass) or more concerned about the formation having a jet sweep included?
Sorry, just now noticed your reply.
It should definitely be a toss forward. The whole point of the play is it is a safe play because if the player in motion drops the ball, it's an incomplete pass instead of a handoff.
But, also, the formation needs to have a jet sweep play in it. We did that play out of ~5 different formations yet the playbook in the game only has like 3 jet sweeps and none of them work the way that play is setup.
More importantly, though, there needs to be plays off of that play. A HB offtackle, a playaction play, etc. There need to be several plays that have the same motion as that play but have different effects.
I request a game where ODs isn't full of transfer fails and other odd bugs that require either sims and/or complete restarts.
psusnoop
01-10-2012, 05:16 PM
I request a game where ODs isn't full of transfer fails and other odd bugs that require either sims and/or complete restarts.
CLW I think it was @shopmaster on twitter but he was mentioning that the team has figured out why it was happening and some other info while down for community days. I'll check tomorrow for who and what exactly said it an post here in a new post.
psusnoop
01-10-2012, 06:51 PM
https://twitter.com/shopmaster/status/156771684492390400
https://twitter.com/shopmaster/status/156772007105675264
morsdraconis
01-10-2012, 06:58 PM
Interesting. Makes a lot of sense from a programming standpoint and definitely not something you would think about when there are so many other variables for the issue. Glad to see that they finally figured out what the issue was though.
baseballplyrmvp
01-10-2012, 08:00 PM
But, also, the formation needs to have a jet sweep play in it. We did that play out of ~5 different formations yet the playbook in the game only has like 3 jet sweeps and none of them work the way that play is setup.they need to figure out a way to streamline this. you should be able to call a jet sweep from practically any formation. same goes for other running plays like counters, dives, off tackles, etc.
SmoothPancakes
01-10-2012, 08:56 PM
Interesting. Makes a lot of sense from a programming standpoint and definitely not something you would think about when there are so many other variables for the issue. Glad to see that they finally figured out what the issue was though.
Agreed. Hopefully now that will mean transfer failures will be a thing of the past next year, or at least the majority of them will be.
https://twitter.com/shopmaster/status/156771684492390400
https://twitter.com/shopmaster/status/156772007105675264
my psn is clw22580 and my od is "gbn"
11 characters is too much?
I'm not a computer techy but that doesn't sound right to me.
SmoothPancakes
01-10-2012, 09:08 PM
my psn is clw22580 and my od is "gbn"
11 characters is too much?
I'm not a computer techy but that doesn't sound right to me.
Well it's obviously not going to be the "fix all" for everyone's problems, but I wouldn't be surprised if that ended up being the fix for the problems a lot of people were having. Then it's the matter of weeding out the remaining issues people are having.
gschwendt
01-10-2012, 09:12 PM
my psn is clw22580 and my od is "gbn"
11 characters is too much?
I'm not a computer techy but that doesn't sound right to me.
It's not based on the name of the OD but rather the numerical ID that is assigned combined with your tag. Also, to clear up misconceptions, it's a server-side fix, not a patch. Like smooth said though, it will address some issues but not necessarily all.
JeffHCross
01-10-2012, 09:13 PM
my psn is clw22580 and my od is "gbn"
11 characters is too much?Well, it did mention "truncated file names". On a Windows system, that most likely refers to the old system where things like "Program Files" would be truncated to an eight character filename: "PROGRA~1". Now, that may or may not be what they're referring to here, but something along those lines, relying on the combination of certain string lengths, could be the cause.
EDIT: Going off what G said above, if it's based on the numerical ID, it could be that we didn't start hitting problems until we reached a certain amount of ODs. Like enough to hit 8 characters in the OD ID or something like that. That could explain why something that didn't really crop up on NCAA 11 has become a massive headache on NCAA 12.
JBHuskers
01-10-2012, 09:15 PM
Well, it did mention "truncated file names". On a Windows system, that most likely refers to the old system where things like "Program Files" would be truncated to an eight character filename: "PROGRA~1". Now, that may or may not be what they're referring to here, but something along those lines, relying on the combination of certain string lengths, could be the cause.
...and you have to take into account the file extensions too. Not necessarily what the user names it.
Sent from my DROIDX using Tapatalk
JeffHCross
01-10-2012, 09:17 PM
...and you have to take into account the file extensions too. Not necessarily what the user names it. Naturally. I just default to Program Files because it's the example most people have seen at one time or another.
Funny enough, my own team has been fighting 8.3 filenames (and problems associated) over the last year. So I've become much more familiar with it over the last year than I was before.
Keontez
01-11-2012, 01:52 PM
Trap Option continues to frustrate the absolute dog shit out of me. Its supposed to act as a more of a double option with a pulling guard and not a triple option. The fact that they make it like 5 plays in one is why its so fucking horrible.
- Theres no triple because the end is supposed to be blocked by the pulling guard.
- Theres no triple because there is only a flash fake to the B-back
- The B back's responsibility is to fill that pulling guards gap and block from the 2tech to the 4tech
This play is horrendously wrong and broken, schematically and assignment wise.
The assignments goes as follows:
QB- Open opposite, let guard clear. Pivot back get around log block, pitch off #2
B-Back- Fill for guard block 2 tech to 4i
PSA- Twirl and Block Run Support
PSWR- deep defender
BSA- Run pitch path leave on snap
BSWR- cut-off
PST- Veer for PSLB, base if you have a 4i
PSG- Base to ace
C- Base to ace, I’m back to a 2i
BSG- Pull and log 5 tech area. If you get 4i call go to PSLB
BST- Anchor down from a 4 out
http://youtu.be/-PoXF1TUpP8
http://youtu.be/U0pSw0RQBrU
http://youtu.be/9dZTXlZhy_g
(also, notice how the pitch back is lined up on the line in the video above)
Please EA, take the read portion of the play out make the Oline block down, B-back block the B gap defender and fix the pulling guard logic so that he actually kicks somebody out or pull around the end.
/rant
illwill10
01-11-2012, 02:12 PM
Something I dont want to see in '13 is Super Awareness. Where on occassion when the USER/CPU QB throws a bomb and the DB who is covering someone else and is able to retreat and breakup/INT the play without even knowing the QB has thrown the ball. Over 90% the WR has beaten the DB who is covering him and the DB who is covering someone else is able to make the play on the ball. It is one thing if he is responsible for the zone or has bail coverage, but he shouldnt be able to make a play if he is in man coverage. My Soph SS was able to make a play like this. At the moment I was excited, but realized that he was in Man coverage and that the WR had beaten my CB for a TD.
Something I dont want to see in '13 is Super Awareness. Where on occassion when the USER/CPU QB throws a bomb and the DB who is covering someone else and is able to retreat and breakup/INT the play without even knowing the QB has thrown the ball. Over 90% the WR has beaten the DB who is covering him and the DB who is covering someone else is able to make the play on the ball. It is one thing if he is responsible for the zone or has bail coverage, but he shouldnt be able to make a play if he is in man coverage. My Soph SS was able to make a play like this. At the moment I was excited, but realized that he was in Man coverage and that the WR had beaten my CB for a TD.
I agree. I'd like to see much better head tracking.
I'm just not excited about NCAA 13. I hope it's great but I have little faith. I really hope they overhaul the player movement or at least give us an option to play with realistic weight and momentum.
illwill10
01-12-2012, 09:09 AM
I agree. I'd like to see much better head tracking.
I'm just not excited about NCAA 13. I hope it's great but I have little faith. I really hope they overhaul the player movement or at least give us an option to play with realistic weight and momentum.
Fully agree.
I think it will be good and I will buy it. But, Im not excited for it. Im still playing '12, but barely. If it wasnt for recruiting and what is going in my season, I wouldnt playing. Most of my problems are gameplay. I dont want to have to do crazy editing to make it playable. Past Year 4, There are tons of WRs with High RR and RBs withs High BRK. Those 2 ratings are like cheats. Juke/Spin is useless in one on one situations. It is basically have a guy with high speed or high BRK. I dont even look at Juke/Spin, or even Truck when I look at RB. I cant call certain plays because CPU calls the play to stop it. Alot of the gameplay feels scripted. I see things going on and it doesnt feel smooth or realistic. DBs all backpedal the same. Safteys dont retreat to their area enough. I hate DL play. I hate how they just disengage. IT feels like they are saying "Let me stop playing with you" I want see defense s make pre-snap adjustments on the situation and formation of the offense. Defense dont come out knowing where the offense lines up or what they are going to call. I rather see them track our tendencies and use that after the make adjustments.
My top 3 MUST fixes are CPU Playcalling, OL/DL, and Audio. If it isnt I see will buy and play. But, I will see my self like I am with '12. Struggling to play it.
TheTruth43
01-12-2012, 06:43 PM
I agree. I'd like to see much better head tracking.
I'm just not excited about NCAA 13. I hope it's great but I have little faith. I really hope they overhaul the player movement or at least give us an option to play with realistic weight and momentum.I agree.
I doubt I'll be buying NCAA Football 13 because I doubt there will be many thorough changes to gameplay. I sold NCAA Football 12, after three days, because I was fed up with the many gameplay issues I felt there was.
JeffHCross
01-12-2012, 10:29 PM
I'm just not excited about NCAA 13. I hope it's great but I have little faith.I don't know if this is a good thing or bad thing to point out ... but I'm pretty sure you said the same thing around this time last year.
Or maybe not the "it's great" level of setting the bar, but something like that.
illwill10
01-13-2012, 12:05 AM
More Spread out ratings/better progression. I am tired of seeing almost every team(in AQ schools) having same type of players. Their RBs are either very fast, high BRK, or balanced with speed and BRK. WRs are either very fast or slow with HIGH RR. I want to see QBs rated differently. Their main three ratings that account for OVR is Speed, THA, and THP. It doesnt matter if they have low AWR. Which causes them to play similarly.
Which leads me too Traits. I would like this to be added. I think this can make players play differently. With RBs, they should add their Special Moves to the traits like DL with theirs. So, one back can have Spin and Juke at Yes and Truck at NO(elusive), while one can have all 3 at yes
(balanced) or no(speed guy). It can make RBs play differently.
I don't know if this is a good thing or bad thing to point out ... but I'm pretty sure you said the same thing around this time last year.
Or maybe not the "it's great" level of setting the bar, but something like that.
It's definitely a different feeling this year. Last year I had enjoyed NCAA 11 and my concern was coming from the fact they were asking for band locations to improve the game. I had an uneasy feeling after the wind sock type of additions the one year. It just seemed as though there wasn't any great info coming out and I was uncertain what to expect for NCAA 12. I though NCAA 11 was a big improvement over NCAA 10 which I hated and EA doesn't have a history of making big improvements two years in a row.
But this year is different. I was very disappointed in NCAA 12 and so my expectations are very low. I've just come to the realization that the game is the way it is because the devs want it to be this way. The player movement has disappointed many of us for years. Why on earth would I expect EA to change it now after 6 years on next gen? As an example, I like Christian McLeod (Bumble14_OS on twitter). He's now on EAs staff but he loved NCAA 12. Why would he want to make any major changes to the fundamental core of how it played? A lot of you guys here really enjoyed the game and may love the way the players move. It's a difference of opinion but I'm on the wrong end of it.
At this point it's painfully obvious that the things I like and changes I want are very different from how the dev team feels. They aren't going to change the game for one person so I have a decision to make. Do I continue to buy their product and be frustrated and disappointed or do I just give up? I got pretty upset last year with some of the changes that I felt were backwards decisions. I'm turning 40 this year. I don't want to get into e-arguments or get overly upset about this stuff anymore. I'm sure I'll rant from time to time but I've pretty much thrown in the towel on EA's football this gen and that's why you haven't seen my post very much anymore. What's the point of complaining every day? Just turn the page. Madden 12 was fun but the franchise can't hold my interest like an NCAA dynasty. And NCAA's gameplay has grown stale. I have been more disappointed with EA's football games this gen than I have been happy. With the same guys running the show at EA why would that change? I hope I'm wrong but I'm not holding my breath.
JeffHCross
01-13-2012, 08:48 PM
I know what you mean. I'm cautiously optimistic that all of the changes that have happened in the last year (a lot of staff turnover) will result in sizable improvements. But we both have to wait and see.
Though, for what it's worth, the whole Band Locations thing wasn't this early last year. At this time last year, everybody was trying to figure out who was going to be the first person that asked if we were in Orlando, lol. I was thinking you were one of the guys that was saying NCAA 11 had made big strides and didn't think NCAA 12 could have that kind of impact/feature set, but maybe I'm confusing you with another discussion.
mtoo22
01-14-2012, 09:27 AM
It just seems they are so out of touch. I know this is not how it is, but as a gamer, I wonder if they even play the game sometimes. Its sad I have to even think that.
Hail West Virginia
It just seems they are so out of touch. I know this is not how it is, but as a gamer, I wonder if they even play the game sometimes. Its sad I have to even think that.
Hail West Virginia
I don't think that's fair at all. These guys play and work on the game a lot. I don't question their effort or their knowledge. I question their vision and results which don't seem to match what I personally want.
JeffHCross
01-14-2012, 12:41 PM
n/m
illwill10
01-14-2012, 04:43 PM
Something HAS to be done with Game Atmosphere. I just played in the National Championship and literally forgot that I was playing in the NC game. I thought I was playing a regular game until I saw a replay. Besides pregame and between quarters, the commentators dont even talk/realize that it is a NC game. The commentary is main focused on regular games. I want the commentartor need to discuss what is going on in the game and the backstory(season and injurys). I want to hear that a backup is in, injury effecting team, coaches, tendency
morsdraconis
01-14-2012, 06:33 PM
n/m
Curiosity always kills me Jeff when you do that. :)
steelerfan
01-14-2012, 08:12 PM
n/m
.
Sent from my SAMSUNG-SGH-I997 using Tapatalk
Jayrah
01-15-2012, 10:39 AM
Something HAS to be done with Game Atmosphere. I just played in the National Championship and literally forgot that I was playing in the NC game. I thought I was playing a regular game until I saw a replay. Besides pregame and between quarters, the commentators dont even talk/realize that it is a NC game. The commentary is main focused on regular games. I want the commentartor need to discuss what is going on in the game and the backstory(season and injurys). I want to hear that a backup is in, injury effecting team, coaches, tendency
Wow I never forget what game I'm in. I agree it needs serious upgrade, but like we've talked about you gotta create some of your own hype sometimes.
illwill10
01-15-2012, 11:29 AM
Wow I never forget what game I'm in. I agree it needs serious upgrade, but like we've talked about you gotta create some of your own hype sometimes.
I know. I played as a 2 star SEC school coach who was in his 2nd year on team that couldve went to better schools after his Ole Miss DC job. So, I made it seeem like we were an underdog every game.
JeffHCross
01-15-2012, 01:48 PM
As discussed here (http://www.thegamingtailgate.com/forums/showthread.php?4429-Exhibition-Game-Depth-Chart-question), it'd be nice to be able to edit downloaded Teambuilder team rosters/depth charts outside of only Dynasty mode.
Curiosity always kills me Jeff when you do that. :)Ha. Better curiosity kill you than my comments come back to haunt me :)
mtoo22
01-15-2012, 06:46 PM
I don't think that's fair at all. These guys play and work on the game a lot. I don't question their effort or their knowledge. I question their vision and results which don't seem to match what I personally want.
Its just tough to see what this game was and what it is now and not think that. Hard work and effort are great things, but if I spend 20 years building the worlds tallest building out of toothpicks, it will still collapse no matter my effort. I know we all want pretty much the same thing. We just want what we had back.
Hail West Virginia
JeffHCross
01-15-2012, 08:46 PM
Its just tough to see what this game was and what it is now and not think that.I can see that, but if you look back to the early days of consoles, sports games were the top dog. Outside of things like Mario 64, the sports genre was where a lot of the "firsts" were for console gaming. But the yearly licensing cycle basically stops real innovation from occurring, imo. Games have just gotten so complex that a single year development cycle makes it very tough to have any major leaps.
Now, that said, I still expect top sports titles to keep up with each other. It's debatable whether or not that has happened. (And I mean that about the genre as a whole. Not any particular game.)
I can see that, but if you look back to the early days of consoles, sports games were the top dog. Outside of things like Mario 64, the sports genre was where a lot of the "firsts" were for console gaming. But the yearly licensing cycle basically stops real innovation from occurring, imo. Games have just gotten so complex that a single year development cycle makes it very tough to have any major leaps.
Now, that said, I still expect top sports titles to keep up with each other. It's debatable whether or not that has happened. (And I mean that about the genre as a whole. Not any particular game.)
That is very true. I only shudder on how little improvement we will see on the PS4/Next Box if it continues in that direction. Games like Uncharted take two years to release. Rockstar games take 2-3 years to release. While I understand this issue it makes it harder to justify buying sports games every year rather than an every other year basis. Timely rosters and/or online play become the number one reason to buy.
Treadstone6700
01-16-2012, 09:14 AM
I think I'm less excited this year because I see the issues with NCAA 12 and know it's not feasible that they'll all get changed for NCAA 13.
Gameplay needs an overhaul, d-line/o-line play, psychic secondary, 1-handing interceptions, passing trajectory. And that's before even getting into the fact that players need to play with weight, stick their cleats into the ground, play with momentum, and be different from one another. Different throwing motions and release quickness for QB's, ways to differentiate skill position players, linebackers who hit differently than other other linebackers, players who are great at creating turnovers (think Charles Tillman on the Bears), etc. My team feels and plays the same in 2012 in 2016 because all the players are virtually identical (even the in-game player faces are too limited).
Dynasty needs a significant update as well. Currently it's too mechanical, you recruit best class = you have best team. That's not how it goes (ask Texas, FSU, and UF). There should be 5 star busts, but the core of a team is still 3 and 4 star kids that get developed. The best way to do this would be a physical potential and work ethic rating which combined with the skills of position and head coaches (and ideally a strength and conditioning coach) would determine their development. 5 star kids with great athletic ability and garbage work ethic rating would never reach their potential. On the flip side, a 3 star kids with great work ethic and the right coaches would develop into good or great players. There just aren't enough variables in recruiting/development so everyone just progresses at a similar rate. This makes recruiting and dynasty stale because every year seems so similar, on the field and in recruiting/development. In real life it's the complete opposite of that. Every player is different, every coaching staff is different, ever S&C program is different. Players develop at different rates and as hard as they try the Star system is a "tool" and not an exact science on how to build a national champion.
And those are the two elements of the game that I view as the core - that's before I even get into things like gameday environment, CPU playcalling, presentation, commentary, different dreadlock lengths that are actually attached to heads, etc etc.
It just seems like there are too many things to fix to get this game to a level where it could be considered great. The competition for your time continues to increase. Job, wife/girlfriend, kids, movies, games that have taken things to the "next level". If I weren't addicted to college football and recruiting (National Signing Day is like an unofficial holiday to me) I probably would have given up on this series awhile ago. I think the biggest issue for me was that I thought NCAA 11 was this franchise "turning the corner" and heading towards an elite level. NCAA 12 served as the reality check that it probably won't happen without a competitor.
morsdraconis
01-16-2012, 09:22 AM
I won't be getting '13. I refuse to let myself be sucked back in. It's like MW3. I refuse to let all the media hype allow myself to be sucked in. I barely even played '12 because I got bored with it so quickly. Hell, at one point, I decided to play with Navy and FORCED myself to use their offense so that I couldn't throw the ball 50 times a game and easily win. That's how incredibly bored I was with '12 (though I do like running the flexbone offense, it's just still COMPLETELY wrong that it's annoying to attempt to run in this game, especially against the CPU).
illwill10
01-16-2012, 11:59 AM
I would like to see multiple types of throwing styles and running styles. Like Overhead, 3/4, sidearm, quick, slow, Tebow. For running, Upright, Low, a mix of upright and low, short strides, long strides.
The last three posts all sum up my feelings on NCAA 13. They have to make a huge improvement to win me back after NCAA 12.
illwill10
01-16-2012, 07:07 PM
The last three posts all sum up my feelings on NCAA 13. They have to make a huge improvement to win me back after NCAA 12.
I want a different type of game every time I play it next year. Im not talking about score wise. I mean different QBs/WRs/HBs, I should see a different game. Traits in NCAA could do well. I should love to face a QB with a slow release if I have a great pass rush.
Something I want to see is Coaches having a impact in the game. They dont have any impact in the game. Coaches should have traits/tendencies/grades. I would like to see coaches boost/decrease overalls in the games. Besides CC, Recrutings, and Offseason Progression, I can forget about coaches. I want to have look up details on coaches when I face their team.
I want to have to look in opponents roster and coaches before I face them. I would like to see their % on Run/Pass. The only thing I look at when I play a game is QB's speed, RB's speed and BRK, and WR's Speed and RR.
TheTruth43
01-17-2012, 12:54 AM
I think I'm less excited this year because I see the issues with NCAA 12 and know it's not feasible that they'll all get changed for NCAA 13.
Gameplay needs an overhaul, d-line/o-line play, psychic secondary, 1-handing interceptions, passing trajectory. And that's before even getting into the fact that players need to play with weight, stick their cleats into the ground, play with momentum, and be different from one another. Different throwing motions and release quickness for QB's, ways to differentiate skill position players, linebackers who hit differently than other other linebackers, players who are great at creating turnovers (think Charles Tillman on the Bears), etc. My team feels and plays the same in 2012 in 2016 because all the players are virtually identical (even the in-game player faces are too limited).
Dynasty needs a significant update as well. Currently it's too mechanical, you recruit best class = you have best team. That's not how it goes (ask Texas, FSU, and UF). There should be 5 star busts, but the core of a team is still 3 and 4 star kids that get developed. The best way to do this would be a physical potential and work ethic rating which combined with the skills of position and head coaches (and ideally a strength and conditioning coach) would determine their development. 5 star kids with great athletic ability and garbage work ethic rating would never reach their potential. On the flip side, a 3 star kids with great work ethic and the right coaches would develop into good or great players. There just aren't enough variables in recruiting/development so everyone just progresses at a similar rate. This makes recruiting and dynasty stale because every year seems so similar, on the field and in recruiting/development. In real life it's the complete opposite of that. Every player is different, every coaching staff is different, ever S&C program is different. Players develop at different rates and as hard as they try the Star system is a "tool" and not an exact science on how to build a national champion.
And those are the two elements of the game that I view as the core - that's before I even get into things like gameday environment, CPU playcalling, presentation, commentary, different dreadlock lengths that are actually attached to heads, etc etc.
It just seems like there are too many things to fix to get this game to a level where it could be considered great. The competition for your time continues to increase. Job, wife/girlfriend, kids, movies, games that have taken things to the "next level". If I weren't addicted to college football and recruiting (National Signing Day is like an unofficial holiday to me) I probably would have given up on this series awhile ago. I think the biggest issue for me was that I thought NCAA 11 was this franchise "turning the corner" and heading towards an elite level. NCAA 12 served as the reality check that it probably won't happen without a competitor.Great post.
baseballplyrmvp
01-17-2012, 09:20 AM
i hate it how the cpu feels like it has to re-adjust players that i've purposely moved out of position..... like whenever i move a d-end over a couple of steps and then switch to another player, the cpu moves him back to his original spot. is there any way this could be changed or some kind of option to turn off in 13?
psuexv
01-17-2012, 09:25 AM
is there any way the cpu can stop re-adjusting players i've already moved? like whenever i move a d-end over a couple of steps and then switch to another player, the cpu moves him back. is there any way this could be turned off for 13?
Kind of to tag onto this, would be nice if you could stop the predetermined adjustments and movements as well. For example, the 4-3 cover 3, the safety always drops down presnap or in the Dime 3-2-6 Cover 6 the blitzing DB always shows blitz.
baseballplyrmvp
01-17-2012, 09:38 AM
i hate it how the cpu feels like it has to re-adjust players that i've purposely moved out of position..... like whenever i move a d-end over a couple of steps and then switch to another player, the cpu moves him back to his original spot. is there any way this could be changed or some kind of option to turn off in 13?
Kind of to tag onto this, would be nice if you could stop the predetermined adjustments and movements as well. For example, the 4-3 cover 3, the safety always drops down presnap or in the Dime 3-2-6 Cover 6 the blitzing DB always shows blitz.ya and how on some blitz plays, the cpu controlled linebackers will sometimes come up and line up right next to a d-linemen. its an immediate tip-off that the blitz is coming.
champ195797
01-18-2012, 02:47 PM
i want to see the under armor game army and also spring game
illwill10
01-18-2012, 07:01 PM
I would like to see a Special Teams section in the Adjustments part of playcalling. It can have Blocking for Punt Returns. Where you can set it to Conserative, it will have special teamers will hurry up and set up for blocks for a better return. Agressive where the special teams will try to disrupt the punter and going for the block. Negatives for the Conseratives, can be that the Punter will have better punts. Negatives for Agressive can be, Not getting good returns.
JeffHCross
01-18-2012, 08:07 PM
ya and how on some blitz plays, the cpu controlled linebackers will sometimes come up and line up right next to a d-linemen. its an immediate tip-off that the blitz is coming.Well, what bugs me more is when I don't have guys in a blitz, yet they show blitz and are out of position to cover. But, either way, the overall problem is that there's too many one-off formations/animations/sequences. Like the one set of plays in 3-4 (the names escape me, but it's the two plays where the entire D-line is standing up), because of the way the players line up you know it's either a blitz with zone coverage behind it or man coverage behind it. There's no way to replicate that in any other play or disguise it.
baseballplyrmvp
01-18-2012, 09:18 PM
Well, what bugs me more is when I don't have guys in a blitz, yet they show blitz and are out of position to cover. But, either way, the overall problem is that there's too many one-off formations/animations/sequences. Like the one set of plays in 3-4 (the names escape me, but it's the two plays where the entire D-line is standing up), because of the way the players line up you know it's either a blitz with zone coverage behind it or man coverage behind it. There's no way to replicate that in any other play or disguise it.ya, thats also really annoying as well.
JeffHCross
01-20-2012, 11:06 PM
Don't know how I didn't think of this before now, but I want the ability to convert an Offline dynasty into an Online dynasty to return. I know why the ability to save an OD into an offline copy was removed, and justifiably so, but there are a lot of potential ODs out there (thinking Death Penalty here) that require a decent amount of setup, and would be tons easier to do offline before making the OD live. Doing the setup offline would allow you to control multiple teams without worrying about inviting players (or having those players follow instructions in the setup), or worry about the 10 minute advance rule, etc, etc.
It would also allow for other things like setting CPU Strategy (play call tendencies) and checking Teambuilder team rosters before starting the OD and everything involved with that.
JeffHCross
01-22-2012, 06:12 PM
This falls under Top 10 gameplay issues that drive you crazy: When in no-huddle, players should hurry to the line immediately, not wait for a play to be called before hurrying to the line. I realize that they do not yet know the formation, but they shouldn't be jogging from downfield waiting for me to pick a play. They should know the situation and be running back to the line. Possibly could use the previous formation called here, until the new formation is picked.
jaymo76
01-22-2012, 06:37 PM
I fired up the game today just to check something out. I haven't played for awhile and could not remember my recruitingh situation. As I scrolled through my needs I looked at my roster. This is my 7th season. I have won back-to-back NATIONAL CHAMPIONSHIPS and my blue chipper QB is finally going to start. I have TWO new pipleines and just started a new contract. I am about to begin my quwest for a THREEPEAT. Also, I still haven't made it to my alma mater choice school... INDIANA.
AND HERE IS THE PROBLEM....
THERE IS NO CONTINUE DYNASTY OPTION!!! I have put so much into this dynasty (as I do every year) but with CC I feel as though I still have so much more to accomplish. I really DO NOT want to start over with a new dynasty in NCAA 13. I know it didn't get any love in the tourney but I really hope the designers have considered CONTINUE DYNASTY for NCAA 13. Rant complete.
ryby6969
01-22-2012, 07:32 PM
From playing FIFA, the player interaction is light years ahead of NCAA. The bodying up animations are so fluid, it would be amazing to get those into NCAA. It would help OL vs DL and WR vs CB interaction so much that it would seem like a completely different game IMO. It is definitely a needed addition to the series.
JeffHCross
01-22-2012, 07:37 PM
THERE IS NO CONTINUE DYNASTY OPTION!!!+1,000.
dsprague
01-23-2012, 03:46 PM
oought this game was decent but there is so much work to do its unreal, 1. make weight and height a factor, i had a 6'2 225 pound runningback and he got lit up by a 190 pound corner....like everytime 2.make the recruiting more valuable if im looking for a top tier qb i want to see which ones competed in the elite 11 or made it to the high school all american bowls i want recruits that COMPLETELY STAND OUT from the rest of the other recruits 3. make the player motions realistic u guys have linebackers go 0-60 in like a mili second to bat a pass down...once again everytime, receivers will let a ball go wen its like an inch in front of them they wont even make an attempt to catch it, linemen will let the defensive line blow right past them even wen ur line is like all in the 90s and you could be playing a team like wofford, and last but not least the running back motions...now a days no running back can be dominant i mean sure u can rack up a lot of points/yards but im talking about putting the hurt on defenders, for ex: trent richardson had the power to virtually truck almost any defender and get plenty of yards after contact, on ncaa 12 u cldnt even spin properly or juke..and since ive had this game i have NEVER <------- ran anybody over i want defenders to fear the running back i have, and not jus a runningback any palyer make impact players IMPACTFUL make them dynamic in averyway they play the game. 5. punt returns/kick returns, all the defenders are robotic if you run right the ENTIRE kick of team will run right i highly doubt that the entire team has excellent pursuit angles that pisses me off to no end its the same thing on offense dont make them robotic it feels way to fake 6. my final plea is to really expand road to glory if im a recruit i want to be scouted hard i want my qb to be invited to the elite 11 i want to be invited to all american bowl games in high school put in the espn 150 ranking system with player profiles, commited playes, players that de committed from a school, all of those things the recruiting landscape is so huge in college football they need to expand it greatly theses are the main things that need to be fixed.......o and FIX THE INTERCEPTONS!!!!!
dsprague
01-23-2012, 03:56 PM
i just wanna say i agree with u 100% the recruiting landscape is so huge like u need to expand it im a huge fan of college football an d it kills me to see mediocre work put in this game if they fix all of the gameplay issues and add everything they need to add to the recruiting system this game cld be a best seller
Original1990
01-24-2012, 09:47 PM
Here is another suggestion for Road To Glory. Lets say that I am a scramble QB and in high school games because of my tendency I run from the flex but I dont want to run almost every down and I don't want audible into a shotgun play every time so how about when you choose your tendency (Speed,Balanced, Pocket Passer) you can also choose which formation that you would like to run from. The Spread,Run and Shoot,Pro,Pistol and so on. And the same from the Defense. If you like to run from the 3-3-5,4-2-5,4-3,-3-4,Multiple. Then you can choose that for high school.
Original1990
01-24-2012, 10:02 PM
From playing FIFA, the player interaction is light years ahead of NCAA. The bodying up animations are so fluid, it would be amazing to get those into NCAA. It would help OL vs DL and WR vs CB interaction so much that it would seem like a completely different game IMO. It is definitely a needed addition to the series.
I agree with you 100% but the question is will size,weight,height and momentum mean anything?
TheTruth43
01-25-2012, 01:38 AM
From playing FIFA, the player interaction is light years ahead of NCAA. The bodying up animations are so fluid, it would be amazing to get those into NCAA. It would help OL vs DL and WR vs CB interaction so much that it would seem like a completely different game IMO. It is definitely a needed addition to the series. Yeah, definitely needed.
blkkrptnt819
01-26-2012, 07:39 AM
Don't know how I didn't think of this before now, but I want the ability to convert an Offline dynasty into an Online dynasty to return. I know why the ability to save an OD into an offline copy was removed, and justifiably so, but there are a lot of potential ODs out there (thinking Death Penalty here) that require a decent amount of setup, and would be tons easier to do offline before making the OD live. Doing the setup offline would allow you to control multiple teams without worrying about inviting players (or having those players follow instructions in the setup), or worry about the 10 minute advance rule, etc, etc.
It would also allow for other things like setting CPU Strategy (play call tendencies) and checking Teambuilder team rosters before starting the OD and everything involved with that.
Why did they take that out? I would love to have it after I quit my OD because I couldn't see eye to eye with the commish. Anything can be used for bad so I really don't see why it was taken out.
blkkrptnt819
01-26-2012, 07:47 AM
I think a nice nuisance would be if you show blitz and the qb hrd counts i believe the defense should show a little bit like IRL. You may see them start to bail a bit or jump towards the line. You also should be able to show certain shells, cover 2, cover 3. If you take out all the warping it will be a calculated risk because you might be out of position on a play.
JeffHCross
01-26-2012, 10:33 PM
Anything can be used for bad so I really don't see why it was taken out.The ability to convert an OD into an offline? I didn't ask anybody, but my assumption has been that it was removed because it was blatantly being used to cheat in a large amount of ODs.
steelerfan
01-27-2012, 07:56 AM
The ability to convert an OD into an offline? I didn't ask anybody, but my assumption has been that it was removed because it was blatantly being used to cheat in a large amount of ODs.
It may be useful if they tied converting to an offline Dynasty to some sort of Auto-Retire. That way, the only way to convert it would be to quit the Dynasty.
Sent from my SAMSUNG-SGH-I997 using Tapatalk
morsdraconis
01-27-2012, 08:18 AM
It may be useful if they tied converting to an offline Dynasty to some sort of Auto-Retire. That way, the only way to convert it would be to quit the Dynasty.
Sent from my SAMSUNG-SGH-I997 using Tapatalk
That's definitely a good idea. Doing it like that would be great because then it would stop those fuckers that take the dynasty offline to figure out who are the best recruits that they can get while giving those people who want to continue a failed OD a chance to do so.
JeffHCross
01-27-2012, 08:44 PM
It may be useful if they tied converting to an offline Dynasty to some sort of Auto-Retire. That way, the only way to convert it would be to quit the Dynasty.Good idea, though if you know a password to a Private dynasty, you can rejoin automatically (I believe). So something would have to be done there. But definitely a good idea.
Either way, I want the ability to convert a Offline Dynasty into an OD though. :)
IRaineZz
01-29-2012, 07:24 AM
Dynasty/RTG Mode Issues: 0
First of all, i love the Editor - if i feel like WSU has lost enough in the PAC12 i just tweak them after 4 or 5 loosing seasons to give them a fresh start because the cpu quit frankly is killing small schools in recruiting.
Also please keep the possibility of playing with 12 teams. I never really got into RTG as i only play it for the trophys and than back out of it, im all into Dynasty and havent found much flaws there that couldnt be corrected with the editor and 1 or 2 seasons going by.
Gameplay Issues: Too much
Where do i start? The ball trajectory is broken, ballhawking linebackers are a no-go, screen-passes feel strange, as soon as i drop one inch back i have 4 tacklers in my face no matter what sliders i use. wide recievers dont interact with CB's or S's... THEY have TO GET TO THE BALL! instead of waiting for the ball dropping int their hands which they wisely spread out at their hips while the Corner is just grabing it out of the sky miles above the reciever.
Presentation Issues: 1
Go away with your generic Stadiums! I allways use UAB as my fave CUSA team and seeing the team play in a generic stadium seriously made me quit the game after the platin trophy. I got so mad and dissapointed seeing this.
2013 Wishlist: in na particular order
- Dont allow CPU to play a 10 game schedule
- Fix Problems Above
- No Generic Stadiums!
- Apply the new schools that allready got accepted to conferences in the future(yeah i know its not 2013 or 2014 yet)
- Possibility of editing names next to the school and ncaa record-books
- Less "Big-Time Innovations" and more substance at the core of the gameplay.
- More Stats and stuff, cant be that hard to just copy the broadcasting centrals. i feel left behind with the same pop ups over and over again. show a trivia or nice-to-knows in the game - 100+ years of history has alot of input.
GatorBait06NC
01-29-2012, 07:13 PM
The main issue with Dynasty is recruiting. Its so fake, so unrealistic, and absolutely horrid. ALL my top 10 are recruiting based. Mainly because of CPU logic.
1. PLEASE allow us to edit conference schedules. At the very least allow us to edit the home/away. So the we do not end up playing the same time on the road in every year of dynasty mode. This affects recruting big time. Conference scheduling has been broken for 5+ years now. Allow us to edit CPU teams schedules too.
2. Teams should sign enough players. Top schools like Florida, Ohio State, Oklahoma, etc should sign enough players at each position so that they dont have to take on 50 overall walk ons to fill spots. They should be targeting other players once they lose out on others.
3. STOP HAVING NEW RECRUITS APPEAR IN THE OFFSEASON. Its completely unrealistic to have a new Top 5 high school recruit come out of nowhere once the offseason begins.
4. STOP HAVING BOISE STATE SIGN 5 STAR PLAYERS. They do not do this in real life. Maybe a 4 star at BEST.
5. Tune down the number of JUCOs signed by top programs.
6. Give mid-level schools some kind of chance to sign 4 or 5 star players based on location. Let an Ole Miss sign a 5 star Mississippi prospect from time to time like THEY DO IN REAL LIFE.
7. Stop having all the Top 100 go to 5 or 6 different schools.
8. Make white guys have white guy names and vice versa.
9. The ability to create recruits much easier, to allow for real recruits to be entered by users.
10. Have a Signing Day, Under Armour and Army high school all American game. Where Top prospects can commit. My bottom line is that until recruiting is overhauled and made more realistic, this game is completely busted when it comes to Dynasty mode.
GatorBait06NC
01-29-2012, 07:21 PM
TOP 10 ITEMS ID LIKE TO SEE IN NCAA 13
1. Ability to add and customize a playoff system regardless so it isnt left out of the game in case the NCAA adds one.
2. Ability to edit CONFERENCE SCHEDULES. Conference scheduling is broken year after year after year after year. As Florida, I end up playing teams in the wrong month and playing teams mutliple years in a row on the road or at home. It hurts recruting and hurts dynasty as a whole.
3. All the countless bugs and glitches that keep carrying over from year to year need to be resolved once a for all. No more tendency bugs please.
4. Ability to schedule neutral games in future years of dynasty.
5. New player models and more equipment. Player models need to be tuned as well as Revo and Revo speed helmets need to be fixed in the models to make them look realistic. Too many Revo helmets look like crap because they sit too far down on a players head or the facemasks stick out too far. Add alternate team colors, back plates, eye black, more dreads, remove dark visors as they arent allowed by the NCAA, branded wristbands, make bicep, calf, and forearm bands more realistic, longer socks, more helmet styles like Rawlings and Zenith along with more facemask styles, more realistic looking ankle tape, alternate shoe color.2.
oweb26
01-30-2012, 03:16 PM
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3. STOP HAVING NEW RECRUITS APPEAR IN THE OFFSEASON. Its completely unrealistic to have a new Top 5 high school recruit come out of nowhere once the offseason begins.
. Tune down the number of JUCOs signed by top programs.
6. Give mid-level schools some kind of chance to sign 4 or 5 star players based on location. Let an Ole Miss sign a 5 star Mississippi prospect from time to time like THEY DO IN REAL LIFE.
7. Stop having all the Top 100 go to 5 or 6 different schools.
9. The ability to create recruits much easier, to allow for real recruits to be entered by users.
I have seen a number of people complain about the new recruits in the offseason while I am not arguing with the unrealistic nature of it, I also understand it recruiting would be over every season by week 13ish year in and year out; it at least makes offseason recruiting somewhat interesting.
In my dynasty by the end of season everyone is normally just quick calling because the players left are either not that good or role players to fill in some depth positions.
What would be the point of offseason recruting without the players all the top guys are normally gone, which means the entire process would be about fighting for the 2 or 3 star playres, with the occasional 5 star or 4 star who just couldn't decide then whoever gets a visits first wins.
I think without the ability to have player "decommit" then keep adding some offseason recruits, alot of top programs especially when they are rebuilding take on JUCO's, when I am building a program those are the ones I look for they are easier to get and come in "play" ready.
I do agree with your point 6 though.
I would like to see some sort of future scheduling, so we can schedule people maybe a season out, outside of that just make me a playable game for longer than 4 months. The bugs etc killed this one for me and I normally don't care.
JeffHCross
01-30-2012, 08:38 PM
If they removed the offseason recruits, they'd have to make it so that some recruits are still being competed for during the offseason. So you'd see guys stretch out their commitment and, if it was truly realistic, a not-insignificant portion of the top recruits wouldn't commit until Week 5 of the offseason.
If they could do that, without it becoming frustrating and annoying, I'd be all for it. But in the meantime I'm okay with new offseason recruits.
baseballplyrmvp
01-30-2012, 09:06 PM
why do so many people want the UA game and AAA game? you can already see all of the important position related ratings during recruiting, and if you spend a couple of seconds analyzing them, you can get a pretty good idea at how good the player will be.
since DPP arent in the game, every player will play exactly the same way if they have the same ratings; so there's zero reason, imo, for having a dedicated high school game in the recruiting offseason, just so you can see how the recruits will play in a game. it'd be a waste of everyone's time, imo.
steelerfan
01-30-2012, 09:09 PM
why do so many people want the UA game and AAA game? you can already see all of the important position related ratings during recruiting, and if you spend a couple of seconds analyzing them, you can get a pretty good idea at how good the player will be.
since DPP arent in the game, every player will play exactly the same way if they have the same ratings; so there's zero reason, imo, for having a dedicated high school game in the recruiting offseason, just so you can see how the recruits will play in a game. it'd be a waste of everyone's time, imo.
:+1:
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morsdraconis
01-30-2012, 09:15 PM
If they removed the offseason recruits, they'd have to make it so that some recruits are still being competed for during the offseason. So you'd see guys stretch out their commitment and, if it was truly realistic, a not-insignificant portion of the top recruits wouldn't commit until Week 5 of the offseason.
If they could do that, without it becoming frustrating and annoying, I'd be all for it. But in the meantime I'm okay with new offseason recruits.
In-season recruiting shouldn't be as big of a deal as it is. That's how they fix the recruiting. MOST of the truly big recruiting is done toward the end of the year (October and November). Recruiting should be very minimal at the beginning of the year (this is where scouting of the players comes into play instead of immediately giving them the schpeel and the scholarship offer). Recruiting really just needs to stop being so damn cookiecutter.
JeffHCross
01-30-2012, 10:01 PM
why do so many people want the UA game and AAA game?Agreed. I understood it in basketball, because the players ratings could be combined in a way that was really unusual, and the game was early enough (pre-season) that I could get a feel for a player before I really started to recruit him. The UA or Army games wouldn't allow any of that.
oweb26
01-31-2012, 08:29 AM
If they removed the offseason recruits, they'd have to make it so that some recruits are still being competed for during the offseason. So you'd see guys stretch out their commitment and, if it was truly realistic, a not-insignificant portion of the top recruits wouldn't commit until Week 5 of the offseason.
If they could do that, without it becoming frustrating and annoying, I'd be all for it. But in the meantime I'm okay with new offseason recruits.
If recruits took that long to sign, I would hope they added alot of scouting or something, because if someone is not going to sign until week 5 of the offseason, that is going to make recruiting more redundant and irritating than it already can be.
oweb26
01-31-2012, 08:30 AM
Double post
JeffHCross
01-31-2012, 09:02 PM
If recruits took that long to sign, I would hope they added alot of scouting or something, because if someone is not going to sign until week 5 of the offseason, that is going to make recruiting more redundant and irritating than it already can be.Well, I don't think, even if they removed offseason recruiting, that they would ever make recruit's commitment schedule "realistic". Then you'd have a bunch of guys committed before the season begins, with a bunch of others waiting until Week 5 of the offseason. That'd be ugly and annoying. And let's be honest ... there's a junior TE recruit out there that already has 30 scholarship offers. If it was in the game, by the time he commits (whenever that will be), he'd have probably 20 schools or more at "-1". On the one hand, I kinda like the idea that from week to week anybody could be chosen, but it would also get very old, very quickly.
So if they were to do something like that, there'd have to be a ton of thought and planning invested in how to remove the annoying aspects of real recruiting. And I'm not actually sure that's possible.
Jayrah
02-02-2012, 06:02 PM
In-season recruiting shouldn't be as big of a deal as it is. That's how they fix the recruiting. MOST of the truly big recruiting is done toward the end of the year (October and November). Recruiting should be very minimal at the beginning of the year (this is where scouting of the players comes into play instead of immediately giving them the schpeel and the scholarship offer). Recruiting really just needs to stop being so damn cookiecutter.
If recruits took that long to sign, I would hope they added alot of scouting or someth
ing, because if someone is not going to sign until week 5 of the offseason, that is going to make recruiting more redundant and irritating than it already can be.
That's what really needs to happen. The first 6 weeks of the season needs to be alloted time for scouting only. Instead of just knowing what the skills of players are. We should see what their ranked by Scouts or whatever but not see their ratings. For the first 6 weeks, you get to scout 2-3 states per week. You automatically receive the ratings of ALL interested recruits in your pipelines and get alloted time to scout any others within the state. For non pipeline states you have to be judicious with your time, although we can still see who's interested within the selected state.
Most importantly, this puts an emphasis on certain regions so you have to decide who and specifically where you are going to recruit. After the first 6 or 7 weeks you can still go out and recruit 1 extra state per week, till the offseason, but you'll wanna spend most of your time on guys that you already know the ratings for. Also, I think it important to limit the time to talk with any recruit to 30 minutes per week and let us talk about whatever we want as far as pitch. You'll still want to know their interest pitches so this will make it a mad scramble to find that out. Once the season ends, you can talk to any single recruit for an hour, as is the case now.
Its necessary to update recruiting imo to favor a good recruiter over a bad one, just to include all of the aspects of coaching to make dynasty (especially online) more fun.
JBHuskers
02-02-2012, 07:36 PM
8. Make white guys have white guy names and vice versa.
This would be more of an undertaking than the dev team or community would want to be spent on to get this right. With that said though, in one of my current OD's I'm recruiting a white QB named Dre Ginn :D I actually find it to be one of those enjoyable things that is wrong. It's always good for a laugh.
Jayrah
02-03-2012, 10:31 AM
This would be more of an undertaking than the dev team or community would want to be spent on to get this right. With that said though, in one of my current OD's I'm recruiting a white QB named Dre Ginn :D I actually find it to be one of those enjoyable things that is wrong. It's always good for a laugh.
This may be true. I do think if/when they put more faces in (I'm hoping for Polynesian here) that they tie polynesian names directly to them, which will be most intriguing with recruits. I don't care immediately if Brad and Kirk can pronounce them in game but white names and for the most part black names shouldn't be tied to these guys. In fact im sure the community would give thousands of names from guys they know to anybody on their team that EA could add to the database. Most of the black players in the game have an appropriate name, so I do think there's at least a more suggested name base for the different faces.
Also I think its important that they keep these guys faces/names stictly from the proper regions. Like you won't see a Tuoilolo from Alabama (as a recruit) so that mostly the teams with ties to Hawaii and Samoa will get those players. There are also many players of Polynesian decent who live/grow up on the west coast and occassionally the midwest, so recruits of this nature coming from those places is not a stretch and would be great to see.
I don't have a problem with any team recruiting them, its about where they're from imo. But the key is to add them first just to give us more variety of player, then worry about that other stuff later.
ryby6969
02-03-2012, 12:07 PM
There are quite a few Polynesian's in Florida also.
JeffHCross
02-03-2012, 04:57 PM
In fact im sure the community would give thousands of names from guys they know to anybody on their team that EA could add to the database.The problem isn't getting the names. They already have the database. JB's point was that the level of effort to tie those names with a certain race (and to get the system to run that check) would be higher than the community would agree with (and probably the dev team). Think "cannons" or "band locations" here when mentioning "community reaction". ;)
brycewillie
02-03-2012, 05:35 PM
I read this article today and it i thought was very true
http://www.operationsports.com/features/1428/ncaa-needs-national-signing-day/
National Signing Day could be done just like the coaching carosel style format.The biggest things to affect national signing day are coach hirings. Something you could lose/gain from some coordinators are recruits. Especially with a Head coach changes completely.
To add to the insanity, Just leave a Committed status for players during the season. Remove the hard and soft-labels and differences. At the beginning of National Signing day have a fraction of the "committed" Signinees (like 2/3rds) actually hard commit at the start of each star level. This way you still have some players with undying alligence and alot smaller of a pool of players on National signing day to a managable size.
Like the coaching carousel it could start with the top and work down. 5 star commits pop up first followed by 4 stars etc. Have only the players that have you in their top 3 pop up as options. and have an overrall timer for each calibur of prospects. Where you have to try and distribute your attention evenly enough. The recruits ask for promises from coaches to outbid the each other. When coaches don't meet these promise players may transfer. Depending on how much of a lead a school has can decide how much it does or doesnt need to promise.
When the timer end for all of the players of the current calibur to sign are done. Any players that don't commit by that point (a small number) will appear on a UNEXPECTED PROSPECTS board before the beginning of the next calibur players. the schools that are 4-8 would then bid on the players that fell through those cracks. and lets just say with some 3 star recruits, they dreamed too big on schools and didn't get picked up by any of their top 8. Have the players auto commit to the school that has the highest rating on ther Most/Very High in some order. Every student that falls to this point if they choose a user school first, will have the option to be declined if you for whatever reason are trying to get recruits in the next and lower tier(s)
Make the MOST pitches have value with the school selection for the students, if staying home means the MOST (Gunner Kiel) then why not have the school selection that is similar. Or have it to where the players who really care about playing time choose not to commit because a higher level recruit or transfer has changed the playing time likelyhood.Have the school ratings like Playing Time adjust base on transfers in or out of the college, players declaring early for the draft, or 5 stars committing to those schools.
I dunno it seems like alot but i just see a way to add something to the games using a format similar to an already in place (Coaching Carousel).This will stop that pesky problem where some schools recruit 3 of the top 10 players at RB/QB only to have them just sit on the bench and eventually get cut.
JeffHCross
02-03-2012, 07:43 PM
Wow. I'd never thought about it like that, at all. I'm not totally sold on it (namely because of the complete mess timing that on an OD would be)
The way Head Coach 09 (or, now, Madden 12) did its Free Agency, with the clock and the time limit is similar, but not exactly the same. But something along those lines would be pretty awesome. And a way to add in the unpredictability of some recruit signings, yet also not make it feel "cheap" or "easy mode" for some schools.
baseballplyrmvp
02-03-2012, 08:26 PM
i saw an idea on another site that was intriguing, to say the least....but that guy wanted the point system, showing how much you're leading or behind by, to disappear, and be replaced by a list of what schools are in the recruit's top 3, 5, 8, and 10 (in no particular order). its an interesting idea, and i do kind of like it, but i also like knowing that i'm leading by a huge amount and dont have to keep pumping an hour's worth of time into a recruit, when i'm already leading by 800 points. lol
JeffHCross
02-03-2012, 08:37 PM
We basically had that before ... and I don't think I want to return. Maybe the specific point values isn't necessary, but it is good to know you're leading significantly (or, better yet, gaining on the leader). That's the kind of stuff that is generally easier to determine in real life (experienced recruiters should certainly be able to tell whether they're swaying a kid or he's sticking with his commitment), but is pretty impossible to share in a game without some kind of point system.
brycewillie
02-03-2012, 08:45 PM
Thats why i think a bar should still fill, and have a max. once a recruit has taken all he can in terms of trips and recruitment and finally reaches that max number. Since isn't always just crap when a team is essentially tied with you for a top recruit and still goes to them everytime. Just have a recruit lock his list of schools with the "committed" status, that way you know you don't have to keep pumping someone who appears to have made up their mind, but at the same time, the winds of change may still shift and he may come knocking at your door since you have better stability (this way there is incentive for you to keep your coordinators.), or playing time (junior declared for the draft).
Jayrah
02-04-2012, 02:29 AM
Wow. I'd never thought about it like that, at all. I'm not totally sold on it (namely because of the complete mess timing that on an OD would be)
The way Head Coach 09 (or, now, Madden 12) did its Free Agency, with the clock and the time limit is similar, but not exactly the same. But something along those lines would be pretty awesome. And a way to add in the unpredictability of some recruit signings, yet also not make it feel "cheap" or "easy mode" for some schools.
the way you'd have to do it is by team order with a time limit and the ability to skip the time if you are done. Probably have to go from the lowest ranked/rated (avg) team to the highest.
psusnoop
02-04-2012, 08:45 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!
JeffHCross
02-04-2012, 04:33 PM
the way you'd have to do it is by team order with a time limit and the ability to skip the time if you are done. Probably have to go from the lowest ranked/rated (avg) team to the highest.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.
lilblaze
02-05-2012, 03:32 AM
I would like to see a Special Teams section in the Adjustments part of playcalling. It can have Blocking for Punt Returns. Where you can set it to Conserative, it will have special teamers will hurry up and set up for blocks for a better return. Agressive where the special teams will try to disrupt the punter and going for the block. Negatives for the Conseratives, can be that the Punter will have better punts. Negatives for Agressive can be, Not getting good returns.
I know you're just throwing out ideas for gameplay changes/improvements... But I think the biggest improvement of all would be the removal of the Adjustments; or
at least the Pass Coverage/Tackling/WR Catching/RB Ability Adjustments.. This makes the online gameplay completely stale.. Players with average carrying ratings
never drop the ball and mediocre tacklers are always ripping the ball away from death grips... Shit is terrible.
If ratings meant something, I would like to see an Aggression Rating be implemented! Not a tendency!!! The Aggression Rating is applied universally and the rest of their Ratings reflect off of it... Kind of like the Swagger
Rating of Madden 2011.. (Stupid to call it Swagger, I hope they bring it back for Madden 13 and introduce it to NCAA 13 as the Aggression Rating)
Ex) A decent Defensive Lineman has an Aggression Rating of 38.
Since his Aggression Rating is so low, he will get pancaked from time to time versus an Offensive Lineman with lets say an Aggression Rating of 60.
There needs to be a way where Ratings cause for more interactive gameplay... We don't need 99 PMV pass rushers putting the best Lineman on their ass because they don't do that in the NCAA or NFL on any given gameday...
JeffHCross
02-05-2012, 10:23 AM
This makes the online gameplay completely stale.. Players with average carrying ratings
never drop the ball and mediocre tacklers are always ripping the ball away from death grips... Shit is terrible.There definitely needs to be more balance to the system. Each of the last two years I've had certain settings that I just turn on at the beginning of the game and never think about again.
I OU a Beatn
02-05-2012, 11:14 AM
It was fine until this past year when you had to put carry on conservative or you ran a real risk of fumbling it away 5+ times. They need to scratch it entirely when it comes to competitive online play. If they want it offline, fine. If they want it in dynasties, fine. It has no business whatsoever being in the competitive online portion of the game, which is exactly where it's going to get abused.
JeffHCross
02-05-2012, 12:08 PM
You really think the tendency for abuse is greater in Random Online over OD? Just because you're more likely to know people in your OD doesn't stop you from taking advantages, especially the ones that aren't obvious.
I OU a Beatn
02-05-2012, 02:00 PM
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.
SmoothPancakes
02-05-2012, 02:45 PM
The game actually not freeze on the recruiting screen if left alone for more than two or three minutes. I was doing something on my laptop while in the middle of recruiting, and yet once again, for the (including the multiple times back in July and August) probably 10th time, the game has frozen solid on me while sitting in the middle of the recruiting screen if I don't touch anything on my controller for more than 3-5 minutes. Thankfully, out of paranoia, I save my game after every 3-5 recruit calls, and every time before I'm about to put my controller down for something, so I don't risk losing any of my work in recruiting because of the game freezing.
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