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gschwendt
05-30-2013, 03:18 PM
http://web-vassets.ea.com/Assets/Resources/Image/NewsArticle/ncaa-14-coach-skills-header_656X369.jpg?cb=1369925347

Coach Skills Deep DiveFLEXING YOUR COACHING MUSCLE
New to Dynasty mode this year is the introduction of Coach Skills, which allow you to customize your skills in order to gain an advantage over the competition. Whether it’s locking up recruits early or coming out swinging in big road games, Coach Skills let you tailor your experience and specialize in the areas you believe are most important. Let’s take a look at the various skills you can unlock and how they can help you rise above the rest.


http://vassets.ea.com/Assets/Resources/Image/ncaa-football-14-coach-skills-1.jpg
THE OLD BALL COACH
Most players start their Dynasty as a Head Coach, opting to control all facets of the team. However, a coach’s duties are vast, and require both thorough game-planning and great recruiting. The Head Coach skill tree has been split into two branches: Game Management and Recruiting.
http://vassets.ea.com/Assets/Resources/Image/ncaa-football-14-coach-skills-2.jpg
THE GAME MANAGER
The Game Management skill tree offers on-field boosts, including influencing player abilities, recognizing what sorts of plays the other team is running and keeping players disciplined and poised even in pressure-packed situations One such skill is Coachstradamus, which allows you to see the last play called by your opponent. Upgrade the skill to level 2 and you’ll have a 10% chance of identifying the play type your opponent will run next. Become a true Coachstradamus and you’ll have a 25% chance of correctly guessing the opponent’s upcoming play.
http://vassets.ea.com/Assets/Resources/Image/ncaa-football-14-coach-skills-3.jpg
Another example is the Big Game skill, which lets your team start off HOT in rivalry games. When a team is HOT, the players get a dynamic ratings boost that allows them to play above and beyond their typical skills. Upgrade it once and you’ll also come out HOT in bowl and championship games. Put in another skill point and you’ll come charging onto the field VERY HOT and ready to jump all over the other team.
http://web-vassets.ea.com/Assets/Resources/Image/ncaa-14-coach-skills-game-management.jpg
Here is a full listing of the Game Management skills and an idea of what they offer at their base level. Each skill can be upgraded to level 3, but you’ll have to wait until the game launches to see what the higher level skills can do!
Antifreeze- Nothing gets to your kickers. Nothing.
Level 1: Ice the Kicker is ineffective 50% of the time.
Road Warrior- Your quarterbacks shine on the road and don’t get rattled by Home Field Advantage.
Level 1: No controller vibration.
Matchup- Find the best mismatch and then attack. All matchups are shown from the offensive point of view.
Level 1: Passing Matchups appear in Preplay Coach Cam. (Coach Cam + Right Stick to the right)
Setup Artist- Successful run plays will set up the play action pass plays faster and vice-versa.
Level 1: Decreases the yardage needed for Setup Plays by 10%. Choose plays that are in the same formation type (pass or run).
Clean Laundry- Play disciplined and avoid costly penalties. Caution: Increasing team aggressiveness will cancel this skill.
Level 1: CPU is 50% less likely to cause penalties.
Light a Fire- Players can get HOT and COLD. Call a timeout to fire up your team when they need it. HOT players get performance bonuses.
Level 1: Call a timeout to get all COLD or lower players back up to NORMAL.
Big Game- The bigger the game, the HOTTER your team starts. HOT players get performance bonuses.
Level 1: Your team starts off HOT in rivalry games.
Coachstradamus- Learn which plays and play types your opponent callsso you can be a step ahead.
Level 1: You are shown your opponent's previously-called play. This can be seen in the upper-right of the play select menu.
Clutch- Your team always seems to get HOT in high-pressure situations and perform better. HOT players get performance bonuses.
Level 1: You start the fourth quarter HOT if the score difference is 14 or less.
http://vassets.ea.com/Assets/Resources/Image/ncaa-football-14-coach-skills-8.jpg
THE RECRUITER
Some say that a football game is won or lost before the players even set foot on the field, and those individuals will likely gravitate toward Recruiting skills. These abilities provide you more recruiting points in certain situations or at specific points in the calendar.
http://vassets.ea.com/Assets/Resources/Image/ncaa-football-14-coach-skills-9.jpg
One Recruiting skill you may want to unlock quickly is Kitchen Sink, which provides you with 50 extra points to assign to EVERY recruit, EVERY week at its base levels. At level 2, you get 100 extra points, and at the max level you get 200 extra points. And 200 extra points per recruit per week really adds up over the course of the season. Kitchen Sink is a high-level skill that unlocks after you put 10 points into your Recruiting skill tree, and it’s definitely worth the investment.
http://vassets.ea.com/Assets/Resources/Image/ncaa-football-14-coach-skills-10.jpg
Another option is The Closer, which boosts the number of recruiting points available in the last half of the season. When unlocked, the skill provides 500 bonus points a week for weeks 8-15, and that number jumps to 1000 bonus points at level 2 and 1500 at level 3. If you’re the type of coach that backloads your recruiting, then this skill will give you that extra oomph late in the season.
http://web-vassets.ea.com/Assets/Resources/Image/ncaa-14-coach-skills-recruiting.jpg
Here’s the full list of Recruiting skills, with a first-level description of the benefits.
Locksmith - Get back into locked-out recruiting battles. You can unlock up to five prospects in a year, but you must be in the prospect's top 10 and have offered a scholarship.
Level 1: Open one locked recruit per season. You need to be within 2000 points of the last place team to use this skill.
Scouting- You have a knack for discovering some of the best high school talent in America. You can scout more efficiently and for less.
Level 1: Increased scouting efficiency allows you to uncover around 25% of a prospect’s true skills each week for 50 points.
Royal Treatment- Your entire staff goes the extra mile to make sure prospects have great visits.
Level 1: you will receive a bonus of +250 points the week a recruit visits your school,
The Opener- You have an early edge on your competition during recruiting.
Level 1: Increase your recruiting points total by +500 points in weeks 1-7.
The Closer- You have an edge on your competition late in the season during recruiting.
Level 1: Increase your recruiting points total by +500 points in weeks 8 through 15.
Letter of Intent- You really know how to close out the deal on signing day.
Level 1: You gain +1500 extra recruiting points for the off-season and a 5% chance you will steal a prospect from their top school.
Pipelines- You specialize in getting to know high school coaches.
Level 1: You only need five players minimum, from a state, to declare it a Pipeline (six is default).
Kitchen Sink- Your work ethic is second to none and it pays dividends on the recruiting trail. You can assign even more points to a prospect each week.
Level 1: Each recruit can have +50 extra points assigned to them each week.
Insta-Commit- You've got the gift. Nobody makes a better first impression or closes a deal faster. You must be that prospect's top school.
Level 1: You gain a +5% chance of an instant commitment, when you offer a scholarship.
http://vassets.ea.com/Assets/Resources/Image/ncaa-football-14-coach-skills-11.jpg
COORDINATING RESPONSIBILITIES
While many fans may choose to immediately opt for head coaching glory, others like to start off as a coordinator and work their way up the ranks. These individuals will also have specific Coach Skills, as both coordinators have their own skill trees. Each coordinator gets nine unique skills whichcan be upgraded up to level 3. Here’s a sneak peek of what’s available:
http://web-vassets.ea.com/Assets/Resources/Image/ncaa-14-coach-skills-offensive-coordinator.jpg
Offensive Coordinator
Up Tempo- Stay healthy, fatigue more slowly and prevent injuries. This skill is perfect for up-tempo teams.
Level 1: Players gain +2 to Injury and 10% increase in Stamina for games.
Ball Security- Stress the importance of protecting the football.
Level 1: Players gain +1 to Carrying for games.
Cannon- Be ahead in the arms race. Train your players to be better passers.
Level 1: QBs gain +1 to both Throw Power and Throw Accuracy for games.
Air Traffic Control- Never underestimate the importance of solid receiving mechanics. Get your HB, FB, TE and WRs ready for games.
Level 1: Players gain +1 Catching +2 Spectacular Catch and +2 Catch in Traffic for games.
Daylight- Everyone has to carry the rock sometime. Condition your players to be able to run with the ball at game time.
Level 1: Players gain +1 Break Tackle, +2 Spin Move and +3 Elusiveness for games.
Bulldozer- Your O-Line knows how to open up the gaps and control the line of scrimmage. Your run blocking is stellar.
Level 1: Your offensive line gains +2 Impact Blocking for games.
Great Wall- The best offense is behind a great wall. You develop good pass blocking technique.
Level 1: Your offensive line gains +1 Pass Blocking for games.
Mathlete- You believe football is a game of brains.
Level 1: Players gain +1 Awareness for games.
Athlete- Physical conditioning is the core to any star player.
Level 1: Players gain +2 Agility, +1 Strength and +1 Acceleration for games.
http://web-vassets.ea.com/Assets/Resources/Image/ncaa-14-coach-skills-defensive-coordinator.jpg
Defensive Coordinator
Road Closed- Your players get off their blocks quickly to stop the run.
Level 1: Your defensive players gain +1 Block Shedding for games.
Recharge- Stay healthy, fatigue slower and prevent injuries. Perfect against up-tempo teams.
Level 1: Your defensive players gain +2 Injury for games and 10% increase to Stamina.
Charge- Your tenacious pass rush causes fits for the opposition.
Level 1: Your defensive players gain +1 Power Moves and +1 Finesse Moves for games.
No Fly Zone- Your players are very disciplined with their zone coverage assignments.
Level 1: Your OLB, MLB, CB, SS, and FS gain +1 Zone Coverage for games.
Shutdown- Lock on a WR and shut him down.
Level 1: Your CB, SS, and FS gain +1 Man Coverage and +2 Press Coverage for games.
Tackling- Nobody gets away from your defenders.
Level 1: Your defensive players gain +1 Tackle, +1 Pursuit and +1 Hit Power for games.
Ball Burglar- You play a very aggressive style of defense, always Going after the ball.
Level 1: Your defensive players gain +1 Catching, +2 Spectacular Catch, +2 Catch in Traffic for games.
Pure Instinct- You believe that defense runs on instincts.
Level 1: Players gain +1 Awareness for games and +2 Play Recognition for games.
Athlete- You know the best way to channel and focus raw talent.
Level 1: Your defensive players gain +1 Speed, +2 Agility, +2 Acceleration and +1 Strength for games.
http://vassets.ea.com/Assets/Resources/Image/ncaa-football-14-coach-skills-5.jpg
MAKING THE MOST OF YOUR SKILLS
Perform well in games to earn XP, and when you secure enough XP, you’ll level up and earn a skill point. Head coaches gain XP for accomplishing a variety of goals, both in-game and over the course of a season. Head coaches can also assign the skills of their CPU coordinators, so you’ll still have full control over how your program is run.
http://vassets.ea.com/Assets/Resources/Image/ncaa-football-14-coach-skills-6.jpg
For coordinators, the XP is tied to their unit’s on-field performance and recruiting. Offensive coordinators will earn points for gaining yards and scoring touchdowns, while defensive coordinators gain XP from shutting down the opposing offense and forcing turnovers. User-controlled coordinators will also be able to recruit, and can utilize their head coach’s recruiting bonuses for their benefit, and reap the XP benefit for signing prospects.
Coordinators can transfer all their skill points when they make the jump to head coach. So if you upgrade all nine of a coordinator’s skills to their max level, you’d start off your head coaching career with 27 skill points to allocate on the various Game Management and Recruiting skills. Not a bad reward for paying your dues.
What happens if you go through a season and realize you’re not happy with your skill point allocation? You can reallocate your points and focus on other areas once the offseason hits. Make sure you’re comfortable with the adjustments though, because you won’t be able to make sweeping changes again until the year is over.
When starting up your Dynasty you’re able to determine how many points coaches are given at the start (on a scale of 1-20), as well as how quickly you level up. Start mapping your path to coaching stardom now, and decide which skills you just can’t live without. Be forewarned though, the CPU coaches in your Dynasty will also be developing their skills, and they’ll change their tactics every time you start up a new Dynasty. Being a coach has never been so rewarding.

NCAA Football will be available on Tuesday, July 9, for Xbox 360 and PS3, and fans can learn more at the NCAA Football website (http://www.easports.com/ncaa-football). Pre-order today to receive exclusive Conference Packs (http://www.easports.com/ncaa-football/news/article/ncaa-football-14-pre-order-offers).
Fans can keep up to date by visiting the NCAA Football website (http://www.easports.com/ncaa-football), Facebook (http://www.facebook.com/easportsncaafootball?fref=ts), and Twitter (https://twitter.com/EANCAAFootball) for exclusive assets and unique insights into all of this year’s new features. College football enthusiasts can also get involved in the conversation by tweeting with the hashtag #PLAYTRUE.


Source (http://www.easports.com/ncaa-football/news/article/ncaa-football-14-coach-skills)

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You can view the page at http://www.thegamingtailgate.com/forums/content.php?708-EA-SPORTS-NCAA-Football-14-Dynasty-Coaching-Skills-Deep-Dive

CLW
05-30-2013, 03:35 PM
Interesting. It definitely adds some thought/strategy to your game (especially in ODs). I know what I think will be the most powerful ones but I could be surprised as well. I just hope it doesn't prove to be too over powerful.

There are 2-3 of these that I am concerned about possibly becoming "cheesy" but we will wait and see.

SCClassof93
05-30-2013, 03:45 PM
Bulldozer is in coach recruiting as well per the diagram but not mentioned. Left out or error?

gschwendt
05-30-2013, 03:50 PM
Bulldozer is in coach recruiting as well per the diagram but not mentioned. Left out or error?
Pretty sure it's an error... my belief is it should only be in the OC skills.

JBHuskers
05-30-2013, 04:02 PM
Pretty sure it's an error... my belief is it should only be in the OC skills.

:+1:

SCClassof93
05-30-2013, 04:05 PM
Interesting. It definitely adds some thought/strategy to your game (especially in ODs). I know what I think will be the most powerful ones but I could be surprised as well. I just hope it doesn't prove to be too over powerful.

There are 2-3 of these that I am concerned about possibly becoming "cheesy" but we will wait and see.

What concerns you? The OC/DC stuff looks balanced except being able to coach speed increases on D. The Kitchen sink will be combined by many with the opener/closer but everyone will do it and it should cancel out.

SCClassof93
05-30-2013, 04:06 PM
Pretty sure it's an error... my belief is it should only be in the OC skills.

Let us be clear that the error is on EA, not TGT :D:nod:

Deuce
05-30-2013, 04:29 PM
Let me preface this by saying ill buy the game and ill enjoy it BUT...I am not a fan of the coach skills. The recruiting part is ok but the on field stuff really screams 'gimmick'! Maybe it's partly due to the cheesy names of each skill but I don't really want to have a 25% chance of knowing my opponents play b/c I've upgraded my Coachstradamus skill. :fp: Ugh. I really hope these skills aren't over powering.



Typed by thumbs.

gschwendt
05-30-2013, 04:36 PM
To be clear, you know the previous play, not the current/upcoming play. It's just to give you an idea of if they're running the same play over & over or having more success with one play versus another. It'd be similar to having an OC or DC in the booth in real life telling you what they've been running.

Obviously it's still on the gimmicky side but it's not so bad that it will cripple the game IMO. That and it's on the 2nd highest level so it would likely take awhile to get to it, especially since you have to split your level-ups between Game Management & Recruiting.

Tryhard Nation
05-30-2013, 04:41 PM
These are going to make for REALLY TOUGH decisions between Recruiting and Game Management.

Deuce
05-30-2013, 04:42 PM
To be clear, you know the previous play, not the current/upcoming play. It's just to give you an idea of if they're running the same play over & over or having more success with one play versus another. It'd be similar to having an OC or DC in the booth in real life telling you what they've been running.

Obviously it's still on the gimmicky side but it's not so bad that it will cripple the game IMO. That and it's on the 2nd highest level so it would likely take awhile to get to it, especially since you have to split your level-ups between Game Management & Recruiting.

This the part that's confusing me . "Upgrade the skill to level 2 and you’ll have a 10% chance of identifying the play type your opponent will run 'next' Become a true Coachstradamus and you’ll have a 25% chance of correctly guessing the opponent’s 'upcoming' play."

The 'next' and 'upcoming' part is misleading then. The last thing I want is Tecmo bowl! Ha ha.


Typed by thumbs.

gschwendt
05-30-2013, 04:46 PM
Yeah... after reading Level 2 & 3, it's definitely much more gimmicky. It sounds like on level 2, you'll have a 10% chance to get a tip whether they're running a pass or run. On Level 3, sounds like you'll have a 25% chance to know the exact play they're running. Both of those scare me personally and I didn't realize that's how they worked until I went back and read it.

Deuce
05-30-2013, 04:48 PM
Yeah... after reading Level 2 & 3, it's definitely much more gimmicky. It sounds like on level 2, you'll have a 10% chance to get a tip whether they're running a pass or run. On Level 3, sounds like you'll have a 25% chance to know the exact play they're running. Both of those scare me personally and I didn't realize that's how they worked until I went back and read it.

Damn... I was really hoping I was just confused. :fdown:

If it was only triggered by a timeout it wouldn't be too bad but if its going to happen every play then its way too much.

Typed by thumbs.

SCClassof93
05-30-2013, 04:58 PM
This the part that's confusing me . "Upgrade the skill to level 2 and you’ll have a 10% chance of identifying the play type your opponent will run 'next' Become a true Coachstradamus and you’ll have a 25% chance of correctly guessing the opponent’s 'upcoming' play."

The 'next' and 'upcoming' part is misleading then. The last thing I want is Tecmo bowl! Ha ha.




Typed by thumbs.

http://i640.photobucket.com/albums/uu130/idunno271828/Funny%20Pics/GaryColemanJokingRight.gif

SCClassof93
05-30-2013, 05:01 PM
Yeah... after reading Level 2 & 3, it's definitely much more gimmicky. It sounds like on level 2, you'll have a 10% chance to get a tip whether they're running a pass or run. On Level 3, sounds like you'll have a 25% chance to know the exact play they're running. Both of those scare me personally and I didn't realize that's how they worked until I went back and read it.

Still the best you can get is 1 in 4 and both players can "earn" the perk. I actually see this helping the four guys that have two-four Linus blanket plays. This will force them to open up the playbook.

Deuce
05-30-2013, 05:18 PM
Still the best you can get is 1 in 4 and both players can "earn" the perk. I actually see this helping the four guys that have two-four Linus blanket plays. This will force them to open up the playbook.

Ill remember you said this the first time you're in 3rd and long and the 3 other plays the CPU chooses are all running plays. :D


Typed by thumbs.

ryby6969
05-30-2013, 05:31 PM
My main hope is that we do not need to end up "house ruling" any of these out of the OD's. I know the gameplay settings have been really bad up until this season. I also do not want it to make certain things like youth meaningless. If I start a True Freshman QB going into the Big House but I have Road Warrior completely leveled, should that really matter? I also question how important the coordinator skills are based on the fact that individual ratings have not really mattered much in the past.

texacotea
05-30-2013, 05:59 PM
anyway to turn these off? I read it and first thing I thought was these things were going to get abused badly. I have tried to think of a way that would make it beneficial at all for either side. Hopefully its better than what is advertised

Tako 715
05-30-2013, 06:16 PM
I like the recruiting skills. I like "Matchup" and "Clean Laundry". I don't mind "Light a Fire", to calm down shaky players. I hate "Coachstradamus", isn't that what makes a good user player? I do not like any of the coordinator skills, they are just ratings boosters, whatever.

It seems like they needed a way to set recruiting apart by school, used coach skills, and then got a little carried away with it.

jello1717
05-30-2013, 06:23 PM
Ill remember you said this the first time you're in 3rd and long and the 3 other plays the CPU chooses are all running plays. :D


Typed by thumbs.
I read this and had no clue what you were talking about. Then I read something on OS that gave me a clue. It sounds like you're saying that a maxed out coachstradamus will show you 4 potential plays, one of which will be the play called by the offense and you'll have to guess which of those 4 is the real play (hence the "3 running plays and 1 passing play for 3rd and long."). Is that how you think it works?

That wasn't how I interpreted it at all. I read it to mean that 3 out of 4 plays it won't tell you anything, but on 1 out of 4 plays it will show you 1 play so that you know with 100% certainty which play was just called.

Do any of the game changers know specifically how that skill works?

Deuce
05-30-2013, 06:30 PM
Ya, I don't know either. Either way, I don't like it.




Typed by thumbs.

MC1
05-30-2013, 06:30 PM
Christmas in July! I love the part where you assign skills to your cpu coordinators. This whole concept makes playing offline dynasty more interesting, and if you can do the same online, I think it will cut down on the number of players dropping out. I know there will be bugs at 1st, but it wil all balance out hopefully. Wow...good stuff, can't wait!

WolverineJay
05-30-2013, 06:39 PM
Ya, I don't know either. Either way, I don't like it.

I appreciate all the answers from the CD guys, but like Deuce I don't really like this at all. Hopefully an on/off switch is added or already in NCAA 14.

Jayrah
05-30-2013, 07:10 PM
It sounds much better than I was anticipating. I would imagine my OD will ban Coachstradamus and I'm totally fine with that. Everything else honestly sounds very intriguing and makes an OD run differently than ever before. It's going to be interesting to see when OD's swap members if the new member will have to start from scratch or takes on the team as it was built by previous Coach...? Probably a per OD basis

Rudy
05-30-2013, 07:47 PM
Part of me finds this interesting and another part of me is scared this ends up being really cheesy and unrealistic. Hopefully EA actually used the tuning files to quickly address any problems that become apparent with this stuff.

SmoothPancakes
05-30-2013, 08:11 PM
I'm actually cool with all this skills stuff. As long the CPU coaches are able to build up their skills as equally as I am and there are no bugs, I'm perfectly fine with all of it. I stick solely to offline (all the douchebags online can go choke to death on a dick), so I'm not the least bit concerned if something ends up gimmicky, so I can choose what to do with it, be it limit it or take full advantage of it without care of someone else bitching about it.

souljahbill
05-30-2013, 08:26 PM
Anyway to cut off the XP alerts on screen? I don't want a big orange bar popping up everytime I accomplish something that earns XP.

Rudy
05-30-2013, 08:40 PM
I'm actually cool with all this skills stuff. As long the CPU coaches are able to build up their skills as equally as I am and there are no bugs, I'm perfectly fine with all of it. I stick solely to offline (all the douchebags online can go choke to death on a dick), so I'm not the least bit concerned if something ends up gimmicky, so I can choose what to do with it, be it limit it or take full advantage of it without care of someone else bitching about it.

Had to laugh at that one. It's so true when you play randoms. I've only played about 4 or 5 random football games online in my life and they were all tools that went for it on 4th down and called about 3 or 4 plays trying to cheese the game any way they could. Between my lack of time for gaming, my preference for my own sliders that fit my skills, offline is all I care about.

SmoothPancakes
05-30-2013, 08:58 PM
Had to laugh at that one. It's so true when you play randoms. I've only played about 4 or 5 random football games online in my life and they were all tools that went for it on 4th down and called about 3 or 4 plays trying to cheese the game any way they could. Between my lack of time for gaming, my preference for my own sliders that fit my skills, offline is all I care about.

Exactly. Other than a brief couple weeks in an OD with some people from here in either NCAA 11 or NCAA 12, I have not played a single game against another human since probably '04 or '06. I would rather deal with the plague then those spawns of Satan's anus online. I am perfectly happy playing the CPU over and over. I can set the sliders up exactly how I want so it's fair and a challenge and I can go at my own pace, doing things how I want to do them without having to find some impossible, non-existent middle ground to try and make everyone else happy.

JSmith03
05-30-2013, 09:02 PM
What I interpreted the Coachstradamus skill as:

LEVEL 1: You will be able to see the last play your opponent ran.

LEVEL 2: In addition to seeing the last play ran by your opponent, you will also have a 10% chance of "guessing" what play TYPE (run/pass) they will run next.

LEVEL 3(?): 25% chance of guessing the next play called (in addition to LVL 1).

Level 1 isn't all that bad, as it basically goes a step further in helping you determine what the opponent likes to run out of a certain formation (which will put more emphasis on mixing up plays in OD). What I'm curious about is what happens once you "guess" a play/play type. Do you get a small boost on offense? Or is it just giving you a heads up so you can adjust accordingly?

jaymo76
05-30-2013, 09:30 PM
Part of me finds this interesting and another part of me is scared this ends up being really cheesy and unrealistic. Hopefully EA actually used the tuning files to quickly address any problems that become apparent with this stuff.

I feel the same way. Honestly, I like the strategy aspect of it and I appreciate the detail the Tiburon team put into the mode. But, I am worried that it will be way too overpowered. However, I am really looking forward to unlocking the matchup stick. I may be changing my strategy to start as a Head Coach rather than OC just so I can take charge of everyone.

Deuce
05-30-2013, 09:43 PM
Not sure how hard this would be but a skill I'd like to see added that would replace Coachstradamus would be a scouting skill. Instead of the skill showing you plays it would show you pass/run tendencies. I don't think it would be that hard to track these tendencies for each team and human players could be tracked by username. Tendency vs actual play is much more realistic IMHO.


Typed by thumbs.

baseballplyrmvp
05-30-2013, 10:46 PM
Exactly. Other than a brief couple weeks in an OD with some people from here in either NCAA 11 or NCAA 12, I have not played a single game against another human since probably '04 or '06. I would rather deal with the plague then those spawns of Satan's anus online. I am perfectly happy playing the CPU over and over. I can set the sliders up exactly how I want so it's fair and a challenge and I can go at my own pace, doing things how I want to do them without having to find some impossible, non-existent middle ground to try and make everyone else happy.

i'm the same way. i hate playing online as most of the time, dumb fuckers use every little glitch they can get their hands on. however, when i signed up for the 360 od here, the most fun games i've ever had were against JB, CDJ, and a few others.

JBHuskers
05-30-2013, 11:08 PM
i'm the same way. i hate playing online as most of the time, dumb fuckers use every little glitch they can get their hands on. however, when i signed up for the 360 od here, the most fun games i've ever had were against JB, CDJ, and a few others.

Yeah, now you need to buy a PS3 cheap cuz I'm not getting it for 360 this year :D

baseballplyrmvp
05-30-2013, 11:53 PM
:smh:

SmoothPancakes
05-31-2013, 12:40 AM
Yeah, now you need to buy a PS3 cheap cuz I'm not getting it for 360 this year :D

I need to get a super cheap PS3 just because I keep hearing about remastered versions of various Final Fantasies coming out. I still fire up my PS2 every now and then to play some of the PS1 Final Fantasies. Back when games were actually made well, given deep storylines and massive worlds to explore. Not this bare bones, designed for kids with ADHD, shit that we get today. I would easily spend 150-200 hours in a single Final Fantasy game before I would even be close to completing the actual story/game. Now, even RPGs these days can be completed in 30-50 hours or less.

JBHuskers
05-31-2013, 01:10 AM
I need to get a super cheap PS3 just because I keep hearing about remastered versions of various Final Fantasies coming out. I still fire up my PS2 every now and then to play some of the PS1 Final Fantasies. Back when games were actually made well, given deep storylines and massive worlds to explore. Not this bare bones, designed for kids with ADHD, shit that we get today. I would easily spend 150-200 hours in a single Final Fantasy game before I would even be close to completing the actual story/game. Now, even RPGs these days can be completed in 30-50 hours or less.

FF X and Kingdom Hearts HD remixes later this year. :up:

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psusnoop
05-31-2013, 06:37 AM
I'm with Rudy on this, I'm going to walk into this very very reserved.

morsdraconis
05-31-2013, 07:10 AM
I'm with Rudy on this, I'm going to walk into this very very reserved.

Being as big of a RPG person as I am, I'm VERY happy that they introduced these aspects to the coaching portion of the game. These are the type of things I've been waiting for NCAA to introduce for a LONG time. The strategy behind only having so many points to allocate and having to min/max things is right up my alley in a BIG way.

I can definitely understand the scariness of it though from an exploitative viewpoint though and that's definitely worrisome. Hopefully, they've done their homework on it this time. Hopefully...

Rudy
05-31-2013, 07:27 AM
I can definitely understand the scariness of it though from an exploitative viewpoint though and that's definitely worrisome. Hopefully, they've done their homework on it this time. Hopefully...

Plus this is the first year. That always means rough spots. I don't see the RPG stuff being crazy bad the first few years, especially since Tommy said you can choose to slow down the point accumulation. But in years 4 or 5+ when your coach is maxed out I worry if you will be too over-powered. Of course we could exercise restraint and not upgrade our coaches that much as well if this does happen. ODs may need house rules. I'm curious as to how many long term simulations EA has run with this stuff?

JBHuskers
05-31-2013, 09:40 AM
I would just like to see more of a branch off. As it stands the endgame is going to be very similar with a lot of people.

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baseballplyrmvp
05-31-2013, 09:47 AM
I would just like to see more of a branch off. As it stands the endgame is going to be very similar with a lot of people.

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exactly. at a certain point somewhere down the line, everyone is gonna be at the same levels. this must be a feature that they're adding at least a couple new skills to both HC's and coordinators, every year.

morsdraconis
05-31-2013, 09:53 AM
I would just like to see more of a branch off. As it stands the endgame is going to be very similar with a lot of people.

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Well, the best thing to do would be to limit the amount of points you can put into the skills so that you can't just get them all. It would be fairly realistic as well because no coach is incredibly great at EVERYTHING.

JBHuskers
05-31-2013, 09:54 AM
Well, the best thing to do would be to limit the amount of points you can put into the skills so that you can't just get them all. It would be fairly realistic as well because no coach is incredibly great at EVERYTHING.

...and that will be in place I'm sure. I just kinda would like more of a branching system than what was in place.

SCClassof93
05-31-2013, 09:58 AM
...and that will be in place I'm sure. I just kinda would like more of a branching system than what was in place.

Not so sure. Think I saw a vid or pic with a level 54 coach. 18 skills times 3 points in each = 54. If I am wrong (hope so) and points/level is capped at say 30 or 40 then a lot more variation will occur among OD members. :dunno:

SmoothPancakes
05-31-2013, 10:17 AM
Not so sure. Think I saw a vid or pic with a level 54 coach. 18 skills times 3 points in each = 54. If I am wrong (hope so) and points/level is capped at say 30 or 40 then a lot more variation will occur among OD members. :dunno:

My guess is it will be fully open. They said they give you the option to start with whatever amount of points as you want, so if you wanted to start with 20 points right off the bat, you could. Maybe they added a similar option where you can personally cap the amount of points everyone can obtain, leave it up to individual users/ODs.

It's basically a lose/lose. If they don't cap it, they have people unhappy because multiple coaches can become absolute dynamos. But if they do cap it, they have all the dipshits bitching and moaning anywhere and everywhere on the internet because their dipshit asses couldn't fully max out their coaches. We thought all the bitching about Florida's shoe color was bad.....

SCClassof93
05-31-2013, 10:26 AM
My guess is it will be fully open. They said they give you the option to start with whatever amount of points as you want, so if you wanted to start with 20 points right off the bat, you could. Maybe they added a similar option where you can personally cap the amount of points everyone can obtain, leave it up to individual users/ODs.

It's basically a lose/lose. If they don't cap it, they have people unhappy because multiple coaches can become absolute dynamos. But if they do cap it, they have all the dipshits bitching and moaning anywhere and everywhere on the internet because their dipshit asses couldn't fully max out their coaches. We thought all the bitching about Florida's shoe color was bad.....

Yeah, in my excitement of these new features I was not thinking about the end result. When Mors made his comment it got me thinking about a cap and I think I remember seeing a 54 for a coaches level somewhere.......seems we need a house cap or real slow progression..........Without that the only strategy is during the climb. Once we are all 54 it is the same as all at 0.

CLW
05-31-2013, 11:04 AM
Yeah I imagine most "respectable" ODs will come up with caps. Personally, the lower the cap the more varied you will see the strategies b/c your options are limited.

I think I'd prob like the HC cap set at somewhere around 15-20 and even then that might be high.

JBHuskers
05-31-2013, 11:13 AM
Yeah I imagine most "respectable" ODs will come up with caps. Personally, the lower the cap the more varied you will see the strategies b/c your options are limited.

I think I'd prob like the HC cap set at somewhere around 15-20 and even then that might be high.

Well each skill has three levels, so we're looking at 54 upgrades. I don't think 15 would be too high. 20, maybe.

morsdraconis
05-31-2013, 11:25 AM
Well each skill has three levels, so we're looking at 54 upgrades. I don't think 15 would be too high. 20, maybe.

I don't think going 30 would be too horrible as a max cap. I wouldn't start there, but it should definitely be something to work towards from a MUCH lower point setup.

jello1717
05-31-2013, 11:57 AM
Yeah I imagine most "respectable" ODs will come up with caps. Personally, the lower the cap the more varied you will see the strategies b/c your options are limited.

I think I'd prob like the HC cap set at somewhere around 15-20 and even then that might be high.
If you set the cap that low no one would even be able to get any of the top tier skills, even if they dumped all of their points into only 1 of the 2 trees.
http://i613.photobucket.com/albums/tt214/jello1717/coachskillstoplevelrequirement_zps56c54e4f.png

souljahbill
05-31-2013, 12:01 PM
40-45 is probably where you'll want to cap it off at.

SCClassof93
05-31-2013, 12:19 PM
I don't think going 30 would be too horrible as a max cap. I wouldn't start there, but it should definitely be something to work towards from a MUCH lower point setup.

Agreed! Start at 1 point, set it to slowwwww progress and cap at whatever will allow a player to max one of the highest upgrades.

CLW
05-31-2013, 12:35 PM
Well I guess I just disagree b/c I think the "cheese" starts coming out when you "max out" a skill. A little "bump" might be fine but you start "maxing out" stuff and it is going to tilt the "balance" (something this game/series already struggles with) completely out of whack.

JSmith03
05-31-2013, 03:13 PM
I would just like to see more of a branch off. As it stands the endgame is going to be very similar with a lot of people.

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I'm not sure if it's possible for a HC to get EVERY skill available and be good at everything...

But in the future, if they decide to stay with the coach skills, I'd like to see it implemented similar to the way Skyrim implements the skill tree system.

In the game the level cap was 81 (I guess they've lifted it since though, haven't played in a while). But there are like 250 total perks to choose from in the skill trees. So basically, you could only choose 80 perks before the level cap. It encouraged you to specialize in a few skills, rather than being a "jack-of-all-trades" sort of guy, because if you tried to do that, you'd essentially be average at everything, but not really good at any one thing.

countryboy
05-31-2013, 05:20 PM
do we know if there is an option to just turn these "off"?

If not, then I guess I'll have to play with a house rule or something.

For me, they had a good idea, they just went a little overboard with some of the skills.

Deuce
05-31-2013, 05:26 PM
do we know if there is an option to just turn these "off"?

If not, then I guess I'll have to play with a house rule or something.

For me, they had a good idea, they just went a little overboard with some of the skills.

Ya, I like the idea some have had about imposing a cap on the number of skill upgrades. I will for sure be doing this in my offline dynasty. We'll just have to see how fast or slow the progression is.
I'll probably leave coach progression speed at normal since it also affects CPU coaches and a 25-30 point cap on my skill upgrades.

Typed by thumbs.

jello1717
05-31-2013, 06:26 PM
Ya, I like the idea some have had about imposing a cap on the number of skill upgrades. I will for sure be doing this in my offline dynasty. We'll just have to see how fast or slow the progression is.
I'll probably leave coach progression speed at normal since it also affects CPU coaches and a 25-30 point cap on my skill upgrades.

Typed by thumbs.This is from a TSO game changer:

We did a test dynasty while we were there, and I think only one of the guys was not above level 18-20 after the first season. So regardless of what some people think we may really do, our critique of this was heard and addressed (via the progression slider). As long as that slider works, I think everyone will be happy in the log run.If that was at normal speed (it was the only speed when they were there) and they haven't changed the rate since they visited, then if you keep it on normal I'd imagine all CPU coaches (including the inexperienced ones) would be maxed out in about 3 years. Also you'd be capped out in about a season and a half it looks like.