I was actually thinking earlier about doing away with the 100 pt scale for ratings and just doing 1-10.
A+=10
A=9
B+=8
B=7
C+=6
C=5
D+=4
D=3
F+=2
F=1
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I was actually thinking earlier about doing away with the 100 pt scale for ratings and just doing 1-10.
A+=10
A=9
B+=8
B=7
C+=6
C=5
D+=4
D=3
F+=2
F=1
I think the floating scale is far more interesting. I want a scale that changes based on the skill sets of the player and the system that they are playing in. It would grow the game to something VERY close to realism because you'd have kids underperforming because they are in a system that isn't conducive to their skill sets resulting in them leaving for the NFL early or transferring to another school that's a better fit for them.
There are so many things that they could do with the rating system to increase the depth of this game 10 fold, but they're far too worried about the lowest common denominator of players of the game instead of going after the customer base that would make the game a series that could last for a long time instead of slowly dying like it seems like it is and would have already if they weren't using so many aspects of Madden's technology.
They'd have a floating scale for their attributes. Say a recruit would have anywhere from 86 to 95 in something depending on several factors, but, most of all, the system in which they were playing compared to what their skill set suggested.
QBs that aren't good at pro style passing concepts (because of lack of arm strength and truly great medium to long range accuracy) would struggle in an offense that was pro style but would excel in an offense that was more West Coast or Air Raid oriented because they'd be playing more to their strengths by using routes that made more sense as well as having WRs that were better at getting open, and, therefore, less accurate passes would still give positive results.
Head Coach 09 allowed you to customize your "philosophy" for each position (i.e. Field General QB vs Rocket Arm QB vs Scrambler), and each philosophy had a different way of calculating OVR. Is that what you're thinking along the lines of, mors, or were you actually meaning to influence the attributes themselves? Of course, HC 09 had that too, because every staff (and their skills) influenced how players developed; but that's a much deeper addition to be made.
A small, but consistent, hardcore playerbase is not enough to sustain a series, not any more (at least not on consoles). And with licensed games, that's doubly true. I'd argue that it's impossible to chase the "lowest common denominator" when everybody knows the casual player is largely overwhelmed by the entire sports genre. Plus, pleasing everyone, even within your hardcore audience, is impossible. GamesRadar actually makes both arguments for me :)
they should just release multiple videos showing the different difficulties. it can be the exact same plays called, but it'd give everyone a chance to see the game in action on the difficulty that they play on. they need to give us (especially the major community sites) something other than varsity footage, where practically none of the hardcore gamers of the series play on.
on the head coach thing, i'd like to see a system where it listed the recruit's high school offense, and then depending on how similar of an offense you run, his progression in your system would be affected as such.
I posted the following in the wishlist forum...
It addresses the "junior" recruiting, at least before the next season begins.
Quote:
I'd like for there to be an option of "in-depth recruiting." I say option because some people think there's too much already. So, this is how I'd break the recruiting modes down...
A) - The CPU recruits for you like old school College Football USA 96. At the end of the season, the CPU randomly selects commits based on how your team performed and their prestige in the given year.
B) - The standard user-controlled 5 week post-season recruiting only, which was introduced in NCAA Football 98 (I believe).
C) - The existing setup: In-season recruiting + 5 week post-season recruiting.
D) - In-season recruiting + 5 week post-season recruiting + off-season recruiting.
In real life, there are 4 types of recruiting periods set by the NCAA: Quiet, Evaluation, Contact, and Dead periods. For the purposes of this post, I'll only be using the Quiet and Evaluation periods as it pertains to off-season recruiting.
Quiet Period = Coaches are allowed to call recruits (and offer scholarships). Recruits can visit coaches, but can only do so at the coaches' respective colleges (i.e. unofficial visit).
Evaluation Period = Assistant Coaches are permitted to visit recruits off-campus (as well as make calls and scholarship offers).
The real off-season recruiting calendar set by the NCAA is as follows...
1st week of February (the day after Signing Day) - April 14th = Quiet Period
April 15th - May 31st = Evaluation Period
June 1st - July 31st = Quiet Period
Here's what I'm suggesting with the "D" mode (off-season) recruiting...
Off-season Tasks
1st week of February
- Signing Day
- Next season's Top 100 Recruits 'Watch' List released
- Recruiting: Notification of any prospects that will attend your school's Junior Day Event
- Recruiting: Select Prospects for Recruit Board
(Advance to next period)
February (day after NSD) - April 14th (Quiet Period)
- Spring Position Changes (including early enrollees)
- Spring Depth Chart (Divvy up reps to each position group by percentage points totaling 100%)
- Recruiting: Notification of any prospects that will attend your school's Spring Game
- Recruiting: Calls / Scholarship Offers permitted
- Spring Game (option to play or sim)
(Advance to next period)
April 15th - May 31st (Evaluation Period)
- Training Results (including early enrollees)
- Recruiting: Notification of any prospects that will attend your school's Summer Football Camp
- Recruiting: Calls / Scholarship Offers; Off-Campus Coach Visits permitted (this period only)
(Advance to next period)
June 1st - July 31st (Quiet Period)
- Official Top 100 Recruits List released
- Recruiting: Calls / Scholarship Offers
- Summer Position Changes (including non-early enrollees who have now arrived on campus as well as walk-ons)
(Advance to next period)
August (Pre-season Tasks)
- Pre-season Depth Chart
- Redshirts
- Cut Players
- Schedule Changes
- Recruiting: Calls / Scholarship Offers; Official Visits now permitted (beginning of Contact Period)
- Begin Season
(Advance to regular season)
NOTES:
Junior Day, Spring Game, and Summer Camps are all unofficial visits i.e. prospects randomly attend based on interest level and/or location. The spring game DOES NOT determine off-season training. Practice does. And practice is simulated by setting the rep percentage of your players in spring depth chart.
Spring depth chart is essentially spring practice. Each specific position group in your offense/defense scheme (based on playbooks) has a cumulative total of 100% reps. Example of a pro-form offense's position groups: QB, RB, FB, TE, SE, FL, LT, LG, C, RG, RT. Each one of those groups totals to 100% reps.
Then, you divvy up that 100% within each position group. Say you have 3 QBs. You give your starter 50% reps, back-up 30%, and 3rd string 20%.
1 - QB = 50%
2 - QB = 30%
3 - QB = 20%
And you do this for each position...
1 - RB = 40%
2 - RB = 30%
3 - RB = 20%
4 - RB = 10%
The amount of reps, coupled with a player's potential (which is hidden), will determine the offseason training results. It's also a risk/reward scenario. You could give one player all 100% of the reps at his position, leaving the others with 0%, where your reward is maximum progression for that player depending on his potential rating, however you risk injury. Conversely, if a player gets a small percentage of reps, you risk that player transferring or minimal to no training results. This would also play a huge role for CPU A.I. when they oversign too many players at one position, like having 5 QBs on a roster. The 4th and/or 5th string QBs would be getting screwed in the rep department and may transfer.
The game should have a default percentage already set up, then you could manipulate it from there.
This would give you some control over the development of your players. But just as coaching in real life, there are risk/rewards to these decisions. Hidden potential ratings, though, are the key in keeping offseason progression from being cheesed.
The current off-season tasks as of NCAA 2012 features 5 advancements (Signing Day / Position Changes / Training Results / Cut Players / Pre-season Tasks). The example I have given of an in-depth off-season recruiting also has 5 advancements. However, there are now 4 additional recruiting opportunities, a Spring Game, and 2 opportunities for Position Changes (Spring and Summer).
Also, was there any word on them adding a JUCO search filter? It's a tedious process looking for only a handful of JUCOs among thousands of freshmen.
After all the recruits from the previous season have signed??? If NSD and the recruit database for next season create that problem, then NSD will have to stand on its own "advancement period" again. Just take that first period, and split it into two.
National Signing Day
(Advance to next period)
Off-season Tasks
Day after NSD
- Next season's Top 100 Recruits 'Watch' List released
- Recruiting: Notification of any prospects that will attend your school's Junior Day Event
- Recruiting: Select Prospects for Recruit Board
(Advance to next period)
February - April 15th (Quiet Period)
- Spring Position Changes (including early enrollees)
- Spring Depth Chart (Divvy up reps to each position group by percentage points totaling 100%)
- Recruiting: Notification of any prospects that will attend your school's Spring Game
- Recruiting: Calls / Scholarship Offers permitted
- Spring Game (option to play or sim)
(Advance to next period)
...and so on.
So, to avoid any problems, they'll just have to keep NSD in its own stage. It would be one more advancement period, but with the new additions to the off-season, I don't think people would gripe too much about an extra 60 seconds of loading/saving to the next period.
Btw, this thread is awesome. I joined this site last night and read all of it. The "dealbreaker" suggestion would be huge among others. And I like the idea of having coach recruiting ratings, etc.
I hope the progression of ratings are improved this year.
There have been alot of players with high(90+) positional ratings, where you cant tell the star players apart from regular players. With WRs able to create space on route cuts, I dont want to see almost every(good) team with 1-2 WRs with 90+ RR.
But with Online Dynasty, it has the potential to be much more than an extra 60 seconds. Though I would think it should be able to be combined into another item, rather than a separate stage that's by itself.
Of course, I'd argue that a lot of the offseason could probably be reduced, but I have to imagine there are technical reasons they're not.
Glad you enjoy the thread; hope you find the rest of the site to be just as interesting!
Ignore that, I misunderstood what you were saying.
I completely agree. This has always been one of my ideas as it really adds so much more depth than the letter grades that lump too many people together. One big example that I laugh about is Academic Prestige. You have a school like Stanford or Northwestern that is an A+ and you also have so many other schools that are A+ as well but nowhere near the level of those schools.
I'd actually like to see a scale of -100 to 100, for recruits as well. Basically same concept MVP just going whole numbers instead of decimals. With this system though you could hit all different aspects of a recruits interest. 100 would obviously be to top end, 0 would be indifferent and -100 would be they didn't want topic. For example, Early playing time. If a recruit wants to play right away it's a high number. If he could care less it's around 0, but if he didn't want to play early it would be on the lower end of the scale(I know having negative numbers gives it a negative connotation but I think it could work). If I had plenty of depth at QB my grade could be say -80 and I was targeting a QB that had Early PT as -75, we would match up and I could actually pitch it to him to get positive recruiting points.
I didn't think there were too many "A+" schools in the game. "A", yes, but not A+. Plus, you have to consider two things: 1) It's based on the US News & World Report rankings, which does put a fair amount of schools up in Northwestern/Stanford territory, though I agree that they're probably not really up there. 2) We're also talking from the perspective of college football players. There are very, very, very few football players that would care to distinguish between Duke/Northwestern/Stanford and Ohio State/Penn State/Michigan on academics. Some, yes, but few.
I think there are more A+ than you realize.
And I completely agree that most recruits aren't looking for that high caliber school, but it would be nice to show that distinction. And academic prestige was just an example.
academic prestige is also bottomed out at a C grade. so all 120 schools are ranked in only 6 letter grades. this doesnt even come close to allowing any kind of distinction.
if they dont move toward a number system in the future, and decide to keep it as a letter grade, they need to add - grades. i've been toying around with a new numbers grid based on a 1-10 ratings scale with .25 increments.....but its been hard coming up with an acceptable range for each increment.
Maybe. I think Ohio State was an A+ in one edition, which I still can't understand (not for undergraduate ... graduate is much better for us)
That is also true, though I can understand why they wouldn't want to label "academic prestige" as a "D-", lol.
tim, some great stuff....
however, i dont think recruiting should be that in-depth. i'm a recruiting nut. i mostly follow :USC:'s recruiting on a daily basis, and while the stuff you listed is accurate in practically every way, i think it'd be overwhelming, even for me. i'm guessing that we share the same opinion that the effort you put into recruiting should equal how much success you have in the game with it. but in this case, i think with that much involvement, it'd turn a lot of people off (especially someone new to the series and the casual gamer).
great concept though, at what it should be, based off of real life recruiting.
I think the big thing for me would be the time it would take to implement it. They already spent basically this entire past development cycle on recruiting and scouting, touching nothing else in dynasty. At that rate, it would be NCAA 15 or 16 before EA should even consider something like this. There are a ton of other things in Dynasty mode that need to be worked on, no way in hell should recruiting dominate 95%+ of the dynasty mode changes and upgrades in two consecutive development cycles.
As I said in the other thread, nice work, TIMBOB.
I like your ideas, welcome to the site. :up:
Sent from my SAMSUNG-SGH-I997 using Tapatalk 2
Yeah, they are great ideas and a heck of a ton of work put into them. Depending on how they were implemented and put in with an on/off switch and not all forced on everyone (recruiting 25 people already takes me practically an hour from week to week in season, I don't need recruiting to get even longer and longer, especially with the addition of scouting as well), I'd like to see them added, it'd just be a year or two before I'd want EA to consider it, as there are multiple areas in dynasty (coaching carousel and custom conferences being two of the biggest) that very much need changes and additions made to them next development cycle. Recruiting has been worked on and reworked this year, almost exclusively as far as dynasty mode changes are concerned, that's enough for now. Time to focus on other sections of dynasty in NCAA 14.
Yeah, and as I wrote at the beginning of the post, some people think there's already too much involved with recruiting, that's why I'd like to see different modes to select for how in-depth you want recruiting: A) CPU only, B) 5-week postseason, C) In-season + 5-week postseason, or D) In-season + 5-week postseason + off-season. Mode C is the current set-up. The idea behind Mode D is that it's actually embedded within the current off-season tasks we have now, but with additional features. In case you were confused, the junior day and summer camp are just notifications of prospect interest. And you can sim the spring game. Also, the spring practice/training is all simmed as well, but you're given the opportunity to control the development of your players by divvy up the reps each player will get during that simulation. All in all, it's 4 additional "weeks" to recruit on top of the normal off-season.
We know that people are clamoring for the spring game to come back. I could do without the additional recruiting periods, but I really want the spring depth chart idea at the very least, so I can control some aspect of training results.
There are certainly other areas in this series that need attention that is for sure but this recruiting breakdown is an interesting one nonetheless. With some saying it's already to much and others saying they would like more, what TimBob broke down in is certainly interesting and thus far certainly appeals to both sides. The flexibility to appease both sides in the debate is intriguing to me.
I guess I'm failing to see how TimBobs breakdown adds too much depth to recruiting. Basically it is just adding 4 calls to the offseason. Where it adds depth is to the existing roster, training, setting depth charts, etc. Which are great ideas and I think would improve those areas greatly.
I do definitely like the idea of having multiple levels/difficulties of recruiting but I don't think they need to be completely different experiences. Instead of having the A,B,C,D plans, you have one plan but utilize the current systems that are in place now with the CPU Assist(just maybe add more depth to that) I think right now the CPU will help add recruits to your board, offer schollies and schedule visits(not completely positive on the list) So for the casual gamer that doesn't want to go through all of the steps of recruiting the basically set their strategy to have the CPU do it for them. The big issue is the CPU sucks at recruiting and doesn't really fill your roster correctly - This should be the starting point.
It would add more depth to recruiting then there is currently. Maybe this isn't something that should be set in stone per say but it certainly could be something we as a community could try and build off of to pass on to EA.
TimBob mentioned Junior Day Events and adding prospects in February, scouting I'm sure could be tied into that as well. You also get an early release of a Top 100 watch list in February. Then after NSD you have the quiet period and Spring practices starting. Here you can invite recruits to attend your spring game and offer Scholarships. Then after that in June/July you get the official release of the Top 100 (which should fluctuate a little after summer camps). Even these minor things will add another layer to the experience of recruiting.
one thing i'd like to see, would be in really tight recruiting battles, where the kid is a soft verbal to one school, but has several others listed at -1, the leading school should have to do something special in order to get him to commit. whether this is building a 100 point lead, getting him to visit, finally getting the scholarship offer, or have a monster phone call, idk.....but simply having a 250 point phone call should not be enough to separate that school and get the kid to pull the trigger.
maybe they should tweak it so that patient recruits (ones that dont immediately commit), will only commit once they have both a scholarship offer and campus visit. they could still get to the soft commit stage, but they wont pull the trigger and hard commit without having both the scholly and the visit (maybe even just a scholly offer)?
I agree.
I think that these "new" recruits that currently appear in the post-season without any offers (which is unrealistic considering they're 4 and 5-star prospects) should actually be recruits that were once verballed, but have re-opened up their recruiting.
Likewise, it's frustrating that (at least on the old recruiting system): 1) If you are #2 and -1 on a player, if you don't have a visit upcoming, you probably won't jump the #1 team (unless you're a superhuman recruiting school like Texas). 2) If you're a smaller school and you're #1 on a player, it feels like there is nothing you can do to stop a Powerhouse #2 from overtaking you.
at the very least, a recruit should never commit to a school when there are other schools less than 10 points behind the "leader". the only exception, would be at the end of week 5 recruiting, where he's forced to pick a school.
I'd always like to see more recruiting features implemented. i'd love it to be able to recruit players at a position other than what they're listed (recruit a te for a fullback spot, olb to a mlb, o-line for another o-line spot, etc). that could make recruiting battles for athletes even more fun, as you're calling some recruit to be a receiver, your rival is calling him to be a runningback, and a third guy is calling him to be a safety.....
another recruiting pitch could be "on the field importance." wide receivers considering georgia tech are gonna be told that the receivers are not a feature to their offense. on the flip side, wr's considering SMU are gonna be told that they're gonna have a chance to catch 100 passes next year. this pitch could be user set for each position, but also have a factor in whether or not the kid transfers.
Yep. That's exactly what happened to me though. I was #2 on a QB at -1 (along with practically the entire rest of Division I), and we were behind a CPU school that somehow was ahead of me (I believe it was because they had a later visit). They didn't even have a scholarship offer in, yet he ended up picking them, despite the fact that I was getting huge numbers on calls.
Granted, there are a lot of separate issues in what I just described. But recruiting (on the old system, at least) seemed too scripted. Not scripted like the game was running a specific way and out of your control, but ... you could probably take a recruiting snapshot on Week 5 and generally predict who is going to win all of the recruiting battles for the top guys. That shouldn't be, and that's my main contention there.
I would like a few fast, white cornerbacks to recruit :D