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Thread: What do you want to see in NCAA Football 13?

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  1. #101
    Quote Originally Posted by illwill10 View Post
    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.
    Last edited by TheTruth43; 12-31-2011 at 01:46 AM.

  2. #102
    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.

  3. #103
    Freshman Original1990's Avatar
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    Quote Originally Posted by TheTruth43 View Post
    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.

  4. #104
    Booster JeffHCross's Avatar
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    Quote Originally Posted by baseballplyrmvp View Post
    seeing the starting lineups after the first play would be a nice little touch too.
    Well, ESPN doesn't show them anymore, so ... (Major pet peeve that ESPN stopped doing it)
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  5. #105
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    Quote Originally Posted by Original1990 View Post
    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.
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  6. #106
    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.

  7. #107
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    Quote Originally Posted by RazorbackFan10 View Post
    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.

  8. #108
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    Quote Originally Posted by jaymo76 View Post
    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?

  9. #109
    -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).

  10. #110
    Freshman Original1990's Avatar
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    Quote Originally Posted by JeffHCross View Post
    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?
    Last edited by Original1990; 01-01-2012 at 11:57 AM.

  11. #111
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    Quote Originally Posted by Original1990 View Post
    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.
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  12. #112
    Quote Originally Posted by JeffHCross View Post
    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.

  13. #113
    Freshman Original1990's Avatar
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    Quote Originally Posted by JeffHCross View Post
    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

  14. #114
    Freshman Kansacity88's Avatar
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    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.

  15. #115
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    Quote Originally Posted by baseballplyrmvp View Post
    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.

  16. #116
    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.

  17. #117
    Booster JeffHCross's Avatar
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    Quote Originally Posted by illwill10 View Post
    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.
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  18. #118
    Quote Originally Posted by JeffHCross View Post
    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

  19. #119
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    Quote Originally Posted by illwill10 View Post
    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
    not just awareness imo....but a larger point differential needs to be in place across the board for some ratings.

  20. #120
    Quote Originally Posted by baseballplyrmvp View Post
    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.

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