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

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  1. #421
    If nothing else this time of year is the most entertaining on this board and pretty much any other sports video game board!

  2. #422
    Administrator gschwendt's Avatar
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    I don't know if you guys ever read the Facebook comments on posts from the official NCAA Football page but occasionally I'll browse them. Today's post asks "FILL IN THE BLANK: The gameplay addition/improvement that I'd like to see the most is _______!"
    https://www.facebook.com/photo.php?fbid=10150720470797280&set=a.32980794727 9.149909.90440037279&type=1

    The reason I read through them is because I consider those replies closer to the casual player compared to most dedicated message board members being hard-core player. Anyway, aside from the throw-away posts (there's always lots of them), today, the sentiment seems that the #1 overriding gameplay fix needs to be fixing super-LBs. Just thought it was interesting that if you had 1 wish, that would be it. Don't get me wrong, there are a handful of educated, intelligent posters but for the most part, they're either saying super-LBs or talking about something completely not related to gameplay.

    Anyway... just thought I'd share.

  3. #423
    Heisman I OU a Beatn's Avatar
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    I know it's always referred to as "super LBs," but that entire problem stems from the fact that as soon as you press the button to throw a receiver, the entire defense reacts instantly. It's the reason there are so many tipped balls thrown over the middle, why there's so many "warping" interceptions, etc...

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

  4. #424
    Quote Originally Posted by I OU a Beatn View Post
    I know it's always referred to as "super LBs," but that entire problem stems from the fact that as soon as you press the button to throw a receiver, the entire defense reacts instantly. It's the reason there are so many tipped balls thrown over the middle, why there's so many "warping" interceptions, etc...

    I really have no idea how they would fix that other than dumbing down the AI or implementing some kind of reaction based rating system.
    Just like pressing Turbo results in the defensive reacting very quickly.It seems like they try to overpower the AI because they dont want defense to be a disadvantage.
    They do need to dumb it down or rework the Awareness so it plays a HUGE factor in everything

  5. #425
    Heisman morsdraconis's Avatar
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    It's mainly that they need to rework how awareness works. Right now, awareness is pretty much the equivalent of how much the CPU cheats by already knowing where you're throwing the ball before the QB even runs the animation of whatever button you hit. The higher the awareness of the overall defense, the tougher it is to play against that defense, no matter how bad they are in other categories. I've been meaning to do some tests to see how low speed, agility, and acceleration could be before awareness doesn't make up for it anymore (in fact, I might do this when I get home) but I'd venture to guess that speed, agility, and acceleration could be much lower than people would be used to without it affecting the ability of the defense at all.

  6. #426
    Administrator gschwendt's Avatar
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    My main beef with gameplay is something both of you sort of touched on is that when there's a reaction, it's an instant reaction. It may not always be the 100% correct reaction, but they always react in some way. My prime example is in the option game... if you run the triple option, the moment you decide to keep or hand it, everyone except the last man on the line instantly reacts. If you kept it and then decide to pitch it, everyone then instantly reacts to the ball. It's the whole "chase-ball" mentality that the AI has... they're always going directly after the ball, not their assignment.

  7. #427
    Heisman I OU a Beatn's Avatar
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    Quote Originally Posted by gschwendt View Post
    My main beef with gameplay is something both of you sort of touched on is that when there's a reaction, it's an instant reaction. It may not always be the 100% correct reaction, but they always react in some way. My prime example is in the option game... if you run the triple option, the moment you decide to keep or hand it, everyone except the last man on the line instantly reacts. If you kept it and then decide to pitch it, everyone then instantly reacts to the ball. It's the whole "chase-ball" mentality that the AI has... they're always going directly after the ball, not their assignment.
    Which is exactly why outside running plays like tosses and stretches are so overeffective. Instead of stretching the play to the sideline and forcing the ball carrier to cut back like in real life, the defenders will try to cut through the blockers and tackle the ball carrier as soon as possible, allowing the blockers to pick up their blocks, seal the defense, and clear a lane to the outside for the ball carrier.

    It's a huge issue for me.

  8. #428
    Quote Originally Posted by morsdraconis View Post
    It's mainly that they need to rework how awareness works. Right now, awareness is pretty much the equivalent of how much the CPU cheats by already knowing where you're throwing the ball before the QB even runs the animation of whatever button you hit. The higher the awareness of the overall defense, the tougher it is to play against that defense, no matter how bad they are in other categories. I've been meaning to do some tests to see how low speed, agility, and acceleration could be before awareness doesn't make up for it anymore (in fact, I might do this when I get home) but I'd venture to guess that speed, agility, and acceleration could be much lower than people would be used to without it affecting the ability of the defense at all.
    Exactly.
    Awareness needs to be worked on for every aspect of gameplay/position. The way how QBs play, defenders knowing what you are doing, WRs knowing when to cut off a route or keep going, OL/WR/TE ability to be able to block every one on runs plays, RBs not knowing how to use their special moves, LBs knowing when and where to blitz, DL knowing when to pinch or spread the line and when there is a screen play, DBs knowing when to react on screen plays. Every position is affected by Awareness.

  9. #429
    Heisman souljahbill's Avatar
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    I thought awareness only affected QBs and their ability to go robo.

  10. #430
    Administrator gschwendt's Avatar
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    Quote Originally Posted by souljahbill View Post
    I thought awareness only affected QBs and their ability to go robo.
    My understanding is similar to yours... anymore, about the only thing that awareness actually effects is whether QBs get as easily rattled, particularly on the road in hostile environments. Anymore, there are other ratings that effect everything else for the defense from PRC (play recognition) to PUR (pursuit) among a handful of others.

  11. #431
    Heisman morsdraconis's Avatar
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    Quote Originally Posted by gschwendt View Post
    My understanding is similar to yours... anymore, about the only thing that awareness actually effects is whether QBs get as easily rattled, particularly on the road in hostile environments. Anymore, there are other ratings that effect everything else for the defense from PRC (play recognition) to PUR (pursuit) among a handful of others.
    I just don't think that's actually the case Tommy. It seems to me, the higher the defense's awareness is, the more ridiculous the plays that they make are.

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

  12. #432
    Heisman baseballplyrmvp's Avatar
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    Quote Originally Posted by gschwendt View Post
    My understanding is similar to yours... anymore, about the only thing that awareness actually effects is whether QBs get as easily rattled, particularly on the road in hostile environments. Anymore, there are other ratings that effect everything else for the defense from PRC (play recognition) to PUR (pursuit) among a handful of others.
    so awareness only matters for qb's and not other positions?

  13. #433
    Administrator gschwendt's Avatar
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    Quote Originally Posted by baseballplyrmvp View Post
    so awareness only matters for qb's and not other positions?
    Don't take it as scripture but yes, I believe it's been said by the devs many times over the past couple of years.

  14. #434
    Quote Originally Posted by morsdraconis View Post
    I just don't think that's actually the case Tommy. It seems to me, the higher the defense's awareness is, the more ridiculous the plays that they make are.

    Now that I'm home from work, I'm going to attempt to test this theory out and see how it works.
    Yes. Awareness and Difficulty level play a HUGE role in the CPU's defensive abilities.

  15. #435
    If I have a DB with 40 -69 AWR often times he is totally clueless on tight coverage (meaning he should be able to swat it, or attempt a pick, or at worse make an immediate tackle following the catch), but instead he just let's the CPU WR catch it and get separation. I notice this doesn't happen even close to the same if my DB has 85+ AWR, it's like night and day. The ability for the user's CPU defender to make a play in tight coverage is mostly tied to awareness I have come to believe.

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

  16. #436
    Heisman baseballplyrmvp's Avatar
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    Quote Originally Posted by gschwendt View Post
    Don't take it as scripture but yes, I believe it's been said by the devs many times over the past couple of years.
    damn. i would have sworn that awareness played a big part in a lineman's frequency to not false start.

    so then, is awareness used more for supersim logic?

  17. #437
    The game killer for me in NCAA 12 was the glitch where the CPU team would switch to aggressive zones and then its bombs away time and your passing for 600 yds plus every game. The passing game overhaul in 13' better be a good one or I'm not getting it this year. I don't want extra button pushes(already takes this game way way too long to throw a pass after I press the receivers button) or switching the passing to the left trigger or backbreaker analog passing. I want to see realistic passing trajectory, different ratings for QB's like Madden, new throwing styles(some with very quick release others with slow releases like in NCAA 12), and more control of where I want to place the ball. We will see on Tuesday and again get feel for whatever it is when the demo drops in June.

  18. #438
    Heisman Rudy's Avatar
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    Quote Originally Posted by gschwendt View Post
    I don't know if you guys ever read the Facebook comments on posts from the official NCAA Football page but occasionally I'll browse them. Today's post asks "FILL IN THE BLANK: The gameplay addition/improvement that I'd like to see the most is _______!"
    https://www.facebook.com/photo.php?fbid=10150720470797280&set=a.32980794727 9.149909.90440037279&type=1

    The reason I read through them is because I consider those replies closer to the casual player compared to most dedicated message board members being hard-core player. Anyway, aside from the throw-away posts (there's always lots of them), today, the sentiment seems that the #1 overriding gameplay fix needs to be fixing super-LBs. Just thought it was interesting that if you had 1 wish, that would be it. Don't get me wrong, there are a handful of educated, intelligent posters but for the most part, they're either saying super-LBs or talking about something completely not related to gameplay.

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

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

  19. #439
    Something else I would like to see in NCAA football this generation is all the penalties that last gen had (illegal touching), plus the ones Madden has (late hit and illegal forward pass) and finally off-setting penalties.

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

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

  20. #440
    Varsity Tarhead10's Avatar
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    I have to agree with gschwendt on this 100%.... I was playing today with UCLA at Oklahoma, and I was running out of the Pistol formation... I ran a read option to the strong side and decided not to hand it off to my tailback, when the defensive end crashed down he completely missed the running back and came straight to me for the sack... As for assignments he should have taken the tailback as he was the first point of contact on read, but he didnt... He completely went for the ball, which is wrong and frustrating...

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