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I asked the Devs a few questions about dynasty... here are their responses. Of course mileage will vary due to a wide variety of factors but at least gives us an idea of coach progression. Obviously we'll be experimenting with some of this stuff ourselves once we get the game, but wanted to share their answers in the meantime.
1. With changes to recruiting, I'd the CPU more competitive and intelligent with how they recruit? For example on 13 most felt that in OD, if you wanted a player and targeted him earlier enough, the CPU had very little chance to get him... you only had to worry about fellow humans. As well, do they still end up signing multiple players at the same position (ie 3 QBs)?
EA - The CPU will show a sense of competition, especially if that prospect is one of their top prospects. The CPU should not be over-signing prospects.
2. With slowest xp progression, what level would a typical coach end the first season be?
EA - The choice of team can lend itself to the success of the coach and how many levels they will obtain, along with: having an excellent season, with setting school or NCAA records, mindful distribution of accumulated skills, good draft class results, having a good signing class and very good success on the field, throughout the season.
A HC of a 5 star team, on varsity difficulty, could see up to level 5 - 6, by the end of the first season, while a HC of a 1 star team (GA State or UMass) could reach level 3 - 4.
In an internal OD, we saw User Head Coaches (3 star teams) reach levels up to level 11 (ranging 7-11), on All American difficulty with Normal progression. The level 11 user had one loss and went to the National Championship.
Last edited by gschwendt; 06-04-2013 at 07:13 PM.
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