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NCAA Football 14 Wishlist: Let's start now

Discussion in 'NCAA Football' started by HackGolfer, Sep 6, 2012.

  1. macc24usc

    macc24usc 2 Star Recruit

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    Makes some GREAT points. I'm going to keep my 2cents simple and straight forward - because let's be honest ; even IF EA gets around to "fixing" some of the "issues" that's been just fine in previous years ... they will probably half ass it and have a new useless feature they can point to and say they dedicated their time working on THIS for us.

    Recruiting
    - I agree need more depth! It shouldn't be a crap shoot when determining where a Pocket Passing QB should go. I've been out recruited by COMPLETE SPREAD OPTION teams, users who have recruiting lpayers just out of spite so I couldn't have them... to see them sit on the bench not play a single snap. In real life, maybe a pocket passer WUOLD go to Oregon ... or a team like LSU that runs a spread but the likelihood of them wanting to go to that school when a team like USC (pro style) is recruiting them.
    - Depth chart. I know there's a pitch for Early Playing Time but little to NO 5stars or high ranked 4stars like this pitch. I've had more 2* and 3* players want early playing time.... give me a break. Maybe if they're a gem prospect but no 3star kids coming in expecting to play immediately.

    - Reflective of year stats. If I'm recruiting a 5star wideout and I've got a true freshman whose lighting it UP for me, they should take notice. In real life kids find USC appealing because Robert Woods and Marqise Lee came in and made an impact their true freshman year. Teams who play senior lineups and don't have many young players or freshmen in their lineup... recruits who want to play early should not want to go there.

    - DECOMMITMENTS! Just because a kid is committed doesn't mean schools stop talking to them. The idea of decommitments is awesome, I wuold HATE it if it were to happent o me but it happens ALL the time. You shouldn't be allowed to call them every week, but maybe they flash up one random week and give you a shot to impress them... or have them on campus despite being committed elsewhere. I think they could easily do this by using the "soft commitment" feature as a "committed" status where they can still be talked to but they've made a pledge to go a certain somewhere. These days kids don't often go to the school they originally committed to and just coz theyre committed smoewhere doesn't mean other coaches shouldn't be able to persuade. I see this feature heating user recruiting battles even more.

    Gameplay
    - For the love of all that is holy, please get rid of CPU psychic DBs. If I see any more of those "no look" interceptions by DBs I'm going to lose it. DBs have just as much of a right to go up for a ball as receivers but DBs win 95% of jump balls in this game and have a WAY better chance of catching the ball. If they break on the route, fine... if they just so happen to look back when QBs throwing and track ball better then my receiver, fine... But the User Quick Switch to the closest player...quick press of Trinagle or Y to be intercepted is rediculous. Interceptions shouldn't be out of the game, but please make them look more real and don't make it SO easy for Users to switch to the closest player and pick it off. Most annoying feature on this game hands down.

    - This also goes hand in hand and that is a corner or DB in man coverage, breaking his coverage to cover ANOTHER receiver the ball is thrown to. No. Stick on that guy and that guy only. this is why Man Covrage is so dominant in this game and has no risk all reward. I could see a DB covering multiple players if he were in a zone that two receivers happen to both be in. That I would understand but man coverage is a mirror assignment they almost never make a play on the ball unless it's last minute when they see their mans eyes light up and adjust to make a catch.

    - Online Connection. Something needs to be dnoe about the mass ammounts of disconnects. They need to start form square 1 or do something different because it's rediculous. I understand connection failure but when botgh players are disconnected yet nobodys signed out of PSN or booted from their internet there's no reason it should drop so much. Also some users just cannot connect to another user, period. This eneds to be addressed because Online Dynast5y is this games only reamining breathing feature.
    cyhiphopp, ECFIVESTER and broth262 like this.
  2. macc24usc

    macc24usc 2 Star Recruit

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    Another addition I though about today for recruiting -

    Watching the Elite 11 show from this past season made me think... there are 20 kids in this competition who all have the ABILITY to come in and have an impact. When you look at any of the QBs from #5-20 you MAYBE will find 3 or 4 guys who will be capable to have a monster season using tough AA/Heisman sliders. ALl of the others you're likely going to have to wait for two or three years of progression unless they're an extremely underranked gem prospect.

    I don't think there should be 20 kids who are 75+ but I think that EA needs to address that there are many more facets of ones game to play the QB position in college than Arm Strength, Accuracy, Speed/Accel and Awareness. I would LOVE to see a 72 OVR kid come in.... with a rocket for an arm, no mobility, but adequate awareness and ability to fit balls into tight coverage....but lack in other areas such as pocket awareness (fumble prone, interception prone....unable to sense pressure) or throwing on the run.

    There needs to be better QBs in every class because the quarterback position is changing. What Dilfer and these passing tournaments and camps are doing for the progression of QBs I'm extremely confident it is going to change the face of the game for ever. Some of the drills these kids do and presence these kids show in the pocket need to be addressed.

    For instance - Johnny Manziel. http://espn.go.com/college-sports/football/recruiting/player/_/id/106378/johnny-manziel Look at his recruiting profile. 3star, 39th QB - tell me how it could be POSSIBLE to win the Heisman with the #39 QB in his 2nd year in the program in an Online Dynasty with tough sliders? Just won't happen.

    I think EA has hit the nail on the head with hidden ratings and having to scout I think they can address this issue putting more gems in the later prospects that don't just get gobbled up by the CPU powers. These guys should be recruited just as regular 3star players. I think we will see some of the new ratings that Madden's received the past two years "Accuracy Short/ Accuracy Medium / Accuracy Deep" and "Accuracy on the run" and feel they could address this issue with this.

    Just my thoughts
    ECFIVESTER and Baron like this.
  3. Twister18

    Twister18 I aint got time to bleed!

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    How about a dynasty wire app that makes it easier to operate on a Razor or Iphone?
  4. macc24usc

    macc24usc 2 Star Recruit

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    Since I have had little to no frustration accessing the OD from my iPhone if they spent time on this and ignored other issues I'd feel abused.
  5. Twister18

    Twister18 I aint got time to bleed!

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    I just want a game that Worx but us old folks with fat fingers and failing eyesight would like a way to do it easier.
    ECFIVESTER likes this.
  6. ECFIVESTER

    ECFIVESTER 2 Star Recruit

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    This would be much appreciated and make the game that much more realistic in terms of passing and defending the pass.
  7. macc24usc

    macc24usc 2 Star Recruit

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    The talent in general from #100-300 need to be signifcantly better. I rarely recruit after the 200 with a power school because there's literally no value in them most of the time.
    cyhiphopp and ECFIVESTER like this.
  8. ECFIVESTER

    ECFIVESTER 2 Star Recruit

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    Yes, this for sure.
    1-150 should be mostly 78 or higher for gems or non busts, with a low gem potential, these guys should be mostly within 4 of their inital rating, because they are the most scrutinized.
    151-300 should be mostly 74-77 or higher for gems, with a high gem potential and high bust potential (risk reward) as they are often the most improperly valued recruits.
    301-500 should range from 68-75 or higher for gems, with a low gem potential and high bust potential as gems here should be more rare but busts are more common.

    Those are just guesstimates of ratings, as from what I have seen from recruiting services and the grades they give out, tend to actually reflect higher (more impact freshmen) than real life.
    LongGONE24 likes this.
  9. macc24usc

    macc24usc 2 Star Recruit

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    Progression should reflect on the year they had and it shouldn't be a crapshoot as to if they receive +4 or +7 ie catching would be a big one, dependant on how many drops they've had. Accuracy could be dependant on overall completion percentage but generally improve every year regardless, since most college qbs really progress thru an off season. If a freshman over achieves he should be good if progressed above the rest of the qbs and if you've got an upper classman on the bench his awareness or confidence should falter.
    cyhiphopp and ECFIVESTER like this.
  10. ECFIVESTER

    ECFIVESTER 2 Star Recruit

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    Can we get rid of the Awareness rating? Change it to a positional IQ rating ... that actually matters to players not controlled by the User.
    QB Awareness/Pocket Presence for passing
    Ball Carrier Vision (already in the game) for running
    Route Running (already in the game) for catching
    For blocking/offensive audible you could use the Play Recognition attribute or a new one like Blitz recognition which would help determine how the well an o-lineman picks up the correct block and how well a CPU QB recognizes the biltz (You could even use to add a new feature to enhance the QB as a field manager by giving the player cues based on their QB's rating. But I'd rather EA work on other things.)

    Play Recognition is so broad that it covers most defensive player awareness needs, but for the sake of each category
    For pass rush - Blocking Scheme Recognition
    For Run Stop - Gap Recognition
    For Pass Coverage - Route Recognition
    For Tackling - Tackle Technique
    LongGONE24 likes this.
  11. ECFIVESTER

    ECFIVESTER 2 Star Recruit

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    I have been posting this on other sites, I may have done it here too, so excuse me if I have.

    This game really needs tendency sliders for players and coaches. It would make the level of play calling more realistic and player styles more realistic. EA could even use them to generate running styles and passing styles.

    QBs should have sliders for how often they throw deep, medium, short, and into tight coverage. and those are just basic.
    RBs should have sliders for how often they extend east/west, plunge north/south, and how they carry the ball loose, hight & tight, or extremely loose.
    WRs should have sliders for how often they attempt a spectacular catch vs safe catch and if they come back after a route or go deep (eliminating the in game adjuster, which most leagues ban)
    OL should have sliders for how often they attempt to impact block (eliminating another adjuster) and how often they "entangle" (hold, eliminating another adjuster), in real life some o-linemen are just prone to holding or selling out for a big block, it is rarely the whole o-line
    All Defensive players should have sliders for how often they go for the strip, make the sure tackle, big hit
    DL should have sliders for how often they attempt to put their hands up to tip a pass, go for the hit (which would lead to more roughing the passer penalties),
    LB should have sliders for how often they extend out of their zone, stay in their zone
    DB should have sliders for how often they go for a pick, swat and for how physical they play (with too physical resulting in more PI calls if that ever gets fixed.)

    This is much more condensed than my earlier renditions, work is calling.
    LongGONE24 likes this.
  12. macc24usc

    macc24usc 2 Star Recruit

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    Some awesome points EA Sports would be wise to consider for 14.
  13. Shaun Mason

    Shaun Mason Keepin' it 1hunnah.

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    They have that already, they just don't explain it well.
  14. Shaun Mason

    Shaun Mason Keepin' it 1hunnah.

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    I've explained this dozens of times, but I'll do it again: EA has no control over a head to head connection once it is initiated by the users. The connection is peer to peer at that point. If one person experiences connectivity issues, it results in a disconnect. Every game that has a H2H mode suffers the same fate due to the underlying architecture. As far as some users not being able to connect to others, it is almost always a NAT issue that can be resolved by people removing their routers from the equation.
    LongGONE24 likes this.
  15. ECFIVESTER

    ECFIVESTER 2 Star Recruit

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    Do you think what they have works well Shaun? I mean I know you see the game even in it's development stages, but there seems to be a gap when it comes to this factor and it's weight in performance.
  16. cyhiphopp

    cyhiphopp 3 Star Recruit

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    I think progression based on PT makes so much sense. I know in the past they have said it is a factor, but I think it should be much more prevalent. Whowever gets the most snaps should have a better shot of maxing out their progression. Also, the quality of their play (good stats) should factor in as well.

    Perfect example for my team in the Bump 'N Run dynasty. I had a 5 star ATH/HB come in. His overall at HB was 78 if I remember correctly, just below a returning RSJr at 79. The Freshmans Spd, Acc, Agi, were all better so he got the nod. He ended the year with about 2000 yards rushing and receiving. Great kid. The Jr played spot duty and got mediocre stats.

    Progression time comes and both the FR and the JR go up 5.

    In this scenario I think it would make sense for the Fr to get a max progression, up to +7 since he was a 5 star recruit. The Jr, should get 4 or 3 maybe since he didn't play much.



    I think setting it up like this would do a few things.

    First, it would give coaches a reason to play young players and not just whoever has the higher overall. If I have a guy who will be the future of my team I want to play him over a lame duck Sr who will only contribute one more year. Even if he doesn't start it would be valuable to rotate him in and get him PT and stats to push progression as much as possible.

    Second, and this one pertains to Online Dynasties, it would encourage playing backups a lot more. Instead of blowing out the computer 70-0 it would be beneficial to put in the backups in the second half for progressions sake. As it stands, people just pad stats and the backups progress the same 4 or 5 regardless. It would also force the decision of whether you want to try and max out one guy, who could get hurt or leave early, or do you want to spread the ball around and progress the younger backups for the future.

    This would be extremely beneficial for Athletes and specialists. By specialists I mean guys that come in really good at one area, but lacking at other. Say I have a LB that comes in with blistering 87 speed, but poor moves and awareness, so he's only a 67 overall to start. If I play him, and play well with him getting tackles and sacks, it would be nice to have his progression boosted. This applies to athletes the same way. They might be pedestrian at one position but their skills might be worth a lot more at another even though their overall sucks there to start.

    Finally, it would be hugely beneficial to guys who like to build up teams. They may only get a 3 star QB to come in, but if they play him enough, and play well, they can max out his progression and end up with a really good Sr QB. Just like in real life. There are players who, due to playing a lot, progress well and go from 2/3 star players to playing in the NFL. In the game, unless you find a gem, your 65 Overall player can only go up so much and you have little to no control over whether he maxes out. You could have someone take over a 2 star team and through solid play and early PT, end up with some really good players. Just like in real life.
  17. cyhiphopp

    cyhiphopp 3 Star Recruit

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    I also agree with @LonGone24 that what your player does on the field should directly relate to how he progresses. If I have a WR who all he does is catch touchdowns, his spectacular catch should go up. If a guy ends up with 20 drops on the year, that should limit his Hands progression. Same with fumbles and big yards per carry numbers for HBs. Tons of picks by a QB should lower his progression in Accuracy, but if he is hitting a bunch of long bombs, that should help his Power. If my young OL plays almost every snap he should have his Stamina make a bigger jump. If we run and run a LOT everyone on the line should have better Run Blocking improvement than Pass blocking. That could also be scaled based on their initial designation of Pass/Run or Balanced.

    Right now the stats or lack of seem to do almost nothing to the overall progression number.

    I think there should be a greater range of total progression from +2 to +7. The likeliness of a +7 for a 3 star player should be lower than for a 5 star, but stats and PT should increase that likelihood. I think there should be a high likelihood of Jrs who never play getting minimum progression and Freshman starters maxing out.

    Just a few tweaks in progression mechanics could give this game a whole new life for us here on the boards who love to play multiple seasons.
  18. Shaun Mason

    Shaun Mason Keepin' it 1hunnah.

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    I don't think physical progression should have ANYTHING to do with your in game statistics. You might gain some soft skills (i.e. awareness) from playing in games, but you don't get faster, stronger, etc.
    ECFIVESTER likes this.
  19. Twister18

    Twister18 I aint got time to bleed!

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    Is there not enough interest in NCAA to have dedicated servers? Madden does, right?
  20. Shaun Mason

    Shaun Mason Keepin' it 1hunnah.

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    No, Madden and NCAA uses the same architecture, which is peer to peer.
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  21. cyhiphopp

    cyhiphopp 3 Star Recruit

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    I guess that makes sense. But in that case, the technique and mental attributes should be way more fluid and reactive to PT/stats. If I start a guy with 40 AWR and he plays well there should be a good chance of that AWR going up a lot. Same with a guy who is fast but doesn't have good Finesse Moves. If I get him a ton of sacks and PT, those moves should improve a lot before next year, thus boosting his OVR a lot.

    It should however scale down the higher those attributes start out though, or there will be a ton of 99 AWR guys.

    Still, I want my players PT and production to have a very evident affect on whatever attributes they relate to.

    In the case of my Fr HB. I think his AWR, Ball Carrier Vision, Route Running... should have gone up more than his Jr counterpart considering he was the full time starter from day one and was very productive.
  22. Shaun Mason

    Shaun Mason Keepin' it 1hunnah.

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    Agreed. It's a suggestion I've made at EA. If you start a freshman safety, his awareness should progress from game to game, unless he is a total block head.
    ECFIVESTER likes this.
  23. Shaun Mason

    Shaun Mason Keepin' it 1hunnah.

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    Again, productivity has nothing to do with it going up.:) His productivity should reflect his ratings, but the opportunity for more touches should influence those soft skills improving, which in turns should lead to his production going up.

    You have the cart before the horse.
  24. ECFIVESTER

    ECFIVESTER 2 Star Recruit

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    I agree with Shaun here, and frankly I think the speed and acceleration attributes improve too much. Yes some guys do get faster, but there are a lot of guys that don't generally get faster. I feel the max progress in both of those areas should be +1 a year, +2 being a rare bonus, and really the top speed should only go up by 3 to 4 over the course of a player's career. Acceleration is the one that could improve each year. But I digress

    With the physics engine coming there needs to be more of an emphasis on weight training which would allow players to increase in size and strength as this will impact game play and attributes. Meaning a 280 lb lineman is not as strong as a 312 lb lineman with the same strength attribute rating. His additional size would indicate additional muscle strength at an equal rating.

    Progression really should have more user control, but it needs to be done having the user assign programs/regimens for his players to complete in the off season. Experience should impact Awareness related attributes but not actual skills. Just cause a 67 rated WR is catching a ton of balls doesn't mean he is good, just means the team makes him a priority, he may only be marginal but in the system he looks good.
  25. cyhiphopp

    cyhiphopp 3 Star Recruit

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    That makes sense.
    I like the idea of off season training regimens. It would add a layer of strategy to the off season
    It would also make sense if the schools Facilities grade had an affect on weight training effectiveness and progression. Not huge, but maybe a chance for a point more strength progression for the schools with A+ facilities than a school with D+ facilities.


    I understand that Experience should impact Awareness, but shouldn't it help improve Route Running if you are running the routes more often in game and presumably in practice as a starter? Shouldn't your hands have a chance to improve a little if you catch 100 balls in a year? Practice makes perfect.

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