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NCAA Football 10 - Designer Chat

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Old 03-25-2009, 08:04 PM   #105
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Re: NCAA Football 10 - Designer Chat

Quote:
Originally Posted by Russell_Kiniry_EA
We are working on the Recruits (with a close eye on ATH) to get a few more players that can play multiple positions.

I have been looking at the position changes rating hits, and I agree that getting a negative 4 in speed does not seem right. The reason for this hit originally was to stop exploits, but I do not feel like that is a valid reason anymore and will likely be removing those penalties (AWR will stay for sure, but SPD, ACC, STR penalties are high on my chopping block).

-Russ
This is music to my ears. Yeah, SS and FS should be somewhat interchangeable with nothing more than a 3-5 point AWR hit. Similar for OLB/MLB even though I wouldn't be upset if the hit was a little greater for the linebacker positions but nothing more than a 7 or 8 point hit. Zero hit for moving from ROLB to LOLB or vice versa.

While on the recruits, i would love to not see so many guys over 95 speed. After 2-3 years in an OD every freaking user team has a few. I would also venture to say we shouldn't see anymore than 15-20 96+ speed guys in a 4 year span (or no more than that in a dynasty at any one time). Twenty might even be too large a number. In the same token no more than 2 99-rated speed guys in any 4-year period. And the top speed for recruits in the 40-yard dash should not be 4.16. It should be somewhere around 4.27 or 4.28 for a 99 rated guy and 4.30 or 4.31 for a 98 rated player. Basically nothing below 4.27.

Thanks for taking the time to consider our input.
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Old 03-25-2009, 08:13 PM   #106
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Re: NCAA Football 10 - Designer Chat

Quote:
Originally Posted by OMT
We've fixed the issue with the CPU recruiting a bunch of LTs when they need a RT. The problem is you are only recruiting Ts, and you don't know if they are left/right until you sign them. The depth chart logic puts the best player with that natural position (left or right), but the CPU never does position changes.

Now the CPU will do position changes if the backup on one side is better than the starter on the other side. Note, this does not actually happen during Position Changes in the offseason, so if you look at CPU teams before starting a new season, the change won't have happened yet.
This makes me very, very happy. This has been an issue for literally at least a decade, and now it seems to be fixed. As mierk talked about, the thing now would be to make sure that the CPU doesn't over or under recruit certain positions creating absurd roster imbalances, e.g. having six QB's, but only 3 CB's
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Old 03-25-2009, 08:23 PM   #107
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Re: NCAA Football 10 - Designer Chat

I posted this in the wishlist thread a while back and I didn't really feel like retyping it. Some of the things I asked for have already been addressed in this topic but I'm interested to see if Russell or Adam can touch on my comment about player development.


Quote:
I know this is probably already been said, but I just want to express myself.

One thing that has always bothered me is the way positions are handled in this game. Whereas in the game players come in with their position predetermined, it's not uncommon in real life for guys to have played at one position but be projected to play at another in college. The ATH identification in the game doesn't really solve this problem.

My main issue isn't with moves from WR to DB for example, my issue is with relatively simple moves from one spot on the Dline to another, whether a recruit will play on the Oline or the Dline, or a guy playing either safety spot without taking a ridiculous penalty in ratings. It's the same for HB to FB. It's not uncommon to see a high school HB play FB in college.

Player development also ties closely into this issue. As it is now, the player has zero control over how the players develop. This needs to be changed. If I have elite athletic facilities I want to be able to take a 260 pound prospect and make him into a 300+ pound nose tackle; or have the option of only having him gain 10-20 pounds and have him play end in my 3-4.

Another thing that has bothered me about the measurebles of prospects is the number of highly rated QBs who are under 6'2''. This rarely happens in real life unless he is a dual-threat QB yet I see 4 and 5 star guys every year who are 5'11" to 6'1".
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Old 03-25-2009, 08:41 PM   #108
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Re: NCAA Football 10 - Designer Chat

okay EA guys Russ and OMT - WHAT ARE YOU GUYS DOING ABOUT SUCTION BLOCKING/TACKLING?

screaming WTF at my television still has not solved this issue, any BRIGHT ideas?
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Old 03-25-2009, 09:35 PM   #109
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Re: NCAA Football 10 - Designer Chat

Oh this isnt a big deal , i like what im hearing but are we gonna be able to challenge replays in user vs user games in 2010? for some reason you cant and i wish it wernt so some plays in my OD i would very much so like to reviewed, and it doesnt get reviewed and some plays i could live without it being reviewed and the cpu does it.
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Old 03-25-2009, 10:05 PM   #110
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Re: NCAA Football 10 - Designer Chat

Quote:
Originally Posted by Russell_Kiniry_EA
So I'm going to try and cover your questions by explaining what our goals are on the line... Mainly because the line play is still a work in progress and not everything is functioning correctly yet.

1. The D-Line has to matter, blitzing should not be the only way to get pressure

What I mean is simply we want the defensive line to be able to make an impact on the running and passing game, guys should be able to get off blocks and make plays.

2. Higher rated players should dominate (when faced up against lower talent) on both sides of the ball

Ratings need to be able to drive the action, while I don't want to create a situation where a 90+ DE beats a 75 OT 100% of the time, you should be scared that every play that DE can be in the backfield.

Also I'm going to have to double check but I'm pretty sure most of the huge impact blocks no longer play for inteior linemen. It is sort of silly a 280 pound player gets pushed back in the air 3 yards. But they still can be cut blocked, so you will see some D-Linemen on the ground.

-Russ
This makes me happy. Hopefully it actually comes true and we see viable improvements both in line play and in differences in ratings.
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Old 03-25-2009, 10:51 PM   #111
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Re: NCAA Football 10 - Designer Chat

This is a very open ended and difficult to put-into-words question but i'm going to ask it anyways. I would like to know if the gameplay has become more dynamic, more interesting and more lifelike? By that I mean have ball physics improved, will we see scrambling QBs scramble and slow ones realize they are too slow to scramble all the time, will players express emotion before, during and after big plays, will we have some pageantry, finally get some realistic crowd noise (ie a big hit where someone gets laid out makes the crowd go WOo-ahhh), etc, etc, etc?

Jeesh, I guess what i'm asking is this: Have you ever played The Show 09 and saw what makes that game so great and managed to get some of that attention to detail and dynamics of competition into this year's game?

Because bottom line although NCAA 09 on the surface wasn't a bad game it simply got boring after not too many games because the game seems so sterile and repetitive, which is difficult to explain as to how to fix but again, playing the Show can show you areas to improve.

Injecting some emotion, details and passion into the game would be a wonderful way to start.
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Old 03-25-2009, 11:08 PM   #112
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Re: NCAA Football 10 - Designer Chat

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Originally Posted by ODogg
This is a very open ended and difficult to put-into-words question but i'm going to ask it anyways. I would like to know if the gameplay has become more dynamic, more interesting and more lifelike? By that I mean have ball physics improved, will we see scrambling QBs scramble and slow ones realize they are too slow to scramble all the time, will players express emotion before, during and after big plays, will we have some pageantry, finally get some realistic crowd noise (ie a big hit where someone gets laid out makes the crowd go WOo-ahhh), etc, etc, etc?

Jeesh, I guess what i'm asking is this: Have you ever played The Show 09 and saw what makes that game so great and managed to get some of that attention to detail and dynamics of competition into this year's game?

Because bottom line although NCAA 09 on the surface wasn't a bad game it simply got boring after not too many games because the game seems so sterile and repetitive, which is difficult to explain as to how to fix but again, playing the Show can show you areas to improve.

Injecting some emotion, details and passion into the game would be a wonderful way to start.
I for one still play ncaa just as much as when i first got it, but some friends have started to play less, but i believe thats in every game that you purchase. eventually u will stop, my question is how long as MLB the show 09 been out for that comparison of longevity? Ive had 09 since first day and i still enjoy it to this day.
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