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NCAA Basketball 10 Blog: Dynamic Updates

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Old 11-12-2009, 11:52 AM   #57
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Re: NCAA Basketball 10 Blog: Dynamic Updates

I'm not sure what you are talking about. If they thought everyone was an online gamer they would have added online Dynasty. I think the thing that alot of people are missing is that the 2008 version was terrible, the 2009 version not much better and so they are having to move slowly. As much as everyone wants online dynasty, better recruiting, better offline dynasty, better gameplay, better presentation, etc. they simply cannot do it all in one year. Not with the budget they are likely on due to low sales. Personally I would rather them do it the way they are where they revamp one area to make it very good and then work on revamping another area the next year rather than the alternative of just making slight improvements to all areas year after year.

Look, they have outstanding presentation now. And they have decent gameplay, both of which can be tweeked in the future. Next year they can spend 75% of their time fixing the dynasty mode or adding online dynasty or whatever they feel is the next most important. It's going to take time when you are starting basically from zero. Trust me, I know. My Hoosiers are in the same boat in real life.

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Originally Posted by DirtyJerz32
I don't understand why EA thinks everyone is a strickly online/play now gamer. Don't they now that we like to play our own dynasties in single player. I just don't understand what they were thinking.
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Old 11-12-2009, 12:18 PM   #58
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Re: NCAA Basketball 10 Blog: Dynamic Updates

Can someone explain how this feature actually works? I understand new plays will be created, but after that I'm lost.

Let's say Iowa has a surprising year and is one of the best teams in teh Big 10, how does that affect the team in the game? I don't see how this works without changing players' ratings. Let's say they are the top 3-point shooting team in the country, is there a 3-point boost across the board for all of their players. For the most part, the way a team performs is based on how their players perform. So I don't get how this will work.

Also, they mentioned the "stats" will be updated. When do you see stats on the screen, except for maybe the loading screens?

Blackflash or Jab Step, can you please breakdown exactly how this feature works?

Thanks
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Old 11-12-2009, 12:50 PM   #59
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Re: NCAA Basketball 10 Blog: Dynamic Updates

sounds like it will only affect online games no rosters and play now games offline no rosters
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Old 11-12-2009, 01:13 PM   #60
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Re: NCAA Basketball 10 Blog: Dynamic Updates

I will say I have never purchased this game before and I will day one because of the presentation aspects. They sold me on it, as I am a presentation whore. So there must be a few people out there like myself. What are the issues in prior dynasty modes as I have not played prior to picking it up this year? Also, is there a random name generator like 2k has done? Thanks.
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Old 11-12-2009, 01:30 PM   #61
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Re: NCAA Basketball 10 Blog: Dynamic Updates

Quote:
Originally Posted by Hoosiers1111
I'm not sure what you are talking about. If they thought everyone was an online gamer they would have added online Dynasty. I think the thing that alot of people are missing is that the 2008 version was terrible, the 2009 version not much better and so they are having to move slowly. As much as everyone wants online dynasty, better recruiting, better offline dynasty, better gameplay, better presentation, etc. they simply cannot do it all in one year. Not with the budget they are likely on due to low sales. Personally I would rather them do it the way they are where they revamp one area to make it very good and then work on revamping another area the next year rather than the alternative of just making slight improvements to all areas year after year.

Look, they have outstanding presentation now. And they have decent gameplay, both of which can be tweeked in the future. Next year they can spend 75% of their time fixing the dynasty mode or adding online dynasty or whatever they feel is the next most important. It's going to take time when you are starting basically from zero. Trust me, I know. My Hoosiers are in the same boat in real life.
When you pay $60, its not for their excuses. Youre paying $60 for them to deliver. I doubt people are really ok paying $60 for a $30 game. Being a cunsumer isnt a charitable endeavor.

Last edited by yvesdereuter; 11-12-2009 at 01:33 PM.
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Old 11-12-2009, 05:38 PM   #62
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Re: NCAA Basketball 10 Blog: Dynamic Updates

Looks like this won't affect dynasty, what if your in the year 2012 of your dynasty how will that work? Are they going to update teams off this year, when your 2 years ahead in your dynasty? That would ruin the whole point of dynasty in my eyes.
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Old 11-12-2009, 09:18 PM   #63
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Re: NCAA Basketball 10 Blog: Dynamic Updates

Quote:
Originally Posted by Hey_Rebby
Can someone explain how this feature actually works? I understand new plays will be created, but after that I'm lost.

Let's say Iowa has a surprising year and is one of the best teams in teh Big 10, how does that affect the team in the game? I don't see how this works without changing players' ratings. Let's say they are the top 3-point shooting team in the country, is there a 3-point boost across the board for all of their players. For the most part, the way a team performs is based on how their players perform. So I don't get how this will work.

Also, they mentioned the "stats" will be updated. When do you see stats on the screen, except for maybe the loading screens?

Blackflash or Jab Step, can you please breakdown exactly how this feature works?

Thanks
good question.. what about the smaller schools? A player may come out of nowhere to score 25 ppg but he has a low rating and he's on a team that has almost zero publicity. Are boosts and stat increases done onto the big 6 conferences, a select few schools, the top 25 schools, or everyone?

Once you start upgrades and fixes of player ratings, you really have to look at EVERY team and go by that, or you may be giving those other teams an unfair advantage..

with over 10 times the amount of teams and players, dynamic updates will be truly too hard to have intergrated player rating fixes, so I really think they will focus on the stuff that doesnt really reflect GAMEPLAY but more so the presentation and looks.

With an overlay for CONFERENCE STANDINGS and PPG, you may have two MAC teams going head to head in late january. And then stats show up stating the records for both teams in respect to other MAC teams.. What may be off with that line of thought is that team #1 may be rated 60 and they are #1 in the conference. yet every other MAC team is rated higher and is lower in the standings.. there would be no gameplay influence over how the #1 team plays and you may just beat them up real bad. It's truly looking like 100% eye candy.

or likewise, a freshman out of Vanderbilt may average 26ppg and get the team off to a 20-1 start to the season. yet in game, when you play, you will get the 20-1 record showing, but with no player upgrades, that players preseason rating of 56 is still there, and when you play that game with all the great stat overlays, you still have a guy who doesnt REFLECT that rating what so ever. whats the fun in that?

or it could be an entire team that is rated too low and they do good. Take a Miami team. They start the preseason at 60overall, yet when you play in Mid Feb., they are still rated the same yet, record wise, they are better than every other ACC school including 85 rated DUKE and 86 rated UNC. Stats and REAL LIFE show one scenario and the game tries to reflect that with its presentation, but gameplay wise, nothing has changed. I dont get it

Last edited by RubenDouglas; 11-12-2009 at 09:23 PM.
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Old 11-12-2009, 10:31 PM   #64
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I kinda like the idea but it would've been better with some Dynasty news
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