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Building a Better NCAA Football 12

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Old 02-09-2011, 04:33 PM   #161
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Re: Building a Better NCAA Football 12

Quote:
Originally Posted by rollinphat
neutral site games are a must in dynasty mode now. it's been long enough.

we need to be able to recreate the chick-fil-a classic season opener in the Georgia Dome or like the 2012 season opener in Jerry World between Alabama and Michigan.
THIS! If we can have those match-ups in Exhibition/Play Now, I'd like to have them in dynasty...
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Old 02-10-2011, 06:01 PM   #162
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Re: Building a Better NCAA Football 12

This has probably be talked about but I had an epiphany last night that the game needs this.

In Dynasty you need to be able to choose how long the quarters are for simmed CPU v CPU games. Without this its impossible to get your star players the consideration they need for trophies.
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Old 02-11-2011, 02:23 PM   #163
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Re: Building a Better NCAA Football 12

I've read a lot of posts and I agree with most of the things I've read.
Things I would love to see in the game:
•Dreads(you see dreads on every team these days)
•New commentary(NBA 2k is doing a good job with this)
•This my pet peeve on this game. Stop making players jump if the user doesn't hit the jump button. I really hate that. The runner doesn't spin unless you hit the spin button and the same should be done with jumping.
•If a guy has 0 scholarship offers he should automatically move your team up if you offer. I had a guy the other day not even sign with a team and I was number 2 on his list.
•Chance to upgrade stadiums with smaller schools in dynasty mode.
Just a few things I would like to see. This list could go on and on.
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Old 02-11-2011, 03:17 PM   #164
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Re: Building a Better NCAA Football 12

How about just making a game that first focuses on getting the basic X and Os of football down and incorporates things like physics. After they're done doing that then start adding other features like coaching carousels, commentary, etc.

I feel like too often realistic gameplay takes a backseat to stuffing the game with shiny new features. What good is having a coaching carousel and seeing cpu coaches switch teams if every computer team uses the same basic playcalling logic?
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Old 02-11-2011, 05:26 PM   #165
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Re: Building a Better NCAA Football 12

I agree the playcalling logic for the computer needs a huge upgrade on both offense and defense.

For Example defensive playcalling needs a complete revamp. The computer brings way too many blitzes that no sane coach would ever run:

Blitzing 7 vs a 5 wide set. Bringing 6 is enough to leave one rusher unblocked and still cover everyone.

Also how often do you see a corner blitz in real life? Maybe...maybe once or twice a game? I see it at least 5 times a game possibly up to 15.

Same with the "engage eight" blitz. This is a ridiculous play that would be run by a team only a few times in an enitre season yet you see it multiple times a game.

As an ex college football player it is really painful how the developers miss some of the basic strategies of offense/defense in certain scenarios. It would do wonders for them to consult someone who has some knowledge of how real coaches/coordinators design a gameplan.
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Old 02-12-2011, 11:59 AM   #166
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For recruiting they need to allow us to set the parameters in which recruits are created.

You could set the average number of 5 stars/4 stars, etc. as well as the standard deviation. You could also set the average & standard deviation for the overalls of the players at each star ratings.

For full customization, they could allow editing of all this at each positions and even specific ratings at each position.

If they did all this, it could solve a lot of the problems people find with created recruits, and I'm sure there are people on this board would figure out the best settings.


Another thing, they need to put more sliders in the game. Instead of just having "run blocking" they need us to go into the sliders for OL and lower their run blocking. In other words, positions need attribute sliders. This would allow lowering of man coverage while increasing zone coverage ability of cornerbacks (an issue that plagued this year's game). Another change that would have been made for this year's game would definitely be lowering the play recognition of LBs and the DL.

While I'm not saying the developers should ignore issues in the game if they implemented this idea, but it would help fix issues that are sometimes hard to see with only a handful of people playing the game before it is released.
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Old 02-12-2011, 02:16 PM   #167
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Re: Building a Better NCAA Football 12

EA needs to work on everything and tweak it. There are numerous things that need to be looked at.

1-The need to work on making player ratings matter and factor in player size. In my online dynasty I have a DT and DE that are rated 95 and 97 and they get blown up by lesser Olinemen all the time, yet I can go play another user and his 78 rated DE will just dominate my all conference tackle. Same with most other ratings. They need to make speed guys speedy, I hate how you can have a recruit run a 4.3 and get A+ speed but his acl. rating is a C. In real life if you that fast of a forty your acl. should be very high.

2-Fix the QB fumble glitch, most everyone knows what I'm talking about where you take off with your Qb and go to slide and instead he dives face first and somehow he fumbles 50% of the time.

3-Create-a-playbook. I would like to be able to get all the formations I want in a playbook and not 3-4 I will never use.

4-Some AI issues. The pass defense is bad on here sometimes. I quit playing zone all together cause you just get eaten alive. Man coverage is pretty solid but sometimes I will have a CB not even lineup on anyone. Also I wish they would put something in where if someone keeps running the TE across the middle all the time that maybe the Safety starts to jump that route and take it away. I think Play recognition is supposed to do that but I think that is ony determining if it's a pass or run.

5-PA pass and blocking out of the shotgun formations. When I don't have a very good line you should be able to run the spread and gain some rushing yards cause thats what the spread is made for , smaller quicker linemen. I think the most rushing yards I've gained out of the spread is around 70-80. The PA passing in this game is worthless, most of the time the tackles just stand there and let th DE go unblocked. I understand it needs to be set up but I can ram the ball down their throat all day and as soon as I try a PA pass they go unblocked and none of the DB's overcommit to the run.

6-In game features, commentary is terrible, add halftime shows and pregame shows again. Also maybe a weekly wrapup to talk about some of the big upsets or big games that went on.

7-Recruiting, I want to be able to pick what I talk about to the recruits. Also make promises carry alot of weight. In my online dynasty I usually finish around 8-4 to 10-2 and can't get over the hump so I promise alot to the big time recruits and they still never sign with me. If I promise a kid he will start that should be worth say 200-300 points, If I promise him a conference title or NC title make those worth around 500-600 poins. To go with those promises make the promise of no redshirt maybe only 70-80 points and winning record against rivals the same. If you don't keep the large promises make it a good chance that they transfer out, maybe a 50% chance he stays or go's, and if he goes you can't talk him out of it. Another thing is I don't know how many kids I've lost to other teams that didn't even offer that said player. If a kid really wants to go somewhere thats fine but a 4* guy that has offers from the top schools in the country and he still doesn't sign with any of them and never gets a scholly from his fav. but yet he still signs with lowly Houston or Fresno state. That never happens in real life.

8-Do away with the game planning crap, I think it's cheap and there isn't nearly enough risk to go along with the reward. Line jump the snap they eaily beat the oline but maybe only jump 1-2 times a game. Same with pass defense aggressive, they hardly ever get beat deep.

9-One last thing with fumbles, when I use the RB button to cover up the ball I should very rarely fumble. I've lost games because of this. I'm driving the ball and know I can't fumble or the game is over so when I'm about to get tackled I use the RB(cover the ball) yet I fumble and the defense wasn't even really trying to strip it.
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Old 02-12-2011, 03:43 PM   #168
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Re: Building a Better NCAA Football 12

read this and put the good suggestions to use.
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