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The "Commandments" of NCAA Football 12

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Old 02-24-2011, 09:47 PM   #113
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Re: The "Commandments" of NCAA Football 12

Quote:
Originally Posted by AuburnAlumni
I've tried some of your rosters. Unfortunately... No your edits are not a magical cure for flaws in gameplay. And, as Kodiak points out, your roster editing fix theory is useless for online dynasty with CPU generated players.
i don't think carnalnirvana was refering to online dynasty play

any rosters you download wouldn't help online dynasty....i think he was refering to editing rosters for personal use. So yes it's useless in a sense if you play in league's....

But there are some of us who don't care for those online dynasty's and i'm pretty sure he made the comments knowing it wouldn't effect that gameplay mode.
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Old 02-25-2011, 04:45 AM   #114
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Re: The "Commandments" of NCAA Football 12

i know they dont factor in online play, i was addressing the offline vs cpu gamers like myself. we are in this thread too.


but my overall point was to address the sometimes exaggerated ratings IMO.

freshmen with 90+ Ovr stuff like this.......
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Old 02-25-2011, 07:47 PM   #115
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Re: The "Commandments" of NCAA Football 12

Thou shall not pay players like Auburn
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Old 03-11-2011, 04:05 PM   #116
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Here's one more,

Thou shall not have the human AI teammates field a punt after I have signaled a faircatch, especially inside the 10


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Old 03-11-2011, 04:17 PM   #117
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Re: The "Commandments" of NCAA Football 12

Quote:
Originally Posted by kodiak
Here's one more,

Thou shall not have the human AI teammates field a punt after I have signaled a faircatch, especially inside the 10


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addition, Thou shall not have punt returner try to field a punt in the end zone at all. I had a returner try to field a punt when it was 9 yards deep in the end zone.
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Old 03-16-2011, 09:12 PM   #118
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Re: The "Commandments" of NCAA Football 12

Well we can scratch dreadlocks off the list.

Really anxious to hear about gameplay and recruiting engine improvements in the upcoming blogs.
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Old 03-16-2011, 09:49 PM   #119
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Re: The "Commandments" of NCAA Football 12

Man with the addition of these visuals. They can improve the GP at the least. Add gameday and a lot to the dynasty too keep every year fresh then this game will be awesome
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Old 03-17-2011, 04:53 PM   #120
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Re: The "Commandments" of NCAA Football 12

I love these.

My issue with attribute ratings in football games, is that there are so many well-known measurables, why do they insist on using archaic attributes that don't correlate very well to real life?

For instance, wouldn't it be easier (AND more realistic) to recruit a 4.62 LB than a LB with 88 speed?

Wouldn't it make sense to look at the 10-yard split numbers to determine acceleration?

Wouldn't it make more sense to have squat/bench maxes and reps for indicators of strength?

Not only are they realistic, they give a real world baseline to grow from.

From there, you get into "non-quantifiable" attributes such that I'd label primary (or position) skills. From that, you could have modifiers for these skills that impact the player and help create uniqueness among each player. Give me an actual reason to use positional subs rather than simple OVR.
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