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NCAA Football 13 Video - First Look at Scouting, When You Start Your Dynasty

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Old 06-01-2012, 02:17 AM   #65
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Re: NCAA Football 13 Video - First Look at Scouting, When You Start Your Dynasty

Quote:
Originally Posted by khaliib
Cleaner, but much like last year, I spent little time with this aspect due to ratings outside of Speed/Acc having little impact on gameplay!!!

Not much difference in AI, gameplay wise, from a 1 Star player or 5 Star Blue Chip player!
Until the AI displays an actual in-game difference between player's, Recruiting aspect will have little meaning and gamer's will skip and just edit the player's once on their team.

That's not bashing/complaining, it's just what it is until something is actually done to make it meaniful and/or making it worth the time to spend recruiting because because it actually impacts AI Gameplay due to the type of player(s) on the team!

What's up with the 95'ish SPD/ACC again?
What does STR mean in the game if a SS is rated in the 60's?
-->what's the in-game/gameplay impact of this rating?

I wish we had access to recruit editing before a player is placed on a team's roster to make edits.

Pre-Editing like in all other sports games that are not football.

I still don't know who this suggestion would be routed through, as most gamers don't agree with how EA has coded in-game generated recruit ratings and it's just time the game at least meet some of the "Basic" sports game feature standards currently in the genre.

Side note:
Madden's DPP feature would help this aspect of the game greatly, esp if player's had a Consistency and Confidence Rating that paralleled their Star Rating.

-->Teams like San Jose St with mostly 1-2 Star player's would still have a chance at an upset, but Consistency of type player's (1-2 Star) would prevent the AI Team from performing like it's Alabama.
(which is somewhat how the game is now, unless '13 is different)

-->While teams like Alabama would perform at a consistant level from game to game due to having such player's on the roster with high ratings in these area's.

-->It could even be a Letter Grade for each of these two Ratings.
5 Stars matched to 5 Letter Grades.

Just a thought to make Recruiting mean something gameplay wise.
Maybe just another idea to make things worste, but we need something!
I was thinking along the same line.... Every time I saw ball carrying vision pop up I was like," well that doesn't mean ****."
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Old 06-01-2012, 02:33 AM   #66
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Why in the word does a WR have a carrying rating of 94 and a spin move rating of 46?
because it could mean he dont fumble but has no moves to get away from the defender
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Old 06-01-2012, 03:06 AM   #67
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Re: NCAA Football 13 Video - First Look at Scouting, When You Start Your Dynasty

Pretty happy to see this, but like others said I hope the CPU knows the Gems & Bust.
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Old 06-01-2012, 03:15 AM   #68
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Re: NCAA Football 13 Video - First Look at Scouting, When You Start Your Dynasty

Holy ****, they FINALLY fixed prospect search. Did you see this guy search for 3 star QBs and ONLY get the results back that actually MATCHED his search criteria???!? I seriously just shat myself.
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Old 06-01-2012, 04:57 AM   #69
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This looks cool, would love to know that sub sliders are fixed or not.
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Old 06-01-2012, 06:33 AM   #70
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Re: NCAA Football 13 Video - First Look at Scouting, When You Start Your Dynasty

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Originally Posted by JerseySuave4
Can't stand the menu music this game has had the past few years. Talk about boring. I'd rahter them do EA trax. I dont need to hear the same 10 generic sounding fight songs or this same song we got now on constant repeat.
That's why you have your iPod hooked into your Xbox/PS3
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Old 06-01-2012, 08:47 AM   #71
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Would LOVE to have EA brign back the real school fight songs as menu music. I can live with what they have though.

I thought this actually looked pretty cool. Recruiting definitely needed spiced up.
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Old 06-01-2012, 10:46 AM   #72
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Re: NCAA Football 13 Video - First Look at Scouting, When You Start Your Dynasty

as excited as i'd like to get about all this, the fact remains (to me at least) that as long as the gameplay is rooted in animations, there will be very little difference between a 90 trucking rating and a 40 rating. every year, i forget that the numbers they throw up on the screen are mostly arbitrary and have little to do with the way the game plays. a lb with a 85 tackle rating has the same animations at his disposal as a lb with a 50 rating.
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