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NCAA Football 14 Playbook 4: Dynasty - Part 1 of 3

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Old 05-30-2013, 01:51 PM   #97
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Re: NCAA Football 14 Playbook 4: Dynasty - Part 1 of 3

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Originally Posted by chi_hawks
Lots of bitching, but honestly, these additions and upgrades look pretty cool. Hopefully the gameplay improvements match these and the game is a good one.
Here are your Gameplay improvements...

Quote:
GAMEPLAY OVERVIEW

Experience a whole new game in NCAA Football 14 with the introduction of real-time physics and the Force Impact system. Gameplay has also been tuned with the college game in mind, with special attention paid to collegiate staples like the Spread Option offense.

Physics - The new and improved Infinity Engine 2 comes to NCAA Football, bringing with it renewed authenticity and enhanced realism. New features include:

Stumble Recovery - Fight gravity as you scramble for extra yards. Utilize the right control stick to try and regain your feet or lunge forward for that extra yard.

Force Impact Trucking and Hitting - Feel the power of physics as runners bowl over defenders or tacklers make a big hit on the ball carrier, all driven by the new Force Impact system. Also, utilize improved stiff-arms that take size and strength into consideration.

Running Game Improvements - The introduction of physics offers a suite of improvements to the running game, including hard run cutting for direction changes, improved run blocking and a new acceleration burst that lets you get around the corner or through the hole and into the open field.

Option Offense - Play true to your team with over 20 new option types, all optimized for a true college football experience. Utilize the Spread Option, Zone Read and more to stymie defenses and put big points on the board. Highlight key defenders before the snap and read their movement after to know when to pitch the ball and when to keep it.
You get the Infinity Engine. They said they improved the run game but the running motions are still ugly and in the video they showed along with the Gameplay Blog, the cuts still looked unrealistic where guys didn't properly chop their feet and basically just planted and their whole body would turn. Everything now is basically a plant & cut, just 1 step and cut. Option Offense has been "improved" and from the videos they showed of the Force Impact system, basically running backs truck defenders and put them in the air so they are parallel to the ground.

See more Game Videos at EA.com.
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Old 05-30-2013, 02:17 PM   #98
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Re: NCAA Football 14 Playbook 4: Dynasty - Part 1 of 3

One step and cut isn't perfect, but it's a million times better than ice skating. NOTHING has pissed me off more this gen in BOTH football games (and even in NBA 2K, to some extent) than to let go of my stick and still have my player running. That's aggravating as ****.
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Old 05-30-2013, 02:32 PM   #99
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Originally Posted by The_Wise_One
When did coaches progress naturally in previous games? How else do you suggest they give you advantages for success as a coach over time? I love this concept but I agree that it will all be the execution that matters.
I remember on the PS2 in madden the coaches were progressed if they lost too much they retired. They were heaving type of overall rating on wins or losses. The same should have been done for this game. To say someone is down 14-0 and they get hot in the 4th quarter is cheesy. This means a team will automatically get hot or at least that's what the consumer thinks. Will there be a way to break the momentum or is this a giving that the team will remain hot if there is a game 14 points or less?
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Old 05-30-2013, 03:39 PM   #100
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Re: NCAA Football 14 Playbook 4: Dynasty - Part 1 of 3

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Originally Posted by Colt45
One step and cut isn't perfect, but it's a million times better than ice skating. NOTHING has pissed me off more this gen in BOTH football games (and even in NBA 2K, to some extent) than to let go of my stick and still have my player running. That's aggravating as ****.
agreed although I don't get how they focus on 1 aspect each year (this year running game, last year passing game) and leave things wonky like that. I chalk it up to the foundation being bad from the start and at this point all they can do is put band aids on a wound that needs stitches.
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Old 05-30-2013, 05:33 PM   #101
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Re: NCAA Football 14 Playbook 4: Dynasty - Part 1 of 3

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Originally Posted by JerseySuave4
agreed although I don't get how they focus on 1 aspect each year (this year running game, last year passing game) and leave things wonky like that. I chalk it up to the foundation being bad from the start and at this point all they can do is put band aids on a wound that needs stitches.
*As long as they re-lay that foundation better at the start of this next development cycle, I'm okay with what they added this year and what they chose to ignore.

If they don't and the first next gen NCAA is a complete disaster, there is no excuse and I'll flat out stop buying NCAA. It'll suck for me because I love that series and I love college football, but I'm at a point in my life where I can't just be spending money on frivolous things, of which NCAA would be.

*Opinion holds as long as EA keeps producing NCAA games and doesn't lose the Keller O'Bannon lawsuit
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Old 05-30-2013, 08:50 PM   #102
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Re: NCAA Football 14 Playbook 4: Dynasty - Part 1 of 3

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Originally Posted by cream6
I remember on the PS2 in madden the coaches were progressed if they lost too much they retired. They were heaving type of overall rating on wins or losses. The same should have been done for this game. To say someone is down 14-0 and they get hot in the 4th quarter is cheesy. This means a team will automatically get hot or at least that's what the consumer thinks. Will there be a way to break the momentum or is this a giving that the team will remain hot if there is a game 14 points or less?
I would think it works like this. Say the game is 14-0,well the losing team gets a bonus with the coaching skill. Players will receive +3 to their overall ratings or something like that. I don't think it will make teams unbeatable or anything like that.
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Old 05-30-2013, 10:38 PM   #103
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Re: NCAA Football 14 Playbook 4: Dynasty - Part 1 of 3

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Originally Posted by Captain Fear
I would think it works like this. Say the game is 14-0,well the losing team gets a bonus with the coaching skill. Players will receive +3 to their overall ratings or something like that. I don't think it will make teams unbeatable or anything like that.
Actually the description of the clutch skill makes it sound like it will activate even if you are winning, so long as the margin is within 14. And if it works like the current hot/cold system does, it should be stoppable. The description says you "start" the fourth quarter hot. Now maybe the second or third level of the stat is more sustained, but I don't know.
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Old 05-30-2013, 11:01 PM   #104
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Re: NCAA Football 14 Playbook 4: Dynasty - Part 1 of 3

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Originally Posted by Strategizer
Actually the description of the clutch skill makes it sound like it will activate even if you are winning, so long as the margin is within 14. And if it works like the current hot/cold system does, it should be stoppable. The description says you "start" the fourth quarter hot. Now maybe the second or third level of the stat is more sustained, but I don't know.
Quote:
Originally Posted by EA Blog
At its first level, Clutch will let your team start off the fourth quarter HOT if the score is within 14 points. At the next level your team stays HOT throughout the entire quarter, and when maxed out your players get VERY HOT in the final two minutes (and overtime) if the score differential is within a touchdown. The HOT and VERY HOT descriptors are dynamic ratings adjustments, so you’ll see your team perform well above their normal skills as long as they’re in those states.
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