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NCAA Football 14 News Post


The NCAA Football 14 demo is available now for both 360 and PS3. If you are a 360 user with a Gold account, you can queue it up right here.

Below is the list of games available. You can play a full game with 3 minute quarters.
  • Alabama vs. Virginia Tech
  • Oregon vs. Texas A&M
  • Ohio State vs. Michigan
The Skills Trainer is included in the demo, as well as all of the camera views, including the coordinator cam. You can also adjust difficulty and all sliders in the demo.

If you are having issues finding the demo, click here for some helpful tips.

Game: NCAA Football 14Reader Score: 8/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 54 - View All
NCAA Football 14 Videos
Member Comments
# 821 bruinkid626 @ 06/21/13 02:11 AM
Pass interference on default heisman settings called against the CPU?

 
# 822 falcor1234 @ 06/21/13 02:36 AM
Quote:
Originally Posted by khaliib
Sorry to see that's how you feel because there is an avenue that puts the ability to tinker the game to "Your" liking available.

If gamer's are waiting for a Developer to make it work according to what they want, it will be a long wait.

Xan has provided an option to give "YOU" the gamer, more control of your game (provided the saves are not coded differently) so that you don't have to con't to kick the same dead horse in frustration.

Next-Gen games will go through the same process these console games went through, as well as the xbox and PS2, as well as Super Nintendo, as well as Atari and Colecovision etc...

It's always been that way.

Hope you change your mind and give the Editor a test.
I believe you'll be more satisfied than what it seems you are now.

Visit the Dynasty Editor thread if you get a chance.
Where is the dynasty editor thread? Ive done searches and cant find it? Do you need anything special for the ps3 to activate the program to make these adjustments? Thanks this is the first time im hearing of this thing. Can you tell me more about it?
 
# 823 RGmoney @ 06/21/13 02:55 AM
Quote:
Originally Posted by falcor1234
Where is the dynasty editor thread? Ive done searches and cant find it? Do you need anything special for the ps3 to activate the program to make these adjustments? Thanks this is the first time im hearing of this thing. Can you tell me more about it?
http://www.operationsports.com/forum...editor-v1.html
 
# 824 RandyBass @ 06/21/13 03:05 AM
Aw man...

Ran empty backfield four verts with Tex A&M at the end of the half, and the SS let the inside WR running a streak run right by him... Twice! Covered about 75 yards in two plays, and the guy was wide open both times.

Tough to tell what exactly what was going on without replays, but I was actually leaning towards getting this game. Now it's a definite wait and see. That kind of stuff should not be happening, ever.
 
# 825 PowerofRed25 @ 06/21/13 03:09 AM
Quote:
Originally Posted by RandyBass
Aw man...

Ran empty backfield four verts with Tex A&M at the end of the half, and the SS let the inside WR running a streak run right by him... Twice! Covered about 75 yards in two plays, and the guy was wide open both times.

Tough to tell what exactly what was going on without replays, but I was actually leaning towards getting this game. Now it's a definite wait and see. That kind of stuff should not be happening, ever.
The issue has less to do with the safety play and more to do with the CPU play calling. I've had a few games where the CPU was in press Cover 1 in a "end of half" situation and got burned deep. But when the CPU is in a proper coverage, they seem to be handling it correctly.
 
# 826 RandyBass @ 06/21/13 03:13 AM
Quote:
Originally Posted by PowerofRed25
The issue has less to do with the safety play and more to do with the CPU play calling. I've had a few games where the CPU was in press Cover 1 in a "end of half" situation and got burned deep. But when the CPU is in a proper coverage, they seem to be handling it correctly.
That thought crossed my mind, either way my conclusion is still the same: that kind of stuff should not be happening, ever.
 
# 827 PowerofRed25 @ 06/21/13 04:13 AM
Quote:
Originally Posted by RandyBass
That thought crossed my mind, either way my conclusion is still the same: that kind of stuff should not be happening, ever.
Well the safety "glitch", if still in, could probably be fixed. CPU play calling, I highly doubt it can be fixed. EA's CPU play calling is pretty much a random pick em. Occasionally there is situational awareness, mostly in the form of counter-audibles to your own audibles, but otherwise it is pretty much random.

Luckily I don't play many CPU games so I don't have to suffer through it.
 
# 828 Art01 @ 06/21/13 08:54 AM
Here's a thought for everyone who is concerned about the "4 verticals, safety glitch" issue: I play single game Coach Mode against the CPU in Heisman with 15 minute quarters. My Roster edits and Slider adjustments have been made to equalize play between two evenly-matched teams. Remember the old Momentum Meter from earlier game versions? Well, the meter may be gone, but momentum effects are certainly still present - especially in Heisman mode and even more noticeable when the CPU team runs no-huddle on almost every play throughout the game. Momentum continues to build to the point where the CPU team is dominant on both offense and defense. Reversing the momentum effect only happens when the User team either has long drives or scores. Long drives are almost impossible under high CPU momentum, so being able to score quickly is the only alternative available - and using deep routes such as 4 verticals is the way to score quickly. I view the overly-high momentum effect as a "software exploit"; thus I view using deep routes as a "counter exploit" to quickly re-balance the game. I have used this technique repeatedly to recover an otherwise un-enjoyable game.

There's almost always "more than one way to skin a cat".
 
# 829 michigan21 @ 06/21/13 09:25 AM
Quote:
Originally Posted by bruinkid626
Pass interference on default heisman settings called against the CPU?

Holy ****!! Could it be. I hope PI is call at a more realistic level in the full game.
 
# 830 TallyBoi7 @ 06/21/13 09:58 AM
Through 5 games, I've only see pass interference once...offensive P.I. on the CPU
 
# 831 cthurt @ 06/21/13 10:02 AM
I love the new gameplay of this demo but with every single cut scene i see in this game it makes me wanna puke, i swear EAsports needs to kill cut scenes and focus on real time action its like i cant get into the game because i get thrown to a cut scene after every decent paly i run, i wish they had a cut off option for it that would make a huge difference for me.
 
# 832 ndfan1993 @ 06/21/13 10:16 AM
Played the Bama/VT game last night - DB play is concerning. At the end of each half both Bama and VT hit the hail mary pass with the D in each instance playing prevent quarters D. In each case the 3 WR's ran down together and only one DB was around the play the other DB's appeared to run back towards the line of scrimmage....reminded me of the pump fake glitch. Wish I had some video of it but wasn't good.

Lots of delay between screen transitions and instant replays.
 
# 833 jeremym480 @ 06/21/13 10:57 AM
Quote:
Originally Posted by jmik58
Out of curiosity I just played a game with default settings on Varsity, only lowering speed threshold to 30.

This may sound like blasphemy to hard core fans and those who pride themselves on being better than others, but I really felt like I got the most realistic results in that game.

The psychic coverage was gone and it just felt like the CPU was only making plays (or not) based on physical abilities, and not on cheating AI.

I think there is a pride factor where many people want to beat a challenging game and I totally get that. However, when you bump up the difficulty level in sports games you are essentially enhancing the levels at which the CPU "cheats".

I'll have to play around with this some more, but if nothing else I'm satisfied that the sliders (in the demo anyway) that impact AI for the CPU are working.
I'll definitely give your suggestion a try, but from my past experience I'd rather get beat by a CPU that "cheats" on Heisman than to win every game on anything lower. I should note that this isn't me bragging about my stick skills, I'm not that great, honestly. It's just like I said past experience as well as my opinion on the CPU cheating.




Quote:
Originally Posted by carnalnirvana
i find it schocking most people are OK with this trend by the cpu

its sooo predictable but people are in the honeymoon phase of the running Qb's and no attention will be paid to this issue until all the patches/tuners are gone...

I've only played three and a half games so far and I haven't noticed this. With that said I don't recall ever getting the CPU in a 3rd and long situation.
I'll certainly keep an eye out for it in the future and report back.





Quote:
Originally Posted by BA2929
I saw it once tonight in 23 pass attempts. Mostly deep balls. So it is in the demo, albeit in a limited way since tonight was the first time I've seen it. However, I noticed that passing is incredibly easy in the demo, even on Heisman with pass coverage sliders up to 100. At one point in a game of ORE/TAM I was 18-23 for 455 yards an 6 TDs and 0 INTs (played offense for both teams). Now, I didn't crank up the difficulty to Heisman with the sliders up until the middle of the 1st Q, and I had already gotten a drive in with both teams, so the numbers could be skewed. However, I was 9-9 with the TAM QB.

EDIT: Ok, I may have spoke too soon. Passing with VT against Alabama on Heisman with max sliders isn't easy at all. LOL

EDIT 2: Alright. Alabama is amazing. That wasn't fair. I had to quit in the 2nd Q because I had already thrown 3 picks. Back to fix the sliders down to a more reasonable level. Got a little too big headed there for a bit.
Last night I played VT (me) vs Bama on Heisman with QB ACC at 15 and INT at 25 and everything else default (these changes were for both teams).

I completed less than 50% of my passes, however I was in obvious passing situations most of the game because my running game got completely shutdown. My QB missed an open TE on a streak by about 10 yards and their QB completely missed at least 3 WR's in the middle of the field on slants and posts. These weren't drops, the were just off target throws.

It's a small sample size, but I haven't seen the DB Glitch yet. I've ran 4 verticals 3-4 times (all in situations that called for it, 3rd & a mile, at the end of the half, etc) and have only completed one pass. The pass that I completed was actually to the slot receiver who was running the shorter route. He was WIDE open, but I see blown coverages every Saturday during football season. It's something to keep and eye on, but I'm optimistic.

Also I want to say that I've seen quite a few things that I've never seen before. I wish I would have taken notes because I can't remember everything.... but one example I do remember is I was running a Flea Flicker against Alabama and their DT got so much of a push against my G that when the RB pitched the ball back it actually hit my G in the thigh causing a fumble. I hadn't seen that before.

I have yet to see any of these crazy glitches (like the RB hitting the ground and not being ruled down) that others have reported. I did see that one posters video so I do believe that they are there, but I have confidence that EA will clean these type up glitches up either in the retail version on with a patch. Remember the pump fake glitch a few years ago?

I think there's a lot to be excited about this year (the CPU can finally run the option, their ball carriers aren't brain-dead, the running game in general, new camera angles, etc.) which makes this game a" Shut Up and Take My Money" purchase. Can't wait.

Sent from my VS920 4G using Tapatalk 2
 
# 834 chi_hawks @ 06/21/13 11:04 AM
Played 2 games last night.

Game 1 - OSU @ MICH, varsity diff, default sliders.

Score - OSU (me) 30, Mich 15

Lots of scoring! I didn't play NCAA or Madden 13, so I was a bit rusty at first. Was down 7-0 real quick. Once I got the read option plays figured out, it was all over. The running felt really good. Lots of cool animations. Saw two fat lineman colide and trip over eachother. Had a pick six right towards the end too. Really enjoyable game.

Game 2 - VT (me) vs Bama, varsity diff, default sliders

Score - Bama 24, VT (me) 17

102 yd kickoff return for a TD right out of the gates gave me (vt) an early lead. Bama then shoved the ball down my throat and tied it up really quick. Funny ending to the first half. It was 10-7 Bama with about a minute left. I threw a 56 yd TD pass with about 50 secs left. They then scored with around 25 seconds left (two long throws). I then took the kickoff back to the 50, quick seam route to the 33 yd line. Field goal at the buzzer. 17-17 halftime score.
Second half I couldn't move the ball. But neither could Bama. I threw an awful pick six with like two mins left. Then they stopped me on 4th and like 16. Bama wins by 7.

Both games were very enjoyable. Very organic feeling. Two biggest negatives was AWFUL crowd (didn't cheer when home team scored) and boring commentary. Those are not critical though IMO. But its really pathetic that the crowd is still this awful. Didn't they boast the improvements to this last year or the year before? Cmon EA.

Game feels way better than 12'. 13' was awful from all reports so maybe the "year off" they took is paying dividends? Either way, game seems like the best on current gen.
 
# 835 Matt10 @ 06/21/13 12:02 PM
Quote:
Originally Posted by Art01
Here's a thought for everyone who is concerned about the "4 verticals, safety glitch" issue: I play single game Coach Mode against the CPU in Heisman with 15 minute quarters. My Roster edits and Slider adjustments have been made to equalize play between two evenly-matched teams. Remember the old Momentum Meter from earlier game versions? Well, the meter may be gone, but momentum effects are certainly still present - especially in Heisman mode and even more noticeable when the CPU team runs no-huddle on almost every play throughout the game. Momentum continues to build to the point where the CPU team is dominant on both offense and defense. Reversing the momentum effect only happens when the User team either has long drives or scores. Long drives are almost impossible under high CPU momentum, so being able to score quickly is the only alternative available - and using deep routes such as 4 verticals is the way to score quickly. I view the overly-high momentum effect as a "software exploit"; thus I view using deep routes as a "counter exploit" to quickly re-balance the game. I have used this technique repeatedly to recover an otherwise un-enjoyable game.

There's almost always "more than one way to skin a cat".
Art - I understand where you're coming from - and the concept is sound; but no matter what you do - it could not be fixed. I downloaded your roster and used your slider suggestions for NCAA 13 - I was very excited, but the DB glitch still occured.

It's also not just occuring on 4-verticals, it is on any streak play.

I'll wait for NCAA 14 officially to come out. But to anyone that thinks the glitch is so easily fixed - yes, it is. But it has to be done by the developers/programmers - the hardest part is getting them to notice. Noone with any pull "noticed" last year when it was September and I posted that thread - and now of course it has seemingly slipped through the cracks. Even if it is gone - noone addressed it officially; so that has me worried.

Again - I'm looking forward to NCAA 14, think the demo is great (from what little I have played and viewed). I'm just really hoping the glitch is gone - and guys on here support me and whoever else that are working on making it officially a concern - and not just dismissing it because you haven't seen it. I have the proof, I've posted it - and I'm surprised that no true gamechangers have done anything about it.
 
# 836 RandyBass @ 06/21/13 12:48 PM
Quote:
Originally Posted by PowerofRed25
Well the safety "glitch", if still in, could probably be fixed. CPU play calling, I highly doubt it can be fixed...
Theoretically anything can be fixed, but considering poor safety play was in last year's game and a well known issue it raises a huge red flag.

I know these are hopeful times, new demo and all, but let's not lose our wits.
 
# 837 BoltThrower74 @ 06/21/13 12:56 PM
Ok, why the blue hell can't you audible on defense when the offense is calling hurry-up? You could do it in prior games. Once the AI starts calling hurry-up (which I have zero problem with, to be clear), I can't call my defense until I get to the damn line! And by then, the AI hikes the ball! Not buying unless they fix this. In prior versions, you could call your defense AS you're coming to the line. For example, when I know I'm against a running-QB offense, I could hot-route a defense to spy. Nope, can't do that here, gotta wait until I line up before I can call my defense! Not buying, no thank you!
 
# 838 jmatthe313 @ 06/21/13 01:06 PM
I just ran the read option all 41 of my plays. 356 rushing yards. Things like this are what annoy me. After the 15th time, key on the run maybe? Or better yet, don't over power the read option that much?

Sent from my SCH-R830 using Tapatalk 2
 
# 839 HozAndMoose @ 06/21/13 01:37 PM
Quote:
Originally Posted by BoltThrower74
Ok, why the blue hell can't you audible on defense when the offense is calling hurry-up? You could do it in prior games. Once the AI starts calling hurry-up (which I have zero problem with, to be clear), I can't call my defense until I get to the damn line! And by then, the AI hikes the ball! Not buying unless they fix this. In prior versions, you could call your defense AS you're coming to the line. For example, when I know I'm against a running-QB offense, I could hot-route a defense to spy. Nope, can't do that here, gotta wait until I line up before I can call my defense! Not buying, no thank you!
K.......................
 
# 840 jmik58 @ 06/21/13 01:50 PM
Quote:
Originally Posted by jmatthe313
I just ran the read option all 41 of my plays. 356 rushing yards. Things like this are what annoy me. After the 15th time, key on the run maybe? Or better yet, don't over power the read option that much?

Sent from my SCH-R830 using Tapatalk 2
The game (like any) requires slider adjustments and difficulty setting changes to find the sweet spot. I've played the demo with a wide range of slider adjustments and I've seen what you just pointed out. However, I also found that proper slider changes also got the CPU to adapt and stack the edge against the read option very nicely.
 


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