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Couple ideas for NCAA 11

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Old 01-03-2010, 12:15 AM   #9
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Re: Couple ideas for NCAA 11

Hello, EA
After my previous letter I still strongly believe in physics/gameplay is the way to go for next year’s game....
I also realized AI reaction of the players and CPU need to be refined.



THE TRENCHES(O-LINE/D-LINE)
In real life O-Linemen don't take steps back on run-plays, they are taught to a drive-step (forward!) toward their opposing man. Now as they proceed to do that next they must* bring their hands* along with their feet. Therefore not using their body-weight and leaning, much like NCAA Football's misleading animations of linemen just leaning..or not looking for a man. Which leads to another point if OL misses his man he DOESNOT stand around observing his QB getting sacked. If this occurred in real-life that OL would lose his job too quickly. ((P.S.--Now on OL the most valued pos. is the LT(Left Tackle)..why? Because the LT protects the QB blindside seeing as most QBs are RT Armed and have their back to the left side.--note this EA, please note this)) Now to DL, DL are naturally faster and quicker than OL, however this is never expressed unless a O-Linemen shifts opening up a gap a truck could drive thru. As DL you are taught correct technique footwork, yes DL have footwork to master. Now seeing that DL are faster than OL (most often than not) "Great" DL should whoop a "Weak" OL 75-87% of the time during a game. Therefore in a game there Florida's Great DE #8 Carlos Dunlap should not be getting blocked by a weak OT from FIU, allowing him to win maybe 35-58% time. That's ridiculously, however I’m not saying EA to allow Dunlap to win 89-99% however based on his Attributes it would allow him to win roughly 82-89% of the time. Visa-versa if there is an excellent OL that has great-high ratings (i.e. a Texas Longhorn Offensive Guard) should not be getting blown off the ball by a North Texas DT(Def. Tackle). The OG should win 78-88% of the time, however if the OG is less quick and as fast as the DT but stronger he should win 75-88%. EA review your OL and DL Ratings; they consist of footwork & skill strength. So, if a have a reliable skillful run-blocking OT he should be able to block an elite quick pass rushing DE. Why? Because a OT that is strong in mostly run-blocking means his pass-block footwork is lower, however doesn’t say he can’t pass-block its jus that going against a pass-rush DE he is going to have a difficult time.<


WRs & CBs INTERACTIONS
For years EA fans have complained about interactions of WRs and CBs, however Madden made an attempt, but didn’t quite fulfill expectations. Now in College elite WRs who have great feet and are quick find ways to beat their opposing opponent off the ball and into open space. Now true LOCKDOWN CBs understand they must find ways to knock their opposing WR off balance and out of their route, disrupting the QB-WR timing. As well in the air CBs who have their backs to the ball rely on judging the WRs hands and eyes to find the ball. Therefore leading to CBs breaking hands or only mid-air collisions and not amazing glitch 360 degree turns to intercept the ball or random knockdowns while having their back to the ball(EA tuned this down but didn’t completely remove it). Now when you have a 6’4 WR and a 5’10 CB obviously in the redzone a QB would look for a situation much like this seeing as the WR without a doubt has the advantage. However somehow these CBs found ways to magically out jump the WR and intercept the ball. What? Not at all possible if a QB lobs the ball up toward the WR the only reasons the ball should not be caught is if the CB plays the WR and not the ball, however in these situations the ball is caught 80-100% of the time depending on the ratings on both the CB and WR.


QBs and THEIR MOVEMENTS & OPTION/ZONE READ
To begin lets first start with the drop-back movement of an actual QB it’s more of a cross back step rather than that glitchy step slide shuffle EA has been using in their “NEXT GEN” games. This is quite upsetting how EA couldn’t fix something as small as this. Next is power behind the ball. First the ball looks too big and not real at all, more like a rocket cutting threw air. EA give the ball physics as well a ball should look as if it is floating weightlessly through air if it was thrown as a lob. Conversely the ball should look as if it was thrown hard forming a spiral tighter or looser depending on the QBs Throwing Power. QBs THRW ACC should vary in short, mid, & deep pass situations, much like in Madden QBs should have ACC ratings for these situations, however unlike Madden should matter more. Another I thing I feel should be added for all players and pos. is players tendencies muck like in the NBA 2k series or NBA Live even for that matter. Implementing Player Tendencies would allow players to edit and make players much like the real-life counterparts. For example for QBs if there were tendencies for how often the QB runs or passes could make a difference between a Jeremiah Masoli(#8 OREGON) and a Matt Barkley(#7 USC). Seeing as Masoli would tuck and go creating fanatical plays with his feet oppose to Barkley looking and throwing to an open WR. This feature would now allow me to feel like I’m actually playing with Tim Tebow or Terelle Pryor or even a Tony Pike, having tendencies would distinguish QBs from each other as well as starters from 2nd stringers. Now after reading my belief on the OL/DL interactions this leads us into QB zone leads and option plays. Now there are many people who ask to slow the game down like in Madden my guess why is to be able to be more successful at read plays and options. However I disagree strongly because Madden slowed was tragic and if they slow NCAA it would be horrendous. I recently played NCAA Football 07(Last Gen) and realized how the balance of the game allowed me to read the pursuit of the DE, which told me to give or keep the ball on the zone or Trip. Opt. The zone read or option is the basis for so many different college offenses, and is basically useless in NCAA Football 10. PLEASE EA FIX this, not cover it or half-way, but completely. PLEASE. I like the option to set plays up with other plays that’s good. Now if you guys fix the read it will be effective when I can go to zone read pass and put 6 on the board, or even opt. pass and throw a deep ball to RB#21 LaMichael James from Masoli. This will add to realism and parallelism to real “Saturday Gameday” football we fans want to see.




RBs--ABILITIES
Running Backs are usually classified as power, elusive/speed, & balanced. Power backs in college are usually 218-230 lbs or higher, elusive backs on average are about 175-205 lbs, and balanced backs 180-217 lbs otherwise can vary. So for recruiting NO MORE 176 lb powerbacks. Continuing on Power back tend to run like they are on wild hunt, just recklessly, with power steps just ready to run-over DBs or LBs, basically anyone who gets in their way. (an ex. Would be run style of ex-OU RB Adrian Peterson) Elusive/Speed backs run more like those trackstar animations EA has now, however more fluid and lower shoulder and light on their feet ready to change direction, cut, juke, stop-n-go/back step, or spin. These motions need to be implemented no-questions look at APF 2k8 and how they utilized the Right Stick on the controller without even using the LS an elusive back can make stick cuts, realistic shimmies, reliable real spins, back jukes, stop-n-goes, and jukes. The most exciting thing is the change in speed and how quick a player can change speed depending on ACCELERATION, which actually matters.(ex to look at Jahvid Best from Cal. or Reggie Bush ex-USC tail-back)Balanced backs have more of a “Textbook” run style fluid, smooth, and balanced allowing to transition into any move necessary; good cuts, stiff arms, a truck, etc. Running Backs just need to have their tendencies to like; how many times would they rather bounce it, or punch through the middle. Also on how sharp their cuts are how affective the jukes, spins, trucks, stiffs are and how quick they can change their direction in open space.
PLEASE EA REVIEW and READ PLEASE…and forum readers review as well. THNX—durum44 a.k.a 2nice
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Old 01-04-2010, 07:04 AM   #10
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Re: Couple ideas for NCAA 11

please give us the option to SLOW the damn game down. These players flying around like they all have drank a 6 pack of RED BULL is not a good thing. If EA would slow it down, that would be a step in the right direction, same with passing the ball.
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Old 01-04-2010, 07:16 AM   #11
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Re: Couple ideas for NCAA 11

extra recruiting points for acomplishing in game feats or breaking records as well as the more nationally televised games your team gets the more points to lure high scool and junior college transfers to your team.

as well as if you are offered a contract for a bigger school at the end of the season and you take the job you should be able to coherse some of the players you recruited to follow you.
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Old 01-08-2010, 10:38 AM   #12
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Re: Couple ideas for NCAA 11

userdefined camera and im happy
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Old 01-08-2010, 07:39 PM   #13
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Re: Couple ideas for NCAA 11

Can we please have Maddan's accellerated clock (with an option to turn it off for the last 2 minutes or have it always on) along with the actual 40 second playclock in between plays?

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