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I would love for NCAA to come out on PC... And I'm not a PC gamer

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Old 10-02-2011, 01:01 PM   #9
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Re: I would love for NCAA to come out on PC... And I'm not a PC gamer

Quote:
Originally Posted by prowler
Piracy is a scapegoat developers use to explain poor sales. The reality is people who pirate games usually had minimal interest in the game to begin with and downloaded it only because they could. Besides EA has Origin now, their own knockoff version of Steam. And if it works anything like Steam in terms of DRM it'll be piracy kryptonite.

Someone posted it earlier; the real issue is EA not wanting to take time to port the game over to the PC considering the console version is such a mess to begin with.
Yeah, because Steam games aren't cracked and released regularly . And for the record, piracy on PC is far more rampant and much "easier" to accomplish than on consoles. You can argue the reason 30 different ways, but it all arrives at the same conclusion.
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Old 10-02-2011, 01:22 PM   #10
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Re: I would love for NCAA to come out on PC... And I'm not a PC gamer

Actually a big reason EA doesn't want to go PC with the sports games is the fact they made it hard to Mod because they don't release their codes to the public and people do want to Mod the games to make them more real.

To me EA is about presentation and not gameplay anyways. The consoles never get upgraded with new graphics cards so they know what they are working with. I'm not taking up for EA, I just think they are lazy to not want to make games better by putting them on PC and letting people change their settings accordingly for them to play the games.

Papyrus was kicking their butt with NASCAR Racing 2003 Season when EA went from arcade style play with NASCAR Thunder to NASCAR Sim Racing (which BTW Bombed big time!!) So EA bought the rights to NASCAR gaming like they did with football a few years later. To this day NASCAR Racing 2003 Season can be bought on Ebay for no less than $50 (If you are lucky) to as much as $125. The original game just came with the Cup Series cars. Now you can download the Trucks, Nationwide Series, IROC, Touring Cars, and even Indy Cars/Formula One. And the game still keeps going for racing gamers with the extreme number of tracks to download for the game. It only came with the 20 something tracks of that year but you can get dirt tracks and even a figure 8 track. And now look at the EA NASCAR SERIES now. I even owned the NASCAR 2011 game and traded it back in after having it a week due to the limitations for the game. The online community can only wait for enough people to join the race and you can't even keep a noobs or people who just wreck others out of your race like you CAN on NASCAR Racing 2003 Season.

High Heat Baseball on PC was WAAAAAAAAAAAY better than any console version of the game. You could download stadiums with actual billboards and updated rosters or historical rosters and a guy known as DangerZ created the first out of game editor to edit most everything in the game.

EA did finally hit the big HR with MVP 2005. I liked it as well. BUTTTTT, they then had dirt thrown back into their faces when 2k bought the rights to Major League Baseball games just like EA did with football. Thus, once again screwing over the PC community.
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Old 10-02-2011, 01:31 PM   #11
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Re: I would love for NCAA to come out on PC... And I'm not a PC gamer

Quote:
Originally Posted by blind2314
Yeah, because Steam games aren't cracked and released regularly . And for the record, piracy on PC is far more rampant and much "easier" to accomplish than on consoles. You can argue the reason 30 different ways, but it all arrives at the same conclusion.
I'm not saying piracy isn't an issue, I'm saying it isn't the crippling issue developers make it out to be. But I won't hijack the thread with back and fourth on piracy so agree to disagree.

Again if anyone were to go back and play Madden 08 PC they would see how big a mess it was. EA put minimal effort into porting the game over and the bulk of the mods created were just to get it up to par with the console version not to make it better than the console version.
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Old 10-02-2011, 03:28 PM   #12
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Re: I would love for NCAA to come out on PC... And I'm not a PC gamer

You are assuming a lot just by the fact that if it were released on PC you would get everything. NBA 2K is on PC and people do a ton of mods, but they are mostly visual in terms of rosters, jerseys and what not. Granted, 2K has great gameplay, but I've never heard of a mod that radically changed how the game played, which is what you'd have to see for NCAA. Even if there was a PC version, it wouldn't happen. If someone/a group of people were that capable, I doubt they'd do the work for free either because it would take a ton of effort to make this game more realistic.
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NCAA 12 Historical Conferences: 1937-present
PM me with any comments, suggestions, or questions you may have. There is definite room for other versions with as many teams have come and gone in FBS.
NOTE: Link will change periodically for major updates so be careful when bookmarking.
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Old 10-03-2011, 07:36 PM   #13
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Re: I would love for NCAA to come out on PC... And I'm not a PC gamer

Quote:
Originally Posted by dochalladay32
You are assuming a lot just by the fact that if it were released on PC you would get everything. NBA 2K is on PC and people do a ton of mods, but they are mostly visual in terms of rosters, jerseys and what not. Granted, 2K has great gameplay, but I've never heard of a mod that radically changed how the game played, which is what you'd have to see for NCAA. Even if there was a PC version, it wouldn't happen. If someone/a group of people were that capable, I doubt they'd do the work for free either because it would take a ton of effort to make this game more realistic.
High Heat Baseball made an .ini file that deals with the gameplay so people could edit the gameplay to be more realistic or more radical.
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Old 10-04-2011, 08:19 AM   #14
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Re: I would love for NCAA to come out on PC... And I'm not a PC gamer

Quote:
Originally Posted by hbk_wess
High Heat Baseball made an .ini file that deals with the gameplay so people could edit the gameplay to be more realistic or more radical.
An ini file isn't going to alter core gameplay, which is what NCAA needs.. All it would do is allow you to alter in-game settings faster.
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Old 10-04-2011, 12:18 PM   #15
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Re: I would love for NCAA to come out on PC... And I'm not a PC gamer

Quote:
Originally Posted by dochalladay32
An ini file isn't going to alter core gameplay, which is what NCAA needs.. All it would do is allow you to alter in-game settings faster.
Actually it did & I was wrong, it was called a tune file. You could set it to have the ball make huge bounces, or just die after 2 feet instead of 40 feet on the ground, let you adjust errors, how fast players react...etc...etc...

I still have the game.
Here is what the Tune File looked like:

# High Heat Major League Baseball 2003 Tuning File
# Changes to this file are not officially supported

base injury chance: 0.013
human trade min: 0.0
print careers: 0
debug text: 0 use 0: don't show, 1: show
limited season game summaries: 0 0: game summaries generated for all season games if "save box scores" on; 1: only human-teamed games
ambient light level day: 150 Was 130
ambient light level night: 120 Was 130
park effects: 0 use 0: Real life 1: Coors 2: Neutral 3: Dodger
guess pitch bonus: 0.40
guess pitch penalty: -0.35
wild pitch zone width: 3.000
wild pitch zone y low: 0.500
wild pitch zone y high: 4.500
wild pitch percent: 0.0500
passed ball zone width: 1.000
passed ball zone y low: 2.500
passed ball zone y high: 4.000
passed ball percent: 0.0015
game pace cc pitcher time slowest: 3.7500
game pace cc pitcher time slow: 2.6000
game pace cc pitcher time normal: 1.1000
game pace cc pitcher time fast: 0.7000
game pace cc pitcher time fastest: 0.4000
balks on pickoff percent: 0.003311258
argue on close play pct: 0.05
ejection on argument pct: 0.05

PC ONLY:
auto relay man decision: 0 0=manual, 1=automatic; when automatic, CPU decides whether to use relay man on long throws
simulation level: 0.5 0.0 = arcade 0.5 = default 1.0 = pure sim
fine tuning runner speed: 5.0 Range 0 to 10 inclusive; 5 default
fine tuning fielder speed: 5.0 Range 0 to 10 inclusive; 5 default
fine tuning throw speed: 5.0 Range 0 to 10 inclusive; 5 default
fine tuning fastball speed: 5.0 Range 0 to 10 inclusive; 5 default
fine tuning non fastball speed: 5.0 Range 0 to 10 inclusive; 5 default
fine tuning cpu hitting: 5.0 Range 0 to 10 inclusive; 5 default
fine tuning cpu power: 5.0 Range 0 to 10 inclusive; 5 default
fine tuning human hitting: 5.0 Range 0 to 10 inclusive; 5 default
fine tuning human power: 5.0 Range 0 to 10 inclusive; 5 default
fine tuning error frequency: 5.0 Range 0 to 10 inclusive; 5 default
fine tuning injury frequency: 5.0 Range 0 to 10 inclusive; 5 default
allow 32 bit textures: 0 0 or 1, 1 to allow 32 bit textures if supported (will reduce frame rate)
hitting camera low x: -10.25
hitting camera low y: 3.00
hitting camera low z: -10.25
hitting camera low pan: 45.0
hitting camera low tilt: 88.0
hitting camera low fov: 40.0
hitting camera medium x: -9.925
hitting camera medium y: 5.00
hitting camera medium z: -9.925
hitting camera medium pan: 45.0
hitting camera medium tilt: 95.0
hitting camera medium fov: 45.0
hitting camera high x: -9.60
hitting camera high y: 7.00
hitting camera high z: -9.60
hitting camera high pan: 45.0
hitting camera high tilt: 102.0
hitting camera high fov: 50.0
hitting camera low zoomed x: -18.66
hitting camera low zoomed y: 2.25
hitting camera low zoomed z: -18.66
hitting camera low zoomed pan: 45.0
hitting camera low zoomed tilt: 88.0
hitting camera low zoomed fov: 19.9
hitting camera side x: -20.23 (For right-handed batter; flipped for lefties)
hitting camera side y: 2.25
hitting camera side z: -17.71
hitting camera side pan: 49.00
hitting camera side tilt: 88.00
hitting camera side fov: 19.9
hitting camera pitcher x: 153.98
hitting camera pitcher y: 16.22
hitting camera pitcher z: 123.63
hitting camera pitcher pan: 232.25
hitting camera pitcher tilt: 94.34
hitting camera pitcher fov: 6.42
hitting camera blimp x: -70.0 alt blimp x -37.0
hitting camera blimp y: 80.0 alt blimp y 74.0
hitting camera blimp z: -70.0 alt blimp z -37.0
hitting camera blimp pan: 45.0 KEEP THIS VALUE AT 45.0 FOR BLIMP
hitting camera blimp tilt: 115.0 alt blimp tilt 122.0
hitting camera blimp fov: 50.0 alt blimp fov 50.0
rain percentage: 0.15
menu timers: 1

ball scale pitch: 1.100 Scale of the ball, where 1.0 is real life, 2.0 is 2x size, etc.
ball scale throw: 1.100
ball scale batted: 1.100
ball distance scale max factor: 4.0 See code
ball distance scale start distance: 60.0 The camera has to be this far away from the ball and then the ball is enlarged
naked gun pct: 0.005
field marker spin rate: 6.25 radians per second
ball landing marker scale: 11.11 0.0 = none 1.0 = normal size
active fielder marker scale: 11.11 0.0 = none 1.0 = normal size

PS2 ONLY:
hitting camera low x: -10.25
hitting camera low y: 3.00
hitting camera low z: -10.25
hitting camera low pan: 45.0
hitting camera low tilt: 88.0
hitting camera low fov: 40.0
hitting camera medium x: -9.925
hitting camera medium y: 5.00
hitting camera medium z: -9.925
hitting camera medium pan: 45.0
hitting camera medium tilt: 95.0
hitting camera medium fov: 45.0
hitting camera high x: -9.60
hitting camera high y: 7.00
hitting camera high z: -9.60
hitting camera high pan: 45.0
hitting camera high tilt: 102.0
hitting camera high fov: 50.0
hitting camera low zoomed x: -18.66
hitting camera low zoomed y: 2.25
hitting camera low zoomed z: -18.66
hitting camera low zoomed pan: 45.0
hitting camera low zoomed tilt: 88.0
hitting camera low zoomed fov: 19.9
hitting camera side x: -20.23 (For right-handed batter; flipped for lefties)
hitting camera side y: 2.25
hitting camera side z: -17.71
hitting camera side pan: 49.00
hitting camera side tilt: 88.00
hitting camera side fov: 19.9
hitting camera pitcher x: 150.79
hitting camera pitcher y: 16.22
hitting camera pitcher z: 124.51
hitting camera pitcher pan: 232.25
hitting camera pitcher tilt: 94.34
hitting camera pitcher fov: 6.42
ball scale pitch: 1.40 Scale of the ball, where 1.0 is real life, 2.0 is 2x size, etc.
ball scale throw: 1.40
ball scale batted: 1.40
ball distance scale max factor: 3.0 See code
ball distance scale start distance: 60.0
naked gun pct: 0.005
field marker spin rate: 6.25 radians per second
ball landing marker scale: 2.50 0.0 = none 1.0 = normal size
active fielder marker scale: 1.50 0.0 = none 1.0 = normal size

ALL PLATFORMS:
blimp camera mode: 0 use 0: normal, 1: no panning, 2: track ball
first baseman shallow depth: 80.40
first baseman normal depth: 95.35
first baseman back depth: 100.34
second baseman shallow depth: 105.50
second baseman normal depth: 124.25
second baseman back depth: 135.38
third baseman shallow depth: 81.40
third baseman normal depth: 96.35
third baseman back depth: 101.17
short stop shallow depth: 105.50
short stop normal depth: 124.25
short stop back depth: 135.38
show pitch targets: 0 0 or 1; when 1, pressing F1 in the game will show the pitch targets
debug stadium walls: 0 0 or 1; when 1, stadium wall collision lines are shown
debug dugout boundaries: 0 0 or 1; when 1, dugout boundary lines are shown
batting practice announcer: 1 0 or 1; when 1, announcer says what pitch was thrown if more than one pitch selected
multiplayer stealing slowdown manual throwing: 0.770 Percentage of actual runner speed for multiplayer stealing when throwing is manual (1.00 = no change)
multiplayer stealing slowdown auto throwing: 0.810 Percentage of actual runner speed for multiplayer stealing when throwing is automatic (1.00 = no change)
computer taunting: 1 0 or 1; when 1, computer-controlled teams' batters will sometimes taunt pitcher after a solo home run

batted ball bounce multiplier grass: 0.480 Increase this value for a higher bounce of batted balls on grass
batted ball bounce multiplier turf: 0.500 Increase this value for a higher bounce of batted balls on artificial turf
batted ball field friction factor grass: 0.780 Increase this value for slower rolling batted balls on grass
batted ball field friction factor turf: 0.755 Increase this value for slower rolling batted balls on artificial turf
thrown ball bounce vertical slowdown pct: 0.600 Increase this value for a higher bounce of thrown balls
thrown ball bounce horizontal slowdown pct: 0.650 Increase this value for thrown balls to lose less velocity on bounces
thrown ball minimum rolling speed: 20.0 Long throws can never go slower than this speed (feet per second); don't set too low!

custom controls: 0 0 or 1; when 1, the following buttons are controls (does not apply to keyboard)
# In the following controls, the numbers are button numbers as reported by Windows.
# The button number can be from 1 to 20; a zero means the command is inactive
pitching pitch type select: 3
pitching infield alignment: 8
pitching outfield alignment: 7
pitching pitch legend: 5
batting pitch legend: 5
manage only force pitch select: 2
manage only fake force pitch select: 1
batting guess pitch select: 2
batting fake guess pitch select: 1
manage only defense menu on: 3
manage only offense menu on: 3
batting swing: 3
batting bunt: 6
baserunning advance: 1
baserunning retreat: 2
baserunning advance all: 1
baserunning retreat all: 2
baserunning stop: 6
baserunning lead: 7
baserunning retreat lead: 8
pitching pitch strike: 3
pitching pitch ball: 2
pitching pitchout: 0
pitching bean ball: 6
pitching pickoff: 1
fielding jump: 3
fielding dive: 3
fielding change active fielder: 2
throwing throw: 3
throwing run to base: 2
throwing run to runner: 1
alternate throwing throw to 1st: 2
alternate throwing throw to 2nd: 5
alternate throwing throw to 3rd: 4
alternate throwing throw to home: 1
alternate throwing throw to relay: 3
alternate throwing run to base: 7
alternate throwing run to runner: 8
view stadium exit: 9
view stadium accelerate: 1 This is a "shift" button
view stadium forward: 3
view stadium backward: 2
view stadium strafe: 5 This is a "shift" button; use in combination with direction
view stadium zoom in: 7
view stadium zoom out: 8
vcr controls exit: 9
vcr controls play pause: 3
vcr controls step forward: 2
vcr controls step backward: 1
vcr controls fast forward: 5
vcr controls fast backward: 4
vcr controls release camera: 6
menus select item: 3 These are for pause menus and manaage-only menus
menus fake select item: 6
menus cancel item: 2

ROOKIE
catch radius: 5.8
delay out of batters box: 0.375 Time before batter starts running (from ball hitting bat)
human slowest runner speed: 24 Speeds are in feet per second
human fastest runner speed: 28.5
computer slowest runner speed: 22
computer fastest runner speed: 26
human slowest fielder speed: 24
human fastest fielder speed: 29
computer slowest fielder speed: 24
computer fastest fielder speed: 27.8
human min throw velocity: 61
human max throw velocity: 66
computer min throw velocity: 58
computer max throw velocity: 64
pitch speed ratio fastball: 0.6801
pitch speed ratio curve: 0.5920
pitch speed ratio slider: 0.6267
pitch speed ratio changeup: 0.5663
pitch speed ratio knuckle: 0.5742
pitch speed ratio split: 0.6494
pitch speed ratio sinker: 0.6197
pitch speed ratio forkball: 0.5990
pitch speed ratio screwball: 0.5564
human team runner fuzzy time low: 0.000 (For auto baserunning, or manage-only)
human team runner fuzzy time high: 0.000 (For auto baserunning, or manage-only)
computer runner fuzzy time low: 0.000
computer runner fuzzy time high: 0.000
computer pitcher control: 0.890
human pitcher control: 0.91
catcher throw pct computer: 0.810 Throw modifier for computer-controlled catcher (for steals)
catcher throw pct human: 1.000 Throw modifier for human-controlled catcher (for steals)
pickoff caught leaning pct: 0.0030 Percentage of times runner gets "caught leaning" on a pickoff attempt
fielding error factor multiplier: 0.7000 Increase this number for more fielding errors
throwing error factor multiplier: 0.4000 Increase this number for more throwing errors (wild throws)
catching error factor multiplier: 0.3000 Increase this number for more catching errors

PRO
catch radius: 5.4
delay out of batters box: 0.375 Time before batter starts running (from ball hitting bat)
human slowest runner speed: 24 Speeds are in feet per second
human fastest runner speed: 28.5
computer slowest runner speed: 23
computer fastest runner speed: 28
human slowest fielder speed: 24
human fastest fielder speed: 29
computer slowest fielder speed: 24
computer fastest fielder speed: 28
human min throw velocity: 60
human max throw velocity: 66
computer min throw velocity: 58
computer max throw velocity: 64
pitch speed ratio fastball: 0.6801
pitch speed ratio curve: 0.5920
pitch speed ratio slider: 0.6267
pitch speed ratio changeup: 0.5663
pitch speed ratio knuckle: 0.5742
pitch speed ratio split: 0.6494
pitch speed ratio sinker: 0.6197
pitch speed ratio forkball: 0.5990
pitch speed ratio screwball: 0.5564
human team runner fuzzy time low: -1.175 (For auto baserunning, or manage-only)
human team runner fuzzy time high: -0.027 (For auto baserunning, or manage-only)
computer runner fuzzy time low: -1.175
computer runner fuzzy time high: -0.027
computer pitcher control: 0.870
human pitcher control: 0.900
catcher throw pct computer: 0.820 Throw modifier for computer-controlled catcher (for steals)
catcher throw pct human: 0.900 Throw modifier for human-controlled catcher (for steals)
pickoff caught leaning pct: 0.0030 Percentage of times runner gets "caught leaning" on a pickoff attempt
fielding error factor multiplier: 1.1750 Increase this number for more fielding errors
throwing error factor multiplier: 0.5500 Increase this number for more throwing errors (wild throws)
catching error factor multiplier: 0.3500 Increase this number for more catching errors

ALLSTAR
catch radius: 5.0
delay out of batters box: 0.375 Time before batter starts running (from ball hitting bat)
human slowest runner speed: 24 Speeds are in feet per second
human fastest runner speed: 28.4
computer slowest runner speed: 24.0
computer fastest runner speed: 28.3
human slowest fielder speed: 24
human fastest fielder speed: 28.5
computer slowest fielder speed: 24
computer fastest fielder speed: 28.3
human min throw velocity: 59
human max throw velocity: 65
computer min throw velocity: 59
computer max throw velocity: 65
pitch speed ratio fastball: 0.6801
pitch speed ratio curve: 0.5920
pitch speed ratio slider: 0.6267
pitch speed ratio changeup: 0.5663
pitch speed ratio knuckle: 0.5742
pitch speed ratio split: 0.6494
pitch speed ratio sinker: 0.6197
pitch speed ratio forkball: 0.5990
pitch speed ratio screwball: 0.5564
human team runner fuzzy time low: -1.175 (For auto baserunning, or manage-only)
human team runner fuzzy time high: -0.027 (For auto baserunning, or manage-only)
computer runner fuzzy time low: -1.175
computer runner fuzzy time high: -0.027
computer pitcher control: 0.820
human pitcher control: 0.890
catcher throw pct computer: 0.825 Throw modifier for computer-controlled catcher (for steals)
catcher throw pct human: 0.855 Throw modifier for human-controlled catcher (for steals)
pickoff caught leaning pct: 0.0030 Percentage of times runner gets "caught leaning" on a pickoff attempt
fielding error factor multiplier: 1.1750 Increase this number for more fielding errors
throwing error factor multiplier: 0.5500 Increase this number for more throwing errors (wild throws)
catching error factor multiplier: 0.3500 Increase this number for more catching errors

MVP
catch radius: 5.0
delay out of batters box: 0.375 Time before batter starts running (from ball hitting bat)
human slowest runner speed: 24 Speeds are in feet per second
human fastest runner speed: 28.3
computer slowest runner speed: 24
computer fastest runner speed: 28.3
human slowest fielder speed: 24
human fastest fielder speed: 28.3
computer slowest fielder speed: 24
computer fastest fielder speed: 28.3
human min throw velocity: 59
human max throw velocity: 65
computer min throw velocity: 59
computer max throw velocity: 65
pitch speed ratio fastball: 0.6801
pitch speed ratio curve: 0.5920
pitch speed ratio slider: 0.6267
pitch speed ratio changeup: 0.5663
pitch speed ratio knuckle: 0.5742
pitch speed ratio split: 0.6494
pitch speed ratio sinker: 0.6197
pitch speed ratio forkball: 0.5990
pitch speed ratio screwball: 0.5564
human team runner fuzzy time low: -1.175 (For auto baserunning, or manage-only)
human team runner fuzzy time high: -0.027 (For auto baserunning, or manage-only)
computer runner fuzzy time low: -1.175
computer runner fuzzy time high: -0.027
computer pitcher control: 0.820
human pitcher control: 0.80
catcher throw pct computer: 0.855 Throw modifier for computer-controlled catcher (for steals)
catcher throw pct human: 0.855 Throw modifier for human-controlled catcher (for steals)
pickoff caught leaning pct: 0.0030 Percentage of times runner gets "caught leaning" on a pickoff attempt
fielding error factor multiplier: 1.1750 Increase this number for more fielding errors
throwing error factor multiplier: 0.5500 Increase this number for more throwing errors (wild throws)
catching error factor multiplier: 0.3500 Increase this number for more catching errors

HALLOFFAMER
catch radius: 5.0
delay out of batters box: 0.375 Time before batter starts running (from ball hitting bat)
human slowest runner speed: 24 Speeds are in feet per second
human fastest runner speed: 28.3
computer slowest runner speed: 24
computer fastest runner speed: 28.3
human slowest fielder speed: 24
human fastest fielder speed: 28.3
computer slowest fielder speed: 25
computer fastest fielder speed: 28.5
human min throw velocity: 59
human max throw velocity: 65
computer min throw velocity: 60
computer max throw velocity: 65
pitch speed ratio fastball: 0.6801
pitch speed ratio curve: 0.5920
pitch speed ratio slider: 0.6267
pitch speed ratio changeup: 0.5663
pitch speed ratio knuckle: 0.5742
pitch speed ratio split: 0.6494
pitch speed ratio sinker: 0.6197
pitch speed ratio forkball: 0.5990
pitch speed ratio screwball: 0.5564
human team runner fuzzy time low: -1.175 (For auto baserunning, or manage-only)
human team runner fuzzy time high: -0.027 (For auto baserunning, or manage-only)
computer runner fuzzy time low: -1.175
computer runner fuzzy time high: -0.027
computer pitcher control: 0.820
human pitcher control: 0.800
catcher throw pct computer: 0.865 Throw modifier for computer-controlled catcher (for steals)
catcher throw pct human: 0.855 Throw modifier for human-controlled catcher (for steals)
pickoff caught leaning pct: 0.0030 Percentage of times runner gets "caught leaning" on a pickoff attempt
fielding error factor multiplier: 1.1750 Increase this number for more fielding errors
throwing error factor multiplier: 0.5500 Increase this number for more throwing errors (wild throws)
catching error factor multiplier: 0.3500 Increase this number for more catching errors
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Old 10-04-2011, 01:03 PM   #16
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Re: I would love for NCAA to come out on PC... And I'm not a PC gamer

Quote:
Originally Posted by blind2314
Yeah, because Steam games aren't cracked and released regularly . And for the record, piracy on PC is far more rampant and much "easier" to accomplish than on consoles. You can argue the reason 30 different ways, but it all arrives at the same conclusion.
Fact is its just as easy across any platform so it is infact just an excuse. It takes all of 5 minutes to mod a 360/PS3 and even less than that to order a premodded one. Honest people are going to pay for the game and poor/dishonest people are not just how the world works.

What platform is irrelavant. PC games are way better, way more moddable and have a huge userbase since pc's are now cheaper than they were when ea tried the football games before.

There is a team of modders that remakes a madden mod every year just to be able to play madden on the pc. So don't give us that bs of lack of demand. I would stop playing on console and play on pc in a heartbeat if they were to release it.

Ive also got about 10 friends who are pc only gamers who complain to me every year about how they wish EA would bring it back. They all play the above madden mod hoping one day someone will start making football games for the pc again.

Last edited by wolverinemaniac; 10-04-2011 at 01:06 PM.
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