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A More Detailed Look at NCAA Football 14 (TSO)

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Old 04-04-2013, 10:20 PM   #25
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Re: A More Detailed Look at NCAA Football 14 (TSO)

My big concern with all these touches to make the game more realistic is the fear that the devs will tone it down so much for the casuals that it will all feel non-existent by retail. I can just picture some higher up telling Ben H. "hey buddy talked to my kid and he doesn't want his players to get tired so xnay on the fatigue".
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Old 04-04-2013, 11:43 PM   #26
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Re: A More Detailed Look at NCAA Football 14 (TSO)

Thoughts:

1. It sounds like they're rewarding depth in Dynasty instead of simple 11 on 11 football, and they're using fatigue properly as far as runners or returners go. I'd love to see if this applies to QBs as well, so the cheesers that sprint to the right knowing their QB will always throw dimes downfield as long as they plant their feet will learn to play real football and drop back. Fatigue being just a number has always been an issue with me and NCAA.

2. I don't like the idea of the acceleration burst. I never liked it in NHL games and I'm sure I won't like it here. I get where they're going, but I get the feeling it'll be implemented like a sword lunge in Halo, and make running the ball almost too good.

Spoiler


3. *edit* Nevermind, just read what Ultimate Team was. How lazy. They're basically selling you the players they added for Heisman Challenge? I know I won't be spending a dime on that. What a waste of effort.

4. I'm holding out judgment on the new engine. Anything is an improvement from the old animation-based engine, that's for sure.

I'm optimistic, but I'm waiting and seeing just what comes next before I decide if I'm going to get it or not.

Last edited by OmahaKnights; 04-05-2013 at 12:05 AM.
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Old 04-04-2013, 11:53 PM   #27
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Quote:
Originally Posted by bigeastbumrush
Gotta love EA and all of their catch phrases.

NCAA Football has probably changed the least out of all of their franchises from year-to-year.

Now you're telling me that they've added all of these new features right before next gen systems come out?

Ok, I'll bite.

So you're telling me that Stamina was basically meaningless for the past 10+ iterations of NCAA Football but now it matters because you've added a stamina meter under each player? But Stamina is affected by a Sprint mechanism that the User no longer controls.

What if I don't want to Sprint/Accelerate when the AI wants me to? I'm punished because of it. And how does it affect a LB who is out in coverage making a magical break on the ball?

Show me an actual gameplay video, not a Sizzle trailer.
According to the ESPN, the user controls speed bursts again, it's no longer automatic.
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Old 04-05-2013, 12:46 AM   #28
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Re: A More Detailed Look at NCAA Football 14 (TSO)

Quote:
Originally Posted by OmahaKnights
Thoughts:

1. It sounds like they're rewarding depth in Dynasty instead of simple 11 on 11 football, and they're using fatigue properly as far as runners or returners go. I'd love to see if this applies to QBs as well, so the cheesers that sprint to the right knowing their QB will always throw dimes downfield as long as they plant their feet will learn to play real football and drop back. Fatigue being just a number has always been an issue with me and NCAA.

2. I don't like the idea of the acceleration burst. I never liked it in NHL games and I'm sure I won't like it here. I get where they're going, but I get the feeling it'll be implemented like a sword lunge in Halo, and make running the ball almost too good.

Spoiler


3. *edit* Nevermind, just read what Ultimate Team was. How lazy. They're basically selling you the players they added for Heisman Challenge? I know I won't be spending a dime on that. What a waste of effort.

4. I'm holding out judgment on the new engine. Anything is an improvement from the old animation-based engine, that's for sure.

I'm optimistic, but I'm waiting and seeing just what comes next before I decide if I'm going to get it or not.
"Most importantly, you're going to see a player's stamina during a play, and watch it drain as a long run plays out, or as he chains together a juke followed by a spin followed by a truck, with each move decreasing in effectiveness as his stamina runs out. "If you're scrambling with your quarterback, you're more likely to get a less accurate throw at the end," Richart says.

This should cut down on that multiplayer staple, the quarterback's 198-step drop followed by a sideline-to-sideline run followed by a laser beam to the flanker. Last year, NCAA Football 13 hardwired 3, 5 and 7-step drop animations into some plays to keep players from instinctively laying back on the left stick, but they still did it anyway. With play-to-play stamina—which will be informed by a player's rating, and will be less in fourth quarter or in overtime than at the start of a drive in the first quarter—cheap stuff can be more easily neutralized." http://www.operationsports.com/forum...ew-kotaku.html
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Old 04-05-2013, 01:35 AM   #29
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Re: A More Detailed Look at NCAA Football 14 (TSO)

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Originally Posted by Big FN Deal
"Most importantly, you're going to see a player's stamina during a play, and watch it drain as a long run plays out, or as he chains together a juke followed by a spin followed by a truck, with each move decreasing in effectiveness as his stamina runs out. "If you're scrambling with your quarterback, you're more likely to get a less accurate throw at the end," Richart says.

This should cut down on that multiplayer staple, the quarterback's 198-step drop followed by a sideline-to-sideline run followed by a laser beam to the flanker. Last year, NCAA Football 13 hardwired 3, 5 and 7-step drop animations into some plays to keep players from instinctively laying back on the left stick, but they still did it anyway. With play-to-play stamina—which will be informed by a player's rating, and will be less in fourth quarter or in overtime than at the start of a drive in the first quarter—cheap stuff can be more easily neutralized." http://www.operationsports.com/forum...ew-kotaku.html
Beautiful. That's a step in the right direction, that's for sure.
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Old 04-05-2013, 07:01 AM   #30
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If gameplanning is still in the game none of this will matter i.e. Jump the snap

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Old 04-08-2013, 01:32 PM   #31
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I'm really excited to see all this new stuff in motion!
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Old 04-08-2013, 02:32 PM   #32
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Re: A More Detailed Look at NCAA Football 14 (TSO)

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I'm really excited to see all this new stuff in motion!
About two months to E3, lots of video.
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