For what it's worth, if you're looking for a challenging game, you'll like these sliders:
Offensive skill: Heisman
Defensive skill: Heisman
User vs User skill: Heisman
Quarter length: 8 minutes
Injuries: on
Fatigue: on
Play clock: on
Player min threshold: 60
HFA: off
Penalties
Offsides: 99
False Start: 50
Holding: 50
Facemask: 50
OPI: 50
DPI: 49
KR/
PR Interference: 50
Clipping: 54
Intentional Grounding: 85
Roughing the Passer: 53
Roughing the Kicker: 5
Sliders: (User/CPU)
QB Acc: 5/30
Pass Block: 45/70
Catching: 0/40
RB Ability: 15/95
Run Block: 0/80
Coverage: 25/0
Ints: 60/90
Rush D: 50/100
Tackling: 40/45
FG Power: 5/45
FG Acc: 5/45
Punt Power: 50/50
Punt Acc: 50/50
Kickoff Power: 40/55
NOTES:
INT - This value, from what I've labbed, heavily affects the CPU's zone defense. A high value will cause you to really be careful when throwing into tight windows.
PBL - You will not have much time to throw the football because user quarterbacks need to be at a disadvantage. In actual football, there are things such as windows and lanes that are not able to be simulated in NCAA. Thus, less time attributes to more throw aways and incompletions.
RBA - This is a value that most people will hate. Yes, the running backs are very slow, but I wanted to keep the college element of missed tackles in the game, and the only way to nerf the running game without jacking up the tackle slider is to lower the RBA.
No string attatched - There are no house rules, no coach edits, no strings attatched to these sliders. You should be free to use your whole playbook and not be at an automatic advantage. (However, I do run my own rule of never running the same pass plays twice in a game. This is just a personal preference)