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Old 07-20-2009, 03:43 PM   #34
fistofrage
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Join Date: Aug 2002
Location: Banks of the Red Cedar
Re: NCAA Football 10: An Alternate Take

Quote:
Originally Posted by carnalnirvava
progression: last year it was not enough for some especially the crowd that claimed they had a beast with a 3 star kid who had room to grow they complained he moved maybe 2-3 points not the complaint is vice versa.

game shipping with broken sliders yep thats legit should not happen.... THEY FUMBLED THAT.

corso picks man and tunnel walk to the field i mean do you really need that to get you into the atmosphere to play this game. if gaming is you hobby a marching band is not necessary to pump you up.....

captains on mid field, after seeing 50 teams captains doing the same animation the first 50 games i play c'mon thats old after week one....

recruiting being easy, not everyone is using florida and usc i am using SMU have not seen a 5* singning in year one 3* and down...

this is all subjuctive we could do this all day....
For point 1, all they needed to do was have "some" meaning 50 or so 3 and 4* guys that would achieve 94 or 95 status if they stayed all 4 years and have some 5* guys that just didn't improve at all. It has to be balanced, but the logic should be simple enough.

As far as the animations.....I'm pointing out that we had these things before and I liked them. Do we need them? Guess not, guess thats what EA thinks too. But for those of us that want presentation, put it in, for those that don't want it, just hit "X" or turn it off in the menus.

Recruiting, once again its a problem in the programming logic. The 6* teams can recruit 10 - 12 5* guys each year. But this year it really doesn't matter because all the teams will have slews of 95+ rated guys 3 or 4 years in.
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