Not quite. In previous games your players had to earn it by playing well (usually scoring TDs or forcing TOs). Granted, since the user controlled guy gets hot quicker (which is stupid) this means that your user controlled defender gets hot just from making some tackles, but I digress. In the past your players had to earn it by doing well. Now, they'll get it for free just by having an experienced coach. One saving grace is that it's the highest level item in the game management tree (as it pretty much has to be the circled one below with the "4th quarter" hand gesture that players use all the time) so at least it'll only be available to high level coaches and it'll take a while for users to get.
NCAA Football 14 Playbook 4: Dynasty - Part 1 of 3
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Re: NCAA Football 14 Playbook 4: Dynasty - Part 1 of 3
Not quite. In previous games your players had to earn it by playing well (usually scoring TDs or forcing TOs). Granted, since the user controlled guy gets hot quicker (which is stupid) this means that your user controlled defender gets hot just from making some tackles, but I digress. In the past your players had to earn it by doing well. Now, they'll get it for free just by having an experienced coach. One saving grace is that it's the highest level item in the game management tree (as it pretty much has to be the circled one below with the "4th quarter" hand gesture that players use all the time) so at least it'll only be available to high level coaches and it'll take a while for users to get.Favorite Teams:
College #1: Michigan Wolverines
College #2: Michigan State Spartans (my alma mater)
College #3: North Carolina Tar Heels
NHL: Detroit Redwings
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Coach skill is gimmicky, there's no way around it. And it does take away from the uniqueness of certain coaches. All one has to do is choose the same skill upgrades and BAM, Coach A is just like Coach Z from another dynasty/or team.
In real life, believe it or not EA, coaching developments are not influenced by modifiers or "boosts". Their development is influenced by the coaching tree they come from or the coaches they surround themselves with. A young defensive coordinator could stand to learn some skills from a smart, experienced coach. Implement an age factor. A coach in his 30's is likely to gather knowledge easier than a coach in his 50's who is set in his ways. Something like this should be influenced on a natural progression rather than controlled by the user. This is a glorious cop-out from EA and them trying to find a quick fix to coach progression.
As far as that clutch thing goes, something like that should be influenced by three things first:
1. Individual players leadership ratings
2. Experience rating
3. Home crowd factor.
Thankfully, it is a gimmick that may not need to be used or activated. I just wish they gave us natural coach progressions.Comment
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Re: NCAA Football 14 Playbook 4: Dynasty - Part 1 of 3
I couldn't disagree with this more. The coach skills is the best way to ADD uniqueness to coaches that we've ever had in this game.Favorite Teams:
College #1: Michigan Wolverines
College #2: Michigan State Spartans (my alma mater)
College #3: North Carolina Tar Heels
NHL: Detroit Redwings
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Re: NCAA Football 14 Playbook 4: Dynasty - Part 1 of 3
Right, this is new, I was just clarifying because some people seemed unaware hot streaks were even a feature (As was I until recently).Not quite. In previous games your players had to earn it by playing well (usually scoring TDs or forcing TOs). Granted, since the user controlled guy gets hot quicker (which is stupid) this means that your user controlled defender gets hot just from making some tackles, but I digress. In the past your players had to earn it by doing well. Now, they'll get it for free just by having an experienced coach. One saving grace is that it's the highest level item in the game management tree (as it pretty much has to be the circled one below with the "4th quarter" hand gesture that players use all the time) so at least it'll only be available to high level coaches and it'll take a while for users to get.
To be fair, there are some coaches/players known for orchestrating comebacks, though hopefully making everybody 'On Fire' doesn't make the team near impossible to stop.Last edited by TDenverFan; 05-29-2013, 07:57 PM.Football: Denver Broncos
Baseball: Lehigh Valley Iron Pigs
Hockey: Allentown Phantoms
NCAA: The College of William and Mary Tribe
William and Mary Class of 2018!Comment
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Re: NCAA Football 14 Playbook 4: Dynasty - Part 1 of 3
Well as HC, you get to select the skills your OC's and DC's have. And if you're successful, they will gain levels and eventually get jobs elsewhere. So you are kind of grooming them.Coach skill is gimmicky, there's no way around it. And it does take away from the uniqueness of certain coaches. All one has to do is choose the same skill upgrades and BAM, Coach A is just like Coach Z from another dynasty/or team.
In real life, believe it or not EA, coaching developments are not influenced by modifiers or "boosts". Their development is influenced by the coaching tree they come from or the coaches they surround themselves with. A young defensive coordinator could stand to learn some skills from a smart, experienced coach. Implement an age factor. A coach in his 30's is likely to gather knowledge easier than a coach in his 50's who is set in his ways. Something like this should be influenced on a natural progression rather than controlled by the user. This is a glorious cop-out from EA and them trying to find a quick fix to coach progression.
As far as that clutch thing goes, something like that should be influenced by three things first:
1. Individual players leadership ratings
2. Experience rating
3. Home crowd factor.
Thankfully, it is a gimmick that may not need to be used or activated. I just wish they gave us natural coach progressions.
It would be an interesting thing for the future if, depending on the skills you give them, the coordinators would have a certain tendency. Say, if you have the OC focus on passing skills, they could be labelled "Pass Heavy" or some such. Then, when they get to be a HC, the skills given to their OC would also be the same or similar pass heavy skills. This could be one way to institute a coaching tree type progression.
I also don't agree that the coach skills are "gimmicky", whatever that means. I know this is almost a four letter word to some of you, but this is still a video game. Some real life things can be simulated by "gimmicks", and this is one area I am fine with being simulated with a video gamey (RPG) mechanic.Comment
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Re: NCAA Football 14 Playbook 4: Dynasty - Part 1 of 3
And by my calculations, for HC, there are 54 skill points you can assign (18 skills x 3 points for each skill). So unless the level cap is up to 50, which I very much doubt, and assuming you only get one skill point per level, you will not come close to maxing out stats. Heck, if the cap is 25, you won't even be able to max out one tree. That leaves a ton of room for diversity in skill point allocation.Comment
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Re: NCAA Football 14 Playbook 4: Dynasty - Part 1 of 3
Actually I take it back. It looks like the max for HC is 54 and coordinators is 27. So you can max out the trees. Hopefully it takes a long, long time to get there.Comment
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It is inexcusable for them to mess up these coach skills. It's the ONLY new concept/feature in dynasty. You know they spent a lot of time on it.SEATTLE SEAHAWKS
MISSOURI TIGERS
CHELSEA FCComment
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Re: NCAA Football 14 Playbook 4: Dynasty - Part 1 of 3
I imagine that it'll be quick, but I really hope that it takes a long time. I know I'm not in the norm, but I'm in 2023 of my offline dynasty and 2022 of my OD so I hope that you need to get out into the 10+ season range to even get close to maxing them out. However, I know that the vast majority of EA's customer base won't play that long so EA needs to cater to them so it'll be much quicker than that.
At least there's a slider for coach progression (I think with slow, normal, and fast settings) and I hope it works well. With this setting on "slow" I'm hoping that even if I play 15+ seasons I still won't have a maxed out coach, no matter how well I do.Favorite Teams:
College #1: Michigan Wolverines
College #2: Michigan State Spartans (my alma mater)
College #3: North Carolina Tar Heels
NHL: Detroit Redwings
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Re: NCAA Football 14 Playbook 4: Dynasty - Part 1 of 3
Glad to see about the coach progression slider. That makes me feel better about maxing out the skills. Because I don't want to max out in 10 years, even with some national championships.Comment
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Re: NCAA Football 14 Playbook 4: Dynasty - Part 1 of 3
I have a feeling they'll do what NBA2k did in regards to their MyPlayer mode: It'll take you awhile to get there if you just want to "grind it out", but if you don't want to wait you can just buy XP to use on your coach to get you there faster.I imagine that it'll be quick, but I really hope that it takes a long time. I know I'm not in the norm, but I'm in 2023 of my offline dynasty and 2022 of my OD so I hope that you need to get out into the 10+ season range to even get close to maxing them out. However, I know that the vast majority of EA's customer base won't play that long so EA needs to cater to them so it'll be much quicker than that.
At least there's a slider for coach progression (I think with slow, normal, and fast settings) and I hope it works well. With this setting on "slow" I'm hoping that even if I play 15+ seasons I still won't have a maxed out coach, no matter how well I do."Baseball is the coolest sport because, at any moment, the catcher can stop the game and go tell the pitcher a secret" - Rob FeeComment
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Re: NCAA Football 14 Playbook 4: Dynasty - Part 1 of 3
Originally Posted by Jayrah
Also, going back to the Playing Time dealbreaker screen; Will PT be influenced by other incoming recruits as well and how much influence will your ovr scouting play into it, if at all? So say you have a
Qb who you've scouted and he committed early as a 77. Late in the process you have a
gem emerge as an 80. Will he be impacted by the
commitment in the Playing Time portion, even though he would likely play first based on your scouting?
Yes, they will be impacted by other incoming recruits dynamically.
This to me is going to be a great addition. It's really going to make you think about who you should recruit. With the playing time pitch being dynamic, you could set yourself up in a situation where you really like two quarterbacks, running backs, etc., but one will eventually decide to go elsewhere due to the dealbreaker. With that said, I know that not everybody's dealbreaker will be playing time. This should still make some interesting things happen in recruiting. With this and the fact that you have to strategically set up visits (ie. not bringing in two qb's on the same visit that will negatively affect your recruiting), this to me is a big addition.
With as much time as they have had to work on this, because clearly this is where their focus was on the improvements to Dynasty, then let's hope to God they get this right. I'm not saying they will, but I am definitely praying they did.Comment
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