NCAA 15 Wishlist (Xbox One/PS4)

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Mckinley Cash
    Pro
    • May 2012
    • 728

    #1

    NCAA 15 Wishlist (Xbox One/PS4)

    I have faith in EA next gen, so far they've been able to improve their games tremendously this year, despite starting from scratch on current gen. With the ignite engine, I don't see that big drop in quality coming, like there was during the transition to next gen 8 years ago. So here's what is like to see in the first next gen NCAA Football game:

    Gameplay
    - REAL physics (collisions, balance, strength, speed, etc)
    - Human-like movement
    - Real Time Reactions
    - Human-like intelligence/decisions

    Visuals
    - Living world
    - Fans are all unique 3D models
    - Interactive sidelines (player goes crashing into the sideline and the team will try and catch him or get out of the way, and help him up. Also will celebrate during big plays/ show disappointment during bad plays - especially in big spots)
    - Chain gang
    - Players actually wear the clothes instead of them being a part of the body
    - Jerseys get ripped and stretched, even come untucked
    -Players show human emotions throughout the game
    - Players running animation is realistic
    - 3D announcers - College GameDay
    - All the helmets, cleats, accessories, etc)
    - Improved player editing

    Sounds
    - Announcers have contextual awareness - they pay attention to everything that is going on around the league and in the game throughout the broadcast (ref other conf teams & top 25)
    - Realistic stadium sounds - crowds react appropriately
    - Add a 2nd announcing crew - Ideas?

    Dynasty
    - If coach skills and power recruiting works, I'd like them to also incorporate a Connected Dynasty with those.
    - AD Mode
    - Coach Mode
    - Player Mode
    - Gameface 2.0 (the ability add gamefaces to all players if you wanted to)
    - Spring Game
    - Under Armour All American Game
    - Signing Day
    - Decommits
    - Verbal (soft, medium, strong)
    - Ability to Create & Delete entire conferences
    - FCS Teams
    - The ability to move from FCS to FBS.

    Feel free to share ideas, this is just a start.
    Last edited by Mckinley Cash; 06-01-2013, 07:32 PM.
  • Xero Theory 42
    Pro
    • Jun 2010
    • 504

    #2
    Re: NCAA 15 Wishlist (Xbox One/PS4)

    Coaching Carousel needs to be updated and fixed. Hire/Fire Coordinators, maybe position coaches. I think Special Teams needs a complete overhaul, its an important part of football.

    And Teambuilder 2.0.

    Comment

    • rockytop52
      Banned
      • May 2013
      • 92

      #3
      Re: NCAA 15 Wishlist (Xbox One/PS4)

      College Gameday!!!!

      Comment

      • RoundingThird
        Leyenda
        • Aug 2012
        • 3468

        #4
        Re: NCAA 15 Wishlist (Xbox One/PS4)

        What I find funny is NCAA 14 hasn't even come out yet and you're finding ways to say that it sucks and hope the next version has the tiny little details that only you want.
        Red Sox|Patriots|Celtics|UConn

        Comment

        • Mckinley Cash
          Pro
          • May 2012
          • 728

          #5
          Originally posted by Po1soNNN
          What I find funny is NCAA 14 hasn't even come out yet and you're finding ways to say that it sucks and hope the next version has the tiny little details that only you want.
          You must be on the wrong thread..... nobody said anything about NCAA 14 "sucking," and these aren't tiny little details that only I want. I've taken suggestions from all around OS and put them here.

          Fyi: NCAA 15 for the next gen console is most likely being developed at the moment, so why not go ahead and get ideas out there. Stop being so defensive.

          Comment

          • Xero Theory 42
            Pro
            • Jun 2010
            • 504

            #6
            Re: NCAA 15 Wishlist (Xbox One/PS4)

            when it comes to player editing, we need to have unlimited choices on hair type, color, faces. everything that second gen had. its lacking so much detail

            Comment

            • ranman1982
              Rookie
              • Jun 2012
              • 215

              #7
              Re: NCAA 15 Wishlist (Xbox One/PS4)

              Originally posted by Mckinley Cash
              - Human-like intelligence/decisions
              Yeah you'll like this feature until it becomes self aware, hacks into military databases all over the world, and launches thousands of nuclear missiles and causes judgement day. Sorry but I can live without this feature.

              Comment

              • Mckinley Cash
                Pro
                • May 2012
                • 728

                #8
                I only want to see this with the players, not the machines.

                My freshman qb probably wouldn't be able to do that, even if he wanted to. Lol

                Comment

                • ranman1982
                  Rookie
                  • Jun 2012
                  • 215

                  #9
                  Re: NCAA 15 Wishlist (Xbox One/PS4)

                  Originally posted by Xero Theory 42
                  when it comes to player editing, we need to have unlimited choices on hair type, color, faces. everything that second gen had. its lacking so much detail
                  Whats the fascination with hair, they wear helmets. I rarely can tell what kind, or color the hair because of the helmets.

                  Comment

                  • Mckinley Cash
                    Pro
                    • May 2012
                    • 728

                    #10
                    Originally posted by ranman1982
                    Whats the fascination with hair, they wear helmets. I rarely can tell what kind, or color the hair because of the helmets.
                    Diversity. It's nice to be able to tell players apart based on unique physical appearances. Long hair, short dreads, long (non predator) dreads, etc.

                    And you can rarely tell because you rarely see a different hairstyle; they're all buzz cuts.

                    Comment

                    • strictbusiness14
                      Rookie
                      • Jul 2009
                      • 18

                      #11
                      Re: NCAA 15 Wishlist (Xbox One/PS4)

                      I already put in my two cents in another thread, but I thought that I'd reproduce them here. As I said in that thread, I know I have other ideas, too, but they're just not coming to me at the moment.

                      Originally posted by strictbusiness14
                      Player Progression
                      • There should be green shirt (early enrollee) players who participate in spring practice and get an edge on the other freshmen.
                      • Spring practice should be an incremental process that allows for tracking player progression. As players develop and separate themselves in the depth chart, you may change their position to something you believe they'd be more successful at.
                      • I'd like it if you could actually run through the drills yourself for a select number of players (maybe limit one per position or one per starter at each position). For those who wouldn't want to do that, just make it completely optional. You can run through drills for 24 players (11 offense, 11 defense, kicker, and punter), sim for all players, or do anything in between.
                      • Players who are falling behind at their position or are developing skills fit for a different position may even ask to be switched to a different position (i.e. a receiving TE who can't block, but is making gains in speed to levels acceptable for a WR).
                      • During spring practice, players can still suffer injuries that affect their development or even drag into the season.
                      • As players age, they should develop the physique for their position. Some players might need to gain weight, some might need to lose weight. Players who need to overhaul their physique will likely see lesser gains on skills such as Route Running or Play Recognition, but can make large gains in strength, speed, acceleration, or the like.
                      • At the end of spring practice should be the Spring Game. If possible, it would be nice to have different formats available, such as Offense vs. Defense or Even Teams.


                      Recruiting
                      • Recruiting could start off by listing players who attended your school's camps with each player having already been significantly scouted. Coaches can then offer scholarships to players that they feel stand out, if any. More prestigious schools would obviously have a higher caliber level of player that attends their camps, but smaller schools sometimes get a leg-up on gems and are more likely to offer a scholarship off of this first impression (giving them another advantage for that recruit). After that, you could progress to the regular recruiting screen where you can see the entire recruiting pool.
                      • You should be able to filter players by regular HS players, early enrolling HS players, freshmen JC players, sophomore JC players, and transfers (see Transfers). Transfer players should be completely known quantities, with no scouting necessary.
                      • When recruiting an athlete, you should be able to tell the athlete what you're recruiting him as. The player will have (realistic) preferences that you will be able to unlock early in the process, at a cost. You can hold off on telling him or not tell him at all, but it benefits you to tell him and to do so early. Changing what position you're recruiting him at will cost you momentum, unless it's to a clear favorite position. Changing his position after he enrolls can be the same as breaking a promise.
                      • Upon completing 100% of scouting for an athlete, your coaching staff should recommend a position for him. Occasionally, coaches should also suggest changing positions for a particular player who already has a position (i.e. a TE who should really be an OL or a FB who could actually be a LB).
                      • HS and JC players should be susceptible to injuries over the course of the season, which can affect their ratings and necessitate a small amount of extra scouting.
                      • Over the course of the season, player rankings should update a couple times, but not every week. Injuries can cause a player to drop and "performance" (though not explicitly shown) can cause a player to rise or fall. Sometimes a good player won't "perform" well or a poor player will, but a rise or fall in rankings has nothing to do with a change in talent. Better players are more likely to "perform" well and poor players to "perform" poorly, however.
                      • As time progresses, coaches should be tracked for how well they "coach-up" players. If a coach lands nothing but five star recruits who fall on their face (regardless of what their actual ratings were when they were recruited), he can suffer a hit to his reputation. Likewise, a coach who lands nothing but three-star players that end up being All-Americans (regardless of what their actual rating were) will be lauded, and his reputation will spike accordingly.


                      Academics
                      • In addition to Academic Prestige, schools should have Academic Requirements. The former determines how easy it is to get good grades at the school and the latter is a "dealbreaker" for getting into (and staying at) the school. If a recruit commits to a school and is later determined to not qualify, he reopens his recruiting. If a kid enrolls at the school but falters, he could transfer out (see In-Depth Transferring).
                      • The Academic Requirements should actually be set by the head coach each season, but the range of possible settings should vary based upon the school's Academic Prestige. A school with the highest Prestige shouldn't allow the bare minimum Requirements, but schools with the lowest Prestige shouldn't allow very high Requirements.
                      • APR (Academic Progress Rate) reporting should factor into coaching contracts depending upon the Academic Prestige of the school. More prestigious schools should expect high rankings, but almost all schools should expect halfway decent results.
                      • There should be Academic All-Americans each season. No matter the school's Academic Prestige, getting Academic All-Americans should give the coach a little more slack in reaching his contractual goals. Of course, they should carry much more weight at institutions with high Academic Prestige. So even though it's harder to recruit for a school with high academic standards, getting these All-Americans should make up for some shortcomings on the field. It shouldn't completely excuse these shortcomings at highly competitive programs like Stanford or Notre Dame, but might have decent pull at a program like Duke or Vanderbilt.


                      Transfers
                      • Transfers should be able to occur mid-season, during the post-season/bowl season, or even during spring practice. Occasionally, they should even transfer out early enough in the season that they only need to sit out that season (see Demetrius Jones/Notre Dame, 2007).
                      • Players might transfer because they feel they're falling too far down the depth chart, because they're being red shirted, because a promise (or multiple promises) were broken, or because they don't want to switch positions (or just don't want to switch to a particular position you've switched them to).
                      • Once a player decides he's going to transfer, schools should be able to recruit him immediately.
                      • Players who can't cut it academically at one school can transfer to another school. Underclassmen may even transfer to a JC and re-enter the regular recruiting pool like any other JC recruit. Assuming they left on good terms (the school didn't break any promises), the school they left would be high on their list of preferred schools, if not first, at the very beginning.
                      • Players with good academic performance should be able to attend graduate school (sometimes even a year early if they're top academic performers) and transfer to another school upon graduation without having to sit out a year. This should usually be limited to players who are very much blocked on the depth chart (i.e. a rising senior QB rated 7 or 8 points below the rising junior starter) or players who are much better than the team they're playing on (a 95 overall RB on a one-star team).
                      Obviously, I'd also like things like 85-man rosters and medical redshirts, but some of these are a little further off the beaten path. At some point, my other ideas should come back to me and I'll likely revisit this. But in the meantime, I'd appreciate anyone's thoughts on my ideas (some of which I know aren't originally mine, but some are).
                      Last edited by strictbusiness14; 06-19-2013, 03:59 AM. Reason: Grammar

                      Comment

                      • Xero Theory 42
                        Pro
                        • Jun 2010
                        • 504

                        #12
                        Re: NCAA 15 Wishlist (Xbox One/PS4)

                        Originally posted by strictbusiness14
                        I already put in my two cents in another thread, but I thought that I'd reproduce them here. As I said in that thread, I know I have other ideas, too, but they're just not coming to me at the moment.



                        Obviously, I'd also like things like 85-man rosters and medical redshirts, but some of these are a little further off the beaten path. At some point, my other ideas should come back to me and I'll likely revisit this. But in the meantime, I'd appreciate anyone's thoughts on my ideas (some of which I know aren't originally mine, but some are).
                        Those are are really great, in-depth ideas that would give recruiting and dynasty extreme depth. I think players really need to have personalities. all recruiting is right now is gathering players for your team, who all play the same whether they be a 5 star or a 2 star. Things like work ethic, potential, attitude, competitiveness, leadership, IQ etc should factor in to how a recruit develops and plays at your school.

                        Comment

                        • strictbusiness14
                          Rookie
                          • Jul 2009
                          • 18

                          #13
                          Re: NCAA 15 Wishlist (Xbox One/PS4)

                          Originally posted by Xero Theory 42
                          Those are are really great, in-depth ideas that would give recruiting and dynasty extreme depth. I think players really need to have personalities. all recruiting is right now is gathering players for your team, who all play the same whether they be a 5 star or a 2 star. Things like work ethic, potential, attitude, competitiveness, leadership, IQ etc should factor in to how a recruit develops and plays at your school.
                          Personality attributes would be great. I definitely like where you're going with that. The tough thing with personality attributes, IMO, is finding a way to accurately represent them as scalar quantities, but I'm sure that there is a way to do it. Off the top of my head, here are some ideas that I have. Let me know if this is along the lines of what you were thinking.

                          Player Potential
                          • Physical attributes such as height, weight, and muscle vs. fat should impact the potential for improving physical skills like speed, acceleration, agility, and strength. A ripped 5'9" RB shouldn't be as strong as a fairly fat 6'5" OT that's blocking for him, but that same OT shouldn't be capable of being nearly as fast as a ripped 6'5" DE. Likewise, a 6'5" WR shouldn't be capable of nearly the same kind of agility as that 5'9" RB. And I think the ratings themselves should reflect that instead of making adjustments on the back end through the physics engine.
                          • All of that being said, there should be players who outperform their physical limits. These players should be fairly rare, however, and there should be a trade-off in injury susceptibility.
                          • I'd also like to see the occasional "freak": a player who has a skill that (eventually) extends beyond the typical 99 ratings limit and into the 100s. This should obviously be very limited and, among these limited occurrences, rarely extend beyond 101 or 102.
                          • I think it would also be in the best interest of the playability of the game for "freak" ratings to occur much more often with technique or mental ratings than with physical ratings. It makes more sense to have a "freak" lock-down corner (Man Coverage) every year than to have a "freak" speed demon every year.
                          • In the scouting process, it would be nice to be tipped off to the potential for a particular player to be a "freak" for a certain rating during the scouting process. Maybe you find out that a RB you're scouting is also a sprinter (speed freak), that WR you're scouting is also a basketball player (jumping freak), that DT you're scouting is also a weightlifter (strength freak), or the QB you're scouting won a regional Madden tournament (awareness freak).
                          • To help limit the number of times players extend beyond 99, progression should become more and more difficult as ratings approach 99. It should be about as easy for a player to go from 99 to 100 as it is to go from 50 to 60, and maybe even tougher. This should also help differentiate freshmen from upperclassmen and lend to the emergence of underclassmen, as players should make large strides in short periods of time for ratings that start out very deficient, even noticeable within a few weeks during the season.


                          Player Personalities
                          • I think that academic reporting could lend itself to serving the IQ role, where players with good GPAs are more likely to be quick learners, though there should still be guys who are "football smart" without having to be "book smart" and guys who are "book smart" that aren't "football smart".
                          • As for other ratings, how about some along the lines of Composure, Intensity, and Influence?
                          • Composure could affect running the right assignments, committing dumb penalties (i.e. holding penalty with the run going the other direction), and being affected by road crowds and big games. Good composure might even result in an increase in play-saving penalties (i.e. committing pass interference to prevent a sure touchdown) or other smart plays (i.e. feeling pressure, running out of the pocket, and throwing to the sidelines to avoid a sack with no open receivers).
                          • Intensity could affect committing aggressive penalties (i.e. roughing the passer), player decisions (i.e. going for the big hit vs. running a player out of bounds), and the player's work ethic (i.e. how hard they train/practice). With higher Intensity, players should also be more likely to stay with a play and maybe even get a second wind (i.e. a second, or just longer, acceleration burst). It might even help defensive players get hotter (or keep from going cold) in front of a raucous home crowd. It would also increase the effect that big plays by that player weighs on the temperament of the crowd.
                          • Influence (which accounts for leadership and attitude; keep reading) could affect how one player affects other players. Higher ratings would make players have a greater positive effect on teammates than negative effect and lower ratings would make players have a greater negative effect on teammates than positive effect. As you approach the limits on either end, your effect reaches more people based on contact/proximity. So at first a starting linebacker would affect the other starting linebackers; then he'd affect the defensive linemen; then the secondary; then the defensive bench; and then the offensive players. (For a QB it would be more like WRs, then OL, then RB, etc and so on.) Particularly high ratings accelerate the process. It would also increase the effect that the player has on pumping up the crowd during pre-play.
                          • I just want to expand upon my point about poor Influence ratings. Imagine yourself coaching a team with a rising junior QB so talented that he could start for a handful of NFL teams right now, but he's got a really bad attitude. When he's doing well, he's the only one who seems to get pumped; but when he's struggling, nobody can stand to be around him and the whole team struggles. Meanwhile, the backup QB is a 5th year senior who isn't as talented, but he's the ultimate leader. When he's struggling, you'd never know it and his teammates are unaffected. When he's doing well, though, everybody steps their game up. Who do you start? Isn't that exactly the type of decision you want to make as a head coach?
                          • Don't make the personality ratings factor into the OVR rating, though. Part of the fun will be in making the decision yourself, not in having a formulated number make it for you.
                          Last edited by strictbusiness14; 06-20-2013, 12:10 AM. Reason: Reducing ambiguity; Adding last two Influence bullets

                          Comment

                          • Xero Theory 42
                            Pro
                            • Jun 2010
                            • 504

                            #14
                            Re: NCAA 15 Wishlist (Xbox One/PS4)

                            Originally posted by strictbusiness14
                            Personality attributes would be great. I definitely like where you're going with that. The tough thing with personality attributes, IMO, is finding a way to accurately represent them as scalar quantities, but I'm sure that there is a way to do it. Off the top of my head, here are some ideas that I have. Let me know if this is along the lines of what you were thinking.

                            Player Potential
                            • Physical attributes such as height, weight, and muscle vs. fat should impact the potential for improving physical skills like speed, acceleration, agility, and strength. A ripped 5'9" RB shouldn't be as strong as a fairly fat 6'5" OT that's blocking for him, but that same OT shouldn't be capable of being nearly as fast as a ripped 6'5" DE. Likewise, a 6'5" WR shouldn't be capable of nearly the same kind of agility as that 5'9" RB. And I think the ratings themselves should reflect that instead of making adjustments on the back end through the physics engine.
                            • All of that being said, there should be players who outperform their physical limits. These players should be fairly rare, however, and there should be a trade-off in injury susceptibility.
                            • I'd also like to see the occasional "freak": a player who has a skill that (eventually) extends beyond the typical 99 ratings limit and into the 100s. This should obviously be very limited and, among these limited occurrences, rarely extend beyond 101 or 102.
                            • I think it would also be in the best interest of the playability of the game for "freak" ratings to occur much more often with technique or mental ratings than with physical ratings. It makes more sense to have a "freak" lock-down corner (Man Coverage) every year than to have a "freak" speed demon every year.
                            • In the scouting process, it would be nice to be tipped off to the potential for a particular player to be a "freak" for a certain rating during the scouting process. Maybe you find out that a RB you're scouting is also a sprinter (speed freak), that WR you're scouting is also a basketball player (jumping freak), that DT you're scouting is also a weightlifter (strength freak), or the QB you're scouting won a regional Madden tournament (awareness freak).
                            • To help limit the number of times players extend beyond 99, progression should become more and more difficult as ratings approach 99. It should be about as easy for a player to go from 99 to 100 as it is to go from 50 to 60, and maybe even tougher. This should also help differentiate freshmen from upperclassmen and lend to the emergence of underclassmen, as players should make large strides in short periods of time for ratings that start out very deficient, even noticeable within a few weeks during the season.


                            Player Personalities
                            • I think that academic reporting could lend itself to serving the IQ role, where players with good GPAs are more likely to be quick learners, though there should still be guys who are "football smart" without having to be "book smart" and guys who are "book smart" that aren't "football smart".
                            • As for other ratings, how about some along the lines of Composure, Intensity, and Influence?
                            • Composure could affect running the right assignments, committing dumb penalties (i.e. holding penalty with the run going the other direction), and being affected by road crowds and big games. Good composure might even result in an increase in play-saving penalties (i.e. committing pass interference to prevent a sure touchdown) or other smart plays (i.e. feeling pressure, running out of the pocket, and throwing to the sidelines to avoid a sack with no open receivers).
                            • Intensity could affect committing aggressive penalties (i.e. roughing the passer), player decisions (i.e. going for the big hit vs. running a player out of bounds), and the player's work ethic (i.e. how hard they train/practice). With higher Intensity, players should also be more likely to stay with a play and maybe even get a second wind (i.e. a second, or just longer, acceleration burst). It might even help defensive players get hotter (or keep from going cold) in front of a raucous home crowd. It would also increase the effect that big plays by that player weighs on the temperament of the crowd.
                            • Influence (which accounts for leadership and attitude; keep reading) could affect how one player affects other players. Higher ratings would make players have a greater positive effect on teammates than negative effect and lower ratings would make players have a greater negative effect on teammates than positive effect. As you approach the limits on either end, your effect reaches more people based on contact/proximity. So at first a starting linebacker would affect the other starting linebackers; then he'd affect the defensive linemen; then the secondary; then the defensive bench; and then the offensive players. (For a QB it would be more like WRs, then OL, then RB, etc and so on.) Particularly high ratings accelerate the process. It would also increase the effect that the player has on pumping up the crowd during pre-play.
                            • I just want to expand upon my point about poor Influence ratings. Imagine yourself coaching a team with a rising junior QB so talented that he could start for a handful of NFL teams right now, but he's got a really bad attitude. When he's doing well, he's the only one who seems to get pumped; but when he's struggling, nobody can stand to be around him and the whole team struggles. Meanwhile, the backup QB is a 5th year senior who isn't as talented, but he's the ultimate leader. When he's struggling, you'd never know it and his teammates are unaffected. When he's doing well, though, everybody steps their game up. Who do you start? Isn't that exactly the type of decision you want to make as a head coach?
                            • Don't make the personality ratings factor into the OVR rating, though. Part of the fun will be in making the decision yourself, not in having a formulated number make it for you.
                            love it. you have some really in depth ideas. go work for EA, I'll pay the plane ticket

                            Comment

                            • strictbusiness14
                              Rookie
                              • Jul 2009
                              • 18

                              #15
                              Re: NCAA 15 Wishlist (Xbox One/PS4)

                              Originally posted by Xero Theory 42
                              love it. you have some really in depth ideas. go work for EA, I'll pay the plane ticket
                              Thanks, I appreciate it. If only they'd make me that offer...because I'd take that job in a heartbeat.
                              Last edited by strictbusiness14; 06-20-2013, 05:42 PM. Reason: Grammar/spelling

                              Comment

                              Working...