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  #1 (permalink)  
Old 07-15-2005
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My Wishlist

This is what I have so far, and I'll periodically add stuff as I think of it...

1. More variety on RFTH, as far as player attributes are concerned. None of this preset garbage, I want my player as personalized and individualized as possible. Maybe you can start with a base set, and then get a set number of attribute points to add wherever you would like...and the number of attribute points you get would be determined by how well you do in the drill.

2. If this feature is carried over in NCAA 07, make it easier to find the pic of the girlfriend. I can't tell you how many times I've seen the "how do you zoom in on the gf" question asked in the forums (at MN). I mean, it isn't that big of a deal, but a minor detail that should be corrected.

3. Stop screwing legit players in online play...if my opponent quits in the first half, I want the win anyway. I was winning 28-0 late in the second quarter when my opponent decided to quit...and I still didn't get the win.

4. Maybe its just me, but when I select the "Continue vs. CPU" option in online play, and I complete the game, nothing happens to my record. Shouldn't I get the win if I win, and the loss if I lose?

5. Less weight on the Points For-Points Against stat in the rankings online. It encourages people to run up the score even if they are winning late in the game, which is stupid and unrealistic.

6. Try to limit stat padding in RFTH...its just too easy to win the Heisman on offense. Here's an idea...maybe if you hog the ball too much (throwing too much with your QB character, running too much with your RB character, or always throwing the ball to your WR character), then your teammates get mad at you, causing a decrease in their stats. Its just too tempting to pad your stats in RFTH.

7. When creating a player in RFTH, a players build should have something to do with their play style. A 290 pound "speed" back? I don't think so. A 165 pound "power" back? Nope.

8. The ball really should never bounce off the receiver's helmet...yet it happens.

9. Note to EA: Defensive players bat the ball DOWN...they don't volley it UP. Its not as big of an issue as it was last season, but I still see too many balls tipped up and then picked off, or tipped up and then caught by the receiver.

10. Improve pass interference calls...

11. Top WRs are nearly impossible to stop...they jump over everyone, including elite DBs. This should be eliminated in NCAA 06.

12. Deep balls should be harder to catch, and short passes should be easier.

13. In RFTH...they really need to let you adjust the depth chart, subs, etc. outside of the games...like somewhere in the dorm room interface.

14. On facemasks, the defender should ACTUALLY FACEMASK the ball carrier. I looked at an instant replay on a play with a facemask call, and it was a clean wrap up tackle.

15. The hitstick is worthless in this year's NCAA, way too hard...it should be slightly easier next year.

16. Linebackers should NOT be able to catch up to speedy HBs/WRs.

17. Fanmail should not be so generic in RFTH...not asking for a ton of variety, maybe just a special letter if you have a lot of TDs or yards or tackles or whatever in a given game. The usual "You have a lot of potential and I'm anxious to see what you can do on the field" gets very boring after a while.

18. QBs should fumble more when scrambling. I have yet to see Vince Young fumble, and I've seen him a lot in online play...and needless to say, people abuse his scrambling ability. But he never once has fumbled in my experiences.

19. More fight songs...the ones in 06 are the same as the ones in 05, and they sound very generic.

20. Animations are much improved this year, but there is still a lot of room for more improvement...the ball doesn't actually touch the receiver's hands when the ball is dropped, same for when a defender tips the ball. And the ball shouldn't be able to go through the goalpost. Had that happen to me once...

21. I don't like the "Scrambling QB" drill in RFTH...instead of continually running the option, maybe the QB should have to avoid pressure from oncoming linemen or something.

22. For the WR drill in RFTH...the QB should be more accurate. Can't tell you how many times I've been open in the endzone, only to have the QB throw it out of bounds.
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Old 07-15-2005
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MiChIgaN_13 MiChIgaN_13 is offline
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RFTH stats are dumb... The only thing the drill should determine is the scholarships you get offered.

Deep ball is insanely hard to stop.

I don't really like the music but thats what mp3 players are for.

Very little options on defense (lots of different formations yeh but not nearly as many as on offense).

Like you said hit stick is thaqt effective.

I haven't played against young yet so i cant say.

Running the ball is to easy.

Pass interference is almost NEVER called.

Fix that EA^^ and what Shortnproud said and they'd have a hell of a game
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Old 07-18-2005
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Exclamation Created Teams

I would like to be able to create more than 12 teams. I have a large memory card. It can handle way more.
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Old 07-19-2005
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Wow you guys havent even had the game a week and already you have complaints? I think some of your complaints can be fixed by practice and getting better skills in the game.


Quote:
Originally Posted by ShorTNProuD52
Top WRs are nearly impossible to stop...they jump over everyone, including elite DBs. This should be eliminated in NCAA 06.
Top WRs are hard to stop in real life. A WR will usually beat a CB of the same skill. You need a monster DB to shut down a Top WR. Thats just the way it is in real life.


Quote:
Originally Posted by ShorTNProuD52
Deep balls should be harder to catch, and short passes should be easier.
Well IMHO, in real life a deep ball is easier to catch than a short one. With Deep passes the ball is in the air longer and has more of an arc and less "Heat" on it. You have time to adjust to it and its not coming at you so fast. A short pass usually come with a lot of "Heat". Fast and not much time to adjust to it at all.


Quote:
Originally Posted by MiChIgaN_13
Deep ball is insanely hard to stop.
Not if your DB play it right. Its all about position. You have to get position to defend the pass. If your DBs suck then they will get beat. I would argue that its insanely easy to get a pick if you get the right position.


Quote:
Originally Posted by MiChIgaN_13
Very little options on defense (lots of different formations yeh but not nearly as many as on offense).
There are always a lot less plays in the defensive playbook than in the offensive playbook. You dont need as many plays on defense. There are only so many ways you can set up a defense. The opposing offense usually dictates the defensive play you are going to call.


Quote:
Originally Posted by ShorTNProuD52
The hitstick is worthless in this year's NCAA, way too hard...it should be slightly easier next year.
Quote:
Originally Posted by MiChIgaN_13
Like you said hit stick is that effective.
Not every player can lay a big hit every time. I think its more realistic. If you have a monster LB then it works better than if you have a so-so SS. Big hits shouldnt come every time you make a tackle and if you try every time then you should pay for it with a lot of misses. Watch some football. How many big hits do you see in a game? And do you see them being dished out by a 5-9 190 CB?

Quote:
Originally Posted by MiChIgaN_13
Running the ball is to easy.
This is why they have sliders built into the game? Are you saying that running the ball on Hiesman is too easy? Try playing the game there and adjusting sliders to give you more realism. If you havent tried it on Hiesman I dont want to hear how easy anything is.


Quote:
Originally Posted by MiChIgaN_13
Pass interference is almost NEVER called.
Hmm I get called quit a bit for Pass Interference. But the CPU rarely ever gets called.
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Old 07-19-2005
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I would like to say after a long gaming session last night that the Hit Stick works in a way that makes it to where you basicall can only lay big hits when you should be able to.. for example.. I'm running accross the field to defend a throwback pass to the QB and he catches it while I'm still 5 yards away unfortunately for the poor QB he is SLOOOOOW.. and I crumple him like a paper bag.

I used the hit stick effectively last night about 5 times... its all about only using it when it makes sense.. when you are sure you outmatch the guy and out position the guy you are about to crush..

So i retract my previous complaint about the hitstick..
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Old 07-19-2005
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I would like to be able to create more than 12 teams. I have a large memory card. It can handle way more.
Must have a PS2.... :behead:
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Old 07-19-2005
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MiChIgaN_13 MiChIgaN_13 is offline
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Exactly the CPU never gets called for pass interference but the user does? I don't know I just don't like getting called for Pass Interference then I see the CPU do the same thing and not get called for it .
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Old 07-20-2005
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Quote:
Originally Posted by Chaos6
Wow you guys havent even had the game a week and already you have complaints? I think some of your complaints can be fixed by practice and getting better skills in the game.




Top WRs are hard to stop in real life. A WR will usually beat a CB of the same skill. You need a monster DB to shut down a Top WR. Thats just the way it is in real life.




Well IMHO, in real life a deep ball is easier to catch than a short one. With Deep passes the ball is in the air longer and has more of an arc and less "Heat" on it. You have time to adjust to it and its not coming at you so fast. A short pass usually come with a lot of "Heat". Fast and not much time to adjust to it at all.




Not if your DB play it right. Its all about position. You have to get position to defend the pass. If your DBs suck then they will get beat. I would argue that its insanely easy to get a pick if you get the right position.




There are always a lot less plays in the defensive playbook than in the offensive playbook. You dont need as many plays on defense. There are only so many ways you can set up a defense. The opposing offense usually dictates the defensive play you are going to call.




Not every player can lay a big hit every time. I think its more realistic. If you have a monster LB then it works better than if you have a so-so SS. Big hits shouldnt come every time you make a tackle and if you try every time then you should pay for it with a lot of misses. Watch some football. How many big hits do you see in a game? And do you see them being dished out by a 5-9 190 CB?



This is why they have sliders built into the game? Are you saying that running the ball on Hiesman is too easy? Try playing the game there and adjusting sliders to give you more realism. If you havent tried it on Hiesman I dont want to hear how easy anything is.




Hmm I get called quit a bit for Pass Interference. But the CPU rarely ever gets called.
I agree with all of your points.

Practice is always a great tool for success, especially in sports and video gaming is a sport, in most retrospects.

I agree that Top WRs always expose Top DBs. Most of that is due to that WR's catching ability, agility and awareness. Most WRs have are more composed than DBs and they do have the advantage of running straight out in oppose to backpeddling.

Deep balls are easier to catch than short balls. They are thrown a lot softer and have more arc. WRs can catch them in stride in oppose to a 5 and stop route. Intercepting a deep ball requires a good DB, excellent timing, good awareness, and solid hands. It's not impossible because in 6 human games, I've picked off 5 of them in HEISMAN mode.

As far as playbooks, most defenses are either 4-3, 4-4, or 5-2 based. I mean, you got all 3 of those formations and the secondary-laden formations too. This year, it's better because you can bring in different packages.

Big Hits should be rare in the game. Most big hits you see in real life games seem to change the outcome or the flow of the game. I like how EA Sports does it. You wouldn't see a freshman corner who weighs about 180 laying a hard smack on a 270 pound tight end in real life so why do it on a game. It's all about realism, in my opinion.

As far as game difficulty, the lowest I've ever played it was on All-American and that's without any movement of sliders for HUMAN. I only adjust the CPU's kicking for better accuracy. The deal is that most people tailor those sliders so they can run up the score and pile up stacks. I mean, if USC played a Division 1-AA squad like Jacksonville State, sure it would be a blowout. But it's not gonna be something like 98-7. I can see something more along the lines of 63-14 or something like that. Personally, I play on HEISMAN because I want to be in the harder games. The harder games against the CPU prepare you for human games, in my opinion.

Pass Interference will almost never be called if you tailor the QB accuracy, WR catch ability, and defensive interception sliders. When I play, pass interference is called at least 3 times a game. Sometimes, I even see an offensive pass interference call.
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Old 07-20-2005
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Created Teams

I am the guy with the comment about only being able to create 12 teams...and yes, I have a PS2. Is there something else I should know? Will other gaming stations allow me to create more teams..say an unlimited number as long as my memory card can hold it? Thank you. I tried NCAA Gamebreakers 2004 and it would allow me to create 16 with the PS2. I hated the way that game played.

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Old 07-23-2005
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please register...it's easier!!! Also, I never tried it, but an XBOX has a HARD Drive, not a memory card. But I think for create a team it only allows you to create so many. NO SURE so DO NOT quote me. That'd be my guess.
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Old 08-20-2005
mobro99 mobro99 is offline
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michigan 13 what are you talking about they need to get rid of fight songs and play real music.
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Old 08-22-2005
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SlickRick1382 SlickRick1382 is offline
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Point number 4 of Short where you talk about online play and finishing the game vs a computer. From my experience those stats always take longer to appear. If you finish a game vs the comp you might not see the win until tomorrow, but they put it there you should check that.

The hit stick feature works. Takes some time to get used too. Sometimes feels like its a little delayed, but it works when used properly.

The rest of the points where covered so well by Chaos that there is no need for an echo.
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Old 08-28-2005
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For 2007 it would be really cool, if you got to like take music off your computer that you like and put it on the game. so then everyone would like the music they would have.
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Old 08-28-2005
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You can do that on an XBOX.
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Old 08-28-2005
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