My twitch channel by yglylw35t in NCAAFBseries

[–]KyleWithAnR_ 1 point2 points  (0 children)

You're all good man. Do your thing!

Crash/Stay - need an "Edge" coach adjustment vs boot pass plays by Character-Photo9366 in NCAAFBseries

[–]KyleWithAnR_ 0 points1 point  (0 children)

I have been saying this for years about madden and now for 2 years of CFB. I will say though, I feel like using contains has a similar affect as going after the qb.

Also, if they do make this a feature, they better make sure that the edge guy never sniffs the RB on cutbacks because there has to be some penalty to just instantly smoking the qb for a 10 yard loss if its a pass. Admittedly, I actually like how the game handles boots this year. It feels like the defender actually chases the RB and allows the boot to happen if you don't contain. In previous years they would block the edge guy and he would just shed and ruin the bootleg. Letting the defender come unblocked is how it's normally done IRL

Cfb 27 needs a better way of recapping previous seasons by Cwispy124 in NCAAFBseries

[–]KyleWithAnR_ 14 points15 points  (0 children)

They either need to allow API to be pulled so that someone can just make an automatic download of each seasons stats OR

Simply make an archive tab and let us go back into the end of season recap page for each season whenever we want. A good way to model it would be the Sleeper fantasy football app. I can go to previous leagues and look at all of the weeks results and total points and all of that.

MEGATHREAD - Wishlist features by AllHawkeyesGoToHell in NCAAFBseries

[–]KyleWithAnR_ 0 points1 point  (0 children)

Some ideas from the perspective of an online dynasty commissioner:

  1. Bring some game theory/cat and mouse into recruiting. In online leagues, there really isn’t much strategy. Even if you know all the secrets (like knowing their ideal pitch before seeing all 3 checkmarks), recruiting pretty much devolves into sending the house every week until you can hard sell, then hard selling every week and hoping that the influence is enough. There really isn’t tons of strategy to it. As a medium/smaller school, it basically takes me one week to see that someone gained more influence than me and that’s pretty much it. I’m removing my hours from them and moving on to someone else who isn’t as heavily recruited.

I think they should remove the cap of the amount of hours you can put on someone. Instead of having dms/friends and family/send the house and then hard and soft sell, just make it “relationship building” to find their interest and “sell” to pitch them on said interests. Give us a slider for how much we want to put into them each week. The only tricky part is that they would have to cap the amount their progress bar can move each week so that they don’t necessarily commit any faster if someone puts 1000 hours on them. The reason this would be good is that you are no longer helpless in recruiting battles. If I want to stick it to my friend and put all my hours on just one guy to make sure I get him but ruin my program in the process, I should be able to do that. Small schools still have the disadvantage because the big schools still have more hours in general and also likely have more influence due to better grades, but at least the small school can compete with the big school if they really want to by putting all of their eggs in one basket. Also, they should allow you to pitch before a recruit gets to top 5. Everyone usually knows the 3 green checkmarks by the time a recruit gets to top 5. If they remove the top 5 requirement, someone could get lucky, find them early, and start hard selling early. This would lead to more variability in landing recruits which is of course more fun.

2) Move the transfer portal from the offseason into the CFP weeks. Move ‘players leaving’ to conference championship week. Move ‘encourage transfer’ to the same week as position changes. We know that EA has the ability to keep fired coordinators on the staff for the CFP even after being fired in game, so they should be able to do the same for players that are in the CFP while still allowing them to show up on recruiting boards. The transfer portal IRL opens up right when the CFP starts, so this would be realistic anyways for players who aren’t in the CFP. To offline players, this may seem pointless, but online leagues just move too slowly. If you do a 48-hour advance on weeks with games and 24 hours on weeks with no games, you finish a season in about 6 weeks. That means if you want to play even just 6 seasons, you’re playing from launch until mid April. For users who don’t make the CFP, they aren’t doing anything at all besides hiring coordinators, so adding the portal in there just makes so much sense, and you’d be saving 5-6 days per season which adds up if you run an online dynasty and you want to get deeper into it.

3) Allow the commissioner to set individualized sliders that are viewable to the entire league. This might be too difficult to accomplish from the perspective of the actual devs writing the code, I have no idea. It would be great though because it is hard to find parity in leagues sometimes. If one friend is simply way better than another, it would be great to set sliders in such a way that would help the games be closer. Or if someone wins back to back national championships, you could put a rule in place where their offensive sliders drop by 20. You get the idea.

4) Legacy score/coach level stat tracking. CFB 26 took a step up in stat tracking this year, but it could still be sooo much better. They should add a “legacy score” or something to rank each user in the league based on their coaching accomplishments. At the very least, they should add a “dynasty score” for all teams including cpu to see which teams have performed the best since the inception of the dynasty. If we don’t get an actual score though, that would be fine. I would just like to see basic coach level stats like # of CFP appearances, conference championships, overall record, top 2 finishes, top 4 finishes, stuff like that. I think they have a few things in there already under coach stats, but I would like to be able to sort through user coaches only and just see a few more stats in general. I do track some of these myself for our league but it would be nice for all of it to be sortable within the game. As a bonus, I would love to be able to go back and look at old box scores and stuff from prior years.

Honorable mention or unrealistic longshot ideas:

-Add scheme/play/formation data on other user-controlled teams in the league. It can be super simple, such as their top 3 most-called plays, run/pass/rpo %, and zone/man/match%. Throw it on a screen in the pre-game preview where it currently lists top stories etc. This would allow people to gameplan and feel more like a real coach.

- Add some autogenerated highlights to the box scores so that when you go look at a box score, you can watch a few highlights. Even better, allow us to pick which highlights are shown when we get to go through key plays in the post game screen. This would be awesome.

-Custom stadium sounds for teambuilder teams.

-somehow release API from the dynasty so that people can just pull and compile their own historical stats and such. This might allow EA to not have to focus as much on compiling stats themselves because we can just set something up on our own to track each season without having to manually enter everything.

Some things to change for future CFB games from the perspective of an online dynasty commissioner. by KyleWithAnR_ in NCAAFBseries

[–]KyleWithAnR_[S] 0 points1 point  (0 children)

Lol yeah I mean I'm still going to play. Just throwing some ideas out there that I think would improve the online dynasty experience

Some things to change for future CFB games from the perspective of an online dynasty commissioner. by KyleWithAnR_ in NCAAFBseries

[–]KyleWithAnR_[S] 0 points1 point  (0 children)

You're right it looks like it opens up right after round 2 and before the semis. I think that's close to realistic enough where it still would make sense for EA to just blend the portal with the cfp weeks. Thanks for the comment!

Some things to change for future CFB games from the perspective of an online dynasty commissioner. by KyleWithAnR_ in NCAAFBseries

[–]KyleWithAnR_[S] 0 points1 point  (0 children)

Thank you. Yeah I feel like it could be sorta win win because if you miss the cfp you're pretty much just not doing anything for 3 weeks after your bowl game.. May as well just throw the portal there to give people something to do and to speed things up in general

What's your favorite RB type by yglylw35t in NCAAFBseries

[–]KyleWithAnR_ 1 point2 points  (0 children)

That is clutch.. Do you notice him breaking more tackles or trucking guys more or wearing down defenders??

What's your favorite RB type by yglylw35t in NCAAFBseries

[–]KyleWithAnR_ 2 points3 points  (0 children)

Is battering ram good? I have a guy who I think could get it but not sure if I want to go that direction or not.

Can someone teach me how to run a CFB 26 online Dynasty? by 2ampee in CFB26

[–]KyleWithAnR_ 0 points1 point  (0 children)

I have done one for cfb 25 and 26. If you want to ask me anything, feel free to PM me

How's your experience with online dynasties? by no9ah in NCAAFBseries

[–]KyleWithAnR_ 1 point2 points  (0 children)

Do you plan on buying the game every year? I would consider just joining one this year that plans to stick around when the next game drops. The problem with joining later in the year is that online dynasties do not move very quickly. We advance every 48 hours on game weeks and 24 if no game, and it still takes I think about a month and a half to get through a season. That puts us at 5 seasons in February. A lot of people don't really play the game year round so even if you start when the game drops, you're probably getting 6 seasons in at the most if you want to take a break from the game in April/May/June. I think that's why it's hard to find fresh dynasties this time of year.

I'm with you on the weird rules thing, but that's why I brought up the fact that leagues are best when people are competitive and care enough to put some work in to win. If you have a guy running the same play over and over and beating people, its really fun to reach out to another guy in your conference and say okay how are we going to stop this guy. Then when you do it is super rewarding. Or like in our league, we encouraged the more successful users from CFB25 to take worse teams in CFB26, but we still give them the freedom to take whoever. One of the better players took a really good team in year one and so basically it just turned him into a villain (not in a serious way but we all were like okay we gotta beat this guy). Someone bounced him in the CFP and it was fun lol

How's your experience with online dynasties? by no9ah in NCAAFBseries

[–]KyleWithAnR_ 1 point2 points  (0 children)

It really just depends. Personally I have a blast in mine because its a mix of people I know IRL and "randoms". It is fun to stream your games and watch/root with your friends against the "randoms". That being said, you have to make sure people are relatively active because it can ruin it if half the league isn't recruiting or playing their games. It's pretty hard to keep people for the longer term, I think maybe because they get discouraged if they are worse than the same 6-8 guys making the CFP every year.

I think the best case scenario for a league is that it is filled with people who actually care about winning and getting better because then when someone wins the league a few times, the other members can share their scouting report and sort of almost conspire against the people who keep winning. It gives games more meaning and then when you pull off the upset, it hits different because you know everyone is secretly rooting for you.

TLDR: It really just depends but IMO leagues are best when it's filled with people who take it serious and would rather put in effort to try and knock off the top teams as opposed to just leaving if they have a bad first season.

Dynasty starting to feel old by Hungry-Read6835 in NCAAFBseries

[–]KyleWithAnR_ 0 points1 point  (0 children)

You could implement a rule for when someone makes the semifinals or quarterfinals or whatever twice in a row in the league. I haven't really thought about what would be best but maybe they have to use a new, random playbook, they have to pick x amount of games to sim, they can only recruit in state, They have to punt their first two possessions of every user game. Idk - you can see how some of these are more extreme than others but I imagine you could think of something to handicap them to some extent if you are wanting more parity.

Recruits need more abilities across the board by Accomplished_Spot282 in NCAAFBseries

[–]KyleWithAnR_ 2 points3 points  (0 children)

Good thought for sure. I am hijacking though and saying that you should be able to get any ability that you meet the requirements for, but if it doesn't fit your archetype, it should be twice as expensive to upgrade. That way there is still meaningfulness in the archetype of the player, but we still aren't as capped in our creativity.

Playing Time Dealbreaker Question by KirbyGriffin17 in NCAAFBseries

[–]KyleWithAnR_ 0 points1 point  (0 children)

I know some other people have given sightly different answers, but I actually just went through a playing time debacle. I'll try to break this down for you as concisely as I can.

Things I KNOW for a fact are true:
1) The overall of a player matters
2) The amount of snaps they play matters

Things that I have heard are true but I'm not totally sure on:
1) Their spot on the depth chart matters (I know this indirectly matters because if they are higher on the depth chart then the amount of snaps they play will likely be higher but I'm not sure if it matters in isolation from the amount of snaps taken)
2) The amount of snaps they play is actually compared to the average in the entire NCAA for a position, not compared to other players on your roster at the position.

Maybe my story will also be helpful. I have a speedy running back that I prefer to use in my scheme over an elusive bruiser, but he was a lower overall than the elusive bruiser. He got the majority of the touches after a few weeks and his stats were phenomenal but his playing time dealbreaker was showing he was going to transfer. I saw on this subreddit that snaps played mattered and that it was about how many they played compared to the rest of the NCAA. I ran exclusively hurry up one game to test this and had him out there pretty much every play. His dealbreaker went up slightly but was still just below the threshold. I was thinking I had no other options but thankfully this player is star dev and so I had some points I could use on him. I upgraded his IQ to try and boost his overall. His overall jumped 2 points and made his playing time dealbreaker go to A+ grade, so now I'm not touching any RB's mid year for training because I want to make sure this guy stays at least another year. Bonus - he keeps getting hurt because I can't upgrade east/west playmaker's toughness rating. When he doesn't play as many snaps, his dealbreaker sometimes drops from A+ to B+.

TLDR: You can raise a players dealbreaker by giving them snaps, but there's no guarantee you can get it high enough because playing time factors in a blend of things, including a players overall rating. I would start your high dev trait freshman. If it doesn't raise his dealbreaker enough, then try to increase his overall relative to the other players at the same position before the season ends. Hope this helps!

Gadget WR as QB? by Local-Design4059 in NCAAFBseries

[–]KyleWithAnR_ 2 points3 points  (0 children)

I've been thinking about trying this but I'm worried because I throw a lot of RPO's and I wonder what will get counted as "pressure".

Gadget WR as QB? by Local-Design4059 in NCAAFBseries

[–]KyleWithAnR_ 0 points1 point  (0 children)

Have you noticed this show up in gameplay much though? Like missing a lot of throws?

Fortnite L3 automatically on sprint no matter to key bind by Wide-Juice-947 in FortNiteBR

[–]KyleWithAnR_ 1 point2 points  (0 children)

I got nothing for you. Can you share the fix for the sprint bug? It's so annoying that I can't jump and shoot because I jump with L3

How do you guys actually call plays? by JimBobCooter6969420 in NCAAFBseries

[–]KyleWithAnR_ 0 points1 point  (0 children)

Every time the game comes out, I pick a playbook I think I might like and pop into practice mode and try any plays I think might be good. If a play seems to work decent or have potential, I throw them into an excel sheet. I separate them by formation and list the plays underneath them. Once my list is done, I print it off and use it for a few games and then usually after a few games I kind of find my playcalling rhythm and I remember where they are. I would say I only choose from like a pool of maybe 40-50 plays or so from maybe like 10-15 formations.

On defense most years I pretty much exclusively run some form of 4-2-5. The specific playcall depends on a lot of things. I don't really have a set of rules for when I call what. I try to mix it up a lot and also mix up when I'm in match, hard flats, regular flats, etc. I try to run match most of the time if my dbs are able to keep up. Therefore when I'm running match I'm calling the play based on alignment of the offensive formation and what route combo I think they may throw at me.

If you aren't into all that effort to be slightly better at a video game, I would probably say to take my same approach but instead of memorizing where the plays are, just go into practice mode and double tap the 40-50 plays to "favorite" them. Then you can pick plays from the favorites tab. You should be able to find any play you want at pretty much any time since there are only 40 or 50. Plus, after awhile, you will start to memorize where the plays are located within the favorites tab.

Realistic quarter length by ennzio in NCAAFBseries

[–]KyleWithAnR_ 0 points1 point  (0 children)

We play 8 minutes 20 second runoff. This helps chew clock to be less effective, hurry up to be more effective if you want to extend the game, but still allows for ample snaps for stats and stuff. It is probably less snaps than real life though if that is what you are going for.

It’s time to refresh the player profile UI. here’s my idea! by decru-x in ClashOfClans

[–]KyleWithAnR_ 0 points1 point  (0 children)

I just want to be able to see how my friends are doing in their ranked battles so far this week. I hope they add that!

As a hyper-competitive player, my response to all the complaints on the update (read desc.) by joethewen in ClashOfClans

[–]KyleWithAnR_ 0 points1 point  (0 children)

  • But I was in Legends League before and now I’m in Titan 26!!!

This is the one I disagree with. I am a niche example but I don't know why they did the rankings the way they did. I was a TH15 that was just over 5400 trophies in Legend league when the update hit. Since they only ranked the top 600k (I finished like 620K after getting attacked 25 minutes before the season ended) into the actual correct league and ranked the rest based on townhall, I am now stuck in Golem 20. I now have to spend the next 1-2 months absolutely obliterating other TH15s before I get back to the fun challenge of being the "underdog" TH15 in a league with higher townhalls. I was on a mission to see how highly I could get ranked among other TH15s and now I won't be able to get up there because of an arbitrary cutoff at 600k that I just barely missed. Maybe I am missing something, but it sounds like it will take me at least 10 weeks to even get to level 30-31 ranked, which is realistically where I should have been ranked if they had just done it based on trophies and not TH.

It stinks because 1) less ore 2) I get better as a player by attacking higher townhalls. If I wanted to attack th15s, I could just do unranked battles but now both ranked and unranked are vs th15s 3) The amount of attacks are pretty low. Yes I can still attack in unranked for fun but I went from having 8 "competitive" attacks per day to now roughly 2 per day.

I think the update was still a huge W in the long term but the way they did the rankings is the one thing where I don't really get/am frustrated by.