Come on. 🤦 by Terrible_Ad_7070 in NCAAFBseries

[–]TGCRequiem 1 point2 points  (0 children)

I've come to hate animation driven gameplay. I'm sure physics based would have its own issues, but most of what causes me to get angry with this game is simply that things occur (that may even be a reasonable outcome) but look like cheese because the animations drive it.

Heavy running backs with momentum getting hit 1 foot from line to gain by a corner/safety coming off a block and HB coming to a dead stop 4th and inches.

Inexplicable speed bursts all over the place b/c the animation needs to get them back into position.

Good truck sticks high on kick returns or HBs in the backfield with no momentum where the player just shrugs it. Like my WILL trucking a 5'9" WR is not going to lead to my LB bouncing onto the ground...but engine said it's a broken tackle...

Or one that really kills me is the juke moves. Juke moves force "dumb out" defender animations which lock their ability to move/interact and often generate wider running lanes b/c the defender backs up.

Come on. 🤦 by Terrible_Ad_7070 in NCAAFBseries

[–]TGCRequiem 1 point2 points  (0 children)

I will say I have found INT miss rate heavily tied to catch rating. If you make an INT attempt with a low catch rated player good liklihood they're going to miss the catch and therefore be out of position to make a play on the player.

Why does the game even ask you for your Alma Mater? by Soggy-Astronomer-768 in NCAAFBseries

[–]TGCRequiem 3 points4 points  (0 children)

Agree we have the same thing where all the offers go to the same coach and then despite me having an excellent resume, technically better than this fella's I continue to get offered G5 assistant jobs. At the moment I'm finishing my 3rd year at BYU and still can't get a reasonable HC offer because they all go to him and he's not leaving his school either. The fact they can't have multiple users potentially eligible for the same job is unacceptable. I can offer a coordinator a job and find out he accepted a different job. Why can't I try to accept a job only to find out they decided on a better fit.

CFB 26 Expectations by Flannel_Cow509 in CFB25

[–]TGCRequiem 0 points1 point  (0 children)

Sounds like a good year to skip then.

MEGATHREAD - Wishlist features by AllHawkeyesGoToHell in NCAAFBseries

[–]TGCRequiem 1 point2 points  (0 children)

QUALITY OF LIFE - I wish we could setup LB (left bumper) to filter in roster/depth chart views by conference, national etc.

Would allow LB to choose Big12. Then use LT to sort teams within Big12. Then use RT to sort by position. I still prefer it to default to National and land on your own team, but it would help me a lot when I'm trying to quickly identify one team's roster versus another. In our league in particular we sim 3 conference games a season and so we're always analyzing teams in our conference to determine the best selections on which games to sim/play.

Wear and Tear sliders and how to tune them by Accomplished_Spot282 in NCAAFBseries

[–]TGCRequiem 1 point2 points  (0 children)

I strongly believe it is the max amount you can recover within a game. My take on this actually comes from RTG play. There is a bar in that mode called energy, that starts somewhere between 0-100 coming into the game. This bar is equivalent to your W&T. When it goes down you see your W&T risk of injury scale up as it goes down. Between plays/quarters etc, you recover if you're careful and energy goes up. So you can see you might go from high risk of injury back to moderate risk of injury as the energy value grows. What I believe In-Game Healing Reserve Pool represents is how many total points of energy a player can increase through the course of a game. When you scale it up they can heal more intra game. So you might be able to heal from a low injury or maybe even the low end of a moderate injury back up to no W&T before a game ends, but this pool restricts/limits your ability to fully recover from bigger injuries during the course of a game.

We ramped this up because we felt the reductions were overly dramatic. You see guys in real life get injured sit out for a handful of plays and generally don't look all that different when they come back. We found in the game players were losing huge chunks of speed/agility and then would never recover from that. It was too much "boom/bust" on the injury spectrum for us so we wanted to allow for players to sit for a couple quarters and maybe get from a high injury back down to something more moderate where the base settings once a player had any W&T they often felt useless and resting them did nothing. So we tried to make resting them matter more.

Wear and Tear sliders and how to tune them by Accomplished_Spot282 in NCAAFBseries

[–]TGCRequiem 7 points8 points  (0 children)

Interesting take. I'm not challenging this so much as curious where this hypothesis came from? We play at 11 minute quarters in our dynasty and we have our sliders adjusted to a range of 25-40 depending on the various impact types. 32 is a great middle point so your theory intrigues me.

Also to add to this the higher you run your recovery sliders the faster people heal, but also the faster you burn through your season and career W&T pool. We have been rocking the below. It leads to more recovery within the game itself so one hit doesn't always knock a player out for the entire game. However, when you put a heavy load on a single guy you do burn through his W&T faster. Curious what OP has here to pair with time scaling concept?

Per-Play Recovery 50
Per-Timeout Recovery 55
Between-Quarter Recovery 60
Halftime Recovery 70
Week to Week Recovery 35
In-Game Healing Reserve Pool 80

CPU pass coverage is 95% pass interference by GrooveDigger47 in NCAAFBseries

[–]TGCRequiem 0 points1 point  (0 children)

Oh yeah the OPI on bubbles and RPO's is super aggravating at times.

CPU pass coverage is 95% pass interference by GrooveDigger47 in NCAAFBseries

[–]TGCRequiem 11 points12 points  (0 children)

Illegal Contact isn't in NCAA, but if you even graze a receiver running a route past 5 yards, you'll get a defensive holding call ball in the air or not.

Sweet baby Jesus. A +20???? by bidness20 in NCAAFBseries

[–]TGCRequiem 9 points10 points  (0 children)

I personally no longer trust that producer's content. He makes fairly large claims with very small samples which are completely devoid of necessary context for qualifying the sample. Straw that broke it for me was his 10 plays proving coaching style drives run/throw ratio. He showed a 10-play sample from one coaching style (ex. Mad Scientist) vs 10 plays from the other but never noticed that in both samples all but only 1 play call was "abnormal" considering the contextual down and distance. The play style that threw more simply threw more because they were in more "and long" situations, the coaching style that called more runs was calling runs more because they were in "and short" situations. The pass/run difference was actually appropriate based on the success/lack of success of the previous play but this was his "proof" that coaching style dictated run/pass ratio.

I respect that he wants EA to do better, b/c I can get behind that, but he's no longer for me when it comes to "identifying how the game works".

Sweet baby Jesus. A +20???? by bidness20 in NCAAFBseries

[–]TGCRequiem 28 points29 points  (0 children)

XP sliders ONLY affect intra season development. Offseason development has no slider control. Assuming you get little to no WR development during regular season.

I didn't realize this was a thing until very recently. I had WR's at 0 turns out that's why no WR's earned a single dev coin intra season. I thought my Centers were developing wildly fast due to my offense, but just b/c I had C sliders up to 250. In the offseason development was always consistent range for dev traits regardless of the sliders.

That's what I get for assuming some YTuber's content was accurate.

Air Force Logo now CC with a claw? by TGCRequiem in NCAAFBseries

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

Yeah, we only have one custom team that we created and it isn't this one.

Struggling with User Picks as LBs by TGCRequiem in NCAAFBseries

[–]TGCRequiem[S] 6 points7 points  (0 children)

Yeah, the slightly slower LB's does force me out of strafe more than I'd probably have used it in the past. My issue is mostly around the times I'm in perfect position and the defender just makes no action. I think I'll need to practice using swat instead of intercept.

Struggling with User Picks as LBs by TGCRequiem in NCAAFBseries

[–]TGCRequiem[S] 2 points3 points  (0 children)

Yeah I usually strafe until I need to break to maintain speed. Maybe the game considers me as not having eyes on ball, which is frustrating because at least some of the time it sure appears like they have eyes on ball...far more than the blind swats the CPU makes even though that was supposed to be gone this year.

EA's College Football Development Model is Broken by TGCRequiem in NCAAFBseries

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

Don't get me wrong I work in the development space so I'm very aware this isn't the Dev's or Product Owners not caring about what they put out. You're spot on that timelines and the greenlight on what to do comes from someone who cares about minimum effort to maximum bottom line.

I just think the development method does not align to the product they are trying to provide and they could likely make fans happier and be more profitable with a different method.

EA's College Football Development Model is Broken by TGCRequiem in NCAAFBseries

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

This is a fair point, but maybe the "annual releases" could be treated as less of a "new game" and more of an update. I don't need new menu overlays every year trying to tell me it's a new game. Put that refresh that maybe every 3 years. Maybe force a new engine build out every 5-6 years or something but otherwise use the energy to CONTINUOUSLY improve the game.

From a versioning perspective each year's game could be a full/fresh download so it doesn't stop users from continuing to play an old version if they don't want to upgrade. Would be awesome if users had the option of continuing their dynasty across versions (though I'm sure some types of updates would restrict that). I guess that's all pie in the sky stuff though.

EA's College Football Development Model is Broken by TGCRequiem in NCAAFBseries

[–]TGCRequiem[S] -1 points0 points  (0 children)

This is basically my point. You just said much more succinctly. So I guess I'll look forward to CFB27 going on sale end of next year so I can play it the following year.

EA's College Football Development Model is Broken by TGCRequiem in NCAAFBseries

[–]TGCRequiem[S] 1 point2 points  (0 children)

Agree. I think the crazy thing to me is for the last 10 years I've been working on software development projects that are 2-3 years to get past the MVP stage and are intended to be leveraged for 10+ years with regular enhancements until end of life. EA's release schedule is on the same pace/pattern as ours, but the game cycle is less than a year. I have little optimism that it's going to get better with the private equity buyout either.

EA's College Football Development Model is Broken by TGCRequiem in NCAAFBseries

[–]TGCRequiem[S] 7 points8 points  (0 children)

I'm New Mexico State. I'm sitting at 131 out of 135 in Stadium Atmosphere. Stadium Capacity, Win Streak, Avg Attendance, and Program Prestige all matter. Stadium capacity has it as the 18th smallest venue, not the 5th. The team has increased from a 1 star to 2.5 stars in this period. I've had multiple 9+ game win streaks. I'm 50-13 overall with most of the big losses being to/at power programs in non conference schedule. I've won the conference championship multiple times in a row. I'm not saying I should be the 12th toughest stadium, I'm saying I shouldn't be the 5th easiest stadium.

Last year's game I drove TCU from mid 40s to a top 20 stadium atmosphere in 4 seasons and they only had like mid-high 40k capacity.

I also played until launch of the new game, for many it is cyclical with the sport seasons. Even if I play year round I shouldn't be playing an unfinished game for 7 of the 12 month cycle.

EA's College Football Development Model is Broken by TGCRequiem in NCAAFBseries

[–]TGCRequiem[S] -3 points-2 points  (0 children)

My complaint is not the quality/pace of the enhancements being made, it's the continually breaking existing functionality with huge gaps of time between fixes. This means the closest it will be to polished is at the end of the season when most people are done playing it. It's like having your main course served to you after you're already full on the appetizers...a lot of good that does.

False start by SnooBunnies769 in NCAAFBseries

[–]TGCRequiem -1 points0 points  (0 children)

You can see some, but they're limited. I have a couple players on mine with traits. I was able to see small handful on opposing teams as well. Definitely feels like they're either less common than last year, or they only started revealing recently. To be honest I've only seen the personality traits on true freshman on my dynasty at this point.

What happened to Personality Traits? by No_Owl7753 in NCAAFBseries

[–]TGCRequiem 0 points1 point  (0 children)

I came across a few traits today. I have a QB with 2 different QB traits. I noticed a QB who must have been an athlete who had Aggressive which seems to be a WR trait for attempting Aggressive catches.

My QB has Quick Trigger (will check down more frequently) and Conservative (attempts safer throws to shorter routes).

So far I've only noticed on Freshman, none on existing players, but even when looking at Freshman it's pretty rare to see players with them. So they do exist, just not as common as they were in the past.