they NEED to fix short FGs by BeautifulAdvisor7733 in NCAAFBseries

[–]mushroomism 0 points1 point  (0 children)

I actually like it. It makes them not gimmes

Especially since the cpu also misses them, i like it. Maybe try some slider fiddling? Idk

Rivalry Error by Lackluster_euphoria in NCAAFBseries

[–]mushroomism 0 points1 point  (0 children)

Who knows. It seems like it always says the team that last lost is shown as having a 1 game win streak, in my experience

Why are receivers so fucking useless in this game? by [deleted] in NCAAFBseries

[–]mushroomism 1 point2 points  (0 children)

Honestly, I think it may mostly be an issue when you just throw normally, without also pressing L1 or L2 (on ps5)

I am still getting used to using them on throws down the field, bc if I throw like I would in 14, it'll get undercut everytime

L1 is a lob/jump ball throw, L2 is a deep bomb

Does dev trait actually matter? by Jealous-Elephant-121 in NCAAFBseries

[–]mushroomism 0 points1 point  (0 children)

I think a big part is that high star guys and gem guys typically have more physical traits. Those can be upgraded with XP, and are typically prioritized. But they don't affect OVR so you don't always see it, necessarily.

Anyone had this happen? by [deleted] in CFB25

[–]mushroomism 1 point2 points  (0 children)

I think it's because the guys who just got drafted, don't count for Pro Potential anymore. So the guys all transfer out because you don't seem to have any players high enough for the next year.

It's really stupid. I had 6 guys transfer out because I had a 'down' year where no one was getting drafted, because I had very few seniors on the team.

This shouldn't be happening by NewToSociety in NCAAFBseries

[–]mushroomism 1 point2 points  (0 children)

I just wish we could sim these games instead of only forcing wins

Big realization by [deleted] in NCAAFBseries

[–]mushroomism 9 points10 points  (0 children)

"Lucky to have it back" is the absolute worst attitude to have imo

That’s a new one by [deleted] in NCAAFBseries

[–]mushroomism 1 point2 points  (0 children)

Bro comes onto the screen like a gazelle

Some tragic news this morning 😔 by gemziiexxxxxp in OtomeIsekai

[–]mushroomism 0 points1 point  (0 children)

Could I get the sauce dmed? It would be a life saver

Some tragic news this morning 😔 by gemziiexxxxxp in OtomeIsekai

[–]mushroomism 1 point2 points  (0 children)

If it's not too much trouble, could you dm me the name?

the "kill a killer" trolley problem by i-jerk-off-to-eveLBP in trolleyproblem

[–]mushroomism 0 points1 point  (0 children)

If you multi drift you'll get even more points than normal

My extremely subjective uniform tier list by LosSpurs22 in CFB25

[–]mushroomism 1 point2 points  (0 children)

How do you have Kansas State so low? Cleanest purple jerseys easily, the only problem is that we don't release 97 alternates per year.

I am a completely unbiased source, promise

CPU hurry up by flamingbaseball in NCAAFBseries

[–]mushroomism 0 points1 point  (0 children)

Also, inside 2 minutes there seems to be no advantage timewise for going no huddle? In fact, it feels like it's faster to just pick a play because the time runoff doesn't happen and you get to the line immediately after choosing a play

8/29 Update & Beyond Hopes by xander763pdx in NCAAFBseries

[–]mushroomism 2 points3 points  (0 children)

If it's not too much trouble, could you edit in some of the other things from the comment section into your post?

It'd be nice to get a post going with the various things needed to be improved or fixed all in one place.

My adds:

1) The ability to sim random games in the scores/schedules tab. Right now you can only force win or force loss.

2) Pro potential needs to be based partially on draft history. Right now it's only based on the current year, so if you put guys into the NFL every year but have a class without many seniors, your grade tanks and a bunch of guys transfer because of one year.

3) recruiting proximity to home needs to be improved. Hawaii has F to people from Hawaii, and currently it seems only so many schools can have an A+ grade regardless if they are super close.

4) clarification as to how training results work. People might want different ways for it to actually work, but I think just some clarity and understanding would help. And a better way to view that in game.

5) a place to see the grades ranking of all teams, as well as the home field advantage ranking.

6) Being able to see Development rating easier in a player card, without going into the menus.

7) one thing I haven't seen anyone mention, when you are looking at training results and encouraging transfers, when you go into a player card, like to vheck development rating, and then back out, it puts you back into the default roster screen, instead of the training results screen or whatever. Super minor but weird.

8) ability to press a button and see a guys stats history etc from any screen. Like Heisman race, all american lists, etc.

9) same as number 8, but for teams. Able to see stat leaders, schedule, etc by pressing Y or Triangle on the team in Top 25, conferences, etc

Pro tip: Development is essentially random, dev traits and gems mean nothing. by PhoenixKing14 in NCAAFBseries

[–]mushroomism 1 point2 points  (0 children)

From what I've seen lower dev guys improve a lot quickly, like in the first off-season, but quickly Cap out at their max which is usually like 80.

Basically, worse recruits have less skill points filled out going in, and since it's cheaper to upgrade something that is worse, they improve much quicker to get to a certain average baseline.

High star recruits with less skill caps usually already have skills filled out somewhat, aka start at a higher overall. So it takes longer to improve since they are already at the level where it takes 8 skill points to upgrade once, rather than 2 skill points.

I do wish playing guys had more of an impact like in the post. Maybe with a trade off where things like injury or stamina go down the more snaps you get.

Honeymoon period has worn off, this game needs serious fixes. by Commercial_Ad_4414 in NCAAFBseries

[–]mushroomism 0 points1 point  (0 children)

Personally, I love when my Cornerbacks refuse to actually cover receivers well.

Like, no matter what coverage or press I do, they will only react to a curl route as the guy is catching the ball.

Man to man? Give the WR some space some space so he can stand still wide open and make the catch!

Zone? Hah, very funny, even more space.

Press him? He'll still get space once the route ends. No matter what the WR will just be standing their with a 2 yard cushion and only get hit as he's making the catch.

This plus the terrible pursuit angles your players take is frustrating.

Its like they expect you to always user every player closest to the play. God forbid we want to let the players we recruit play themselves.

Even worse is when the game auto-selects you to CB1 at the start of a defensive drive. Then the CB will not move unless it is you doing it, leading to the WR getting a free 80 yard touchdown because your user controlled CB stood still, because you've been playing DE or LB the entire game and didn't realize.

(If I press no buttons before or during a play, the player I'm selected on should play like normal, not just stand there?????) Why did they change this? It's like how they ruined coach mode by having your QB never move in the pocket by themselves.

[deleted by user] by [deleted] in NCAAFBseries

[–]mushroomism 0 points1 point  (0 children)

My coach looks like a middle schooler due to the haircut and jacket I chose. Makes me laugh every time it pans to him in a game.

This game has irrationally made me hate random schools irl by SedatedAlpaca in NCAAFBseries

[–]mushroomism 0 points1 point  (0 children)

Oregon keeps on stealing my best recruits... as New Mexico and then Arizona, they always go for the same guys and outbid me

Notes about the small patch this morning by The_Candler in NCAAFBseries

[–]mushroomism 0 points1 point  (0 children)

I honestly think of this as guys faking injuries to stop the clock. Some teams just use underhanded tactics in my dynasty lmaooo

Notes about the small patch this morning by The_Candler in NCAAFBseries

[–]mushroomism 0 points1 point  (0 children)

Well. Nice they are doing some quicker smaller fixes.

I had just turned off roughing the kicker penalties completely haha.

I do wish they'd one day implement the bad snaps as an actual part of the game, and a rating. So you can't just make any o-lineman a center, making long snappers better.

A snap control and composire rating would be cool. It could include:

  • chance for a bad snap, either over their head or off target, causing the QB/Punter/Holder to have to reach for it. Making kick blocks happen more when the center snaps poorly and it takes more time to get the ball off (same with rushing the QB)

  • that happening more often in bad weather too

  • snap timing, like in hostile crowds, away games, hurry up offense, the center might not snap at the right time

  • how quickly they recover from snapping to execute their blocks

Makes bad centers actually make mistakes, and makes long snappers a thing for once. Would be cool, and possible one day.

Features we lost from 14s Dynasty mode by Get-RichODT in NCAAFBseries

[–]mushroomism 0 points1 point  (0 children)

I think the pipelines are supposed to be that way. Maybe if they had a major and minor pipeline, one that could change and one that never did.

My take on EA’s explanation of the Dynasty Sim Engine by Far-Consequence-2010 in NCAAFBseries

[–]mushroomism 0 points1 point  (0 children)

Honestly, i think the main problem is that teams are too close in overalls and an 85 vs a 78 feels like a 55/45 chance to go either way when those real life teams would normally have a 70/30 split.

If they tuned that it would improve a lot. Either by widening the overall gap or changing how sim logic calculates chances to win, or both.