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NCAA 09 Gameplay Issues (response from EA)

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Old 07-22-2008, 02:46 PM   #651 (permalink)
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Re: NCAA 09 Gameplay Issues (response from EA)

Several things frustrate me about the people who complain about gameplay in '09. First, get in line. Any gameplay concerns you may have are at best 3rd on the depth chart of concerns right now, firmly behind broken online dynasties and rosters that make the game crash. Dealing with a game that may be "broken" is more important than catering to the individual tastes of thousands of different gamers.

Second, you had a demo. The demo allowed you to play a game of football and to try out running, passing, defense, etc. I may or may not like everything about this game, but you won't hear me complaining about things that I could've learned from the demo, b/c I went out and spent $60 anyway. This is to be contrasted with things that you couldn't gleam from the demo, such as how the online would work, or how dynasty mode had changed.

Third, this game is not drastically different than '08, or even NCAA 2003 for that matter. From February through June, OS posters seem to rip EA for putting out the same game every year and making no changes. Then July rolls around, and suddenly everybody pretends like "OMG, this game is sooo different, the A.I. is dumb, blah, blah, blah" It's either one or the other, but it can't be both.
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Old 07-22-2008, 02:48 PM   #652 (permalink)
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Re: NCAA 09 Gameplay Issues (response from EA)

man the years of having fun with video games must be over

i have a question though....for dynasty if i lowered the run/pass slider down closer to run will it make the teams run more oftne...bc before i did that i played clemson in my dynasty and they passed 41 times and all i could think of was wow this isnt how clemson plays
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Old 07-22-2008, 03:05 PM   #653 (permalink)
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Re: NCAA 09 Gameplay Issues (response from EA)

Quote:
Originally Posted by StormJH1
Several things frustrate me about the people who complain about gameplay in '09. First, get in line. Any gameplay concerns you may have are at best 3rd on the depth chart of concerns right now, firmly behind broken online dynasties and rosters that make the game crash. Dealing with a game that may be "broken" is more important than catering to the individual tastes of thousands of different gamers.

Second, you had a demo. The demo allowed you to play a game of football and to try out running, passing, defense, etc. I may or may not like everything about this game, but you won't hear me complaining about things that I could've learned from the demo, b/c I went out and spent $60 anyway. This is to be contrasted with things that you couldn't gleam from the demo, such as how the online would work, or how dynasty mode had changed.

Third, this game is not drastically different than '08, or even NCAA 2003 for that matter. From February through June, OS posters seem to rip EA for putting out the same game every year and making no changes. Then July rolls around, and suddenly everybody pretends like "OMG, this game is sooo different, the A.I. is dumb, blah, blah, blah" It's either one or the other, but it can't be both.
1. If the onfield gameplay is garbage, nothing else really matters.
2. The demo was on varsity, using only very good teams and 2 minute quarters. Couldn't possibly judge how Heisman would play. Also couldn't have possibly known the sliders were broken. Also, the Kick coverage was destroyed by EA some time between the demo and the retail release. So that was clearly misrepresented.
3. We don't rip EA for putting out the same game, we rip them for breaking things that worked in previous versions, and bringing out new features that make gameplay even worse.
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Old 07-22-2008, 03:05 PM   #654 (permalink)
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Re: NCAA 09 Gameplay Issues (response from EA)

Quote:
Originally Posted by marino13882
man the years of having fun with video games must be over

i have a question though....for dynasty if i lowered the run/pass slider down closer to run will it make the teams run more oftne...bc before i did that i played clemson in my dynasty and they passed 41 times and all i could think of was wow this isnt how clemson plays
move the slider to the right.
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Old 07-22-2008, 03:08 PM   #655 (permalink)
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Re: NCAA 09 Gameplay Issues (response from EA)

Quote:
Originally Posted by fistofrage
move the slider to the right.
see thats what i thought but then i saw in the night owl sliders thread where he said that if you move it left it will be towards the run and inclined...make them run more
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Old 07-22-2008, 03:12 PM   #656 (permalink)
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Re: NCAA 09 Gameplay Issues (response from EA)

Quote:
Originally Posted by marino13882
see thats what i thought but then i saw in the night owl sliders thread where he said that if you move it left it will be towards the run and inclined...make them run more
I haven't tested it this year, but in the past it was definitely run/pass.

Think of it like an empty bar, you fill the bar with run plays by moving the slider to the right, what's left over is the pass play %.
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Old 07-22-2008, 03:14 PM   #657 (permalink)
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Re: NCAA 09 Gameplay Issues (response from EA)

Quote:
Originally Posted by fistofrage
I haven't tested it this year, but in the past it was definitely run/pass.

Think of it like an empty bar, you fill the bar with run plays by moving the slider to the right, what's left over is the pass play %.
ahhh thanx i gota do them over again i moved them all down bc i thought i had to move them closer to run
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Old 07-22-2008, 03:25 PM   #658 (permalink)
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Re: NCAA 09 Gameplay Issues (response from EA)

Quote:
Originally Posted by muggins
Holy crap 11 minute quarters
last year and previous year's I played 12 minutes, but due to the cpu snapping the ball quickly, I dropped the time down by a minute.

11 minute quarters gives me a nice flow to the game. The cpu runs the ball, not sure if thats minute related or not, and there are some nice drives during the game. Anything less and I feel as though things are "forced" to happen.

Just my .02
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Old 07-22-2008, 03:29 PM   #659 (permalink)
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Re: NCAA 09 Gameplay Issues (response from EA)

Guys, I'm telling you for an absolute fact. These sliders work and make the game very realistic. This addresses the Sack problems, it addresses the cpu completion percentage, the whole nine yards..

You just have to stop complaining and try them...


UPDATED!

DO NOT CHANGE ANY CPU SLIDERS


Everyone should also set their auto-subs as follows below!

Sub In and Out:

QB Out 0
Qb In 1
RB Out 79
RB In 100
WR Out 0
WR In 1
FB/TE 0
FB/TE 1
OL Out 0
OL In 1

DT Out 84
DT In 90
DE Out 85
DE In 90
LB Out 0
LB In 1
CB Out 0
CB In 1
S Out 0
S In 1




NJPapi's Heisman Sliders: Again DO NOT CHANGE CPU SLIDERS ONLY USER

Injuries On or Off
Fatigue On
Quarter Lenght 8 minutes (Or your preference)
Playclock On
HFAE On
Ice Kicker On
Quiz QB Off


Penalties:

All maxed out except for roughing the passer which is set at 40.



Universal Offense (Works for both CPU and User)

QB Accuracy: 50 (This is important to never raise or lower from default, it provides the best balance of accuracy and strength depending on your qb)

Pass Blocking: 0 (This will help the weak pass rush from both sides)

WR Catching: 20 (This will keep drops at a realistic rate)

RB Ability: 45 (This is a huge change for this set, since it has proven in my findings to not allow the cpu to spin and juke when there is a hole, they know run through a hole)

Run Blocking: 100 (This needs to remain this high to help the weak cpu)



Universal Defense (Works for both User and Cpu)


Awareness: 85 (This will keep the defense honest and will help lower the incredibe picks by the cpu and user)

Knockdowns: 100 (This will help swat passes but not to the point of swating passes without looking)

Interceptions: 0 (This will help keep the high number of picks down)

Break Block: 30 (The theory is that this helps the pass rush but it does not. By lowering the pass block to 0, we are addressing the pass rush as much as we can. This slider is more beneficial for the run game, I was sacked 5 times in my last game)

Tackling: 15 (Biggest change, yes 15 is just right for both sides. Keep in mind that you will need to remove your fingers from hit sticking cuz that wont work as affective and you will miss tackles. At this set the cpu and human defenders seem to gang tackle more and if you play your correct assigments then you wont have issues tackling. Plus the fact that rb ability was lowered helps overall)



Universal Special Teams (Works for User and Cpu)


FG Power: 5 (I have found that at this set anything higher then 47 is hard unless you have a stud kicker)

FG Accuracy: 35 (This will make long kicks harder)

Punt Power: 45 (This will help stop the easy return game. Try and angle kick at all times)

Punt Accuracy: 65 (This will help your angle punt game)

Kickoff Power: 70 (This will put the ball at the goal line or deeper to stop the long gains on returns)

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Old 07-22-2008, 03:30 PM   #660 (permalink)
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Re: NCAA 09 Gameplay Issues (response from EA)

Please use the slider subforum for slider discussion. Thanks!
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