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New NCAA 13 Dynasty Recruiting Features Detailed

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Old 05-07-2012, 06:17 PM   #21
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Sounds good I'd like more details on how players and coaches can follow you I really line that idea. And hopefully now more transfers will happen.


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Old 05-07-2012, 06:41 PM   #22
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Originally Posted by d witty10
ive seen ALOT of screenshots that have recruits rated WAAAAY to high as far as OVR is concerned. one recruit was OVR 88!
The high overalls for recruits aren't bad depending on their star rating. We see true freshman impact players all the time...and probably rated even higher than 88
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Old 05-07-2012, 06:44 PM   #23
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Re: New NCAA 13 Dynasty Recruiting Features Detailed

I hope the AI doesn't over recruit on WR's & RB's & that player progression has been toned down where ACTUAL playing time factors heavily on progression.
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Old 05-07-2012, 06:53 PM   #24
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Originally Posted by iromerliciousi
I hope the AI doesn't over recruit on WR's & RB's & that player progression has been toned down where ACTUAL playing time factors heavily on progression.
Ditto but not just PT but having good stats too should affect their progression like in Madden even though it was flawed
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Old 05-07-2012, 07:07 PM   #25
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Re: New NCAA 13 Dynasty Recruiting Features Detailed

Do we know if the OVR shown in recruiting is the exact rating, or if there's any amount of variables that may affect the rating after the recruit is signed?
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Old 05-07-2012, 07:39 PM   #26
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If these are implemented correctly, this will provide hours of limitless immersion into the game...
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Old 05-07-2012, 07:52 PM   #27
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Re: New NCAA 13 Dynasty Recruiting Features Detailed

Things that I liked
-5 star recruits that AREN'T JUST HB & WR. Finally some 5 star recruits in other positions
-Appears you can now see a recruits important ratings quickly w/o having to scroll to the bottom of some screen
-All that dynamic conference & team ratings. Perfect

Things I'm still worried about (basically stems from no confidence in on-field gameplay improvement)
-Recruiting 5 star linemen might be possible, but still wont matter
-Good players will still basically be made based on just on 2-3 attributes (spd, acc, pursuit, pwr move, CiT, etc depending on position) while you can basically ignore the rest
-Wonky generated stats from the simmed games you dont play. Some of this stems from sliders we have to adjust for gameplay to not be ridiculous, and some stems from the AI seeming to despise the running game even on default sliders. Hope the game can handle this and the new dynamic ratings based on these stats. We almost need 2 slider sets, one for gameplay, one for simmed games.

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Old 05-07-2012, 07:54 PM   #28
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Re: New NCAA 13 Dynasty Recruiting Features Detailed

Quote:
Originally Posted by fahrenheit
Do we know if the OVR shown in recruiting is the exact rating, or if there's any amount of variables that may affect the rating after the recruit is signed?

It better not be the exact rating. Weak. Sauce.
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Old 05-07-2012, 08:10 PM   #29
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Re: New NCAA 13 Dynasty Recruiting Features Detailed

Some recruiting tidbits from our brethren at TGT and TSO

gschwendt-The Gaming Tailgate:

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I never saw it personally but in talking with Jordan, he says he has seen a gem with as high as a +23 swing and busts as high as -17. That may not be reflected in the final game (obviously they'll continue to tune prior to release) but it definitely has a potential to be a huge swing for a player. It means those 1 & 2 star players now can have an impact.
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Additionally, the points you get for pitches has also been changed quite a bit. You might get 200 points for a A+/Most pitch and then turn around and get 20 for A+/Least. That's a big change from last year where you could still have a successful call pitching only your best graded pitches getting in the range of up to 60 or so for every A+ pitch.
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Additionally, CPU chooses their targeted recruits more effectively. You should see less (possibly none) instances of the CPU having 8 QBs on their roster. Now they'll take into account needs for that season, recruits that really like them, and then will start looking at the junior class to determine needs for the future. That should be a big help in making sure that they build a solid roster so that when you take over for them in Year 5, you're not stuck with more QBs than total OL.
Drifterbub-Tradition Sports Online

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They should. They did some more tweaking to the board logic. Also with the institution of the playing style pitch, recruits that fit the CPUs style should be more interested. Plus, the interest of a recruit is much more dynamic. So it should allow CPU teams to be more capable of going and getting guys that fit.
Shaun Mason-Tradition Sports Online


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Also, Drifter and I got them to make Heisman recruiting even harder.
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I dont get this. Ok nothing against anyone whos buying both or whatever but when I buy a NBA game I want the most accurate and best graphical game possible and by accurate I mean all current players, arenas, equipment. Not some bum from the 80's
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Old 05-07-2012, 09:06 PM   #30
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something tells me that the mock drafts will have a direct impact to madden. could that be the connected careers madden has teased if so it would be cool if the mock draft changes daily in real life. for instance a guy that is rated a top 10 pick fall after a bad combine or pro day or vice versa.
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