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BuckeyeMac;2118171; said:
That could actually happen.

They could always bring back that "discipline" "get in trouble" feature they had a few years back.

I always said screw it I'm playing you kid, even if you were failing class. I never got caught :biggrin: :wink:

The lack of discipline/rule breaking in the NCAA games kinda makes the game boring.
 
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TooTallMenardo;2118175; said:
The lack of discipline/rule breaking in the NCAA games kinda makes the game boring.

True they were all minor stuff. "Johnny skipped out on class today" do you want to sit Johnny for a quarter, half, game, or do nothing?"

Give me something exciting at least. Something like "Johnny got caught banging 2 chicks at the park after it closed and was charged" or "Johnny shot a squirel on campus using a blow dart gun" Now crazy stuff like that would have made it fun
 
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BuckeyeMac;2118179; said:
True they were all minor stuff. "Johnny skipped out on class today" do you want to sit Johnny for a quarter, half, game, or do nothing?"

Give me something exciting at least. Something like "Johnny got caught banging 2 chicks at the park after it closed and was charged" or "Johnny shot a squirel on campus using a blow dart gun" Now crazy stuff like that would have made it fun

:rofl: THIS!
 
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This may be the first year I haven't bought NCAA since '98 or '99, whenver I first found out there was a college football game on Playstation. I just find I've been playin' the game less and less each year. The super LBs last year were particularly annoying, especially if you're in a pass heavy offense. The run blocking was so attrocious for awhile that it was just frustrating running the ball many years, but I found running the ball a lot more last season. Overall I've been just coming to the conclusion that it really isn't worth paying $50-60 for an updated roster each year and a couple pointless new features. I honestly feel like there hasn't been anything semi-meaningful to the game (That wasn't already there in a previous version) since the custom sounds were added for atmosphere.
 
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DA-Bucks;2118371; said:
I'll probably pass on 2k13 unless I hear from everyone that the game is much better than last year about a month after launch.

That is ALWAYS the key... a month after launch.

Last year I wasn't going to buy, but the first couple of days people were saying it was a great game I broke down and bought it. Then you listen to those same people after a month of playing they are saying it is the worst game of all time.

Will I buy it? Heck yeah, I just have too much fun in the BP dynasties to not get it.
 
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BuckeyeMac;2118179; said:
True they were all minor stuff. "Johnny skipped out on class today" do you want to sit Johnny for a quarter, half, game, or do nothing?"

Give me something exciting at least. Something like "Johnny got caught banging 2 chicks at the park after it closed and was charged" or "Johnny shot a squirel on campus using a blow dart gun" Now crazy stuff like that would have made it fun

I remember back in the day on NCAA 06 every time I would start a Dynasty Miami would be put on probation by week 3.... Forget what exactly probation meant back then but funny nonetheless.
 
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Playbook #1: Sights & Sounds


  • Revel in the pageantry of college football game days with NCAA Football 13. Featuring new team run-outs, mascots and pre-game traditions along with significantly enhanced audio and new trophy presentations, NCAA Football 13 will deliver the passion and excitement of college football to fans across the nation.
  • Check back April 2 for further details, assets and insights from the development team.
Window dressing!


Playbook #2: Gameplay


  • With a new passing system that changes the way quarterbacks and receivers play and respond, combined with a new read and react defensive AI system, NCAA Football 13 delivers greater realism on the virtual gridiron.
  • Check back April 17 for further details, assets and insights from the development team.
Read and react? BULLSHIT. React and warp will be more like it.



Playbook #3: Dynasty


  • Game days come to life with mid-game updates featuring a new studio analyst, plus enhanced commentary from NCAA Football veterans Kirk Herbstreit and Brad Nessler. Recruiting now goes deeper than ever with the addition of dynamic grades and the ability to scout players. Plus, there are even more ways to interact with your Dynasty from the web.
  • Check back May 7 for further details, assets and insights from the development team.
Superfluous details!



Playbook #4: Heisman Challenge


  • There are familiar faces on the field in NCAA Football 13, which now features a selection of former Heisman Trophy winners. With the new Heisman Challenge mode, fans have the ability to utilize the skill set of a legendary Heisman Trophy winner in a quest to match his award-winning historical performances and win the Heisman trophy once again.
  • Check back May 28 for further details, assets and insights from the development team.
Gimmick!


Playbook #5: Road to Glory


  • The experience of being a college football superstar is now even more exciting with a new feature in Road to Glory that allows players to see and feel the game differently during key moments, increasing on-field awareness and creating amazing opportunities.
  • Check back June 11 for further details, assets and insights from the development team.
Shiny object!
 
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Sights and Sounds
meh, whatever. Every year the lighting changes or dreadlocks or whatever, who cares.

Want my attention? Fix Super-LB, we'll be cool then. Read and react? Could be cool and AWR could come into play, but it's EA and it will be '16 before it's close to being right.

I enjoy recruiting and developing teams more than any other part of this game. Two suggestions:

1 - Make progression tied to some level of (a) playing time, (b) success during said playing time, (c) Coaching skill (fix the flawed system currently), (d) maturity...

2 - Add a maturity rating to players that is impacted by promises during recruiting, success of team, and individual/playing time/maturity of those in front on the depth chart. Say you have a stud immature WR 1st on the depth chart, he would negatively impact game performance and progression of the young guys. This adds a component of quality player and makes having SR laden teams a benefit over all FR/SO teams.

Also, allow the user to choose the Impact player; the Impact player will be the designated leader and his maturity and skill will have the greatest impact on the team. Add a little strategy to who the team Captains are.
Heisman Challenge
Will play as much as I play RTG...
Road to Glory
I hate Road to Glory
 
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fanaticbuckeye;2125275; said:
I enjoy recruiting and developing teams more than any other part of this game. Two suggestions:

1 - Make progression tied to some level of (a) playing time, (b) success during said playing time, (c) Coaching skill (fix the flawed system currently), (d) maturity...

2 - Add a maturity rating to players that is impacted by promises during recruiting, success of team, and individual/playing time/maturity of those in front on the depth chart. Say you have a stud immature WR 1st on the depth chart, he would negatively impact game performance and progression of the young guys. This adds a component of quality player and makes having SR laden teams a benefit over all FR/SO teams.

Also, allow the user to choose the Impact player; the Impact player will be the designated leader and his maturity and skill will have the greatest impact on the team. Add a little strategy to who the team Captains are.

Yeah, recruiting is the thing that I love the most about the game. Thus the reason I love dynasty play so much and the game doesn't bother me as much as others.

Hmmmm, scouting is back? SWEEEEEEEET - I did like that part when they had it in.

Dynamic grades? Hopefully this means everyone starts with a set grade and the more you scout that person, those grades could change.

I agree with fanatic... why not tie progression into actual production/playing time on the field? Make it worthwhile to play backups in blow outs versus running up stats.
 
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