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Official NCAA 2007 Info Thread (Merged)

First off I think the rosters are created LONG before the game is finalized and released. I also don;t know much of the video game creation process, but it may be too difficult to remove the code for given players and replace them with people that late in the development of the game. It seems like the last 2 or 3 months of the development are dedicated to tightening up graphics and gameplay concerns but again I am not totally sure.

On another note...WOW is aram olson getting a LOT of love in this game or what lol? I know the kid is a very good FB but better than Stan or Dionte....wow. Cant wait till midnight Monday regardless lol.
 
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thestoicpaisano said:
fb
#89 olsen??? - 87!
#49 84
#43 78
BNJH said:
On another note...WOW is aram olson getting a LOT of love in this game or what lol? I know the kid is a very good FB but better than Stan or Dionte....wow. Cant wait till midnight Monday regardless lol.

Stan White is #89.
 
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My take: OK, there are 66 players in the game. 3 are no longer on the team (Haw, Cotton, Roberts), and Kerr doesn't count towards the scholarship limit (83 at the moment). So there are 21 players not represented in the game. The problem with the players who've left the program is that you can't edit their class in the game, nor can you delete them. Thus, options are limited. There are no matches for Cotton's spot, as everyone in his class is already in. Roberts' spot can be given only to Drew Norman (it'll actually be nice to have a true long snapper), and Haw's only to Shaun Lane. So you're left with a compete waste in Cotton's spot and only 4 spots for the following 19 players:
First off, I was lucky enough to score an early copy yesterday (3 years in a row), for the 360. Some interesting things regarding rosters to be sure (specifically for the 360 version):
"Class" can be edited this year. I changed Cotton to Denlinger and he continues to show as a RS-Frosh. I think I converted Haw to Schwartz and Roberts to Chekwa, and their classes show correctly as well. And while the rosters are mostly accurate in terms of height and weight of the players, a lot of them have the wrong class (for example: Nicol and Lyons both show as Juniors when they are actually RS-Sophs on the tOSU roster). So, due to these inaccuracies, the ability for change was very needed.

The roster menus are very different from the last few years, and are far less intuitive at this point. I started to get the hang of it after a while, but it is quite an adjustment period. Also, the manual sucks in terms of what it explains, which basically ony covers which buttons do what (dive, pitch, juke, etc.). I was unable to find a way to edit any equipment.

360 rosters have 18 new attribute ratings for each player. It's awesome that they are in there, but it's a bit overwhelming to me at this point. I'm sure I'll adjust quickly to them. They provide for a lot of detail for each player.

Another minor feature that I thought was nice, is that you can also change the players' states and hometowns. So you can now have Ginn from Cleveland and Zwick from Massilon. May not be a big deal to most, but I think it is a nice touch. Interesting to note, they had Pretorius from Colorado, the only other country you can select is Canada.

I only played the game about 3 hours last night. I spent the first 90 minutes doing Ohio State's roster, and a few of the main players for scUM. I played some exhibition games on varsity and then started a dynasty season to see how it compared to 06 on the Xbox.

In-season recruiting is in the game. It looks like they provide more detail on the players, including their rankings and such. Like before, pipelines affect players interest in the program. It also shows which players are interested in your program.

Some quick notes: Smith, Ginn, and Pitcock are the impact players (no surprise). Rob Rose and Chris Wells look to be studs. The players seem to play realistically. I played on varsity level and returned a punt with Ginn. I didn't see any speed cheats, but I also haven't tried any other levels.

BuckNutJoeHall said:
On another note...WOW is aram olson getting a LOT of love in this game or what lol? I know the kid is a very good FB but better than Stan or Dionte....wow. Cant wait till midnight Monday regardless lol.
#89 is Stan White. Olson is #43 and is a 78 OVR. Also, it looks as though ratings for players vary between the current-gen and next-gen systems. This is likely due to the extra attributes.

That's all I have time for right now.
 
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Some assembly required.
pancake.jpg

1.jpg
 
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Some interesting things regarding rosters to be sure (specifically for the 360 version):
"Class" can be edited this year. I changed Cotton to Denlinger and he continues to show as a RS-Frosh. I think I converted Haw to Schwartz and Roberts to Chekwa, and their classes show correctly as well. And while the rosters are mostly accurate in terms of height and weight of the players, a lot of them have the wrong class (for example: Nicol and Lyons both show as Juniors when they are actually RS-Sophs on the tOSU roster). So, due to these inaccuracies, the ability for change was very needed.

I was unable to find a way to edit any equipment.


Another minor feature that I thought was nice, is that you can also change the players' states and hometowns. So you can now have Ginn from Cleveland and Zwick from Massilon. May not be a big deal to most, but I think it is a nice touch. Interesting to note, they had Pretorius from Colorado, the only other country you can select is Canada.

Friggin' A on being able to edit class. Excellent decision. Jordan and Lukens might have to go.

On the other hand, you are unable to edit equipment from what I've heard. I hope this doesn't trickle down to PS2, and I really hope they don't give freshmen black/red sleeves when we wear white.

I too like the decision to edit hometowns, even though it really affects nothing. Pretorius went to some type of school in Denver before coming here, which is why he has Colorado as his homestate.
 
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Cool info, BrutuStrength. Thanks for sharing, now I'm more pumped.
My pleasure. What isn't my pleasure is being separated from it all day. :(

Another detail that I remembered is that for some reason, Vernon Gholston was white on the game's default roster. Oh well, it was easily fixed.

Regarding the running game:

It looked more as though each blocking matchup is more of it's own battle. A strong DE seemed to carry one of my blockers with him while he strung out a play. It seemed a bit tough to dance between the tackles, but I also know that I hit the wrong buttons a few times (like juke when I wanted to sprint), and that didn't help. One thing that I did notice, was that pancake blocks didn't seem over done. At no point did my line completely wall off the defense. They stoned them pretty good on a few plays, but they didn't just wipe them out. They also got blown up a few times. I suspect that it will be easier running when I play against less equal teams, like Northern Illinois.

I did have a big play action pass to my TE (Frost) after a few consecutive runs. He was all alone and went for about 50 yards, and that was with about 30 yac.

Running with a QB seemed pretty realistic. I had some pretty big gains with Smith, but there were a few times where I couldn't get past the DEs or LBs. The option seemed to be tougher as well, as they strung those out pretty well.

I think passing to the RBs will work well this year. I had a few nice gains finding them in the flats. It looks like a decent RB being covered by an LB is a pretty good matchup. I did see a case where an LB went stride for stride with one of my WRs though, and jumped up and got a deflection. Too be fair, it might have been Burgess, and he was covering one of my slot guys (either Hall or Lyons).

I also saw one of the most realistic INTs that I have ever seen. I had decent pressure on the QB and he through to a WR running through zone coverage. The WR was running some sort of post and the inside defender ran to cover him when the ball was thrown. The ball went high and outside, however, and my CB (Jenkins), who was playing outside technique on the WR, played the ball and caught it and took it 70+ yards for the TD. It looked like a miscommunication INt. I thought it was really impressive.

A few more player details:
Between Wilson, Worthington, and Rose at DE, we're loaded with young studs. Homan was also rated well. I wasn't sure if CB 29 was supposed to be Lane or Coleman, so I just made him Coleman. I had to change his class either way, so I thought that worked better. Small seems to be the Frosh WR in the game.

Kickers, punters and QBs have better speed ratings this year. I think Pretorius has 74 SPD and Pettrey and Trapasso are both at 65. I'll be editing Trapasso's to somewhere in the 80 range in the future, and I'll be giving some light RB skills.

The kicking game adds a lot more variety since it is now handled by the analog stick. I shanked my first punt for about 10 yards and I missed a field goal wide right because I didn't keep the movement of the stick straight up and down. My defense got in on an XP attempt and the holder/QB ran with the ball and got smothered. I don't know if it was a called fake or that the kicker's ratings affected his attempt and he couldn't get it off on time. Either way it was pretty cool. It also looks like their will be blocked FGs, punts, and XPs in this game, and that they will be pretty realistic.
 
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...Pretorius went to some type of school in Denver before coming here, which is why he has Colorado as his homestate.
Aha, that makes sense. Thanks for the info.

I'd be surprised if the equipment editing isn't available on current-gen systems. It makes more sense to be a next-gen only issue.

That being said, I don't know that class and hometown editing are available on current-gen systems. I hope they are.
 
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