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Better patch & tuner management is badly needed for NCAA Series
This is a discussion on Better patch & tuner management is badly needed for NCAA Series within the EA Sports College Football and NCAA Football forums.
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09-16-2012, 03:48 AM | #49 | ||||||||||||||||||||||||
Live your life
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Re: Better patch & tuner management is badly needed for NCAA Series
Which is why you could give somebody a 0 and they can still hold their own. The game isn't programmed to recognize a rating lower then 40. So instead of having good, average and bad players, you just have good and average. Nobody ratings wise is ever considered bad. Until they widen the scale, you can never have bad players in the game. As it stands now the bulk of the roster players have ratings in the 70s and 80s for ratings that apply towards their position. Even on the lower schools you don't many rated below 50 in anything. You can't have a low end unless there is code there to support the low end and currently there is no such code in place. |
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09-16-2012, 12:04 PM | #50 | ||||||||||||||||||||||||
Pro
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Re: Better patch & tuner management is badly needed for NCAA Series
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09-16-2012, 02:31 PM | #51 | ||||||||||||||||||||||||
Pro
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Re: Better patch & tuner management is badly needed for NCAA Series
What would you do if you were limited to the same amount of animations as currently in Madden/NCAA? |
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09-16-2012, 03:58 PM | #52 | ||||||||||||||||||||||||
Live your life
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Re: Better patch & tuner management is badly needed for NCAA Series
I would make the animations & AI more contextual base. For situations that I come across where it should be a certain animation that should play out and it doesn't already exist, I would create one for it. If there is one but it just doesn't play out correctly, I will just alter the existing animation. Some times it be as simple as speeding the animation up to play out quicker and some times it is the opposite, some animations need to be slowed down. Then you have some animations it would be a matter of re-adjusting the limbs on the player model for their leg or back can bend a little more in this situation or in another situation to not bend so much or widen their stance a little more when they do this. When it comes to tackling, I would lower the targeting contact points on player models. Currently they are too high up on players. I would lower them to the waist and legs area. Limit the ones high up on the shoulder pad and collar line area. Ball carry rating idea would stand as is, only modified to fit with in the 40 to 99 scale. That I know can fit because EA had it in their game before, only it was just used for QBs and their passing. Take screen plays for example. The reason why it ends up as a sack for the CPU most of the time is because the drop back speed of the QB is too slow and it needs to be sped up. Not only that, the QB need to drift AWAY from the play side of the field when he is dropping back. As it stands now they just go back in a straight line and stand there. Then if you have the issue of scrambling QBs who treat screen plays like a regular passing play and they end up scrambling up the middle of the field directly into the defensive tackles. On play action roll out plays, a lot of the times the CPU QB don't fully roll out. Instead they side step 4 steps to the side and just stand there. When in reality they should be rolling completely outside of the pocket and throwing on the run and if there is nobody open they should just turn up field. But you must completely roll out to sell the play. Problem with option plays is the speed. Blockers take too long getting to the outside, QB takes too long moving outside. Then the blockers on the outside don't cut block their defenders or at least seal them off. Second part of the problem is the backside defenders move across the field and recognize the play too quickly. It is as though they get a speed burst and they get in on the play as soon as the play side defenders do. That isn't realistic.
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09-16-2012, 04:31 PM | #53 | ||||||||||||||||||||||||
Pro
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Re: Better patch & tuner management is badly needed for NCAA Series
As for tackling, why so low on the player models? These should be dynamic depending on the ball carrier and tackler. The baseline is to put the facemask in the chest but Brandon Carr isn't going to try that on Brandon Jacobs, he would go low. As for screen passes, I like the new 1 step drops for NCAA. Do you think those are ineffective? The goal of a rollout is to get the secondary and LB's to commit to one side of the field. For example, If I am playing MLB and everything in front of me crashes right, I may key on my guards to make sure none of them are pulling the opposite way, if they aren't, I would crash towards the play side. This is where the naked boot is high risk, high reward. As soon as I commit to steps, the TE on a delayed drag crosses my face and I'm screwed. PA in general needs a rework because our defenders don't fully commit. |
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09-16-2012, 05:37 PM | #54 | ||||||||||||||||||||||||
Live your life
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Re: Better patch & tuner management is badly needed for NCAA Series
Then there are times where the ball carrier should spin, he instead jukes and vice versa. More often then not they would attempt a speed move too late and end up being tackled during mid spin. Plus there are times when the RB will juke too early for no reason, which causes him unnecessary slow down which results in either the hole closing up or defenders to catch up to him because he did a juke when he didn't have to. You will see a lot behind the line of scrimmage. There will be LB about 4 yards away and a blocker in front of the RB and he will juke right then and there, even though the LB is 4 yards away and there is a blocker in between the ball carrier and the LB. WR quick screens are some what fine with the 1 step drop back for those. Even though the other WR should do a much better job at blocking the defensive back and the QB should throw more a of flat trajectory bullet pass. The ball gets out there too slow and it has too much of an arc for it. Because of that arc and slow velocity more often then not the defensive back has enough time to run over there and intercept the pass. I see way too many interceptions on quick screens. Same thing can be said for HB screens. The ball velocity is too slow and too much of an arc. Ball needs to get there faster. The reason for being low on tackles is because the triggering for dynamic tackles is off and don't work most of the time. Too often you will see a defensive back try to tackle high on a RB that out weighs him. Way too many hit stick tackle animation play out. The majority of the tackles should be wrap tackles. And if both players are running at full speed, it sudden be an instant crash everybody just automatically fall down. There need to be a way for more then 1 person to grab on to the same player when they are tackling him. There should be some sort of pushing the pile action going on with players gradually eventually falling down to the ground. Far as defenders not fully committing, that has been a problem for years. They need to fully commit, it would make the option offense, WR vs DB interaction and special teams more organic and natural flowing. When you running the ball and try to juke a defender, being that he don't fully commit the defender is never thrown off track or slowed down. He is still running full speed directly at you. Same thing when you cut back, they cut back. You need defenders to commit to help out with the fake out logic. If nobody gets faked out, there is no point in attempting fake out moves. Some sort of faked out, thrown off balance animation need to be made for players. Reason I say players and not just defenders is because when a defensive end does a spin move, the offensive tackle isn't faked out at all, hell he doesn't even react to it.
HighCmpPct likes this.
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09-16-2012, 07:56 PM | #55 | ||||||||||||||||||||||||
MVP
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Re: Better patch & tuner management is badly needed for NCAA Series
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09-17-2012, 05:53 PM | #56 | ||||||||||||||||||||||||
Live your life
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Re: Better patch & tuner management is badly needed for NCAA Series
But more then likely it would be split up into a 2 year cycle, depending on what other plans they want to focus on that they think will sell the game. |
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