Of course the question might be, why even bother if we know it's how the CPU plays defense?
First of all, I'm definitely not the type to complain just for the sake of bringing the game down. Since the NCAA community at EA has shown they're willing to listen to us then I figured it's worth a shot to point out something I take issue with and suggest a way to make it better.
The issue I have isn't the psychic DB's -- they are merely a symptom of the real problem.
I really think the next step for the gameplay (beyond incorporating a physics engine) is to get rid of the pre-programmed animations that are triggered by a button push, and instead to build in a true read-and-react defense system.
What the problem looks like...
- The defense will line up with the perfect defense to stop whatever play you called. If you notice this, you can audible or flip the play and destroy the CPU.
- The defenders run your routes before your receiver; or run them better.
- The defense responds to the press of the button when you pass, not the ball.
What I'd love to see...
- Give the defenders something to look at (a key).
- Then program a reaction/response to what that key is doing. The better players perform their job better while the poor players don't read their key correctly or react improperly more often than the better players.
But anyways, whether this can be done or not, here's the video and the setup.
(Me) UNLV vs Louisiana (CPU)
My WR was supposed to run a 15 yard "in".
I threw the ball just before the receiver made it to his break (my mistake).
The DB went ahead and ran the 15 yard in-route because that's what he was programmed to do based on the play I picked.
However, my WR keeps running straight and catches the ball. He eventually scores but that's irrelevant.
Enjoy:
<iframe width="425" height="349" src="http://www.youtube.com/embed/EkPEHOLZ0sE?hl=en&fs=1" frameborder="0" allowfullscreen></iframe>


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