NCAA Football 11 Patch #3 and Live Tuning Pack 3 Arrives September 7th

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  • Sven Draconian
    Rookie
    • Jul 2006
    • 388

    #136
    Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Arrives September 7th

    I"m going to venture a guesa and say the AWR issue fixes the depth chart issue, atleast partly/mostly.

    One of the biggest things that dictate overall rating (which is what the CPU uses to start) is awareness, regardless of whether it matters during gameplay or just during sim. One of the penalties for playing a kid out of position was a HUGE hit in the awareness rating. If the awareness ratings are already suffering a huge hit (from design) than there is no penalty to starting a safety at end. He's just a really fast, athletic, player in the computers logic. So looking at LB for example, a corner looks like a freak of a linebacker. Great speed/agil/acc + great coverage ratings. Worse strength and tackle ratings....but the way the formula for OVR is setup, the speed probably matters more.

    What used to make the LB a LB and a corner a corner was AWR. You try playing a Corner at LB and he drops about 25 points in AWR and 10 points overall.

    Just a theory.

    Comment

    • wepr3
      Pro
      • Feb 2005
      • 584

      #137
      Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Arrives September 7th

      Originally posted by Apostle
      You display a pretty ignorant view of what goes into making a video game. No offense... but the problems that made it in the game were there. Period. I am sure they tested the game as much as they could. Look, I've said this before and I am going to say it again. I am CONVINCED that the NCAA Development Team takes a great deal of pride in this game and I am CONVINCED that they love college football just as much as we do. Didn't they talk about how they grew up playing this game as well? I believe with the resources and decision-making ability available to them, they do the best they can. People forget that EA is a corporatation and the developers actually have very little say in what goes in to the game or what can be fixed.

      I can imagine a room full of highly educated business people sitting in a think-tank and studying statistics on what sells, what can or can't be done, etc... Probably not even really football fans, and these are the types that make the final decisions, not the guys that put their blood, sweat and tears in the game.

      I just want to thank the development team, as I know the hard hours they put in this game, the feedback that they listen to and the determination to try and make the best game that they can. This game has made HUGE strides. The season just started this past week and we're already getting our third patch next week and the tuner sets have been helpful.

      I work in a prison. I have to take orders from people who sit in cushy office chairs and don't have to leave and go step out in the madness... They make all the money and they make all the decisions, but it's the officers, the cooks, the teachers that have to step inside that fence and go deal with those decisions and put them into effect. We're the ones executing and doing what we have to do keep our jobs and feed our families... In a weird way, I equate that to what developers have to deal with. Sounds weird, but that's just the way I see it.

      Again NCAA Dev Team, great job!
      Nice work.

      Magic and Noles,Knights that are gold, these are a few of my favorite things...

      Comment

      • Skittles6547
        Rookie
        • Sep 2010
        • 151

        #138
        Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Arrives September 7th

        I wish madden would get an update

        Comment

        • agte
          Pro
          • Jul 2003
          • 811

          #139
          Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Arrives September 7th

          Originally posted by Sven Draconian
          I"m going to venture a guesa and say the AWR issue fixes the depth chart issue, atleast partly/mostly.

          One of the biggest things that dictate overall rating (which is what the CPU uses to start) is awareness, regardless of whether it matters during gameplay or just during sim. One of the penalties for playing a kid out of position was a HUGE hit in the awareness rating. If the awareness ratings are already suffering a huge hit (from design) than there is no penalty to starting a safety at end. He's just a really fast, athletic, player in the computers logic. So looking at LB for example, a corner looks like a freak of a linebacker. Great speed/agil/acc + great coverage ratings. Worse strength and tackle ratings....but the way the formula for OVR is setup, the speed probably matters more.

          What used to make the LB a LB and a corner a corner was AWR. You try playing a Corner at LB and he drops about 25 points in AWR and 10 points overall.

          Just a theory.
          I'm thinking something along these lines too....

          Comment

          • White Out
            Banned
            • Aug 2008
            • 716

            #140
            Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Arrives September 7th

            I dont see enough of this but, halfbacks are coming in with way too low acceleration. the norm appears to be in the 80's... sometimes 70's this needs to be address in the tuner pack.

            Comment

            • alifeincomplete
              I bent my Wookiee!
              • Jul 2008
              • 1255

              #141
              Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Arrives September 7th

              Great news! I look forward to the fixes on what is already the best football game since 2K5 dropped half a decade ago. Awesome new! I just hope that the play-action glitch is fixed.
              The Last of Us is the Citizen Kane of video-games. It is better than every game that has ever come before it, and is the new benchmark for all games to follow. It is nothing short of a work of art.

              Comment

              • Heyuimintojsus
                Pro
                • Nov 2004
                • 759

                #142
                Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Arrives September 7th

                So, the improved recruiting stuff won't take any effect if you're already in the preseason of a season? Like we just advanced to the preseason of year 2.

                Comment

                • White Out
                  Banned
                  • Aug 2008
                  • 716

                  #143
                  Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Arrives September 7th

                  Originally posted by Heyuimintojsus
                  So, the improved recruiting stuff won't take any effect if you're already in the preseason of a season? Like we just advanced to the preseason of year 2.
                  the recruiting classes aren't generated until you advance to recruiting, after you create prospects. So maybe you can still be in preseason so long as you haven't generated the recruiting class

                  Comment

                  • peteykirch
                    Banned
                    • Apr 2006
                    • 3944

                    #144
                    Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Arrives September 7th

                    I just hope that we don't get the bad end of progression, where we went from not enough, to too much.

                    Comment

                    • TracerBullet
                      One Last Job
                      • Jun 2009
                      • 22119

                      #145
                      Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Arrives September 7th

                      Originally posted by mgoblue678
                      1. No changes to the special teams at all. As it stands right now special teams are basically irrelevant in the game. No blocks on kicks or punts, no bad snaps and very little chance of returns going for tds on kickoffs and punts because the blocking is lacking. This is really something to me that needs to a addressed, alot of games in college come down to a momentum shift from a big special teams play. I really thought at least that blocking on kicks and punts would be tuned.
                      I don't think the special teams game besides downfield blocking can actually be improved in this game.

                      The bad snaps are necessary and would require new animations to work. They also probably need a long snapping rating. The long snapper is much more important than any game really has given it credit for. Not just any lineman can line up and dnap the ball 15 yards for a punt. Unless you actually are a long snapper, I can guarantee most of your snaps will skid across the ground, go too high, or go to far over to one side.

                      Punters also don't take long enough strides which gives them more room to get off kicks. Most punters generally move forward about 3-5 yards on a punt. On the game the punters only go forward 2 yards because their first step is unrealistically short. Bad snaps would also help alter strides as that is what causes a lot of blocked punts.

                      The lineman on punt teams also block for way too long. They should be getting up the field a lot faster than they do but they stay back to block too long.

                      The ball trajectory on field goals hasn't been right in any game I know. Neither has the way a team blocks on field goals. I can understand not being able to put in the acutal way a team blocks, but the team kicking the field goal should never be able to push the other team trying to block the field goal back like they do at times.

                      Most changes to any of the special teams stuff would have to probably come on NCAA 12. Until then though I'm going to continue to enjoy the things they did well on NCAA 11 and these changes in the next patch. Best football game I've played in awhile.
                      Originally posted by BlueNGold
                      I feel weird for liking a post about exposed penises.

                      Comment

                      • novadolla
                        Pro
                        • Sep 2010
                        • 551

                        #146
                        Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Arrives September 7th

                        Special teams is fine i don't understand the complaining cause i am having fun on special teams both blocking kicks returning punts and kickoffs, against users and CPU. What we should be talking about is how this game is made so easy for the offense to score. I NEVER see any defensive battles every game against users is a shootout. Zone coverage sucks, man coverage is a joke and now they are toning it down even more. Run defense is stupid there is no gap control and DE do not hold contain.

                        Yo do not have to be creative offensively just run wishbone tight power option or 4WR verticals with the post in the middle. The AI will never adapt. People are complaining about uniforms but what about game-play? i would love to lose or win 3-0 or 6-0, 56 -40 score games should be the exception not the norm. Right now it is sooooo easy to convert 3rd and long that it is a joke. This game is too arcadish.

                        The pass defense was actually good when the game was first released, maybe if they can find a way to get the pass defense back to where it was minus the jump snap by the DL and DBs running in front of WRs.

                        How about VS CPU your DBs just move out the way when a pass is thrown to a WR? lol.

                        Sorry for the rant. BUT WE NEED SOME DEFENSE!

                        Field position needs to mean something and having a good kicker and punter should be a factor. people just go for it on 4th down most of the time because its so easy to move the ball as it is now. offense needs to be harder.
                        Last edited by novadolla; 09-05-2010, 05:01 PM.

                        Comment

                        • agte
                          Pro
                          • Jul 2003
                          • 811

                          #147
                          Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Arrives September 7th

                          SMU just kicked a 61-yard FG against Texas Tech, could have made 65 easily....

                          I know it's rare, but just saying

                          Comment

                          • novadolla
                            Pro
                            • Sep 2010
                            • 551

                            #148
                            Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Arrives September 7th

                            Originally posted by agte
                            SMU just kicked a 61-yard FG against Texas Tech, could have made 65 easily....

                            I know it's rare, but just saying

                            Exactly, it happens

                            Comment

                            • booker21
                              MVP
                              • Jun 2003
                              • 4928

                              #149
                              Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Arrives September 7th

                              i wished they make the QB acc back they way it was before patch 2.
                              Also the WR catching. After Patch 2, all WR plays as 99 catching. Specially catching after contact. They never drops balls, almost never, not even 58Ovr WRs

                              Oh well.. maybe next year.
                              English, is not my first language.

                              Comment

                              • adembroski
                                49ers
                                • Jul 2002
                                • 5829

                                #150
                                Re: NCAA Football 11 Patch #3 and Live Tuning Pack 3 Arrives September 7th

                                Originally posted by HollyPopDid
                                This might sound dumb but I was just wondering if the season progression will affect current dynasties or would you have to re-create it? Both on and offline. Sorry if that was already asked and/or we just have to wait for the update to even know, haha.

                                I'm new to the NCAA games so I really have no idea about updates or anything..
                                Progression will take effect immediately, but wont be retroactive. Meaning from now on, you'll see the improved progression, but it wont go back and adjust already completed progression. I'm not sure if in-season progression will take effect during the season you are playing, the next season, or requires a restart.

                                Same thing for adjusted recruiting classes... the one you're currently working on will remain the same. When you begin a new season, you'll have the adjustments to the new draft classes.

                                Originally posted by Starfleeter
                                Are you serious? It's a different game and they'll probably change the engine some like they did with locomotion in this game. Since it's the not the same game, all they can do is use their experience from previous years to make the next year's better and avoid past mistakes. It's obvious they've done with NCAA 11 as it's the most complete college football game to date but you still have close to a year before NCAA 12 so stop worrying about it.
                                Whoa, way off.

                                NCAA Football 11 is NCAA Football 10 + additional features, just as NCAA 10 is NCAA 09 plus additional features. There is a core source code that is brought forward from one year to the next and built on. They don't rebuild the game from the ground up year after year... they take the existing game (patches and all) and update it.

                                You can think of the retail game as a snapshot of an ongoing progression. They take a picture of what the game is at a certain point, print it to disk, then go back to work.

                                That said, I'm fairly certain there are two versions of the game being worked on at EA after release... one is the early version of the next game, the other is the retail version to be patched. Whether patches and tunes get applied to next year's game I suppose depends on the change. I would assume if there is a better way to do something that can't be done with a patch or tune file, they'll use a simplified fix in the patch and do the real fix in the game they're working on for the 2012 version.

                                Either way, NCAA 11 doesn't have a "new engine" from NCAA 10... they slowed the pace of the gameplay and added animations and code to simulate realistic locomotion.

                                Originally posted by SecretAgentManCU
                                I agree and disagree. I think EA does care about the NCAA Football product. If they didn't they wouldn't continually put out patches that make the game better. They could have just patched the fix for the pump fake glitch and been done, but they decided to listen to the fans and add in in-season progression and fix the mirroring.

                                I do agree with you that they box'd product should be better. They should have tested it more thoroughly, but they have deadlines just like all of us. I would like to thank the NCAA Dev team for being so hands on this year, and hopefully there won't need to be so many fixes in the future.

                                Still a great game!
                                You're right to an extent. There are definitely decisions that the suits make, but the dev team does lobby for their own changes and more often than not they win. Madden 10 CD was very enlightening in this way; the developers made a presentation to "the suits", and the suits decided they liked where they wanted to take the game. I remember hearing something about a bit of internal conflict during the last development cycle as to whether NCAA would follow Madden in the sim direction or not (obviously, the sim proponents won).

                                On the other hand, from what I've surmised, there are often (at least one or two a year) "directives" from on high that can effect the product as a whole. If people above the devs say something must be done, it must be done, however it affects the rest of the product.

                                But you are most definitely right that these folks care. Ian is probably the best example I've seen, and he gets accused of not caring a lot. I know for a fact he cares and he takes it very personally when the game doesn't live up to his own standards. I remember visiting during the late stages of Madden 10 and seeing his disappointment when certain things weren't quite going to turn out as he'd hoped, and at M11 CD I saw the concern he had over knowing how the community would react to no upgraded franchise mode. He was convinced he'd made the right decision on that (and I agree), but he wasn't happy that he had to make it.
                                There are two types of people on OS: Those who disagree with me, and those who agree.

                                The first kind is wrong. The second is superfluous.

                                The only difference between reality and fiction is that fiction needs to be credible.
                                -Mark Twain.

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