The "Commandments" of NCAA Football 12

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  • 89OneHanded
    Rookie
    • Sep 2010
    • 184

    #91
    Re: The "Commandments" of NCAA Football 12

    Originally posted by jethrotull
    Do you guys pick up what I am putting down?

    I semi-agree. I actually think an awareness drop is completely realistic, even between linebackers. Honestly, even a move from LOLB to ROLB should have an awareness drop, the difference in what a weak side LB and a strong side LB has to do is huge. Think about it this way. This past year, Thomas Davis of the Panthers went down, and Jon Beason played half the year at strong side LB, Davis's position. Both his stats and impact on the game were severely reduced, so much so that midway through the season they put him back at MLB. Even moving a DE to a DT, or vice versa should be accompanied by an awareness drop, because DEs start in a different stance than DTs, they're asked to do different things, and they're trained completely differently.

    However. What this game does that I do not agree with is physical stat changing when you do position changes. I was low on DEs last year, and moved one of my DTs, just to be the second string, when my RE needed to be spelled on long drives. His strength was 90, and when I moved him, his strength dropped to 71. So...putting him at a different place on the field reduced him from D-line/O-line strength to TE/FB/LB/SS strength? Unacceptable. Reduce his block shedding and awareness, not his physical attributes. This is just an example, but this happens whenever you move player positions.

    This goes back to the point of my previous post on this thread. If they emphasized the difference between 3-4 style players and 4-3 style players, they could also emphasize hybrid players, like a 3-4 OLB/4-3 DE, or a 4-3 DT/3-4 DE.
    A gentleman is a man who knows how to play the accordion, but doesn't.

    Comment

    • devinewon
      Banned
      • Jan 2011
      • 172

      #92
      Re: The "Commandments" of NCAA Football 12

      Originally posted by 89OneHanded
      I semi-agree. I actually think an awareness drop is completely realistic, even between linebackers. Honestly, even a move from LOLB to ROLB should have an awareness drop, the difference in what a weak side LB and a strong side LB has to do is huge. Think about it this way. This past year, Thomas Davis of the Panthers went down, and Jon Beason played half the year at strong side LB, Davis's position. Both his stats and impact on the game were severely reduced, so much so that midway through the season they put him back at MLB. Even moving a DE to a DT, or vice versa should be accompanied by an awareness drop, because DEs start in a different stance than DTs, they're asked to do different things, and they're trained completely differently.

      However. What this game does that I do not agree with is physical stat changing when you do position changes. I was low on DEs last year, and moved one of my DTs, just to be the second string, when my RE needed to be spelled on long drives. His strength was 90, and when I moved him, his strength dropped to 71. So...putting him at a different place on the field reduced him from D-line/O-line strength to TE/FB/LB/SS strength? Unacceptable. Reduce his block shedding and awareness, not his physical attributes. This is just an example, but this happens whenever you move player positions.

      This goes back to the point of my previous post on this thread. If they emphasized the difference between 3-4 style players and 4-3 style players, they could also emphasize hybrid players, like a 3-4 OLB/4-3 DE, or a 4-3 DT/3-4 DE.
      Yeah but EA claims that Awareness does not matter at any position except for QB.

      Comment

      • AuburnAlumni
        War Eagle
        • Jul 2002
        • 11939

        #93
        Re: The "Commandments" of NCAA Football 12

        I'd add the option to have Corners "shade" WRs and focus on either the inside our outside shoulder would be a huge addition to stopping some of these pass patterns.
        AUBURN TIGERS
        MINNESOTA VIKINGS
        INDIANA PACERS

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        • 89OneHanded
          Rookie
          • Sep 2010
          • 184

          #94
          Re: The "Commandments" of NCAA Football 12

          Originally posted by AuburnAlumni
          I'd add the option to have Corners "shade" WRs and focus on either the inside our outside shoulder would be a huge addition to stopping some of these pass patterns.

          I agree that would be a great addition, but before that would work, EA needs to program cornerbacks to be able to play competent coverage, both man and zone.
          A gentleman is a man who knows how to play the accordion, but doesn't.

          Comment

          • Hova57
            MVP
            • Mar 2008
            • 3754

            #95
            That doesn't make sense then why have the rating

            Comment

            • 89OneHanded
              Rookie
              • Sep 2010
              • 184

              #96
              Re: The "Commandments" of NCAA Football 12

              Originally posted by Hova57
              That doesn't make sense then why have the rating

              That's exactly the problem. They have an excellent rating system for determining how good a player is at something, but when you get into the situation on the field, the ratings are barely used to determine the outcome. Especially on heisman difficulty, the ratings system is thrown out the window to give the computer advantages. Why does the computer get advantages that override the player ratings? Because the AI is predictable and brainless, and hidden advantages in situations that should clearly be dictated by the player ratings are the only way EA can think of to level the playing field for the CPU against humans.

              This lazy way to even the playing field is the reason for our biggest frustrations that I see many many many people griping about on this board. Here are a couple examples of the more noticeable ones;
              1. O-line vs. D-line
              When we are on offense, the CPU pushes aside our o-line like they are small helpless children and gets pressure on us within 1-3 seconds. Play action is rendered completely useless, because the CPU does not even pretend to fall for play action, the QB motion takes WAY too long, and my o-linemen are treated like bags of feathers.
              On defense, however, our high rated d-linemen will get locked onto one, just ONE CPU o-lineman and then proceeds to act as if he's giving him a very long hug. I have seen the CPU QB stand still in the pocket for twelve seconds against a 4 man rush.

              These blatant inconsistencies between the human and CPU pass rush happen no matter what the ratings of the players are. Doesn't matter what the block shedding rating of our d-lineman is, doesn't matter what the pass blocking rating of a CPU o-lineman is, doesn't matter that our LG is a 91 ovr and the CPU DT is a 74 ovr. It still all happens the same way. If it doesn't matter, why does EA have the ratings again?

              2. WR vs. CB
              When the human is on offense, the CPU CB in man coverage runs the route better than the receiver, many times making a cut before the WR. When the human is on defense, our corners will continue to run straight up the field for a full 2 seconds after a CPU receiver makes a cut in their route, giving their receiver 10-15 yds of separation. Yet again, all of this happens no matter what the ratings of the players are. Doesn't matter that our CB has 95 man cvg rating, while the CPU receiver has a 71 route running rating. Again...why do you have the ratings again? It's painfully obvious that you're trying to give the CPU an advantage in a cheap way.

              3. Turnovers
              I don't even need to go into detail now, the people who have read this far know exactly what I'm talking about. QBs fumbling 30 times in one season, tipped interceptions by D-linemen...don't even get me started on that. How many interceptions does the human D-line get in a season? Exactly. Yet again, these CPU d-linemen that make acrobatic interceptions have less than 50 catch and less than 30 spectacular catch. So painfully obvious. It feels so dirty, so cheap.

              4. AI Playcalling
              The most uncomfortably obvious way that the CPU get an advantage is the psychic defensive playcalling. As if (GASP) the computer knew exactly what you were calling. They stack and blitz the play side if you're running the ball, press man coverage against slants, have QB spies against crossing routes, heavy blitz when you call play action...it's so predictable, I call plays based on what I know the computer will call against it. Then I audible to something that will easily beat it, or switch the run to the other side...it's too easy! It becomes predictable in a reverse psychology sort of way. But it's supposed to be giving the CPU an advantage, since the AI is too mentally handicapped to call a play based on player tendencies, or game situation, or down and distance, or offensive personnel.

              I think those are plenty of examples. Plus I'm getting all worked up, I'm going to have to pick smoking back up if I keep going. You get my point though.

              WHY EVEN HAVE THE RATINGS IF HEISMAN NEGATES THEM?
              A gentleman is a man who knows how to play the accordion, but doesn't.

              Comment

              • Playmakers
                Hall Of Fame
                • Sep 2004
                • 15416

                #97
                Re: The "Commandments" of NCAA Football 12

                show me one game where the highest difficulty level doesn't overide ratings?

                This isn't a just a NCAA thing every sports games I've played has had most of the higher levels not take ratings into consideration

                The reason why the highest levels are included is become it's designed to have the CPU win at all cost...if people hate the way the game plays on Heisman level then why play on the level and then complain about how ratings don't matter.....

                NCAA FOOTBALL 14 ALUMNI LEGENDS CPU vs CPU DYNASTY THREAD
                https://forums.operationsports.com/f...s-dynasty.html

                Follow some the Greatest College Football players of All Time in NCAA Football 14

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                • devinewon
                  Banned
                  • Jan 2011
                  • 172

                  #98
                  Re: The "Commandments" of NCAA Football 12

                  Originally posted by Playmakers
                  show me one game where the highest difficulty level doesn't overide ratings?

                  This isn't a just a NCAA thing every sports games I've played has had most of the higher levels not take ratings into consideration

                  The reason why the highest levels are included is become it's designed to have the CPU win at all cost...if people hate the way the game plays on Heisman level then why play on the level and then complain about how ratings don't matter.....

                  But when back Qb's and RT's are burning my cornerbacks something has to be done regardless.

                  Comment

                  • dougdfc
                    Pro
                    • Feb 2011
                    • 581

                    #99
                    Re: The "Commandments" of NCAA Football 12

                    "Thou shall remove player ratings" It makes depth chart work simple with ratings. If you have a 92 ovr RB and an 89 ovr RB, you'll make that 92 the starter almost any day. Replace it with certain abilities. like a more enhanced version of the APF 2k8 system. Abilities like second level speed(meaning the obvious), or Pocket Presence(Harder to sack in the pocket, extend plays etc. etc.) and the like. It'd make the depth chart process and recruiting a more pleasing experience in the long run. I hate recruiting a 5* "Scrambler" with B+ speed, and then having a QB who can't outrun 3-4 DT's.

                    Comment

                    • hampshire2012
                      Rookie
                      • Jul 2010
                      • 358

                      #100
                      Re: The "Commandments" of NCAA Football 12

                      I think the reason that so many people complain the read option animation is too slow is because, in my opinion, the control system is the wrong way round.

                      In real life, the QB's passive action is the hand off, the active one is "pulling the ball up". Whereas in the game it is the other way around (you press X to hand off, do nothing to keep the ball).

                      I reckon if you made it so the default is the hand off, and you pressed X to pull the ball up, the system would work a lot better. That way you could choose when to break out of the animation, as it would be defined by when you press X.

                      What do you all think?

                      Comment

                      • SeaOfRed75
                        Rookie
                        • Nov 2009
                        • 168

                        #101
                        Re: The "Commandments" of NCAA Football 12

                        Originally posted by hampshire2012
                        I think the reason that so many people complain the read option animation is too slow is because, in my opinion, the control system is the wrong way round.

                        In real life, the QB's passive action is the hand off, the active one is "pulling the ball up". Whereas in the game it is the other way around (you press X to hand off, do nothing to keep the ball).

                        I reckon if you made it so the default is the hand off, and you pressed X to pull the ball up, the system would work a lot better. That way you could choose when to break out of the animation, as it would be defined by when you press X.

                        What do you all think?
                        That may contribute to the problem. I believe its the usual cpu cheat bull**** of knowing your play. You may "read" the DE like you are supposed to, but a DT, SS, and maybe a LB or two crashing down on you IMMEDIATELY. Then you try to give to the back or run play action to combat this aggressiveness? Oh yeah still cheating. Because the CPU is still cheating knowing what play you called. Everything in a vacuum. No previous play affecting another.

                        Comment

                        • hampshire2012
                          Rookie
                          • Jul 2010
                          • 358

                          #102
                          Re: The "Commandments" of NCAA Football 12

                          Originally posted by SeaOfRed75
                          That may contribute to the problem. I believe its the usual cpu cheat bull**** of knowing your play. You may "read" the DE like you are supposed to, but a DT, SS, and maybe a LB or two crashing down on you IMMEDIATELY. Then you try to give to the back or run play action to combat this aggressiveness? Oh yeah still cheating. Because the CPU is still cheating knowing what play you called. Everything in a vacuum. No previous play affecting another.
                          Yeah it definitely feels like the CPU knows your play. Like when I play as Texas Tech, call 15 pass plays in a row, then come out 4WR zone read and suddenly the defence is in a 4-3.

                          If you go into practice mode, choose a 4WR set and go random play against Dime formation random play, the zone read works as it should I think.

                          Comment

                          • 89OneHanded
                            Rookie
                            • Sep 2010
                            • 184

                            #103
                            Re: The "Commandments" of NCAA Football 12

                            Originally posted by Playmakers
                            show me one game where the highest difficulty level doesn't overide ratings?

                            This isn't a just a NCAA thing every sports games I've played has had most of the higher levels not take ratings into consideration

                            The reason why the highest levels are included is become it's designed to have the CPU win at all cost...if people hate the way the game plays on Heisman level then why play on the level and then complain about how ratings don't matter.....


                            My point is not asking them to remove the hardest difficulty. My point is asking them to create an AI that gameplans against the user tendencies, and uses the user's team weaknesses against, so that it is difficult in a realistic way. I don't care if they do this with every other sports game on the planet, it feels incredibly cheap with football. When I turn it onto Heisman, I want to feel like I'm playing against the best player in the world...not the best cheater in the world.
                            A gentleman is a man who knows how to play the accordion, but doesn't.

                            Comment

                            • Hova57
                              MVP
                              • Mar 2008
                              • 3754

                              #104
                              Re: The "Commandments" of NCAA Football 12

                              I don't know what they added, but the biggest mistake they made was taking out the CPU ability to read plays and slowly stop the same play called over and over. I believe it was 04 it was great you called a sweep yeah you burned them the first time , but after that for get it. I know I've seen in 11 at time the CPU load up to one side, but I also felt like it blitzed way too much and if they would have just played coverage it would have been serviceable in stopping my play called. couple that with the bogus corner play, man and zone coverage and the olympic jumping ability of linebackers and dlineman. I feel like they were on to something in 11, but the stuff I listed lead to some unneeded frustration. I think they may have corrected this stuff, considering its mostly defensive stuff anyway.

                              Comment

                              • kodiak
                                Itsy Bitsy Spider
                                • Jul 2003
                                • 4288

                                #105
                                Thou shall not have the RB lined up at QB when a no huddle team goes from a wildcat formation back to a normal shotgun.

                                Thou shall give us the ability to manually set a double team on a DL that has been dominating and we shall get double teamed when we have a dominant DL destroying the CPU. Of course this means that individual OL/DL interactions must be utilized.

                                Thou shall make it that a defender in zone covg is aware of his zone before running straight to it. Too many times I have seen a safety, LB, or DL run right by a potential receiver or ball carrier and get to his zone before "awakening" and going to make a play.

                                Thou shall stop having db's continue dropping 8 steps further after a WR makes his break. If he is poor in a certain covg, sure a step or two I understand, but 8

                                Thou shall give us the ability to shade wr's to the inside or outside shoulder. And to add on, if a player is continually running drags and slants and I key on that receiver, it should mean something. Especially on defenses when that guy is double teamed.

                                Thou shall revamp and retool recruiting. Enough has already been said about this.

                                Thou shall bring back defensive struggles. Not every game but hey even the highest octane offenses have a game or two in the teens (see Orgeon/Cal and Auburn/Miss St)

                                Thou shall give QB's ratings in short, intermediate, and deep ball throws. There should also be a on the move rating for accuracy as well. And qb's don't often fire missiles when they are getting drilled by a defender

                                I liked 11 far and away better than any other 360/PS3 version but there is always room for improvement
                                S.O.S Crew
                                "Strategy over Skillz"

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