NCAA Football 12 Blog - Dynasty Tuning and More Details on Coaching Carousel

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  • thelasthurtknee
    MVP
    • Jun 2003
    • 1459

    #46
    Re: New Dynasty Blog - Dynasty Tuning

    Originally posted by canes21
    Yea, because adding in a completely new feature in the Coach Carousel which involves making the CPU hire and fire coaches and coordinators, which they have never had to do before, tuning the recruits to have more defensive players in the top 150, also making recruits have ratings that are consistent with the teams already on the game, having teams finally recruit to their playbook style, and adding more online features to the OD is not a lot, just 1% of the work they've done all year.

    Yea, I agree with you...
    haha. and to splff, how many 6 star teams did you have getting that many recruits? and what was there records? are your sliders weak sauce? because if your winning every game you gonnna get everyone you want. i saw nothing like that in our dynasty only because we were all 5 and 6 star teams so not enough players to go around to give someone a big 5 star class. so other factors play into that. you just cant say change this if you playing a all amercian level dyansty and get no competition from cpu. or if you have one 6 star team and everyone else is 3 star or less. then there is no competition. in 09 (before they reduced the number of 5 stars) the best class in our 6 year was a 9 5 star class by me and i was miami so i was in a great state. thats also a factor. i think if everyone knows how to recruit or you use some house rules like no cutting players(realistic) that way you cant give more scholarships than open spots it resolves this. some people like to cut players so they have needs at positions which gives them a upper hand in recruiting. thats why i wont play in dyanstys that let you cut players. but i think EA is pretty good on these things.

    Comment

    • splff3000
      MVP
      • Jun 2003
      • 2867

      #47
      Re: New Dynasty Blog - Dynasty Tuning

      Originally posted by canes21
      (1)Yea, because adding in a completely new feature in the Coach Carousel which involves making the CPU hire and fire coaches and coordinators, which they have never had to do before, (2)tuning the recruits to have more defensive players in the top 150, (3)also making recruits have ratings that are consistent with the teams already on the game, (4)having teams finally recruit to their playbook style, (5)and adding more online features to the OD is not a lot, just 1% of the work they've done all year.

      Yea, I agree with you...
      (1)I agree with you that coach carousel is a big feature, but IMO, that and custom conferences are the only thing that can be called features. And custom conferences were in last year in a different form so I don't even know if you can call that a feature. It's more like it's updated.

      (2)They didn't say they tuned it for more defensive players in the top 150, they said they tuned it so the defensive players in the top 150 have a better chance of being highly rated. There's a difference there.

      (3)As for making recruits ratings more consistent with the default ratings on the game, they did that last year with the tuner packs. They weren't spot on, but they were pretty close after all the updates.

      (4)I'll give it to you that the teams recruiting to their playing style sounds nice. I have nothing to say about that.

      (5)What online features have they added? I saw that they added some online DLC, but I didn't see any online features.

      So yeah, I'll agree they spent more than 1% of the work on Dynasty this year, but IMO they only added 1 significant feature(coaching carousel) and refined a past feature(custom conference) for dynasty this year. They threw in a lil tuning and called it a day. So I'll say they spent 10% of the work on dynasty. :wink:
      PSN - Splff3000
      Twitch

      Comment

      • jfsolo
        Live Action, please?
        • May 2003
        • 12965

        #48
        Re: New Dynasty Blog - Dynasty Tuning

        Originally posted by WatsonTiger
        lot of butthurt in this forum
        I've got seven people in this thread on Ignore, so its a matter of the Usual Suspects, bitching and moaning.
        Jordan Mychal Lemos
        @crypticjordan

        Do this today: Instead of $%*#!@& on a game you're not going to play or movie you're not going to watch, say something good about a piece of media you're excited about.

        Do the same thing tomorrow. And the next. Now do it forever.

        Comment

        • boritter
          Pro
          • Mar 2006
          • 917

          #49
          Re: New Dynasty Blog - Dynasty Tuning

          Originally posted by boritter
          Understatement of the day. I was hoping for exciting news about dynasty mode but it appears that the real improvements were either CC or web-based content.

          I spend 99% of my time in dynasty. It sounds like EA spent 1% of their development cycle time & resources on dynasty.
          Originally posted by canes21
          Yea, because adding in a completely new feature in the Coach Carousel which involves making the CPU hire and fire coaches and coordinators, which they have never had to do before, tuning the recruits to have more defensive players in the top 150, also making recruits have ratings that are consistent with the teams already on the game, having teams finally recruit to their playbook style, and adding more online features to the OD is not a lot, just 1% of the work they've done all year.

          Yea, I agree with you...
          Didn't I say that most of the improvements were CC or web-based online features?

          And then you typed a list that includes new CC and web-based online features to prove that they added... CC and web-based online features!

          Thanks for the insight.

          The dynasty tuning blog was largely a rehash of CC and custom playbooks. If they don't have a lot of new info in the "dynasty tuning" blog then they probably didn't do much tuning.

          Is that too hard to understand?
          EA: Please add in-game saves.

          Comment

          • splff3000
            MVP
            • Jun 2003
            • 2867

            #50
            Re: New Dynasty Blog - Dynasty Tuning

            Originally posted by thelasthurtknee
            haha. and to splff, how many 6 star teams did you have getting that many recruits? and what was there records? are your sliders weak sauce? because if your winning every game you gonnna get everyone you want. i saw nothing like that in our dynasty only because we were all 5 and 6 star teams so not enough players to go around to give someone a big 5 star class. so other factors play into that. you just cant say change this if you playing a all amercian level dyansty and get no competition from cpu. or if you have one 6 star team and everyone else is 3 star or less. then there is no competition. in 09 (before they reduced the number of 5 stars) the best class in our 6 year was a 9 5 star class by me and i was miami so i was in a great state. thats also a factor. i think if everyone knows how to recruit or you use some house rules like no cutting players(realistic) that way you cant give more scholarships than open spots it resolves this. some people like to cut players so they have needs at positions which gives them a upper hand in recruiting. thats why i wont play in dyanstys that let you cut players. but i think EA is pretty good on these things.

            Actually it was quite the opposite. We had insanely ridiculous sliders because we all were too good. The sliders were horrible. They weren't realistic at all, but we had to make them that way to give ourselves a challenge. We played on Heisman and recruited on Heisman and had recruiting limits(number of seniors leaving +3). It didn't help. It wasn't until we put a limit on the number of 5*'s that things got better. The OD is till going if you want to check it out and see for yourself. I'll PM you the info to see it if you want. I guarantee most OSers would quit because of the stupid stuff that the CPU was able to do because of the sliders.
            PSN - Splff3000
            Twitch

            Comment

            • splff3000
              MVP
              • Jun 2003
              • 2867

              #51
              Re: New Dynasty Blog - Dynasty Tuning

              Originally posted by jfsolo
              I've got seven people in this thread on Ignore, so its a matter of the Usual Suspects, bitching and moaning.
              I don't know if that was directed towards me, which I don't see why it would be since haven't said much about this years version of the game. I've been sitting back patiently looking at all the info drop and this blog today just got me lol. I mean the fact that they put out a tuning blog then filled half of it with questions about another aspect of the game just kinda irked me a bit and I had to say something. Anyway, I don't want yall to get the wrong idea. I liked 11...a lot, so minimal improvements still means that 12 will be a good game. It just doesn't seem like they spent a lot of time on dynasty this year. It's actually eerily similar to what happened in Madden Franchise last year, but I'll say CC and the other CC are waaay better additions than what Madden did last year.
              Last edited by splff3000; 05-27-2011, 03:38 PM.
              PSN - Splff3000
              Twitch

              Comment

              • arsalazar75
                Banned
                • Apr 2010
                • 12

                #52
                SO they really didnt change anything. Nothing new to add depth to the dynasty mode...smh

                Comment

                • canes21
                  Hall Of Fame
                  • Sep 2008
                  • 22929

                  #53
                  Re: NCAA Football 12 Blog - Dynasty Tuning + More Details on CC

                  Originally posted by arsalazar75
                  SO they really didnt change anything. Nothing new to add depth to the dynasty mode...smh
                  You're correct. Dynasty mode did not have one thing added to it and nothing about it was tuned at all. You are 100% correct that they did nothing to make it better than last year.
                  “No one is more hated than he who speaks the truth.”


                  ― Plato

                  Comment

                  • RynoAid
                    Tradition Football
                    • Jan 2008
                    • 1109

                    #54
                    Re: New Dynasty Blog - Dynasty Tuning

                    Originally posted by splff3000
                    I don't know if that was directed towards me, which I don't see why it would be since haven't said much about this years version of the game. I've been sitting back patiently looking at all the info drop and this blog today just got me lol. I mean the fact that they put out a tuning blog then filled half of it with questions about another aspect of the game just kinda irked me a bit and I had to say something. Anyway, I don't want yall to get the wrong idea. I liked 11...a lot, so minimal improvements still means that 12 will be a good game. It just doesn't seem like they spent a lot of time on dynasty this year. It's actually eerily similar to what happened in Madden Franchise last year, but I'll say CC and the other CC are waaay better additions than what Madden did last year.
                    so would you rather them not address the specific questions being leveled at the CC the past few days. I look at that as additional positive feedback on stuff the community is interested in... yet your bashing him because he included it with the blog....

                    give the guy a break, he's trying to answer you guys SPECIFIC questions...
                    EA SPORTS GameChanger | Admin/Co-Owner at Tradition Sports Online | SQL DBA

                    TAKING APPLICATIONS NOW FOR CCM LEAGUES
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                    Comment

                    • Knight9299
                      Rookie
                      • Aug 2010
                      • 134

                      #55
                      Re: New Dynasty Blog - Dynasty Tuning

                      Originally posted by RynoAid
                      so would you rather them not address the specific questions being leveled at the CC the past few days. I look at that as additional positive feedback on stuff the community is interested in... yet your bashing him because he included it with the blog....

                      give the guy a break, he's trying to answer you guys SPECIFIC questions...
                      I think he's bashing the fact that the dynasty tuning blog was a little lighter than he had hoped. Maybe wait until next week with the answers to community questions about CC.

                      Comment

                      • buckeye02
                        MVP
                        • Jul 2009
                        • 4148

                        #56
                        Re: New Dynasty Blog - Dynasty Tuning

                        Sounds good, just hope everything works correctly.
                        PSN: buckeye02

                        Comment

                        • splff3000
                          MVP
                          • Jun 2003
                          • 2867

                          #57
                          Re: New Dynasty Blog - Dynasty Tuning

                          Originally posted by RynoAid
                          so would you rather them not address the specific questions being leveled at the CC the past few days. I look at that as additional positive feedback on stuff the community is interested in... yet your bashing him because he included it with the blog....

                          give the guy a break, he's trying to answer you guys SPECIFIC questions...
                          I would rather them not address it in a blog that's supposed to be about something entirely different, especially when it seems to me that they're doing it to make the blog look longer. I mean were people really beating down his door trying to find out "Who that Mystery Man was?" Either way, that's what Q&A's and interviews and all that type stuff are for. I'm pretty sure everyone that sees the first post of the thread will be like, wow!! That looks like a lot of stuff, when actually it's just this:

                          Sway Pitch

                          One complaint we heard last year was that Sway Pitch felt like too much risk without enough reward and because of this, a lot of fans avoided using Sway Pitch all together which is something I never want to hear as a developer. This year, Sway Pitch has been tuned to provide more of a bonus when you are successful, and less of a penalty when you fail. Additionally, we've adjusted the percent chance that a Sway will be successful to help make Sway Pitch a more effective recruiting tactic, I believe you will now find the Sway Pitch option to have a greater impact during recruiting.

                          CPU Scholarship Offers

                          In addition to Sway Pitch, another significant improvement to recruiting is how efficiently the CPU will offer scholarships. Previously, the CPU would occasionally have a recruit that, even though he was ranked first on their board they would not offer a scholarship in order to close the deal and sign the prospect. The CPU will now offer scholarships more intelligently, and as a result, causes some much closer recruiting battles with the CPU against other CPU controlled teams and the user.

                          CPU Recruiting Based on Play Style

                          We have heard feedback regarding CPU not recruiting based on their play style, so this was one of our earliest adjustments for NCAA Football 12. Previously, if you were running an option offense, the CPU would simply take the best quarterback that was available, or possibly one just interested in the school. Now, you will find that the CPU will focus upon players that fit their particular play style. That means scrambling QBs will be targeted by option teams, while air raid teams will look for pocket passing quarterbacks.

                          Another community concern that we addressed for NCAA Football 12 is the balancing of the top 150 recruits. There was some discussion that there were not enough highly rated defensive prospects appearing in the ESPNU Top 150. Based on that feedback we have increased each defensive position's chance of having a prospect worthy enough of being considered one of the top 150 prospects in the recruiting class.

                          Sim Running Stats

                          The sim stats for the running backs, backup running backs and quarterbacks were also tuned. Meaning when you sim in Dynasty, the backup HB will get more touches and, in turn, more rushing yards. Quarterback sim stats were adjusted to be more in line with actual NCAA results. The added benefit of tuning these stats is that it facilitated tuning Heisman. Throughout Dynasty you should now see a much better balance of several different position types winning the Heisman.

                          Incoming Prospect Ratings

                          Finally, we've updated the incoming ratings for all generated prospects with a focus on ensuring they are consistent with the recruits on the default roster. Now you won't notice a drop off in overall player talent in future years of the Dynasty when the players on the default roster have graduated. I think you will find that some positions, in particular Kickers and Punters, will be far more accurate this year.
                          It looks a lot different when you take out all the stuff that doesn't belong. Somehow, EA managed to spread 2 blogs worth of info throughout an entire week. Look, I'm not a fool and judging by the amount of posts in these Blog threads, most people here at OS aren't either. In this poll:

                          http://www.operationsports.com/forum...tion-week.html

                          The majority of the people were waiting for the dynasty tuning info blog today. I'm sure they weren't waiting for the dynasty tuning info blog to get questions answered about coaching carousel. And judging by this thread:

                          http://www.operationsports.com/forum...questions.html

                          coaching carousel is not burning people's minds like they would lead you to believe. I'm not a fool and like I said before, I'm utterly disappointed with the news we've received this week. I'm especially disappointed with this blog today as you probably can tell.
                          Last edited by splff3000; 05-27-2011, 04:45 PM.
                          PSN - Splff3000
                          Twitch

                          Comment

                          • khaliib
                            MVP
                            • Jan 2005
                            • 2884

                            #58
                            My complaint is not having the ability to tune in-game generated recruits because the initial rosters are ALWAYS not good.

                            My issue is not so much dealing with the Ratings argument as some have mentioned, but that we (community) have found that certain ratings have a direct impact on Gameplay.

                            -Turn on a dime by Def players attributed to High Pursuit Rating

                            -High Player Recognition killing screens, because players (DB/DL) would staight line to were the screen was to be caught at the snap

                            -AWR between RB/FB/WR/TE decided the pecking order of who would receive passes.
                            That's why TE's had high receptions year in, year out.
                            Because their AWR was higher than most RB/WR's.

                            -The infamous Jump Rating that gave LB's the ability to swat/Int passes that should have been over their heads and designed to be caught 10 yrds beyond them.
                            (even worse, was that it was still in, in some of the 2012 vid's they've released)

                            -Impact Blk must be "High" for RB/WR's on option teams to make them Cut BLK

                            -Hit Power having more impact on Agressiveness to the "Football" (not ball carrier) rather than causing fumbles.

                            Though these ratings are defined by EA, the fact is that they impact the game in a different way.
                            Thus, there is a need for an ability to edit the Recruits because tweaking these ratings means impacting player OVR's, and we can't have those being too low!!!

                            Also, EA's motto of 'Speed' is still King.
                            I don't like how they have so many recruits with speed ratings so high.
                            It takes away from it meaning something in Recruiting because there are so many close to the ceiling.

                            Another aspect that has not been mentioned, is that there are NO players that have a BURST.
                            All separation is based off of straight line running.

                            High ACC Ratings is preventing such players in the game.
                            Because it's tied into the OVR rating so strongly, any lowering lowere the OVR.

                            So you will never see a WR on a screen/bubble be able to Explode past players.

                            But if we're able to edit and lower accross the board, we can have such a player that still is missing from the game.

                            I just don't understand why they refuse to allow Gamer's access to editing Recruits.
                            It is now available in every Sports game, but 5 yrs later, there still seems to be a Major reason why Gamers are not allowed to have access.
                            Knowing that every year thus far, there has been complaints about their default rosters and the negative impact they have on some aspect of the game.

                            To me, there are too many perspectives for Tuners to be the answer for.

                            Side note:
                            I've enjoyed playing NCAA on Madden 11 with the created teams I've made.

                            Oregon's LJ got 290 yrds on me (Fresno State), and I was excited about the loss. Go figure!!!

                            Check out NCAA on Madden 11 thread.

                            Comment

                            • DorianDonP
                              MVP
                              • May 2010
                              • 1121

                              #59
                              Re: NCAA Football 12 Blog - Dynasty Tuning + More Details on CC

                              Hopefully the tuned sim stats also goes into effect for DEs and WRs. In this game, receiver stats are wayyyyyy too high. It's not uncommon to be in a dynasty and the top 5 players in the heisman voting are all receivers with over 120 catches and 12+ tds. Receivers barely ever get heisman invites. The game should tune the stats down and recognize that they almost always have to have 20+ td receptions and or be a dual threat special teams player to be a heisman finalist.

                              Defensive Ends also don't get enough sacks on this game. If I simmed a season, the top leaders in the NCAA for sacks almost are always DTs and LBs.

                              Comment

                              • seawolves9
                                Rookie
                                • Dec 2006
                                • 346

                                #60
                                Re: New Dynasty Blog - Dynasty Tuning

                                Originally posted by boritter
                                Didn't I say that most of the improvements were CC or web-based online features?

                                And then you typed a list that includes new CC and web-based online features to prove that they added... CC and web-based online features!

                                Thanks for the insight.

                                The dynasty tuning blog was largely a rehash of CC and custom playbooks. If they don't have a lot of new info in the "dynasty tuning" blog then they probably didn't do much tuning.

                                Is that too hard to understand?
                                CC is a pretty significant feature WITHIN dynasty.. Just saying. To say they only spent 1% of development time on dynasty is a crude understatement.

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