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NCAA Football 12 News Post


EA Sports has just posted the NCAA Football 12 title update #2 details. The patch is currently on schedule to release before the end of the month, no exact date, as of yet.

Before getting to the details of the update, I want to take a moment to thank you, the NCAA Football community, for all of your patience and assistance during the past couple of weeks. A great many of you share the same passion for this game as we do, and you did everything possible to help identify issues, and provide the necessary details - not just to help make a game better, but to make your game better. If you are reading this, you are a member of the most dedicated community in gaming, and for that we are truly grateful. Now, on to the details:

Week Advance Anywhere
  • As a token of our appreciation, we’re happy to announce that as of today “Week Advance Anywhere” on the web is now available for use, and that this feature will be FREE for everyone to use.
Custom Playbooks
  • With this Title Update the missing play issue that led to a number of problems when using Custom Playbooks has been fixed. Not only is the issue fixed, but you will not need to recreate your playbooks! Any existing playbook will have the fix applied, and you will be able to continue using that playbook without issue.
Tendencies
  • As with the Custom Playbooks resolution, the fix to the issue of edited player tendencies changing will not negate any previously edited roster file. The fix will be applied to both those existing files, as well as any new roster file that is created.
  • If you are in a Dynasty or Online Dynasty you will not need to restart as long as your Dynasty is still in year one and you have not advanced past “Training Results” in the off-season. If you are before this point, the update will be applied to your existing Dynasty/Online Dynasty and the tendencies will be correct for all players going forward. If you are in year two and beyond, the tendency issue impact will be less and less as the players graduate/are cut from the rosters.
  • In addition to the tendencies issue, we have also included both the ability to edit height and weight for players, as well as the option to edit the rosters of CPU controlled teams. In an Online Dynasty the commissioner will have the ability to edit the rosters for other human controlled teams. These were both big requests from you in the community.
  • Finally, a bug was fixed with the profanity filter that was preventing many common names from being entered. Now, any name can be entered, for offline use. A profanity filter is applied to Online Dynasty when the Dynasty is created. If you prefer to opt out of this filter, you can set the Dynasty to Private and the profanity check will not run.
Freezes/Crashes
  • A major focus for this Title Update was to address any freezes/crashes that were found. There were a number of these issues fixed in this Title Update including a crash that occurred when there were multiple TeamBuilder teams in an Online Dynasty, as well as a crash that occurred during the downloading of an Online Dynasty file.
Gameplay
  • Increased the acceleration of QB’s on Speed Option plays.
  • Improved WR blocking, especially on option plays
  • Fixed an issue where defenders assigned to play the curl to flat/buzz zone did not engage immediately when the QB scrambles past the LOS.
  • Fixed an issue where safeties with inside deep ¼ zone would drop back instead of read-and-react on run plays.
  • Fixed an issue in Nickel Cover 3 where the flat zone defender didn’t move as the QB was running at them.
  • Fixed an issue with Double Outs from 4-2-5 Normal where the RLB wasn’t blocked properly vs. certain formations.
Highlights
  • Fixed an issue that caused a blank photo to be uploaded leading to issues with other highlights being uploaded.
Dynasty
  • Fixed an issue in Online Dynasty where injured players did not remain injured when the week advanced.
  • Fixed an issue where a player’s injury time was only reduced by one week when going from Conference Championship week to Bowl Season. Players will now be back for their Bowl game if they should be off of the IR when their bowl game is played.
  • Fixed an issue where coaches that changed jobs could get stuck in a state where they were still listed as coaching at their old school on the Players Leaving screen, leading to a Transfer Failed issue.
  • Fixed an issue that occasionally prevented Dynasties from advancing to the post season.
  • Fixed an issue with the schedule that prevented entering the Virginia Tech vs. Boston College game (fixed for both Dynasty and RTG).
  • Fixed an issue where recruiting related trophies/achievements were not unlocked properly if you signed an extension in that season.
  • Fixed an issue with Program Stability where the grade would drop from A+ to D+ in one season.
  • Fixed an issue with the Unlock All Promises PDLC not unlocking properly on the Dynasty website.
  • When viewing an Online Dynasty invite, added information to show what type of job can be selected by default.
  • Fixed an issue when in the off-season where player stats did not match up between the web and console.
RTG
  • Fixed an issue where CB’s could not audible after earning the ability to do so through Coach Trust.
  • Fixed an issue where HB’s could not flip the play after earning the ability to do so through Coach Trust.
Online
  • Fixed an issue where player’s online stats were not displaying promptly on the Online Leaderboards.

Game: NCAA Football 12Reader Score: 7/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 104 - View All
NCAA Football 12 Videos
Member Comments
# 121 BallinVol @ 08/02/11 06:26 PM
Quote:
Originally Posted by J-Unit40
If you read his post closely, he refers to the "CPU" blocking kicks. Sure, I (we) can block kicks here and there, but the CPU will NEVER block your kick.

The special teams department needs some improvement next year because that part of the game is lacking in my book.
I wouldn't say NEVER .... I had the CPU block 2 of my punts and it wasn't in the endzone .... more like the 35 yd line or so. They nearly got one of my fg's too. Just sayin
 
# 122 Wavebird99 @ 08/02/11 06:32 PM
lmao @ people still complaining


get over yourselves.


the "deep route issues" are greatly exaggerated.
 
# 123 Marv_Levy @ 08/02/11 06:34 PM
I don't see anything on them fixing the online dynasty mics in the HQ on the ps3.....
 
# 124 attheskylines @ 08/02/11 06:34 PM
Quote:
Originally Posted by BleedBlue23
Hmm. Glad we got the details of the title update, but unless I missed it, I didn't read anything about them fixing the audio issues or fixing the player and coach progression in dynasty....both are pretty big game breakers.
You're right on with the audio. Let's hope that it gets taken care of in yet another patch.
 
# 125 khaliib @ 08/02/11 06:35 PM
Quote:
Originally Posted by J-Unit40
If you read his post closely, he refers to the "CPU" blocking kicks. Sure, I (we) can block kicks here and there, but the CPU will NEVER block your kick.

The special teams department needs some improvement next year because that part of the game is lacking in my book.
adding to...

If I'm playing against a VT or Fresno St, I should be down right scared during FG/Punts.

Before there was Wide-Open offenses and dominating Defenses, there was Special Teams.

The single most important aspect/game changer of College Football.

A bad snap or juggled hold would also go a long way in improving this area.
 
# 126 dizturbdazhole @ 08/02/11 06:36 PM
Quote:
Originally Posted by Solidice
It's at the dynasty website. http://www.easports.com/dynasty

for now, I believe it's under the auto-pilot option on the left side of the dynasty Hub page.
Nope! Only email settings are there. Would really like to advance the week for some guys. I won't be home for about 4 hours still.
 
# 127 BOSKY! @ 08/02/11 06:39 PM
I didn't see anything regarding coaching progression, is this correct?

I'm okay with that because the other glitches make the game unplayable and I can live with a bunch of A+ coaches in the carousel.

Glad to see EA call this to attention and look forward to the release.
 
# 128 PROTOHYPE @ 08/02/11 06:41 PM
Nice updates and glad to see em.
But what about deep routes and psychic DBs and Super Backers? Ah oh well. Can't have em all.
 
# 129 BallinVol @ 08/02/11 06:43 PM
Quote:
Originally Posted by Wavebird99
lmao @ people still complaining


get over yourselves.


the "deep route issues" are greatly exaggerated.
Exaggerated? Play a game and throw nothing but deep routes such as verts and flys .....tell me your not seeing the offense taking it for a deep gain or TD about 90% of the time. Is this realistic? No. If it was toned down to at least 30% of the time id be happy. Its not just a" talent" issue. Its a programming issue. You might say" well don't throw verts and flys all game" well I don't but that's not the point. Some people fail to see the issue. I want to be challenged on deep balls. Not have the safety have his thumb up his *** watching the reciever go by. I am usually not one to complain but I don't see how anyone could miss this.
 
# 130 attheskylines @ 08/02/11 06:45 PM
Quote:
Originally Posted by J-Unit40
If you read his post closely, he refers to the "CPU" blocking kicks. Sure, I (we) can block kicks here and there, but the CPU will NEVER block your kick.

The special teams department needs some improvement next year because that part of the game is lacking in my book.
I've gone back to playing the demo because the special teams gameplay is great. It seems like I always have a chance (the CPU as well) to break out a big return. The feeling you get when you're at the 40 with open field in front of you is amazing and try as I might I'm just not able to pull off anything in the full game. That also includes punt/field goal blocks.

It could be a lack of skill on my part, but when there's such a large difference in the special teams gameplay of the demo and the full game, it's a shame.
 
# 131 redsfan4life @ 08/02/11 06:48 PM
I think the deep ball issue could be tuned with a tuner set.
 
# 132 franko3219 @ 08/02/11 06:50 PM
I am not saying that people do not experience problems with deep routes, however in my experience, they have not been a problem. I will say that when I tried running with 30% speed threshold I had some problems, but ever since I moved back to 50% I see no problems and my fast players break away and my slower players get caught. Also if you are calling a cover 2 or cover 3 and someone runs good verticle routes attacking the seem, it will be tough for you to stop.
 
# 133 jeremym480 @ 08/02/11 06:54 PM
Quote:
Originally Posted by WazzuRC
I also hope any tuner update fixes the pump fake lag problem.
Me too.

Quote:
Originally Posted by SGMRock
They obviously put this out quickly to address the issues with freezing and Dynasty advancing issues. Bugs that ruin the game completely were addressed first. I'm sure title update #3 is already in the works and will tweek a lot of the gameplay issues mentioned by people that were not fixed.
Well, I guess it's the norm around here to complain that EA doesn't get patches out quickly enough. And it's almost the norm to complain because they pushed out a patch and not every issue was addressed. Honestly, I wouldn't expect any less.

Quote:
Originally Posted by BallinVol
Exaggerated? Play a game and throw nothing but deep routes such as verts and flys .....tell me your not seeing the offense taking it for a deep gain or TD about 90% of the time. Is this realistic? No. If it was toned down to at least 30% of the time id be happy. Its not just a" talent" issue. Its a programming issue. You might say" well don't throw verts and flys all game" well I don't but that's not the point. Some people fail to see the issue. I want to be challenged on deep balls. Not have the safety have his thumb up his *** watching the reciever go by. I am usually not one to complain but I don't see how anyone could miss this.
FWIW, I just finished the first season in my Washington St OD and my QB threw 11 TDs to 16 ints and finished in the 90's (amongst QB's) in passing yards. This was on AA too so, I'll take all the help I can get.

All kidding aside hopefully, this is something that can be rectified with a Tuner set. Here's to hoping
 
# 134 rudyjuly2 @ 08/02/11 06:56 PM
Not a lot of gameplay fixes there. Was hoping to see the r-stick juke return along with other special moves for RBs but it appears they will stay neutered. Low passing trajectory resulting in super swatting LBs hasn't been fixed either. Quite frankly the knockdown slider in NCAA 09 and previous versions would have fixed that. We could tone it down and it reduces the swats at all positions. LBs would simply miss.
 
# 135 solo killa boi @ 08/02/11 06:57 PM
yeah well i wish they will update the grass to 3d all across the board instead of in replays some of the time. The default grass looks horrible. This really hurts the game for me. I hope madden has this part solved.
 
# 136 lildave225 @ 08/02/11 06:58 PM
I think the patch is done already. That's why things like super lb's won't be in. EA has to wait for confirmation from people like microsoft to approve.
 
# 137 ODogg @ 08/02/11 07:01 PM
Quote:
Originally Posted by Wavebird99
lmao @ people still complaining


get over yourselves.


the "deep route issues" are greatly exaggerated.
I agree, I don't see any issues with deep routes..
 
# 138 Blitz1942 @ 08/02/11 07:03 PM
All very good to hear. Good that custom playbooks and rosters will not need to be redone. Also love that weight editing will be added.
 
# 139 redsfan4life @ 08/02/11 07:06 PM
I don't see a big issue with deep routes, that's why I think they just tune it a bit. I dunno, maybe I just suck at passing.
 
# 140 dagooch5150 @ 08/02/11 07:07 PM
Quote:
Originally Posted by ODogg
I agree, I don't see any issues with deep routes..
I think people are coming out in cv2 and 3 and either pressing or alot or showing blitz, the deep ball is fine, guys just need to learn how to play defense.
 


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