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View Full Version : 2nd Patch Broke the CPU running game and Sliders



Rudy
08-13-2010, 11:19 PM
Well I've come to the conclusion that the second patch has completely broken the cpu running game and it's mainly because it broke the cpu run block and human rush defense sliders. They simply don't work anymore. That's why I saw the cpu running game take a hit once the 2nd patch came out. Those two sliders do not work anymore.

I ask anyone to play a game on All American. Play against the cpu on AA and turn the cpu run block slider to 100 and then turn the human run defense slider to 0. I don't think it makes a difference. The cpu running game will suck just like on AA default. I even played a half a game on Heisman. I don't think those sliders work their either. CPU run block at 100 and human run defense on 0 and you would think the cpu would just be plowing through me. Nope.

The sliders are broken now in terms of the cpu running game. I'm really disappointed. This is a game killer for me on AA. I'm going to have to make the jump to Heisman and see if I can tweak the game so it plays like AA. But I don't want to really deal with the garbage that comes with Heisman either. I hope I can fix this issue or the EA team can because this will ruin NCAA 11 for me. I'm tired and going to bed. I'd love to hear any feedback on this as well. Tune those sliders to the max and watch the cpu running game go unchanged.

jaymo76
08-14-2010, 12:04 AM
I haven't seen this yet but I have only played TWO games post patch. I acutally noticed against two FCS teams that they had some decent runs against me and my D could not tackle for the life of me. This is what I find so frustrating about patches... what gets patched, why, and what is affected??? Sometimes I think it's better to avoid the patch. At least you know what you have. At this point I don't want to toy with the sliders really at all. I am now in season five and it's so much work to start over. Pre-patch the game was playing as I wanted (with a few exceptions... DB's and slant routes, etc.) so I hope I don't need to change too much. If I get a chance I will play a few games tomorrow using your suggestions and see how it looks. Let's hope that it's just a freaky multi-game anamoly...

steelerfan
08-14-2010, 12:08 AM
The CPU has still run about the same against me. I will try to skew the sliders and see what happens. Gawd, I hope it's not screwed up....

AustinWolv
08-14-2010, 01:10 AM
It isn't screwed up in the two games I've played in my OD thus far.

Using my same Heisman sliders as pre-patch, the CPU running game got better. Really pounding the rock and breaking tackles. Was loading up the box and they were still breaking off solid runs......even had the CPU break some long TDs against my D. One RB averaged 9 per carry against me on 18 carries, but one carry was a 74 yd TD, so for the rest of his carries, it was at 5.1 ypc.

I'm on 360.

Rudy
08-14-2010, 05:25 AM
Even if you are happy with how the cpu running game is now, I'd love for you guys to just play 1/2 a game with the sliders moved in crazy directions. Put cpu run block at 100 and human rush defense at 0. Or even try cpu run block at 0 and human run defense at 100 (I'll try that this morning). I don't think you guys will see a difference. If you guys are happy with the cpu running game then that's great but I don't think the sliders will do anything more to change it.

At this point I'm not going to play my dynasty anymore and will just test out sliders on Heisman. It's how unhappy I am with the cpu running game on AA right now. I played a couple exhibition games last night just trying to fix it and I shouldn't have to play Bama with a crappy team in order to see the cpu run the ball. I should be able to take two average teams and have the cpu run with success - particularly if I jack up the sliders in their favour. Right now those sliders are broken imo.

oweb26
08-14-2010, 05:40 AM
LOL why are you just testing the sliders in order to see their effect after the patch? Setting yourself up for disappointment huh?

Rudy
08-14-2010, 08:06 AM
LOL why are you just testing the sliders in order to see their effect after the patch? Setting yourself up for disappointment huh?

And a huge disappointment it is. The game played very well before this second patch. I was having a lot of fun. The second patch fixed some things. I like the looser pass coverage but it absolutely ruined the cpu running game. The cpu run blocking sliders and human run defense are screwed up beyond belief. Feels like NCAA 09 again. AA is now unplayable for me.

I just took Oregon St. into Pitt this morning on Heisman. Had cpu run block at 100, human run defense at 0, cpu RBA at 60 and human tackling at 60 (I raised it for Heisman to reduce the crazy broken tackles you can see on this level - will still tweak) and Dion Lewis had a nice first half. He had 16 carries for 82 yards, 5.1 ypc, 2 TDs and a long run of 15. He got hurt just before half so I ended up coming from behind (down 14-0 or 17-0 and won 21-17). Those results are good to me but with those sliders I should be getting destroyed on the ground. I tried reversing the sliders - cpu run block to 0 and human run defense at 100 and I honestly don't see much difference.

This has to be fixed or this game will become a coaster for me soon. I will not play a football game anymore where the cpu run game is neutered. AA is dead to me at the moment. All of my future games will be Play Now Heisman games until I get those sliders right. Part of me just wants to delete the patch but then I lose both and the progression fixes. This sucks for me right now.

morsdraconis
08-14-2010, 10:19 AM
Try, instead of moving the blocking slider and the defense slider, move tackling down to 0 and see if you see a huge difference in defensive ability. For some reason, I was seeing DRASTICALLY different run defense by just moving the slider 5-10 points in one direction or the other. I'd be interested to see what 0 tackling does post update.

Rudy
08-14-2010, 10:33 AM
You might be right. The tackle slider usually does affect things but there is no excuse for blocking sliders working this bad. Plus I don't want to turn the cpu into a break tackle machine. I've already boosted the cpu RBA to 65 on AA just to get them to break some long runs. They break enough tackles as it is. For now I will simply experiment on Heisman. If that doesn't work I think I'm going to have to delete this patch and deal with the dynasty issues.

jaymo76
08-14-2010, 01:49 PM
Rudy,

I tried some slider changes.....

Game one: using my NORMAL sliders (which I haven't changed since patch 2 came out) and the cpu East Michigan had 39 rushing yards
Game two: versus Bowling Green (cpu run block 100, cpu rb 55, human run D zero)... the cpu had a total of NINE YARDS RUSHING
**caveat: the cpu offense in total only had 49 yards (lowest ever in my time playing the NCAA series)

I have several concerns right now post patch two. I didn't see them at first BUT this game has become far, far too easy. THE CPU CAN NO LONGER RUN THE BALL!!!

steelerfan
08-14-2010, 03:37 PM
Jaymo, try playing a game with default rosters and see if your results are different (not against EMU or BGSU either, lol). I'm guessing that a big part of what you're seeing is related to the terrible year 5 rosters you have. The only possible solutions, I believe, are starting over or suffering through enough horrid years to get the rosters balanced again. This is assuming the recruiting and progression is now fixed.

AustinWolv
08-14-2010, 04:47 PM
I'll be playing tonight and I did some adjustments to my Heisman sliders, so will be watching the CPU rush game for sure.
All I know is that the CPU ran the ball very well in two Heisman dynasty games post-patch#2. Over 100 yards each game against teams that should have run for over 100.

If you are playing Play Now games while playing with sliders, you are spinning your wheels.

jaymo76
08-14-2010, 04:48 PM
Jaymo, try playing a game with default rosters and see if your results are different (not against EMU or BGSU either, lol). I'm guessing that a big part of what you're seeing is related to the terrible year 5 rosters you have. The only possible solutions, I believe, are starting over or suffering through enough horrid years to get the rosters balanced again. This is assuming the recruiting and progression is now fixed.

I haven't played a full game but I did play practise mode and the ASU vs ASU and I played in a 4-3 man D and the cpu had a running play that usually goes for big yards. The cpu only broke one of of probably close to fifty attempts. If I had to ball park it I would say that the cpu avg was about 3 ypc.

JeffHCross
08-14-2010, 08:21 PM
Practice Mode is, 90% of the time, considerably easier than a real game, for whatever reason. I've found plays that work in practice mode for big gains but never, ever, work in a real game.

For what it's worth:

2. What happened to the cpu rush game? Post patch two not one team has over 100 yards ruhsing.... (the closest was 71)In our Online Dynasty, three teams (UNC, Maryland and Iowa) all had 100+ days against top-tier defenses (VT, FSU, and Ohio State).

Rudy
08-14-2010, 08:23 PM
On Heisman the cpu run game seems good. But no matter what difficulty level you play on, you better accept how the cpu run game is because the sliders are broke and you can't fix it. The only thing you can adjust is the cpu RBA and the human tackle slider. So if you like it then it's great. If not you are screwed. It's garbage that the sliders don't really work for the actual blocking. I'm giving Heisman a try for the next while. Hopefully I'll get another Play Now game in tomorrow morning. I'm only in the 2nd year of my dynasty so the results should still be similar.

CLW
08-16-2010, 09:14 AM
I haven't noticed much of a change honestly with the CPU run game post Patch #2. With my set of sliders the CPU has from time to time just ran all over my defense (Duke) and sometimes not.

Rudy
08-21-2010, 09:26 AM
Well I tried playing a game without the patch and the cpu can run the ball better but the sliders don't really work that well pre-patch either. The biggest difference it seems to me is that the default level of the cpu run game really dropped after the patch. So the very weak sliders are unable to fix it.

NCAA 09 had terribly weak sliders and NCAA 11's slider system reminds me of the same thing. I don't get it because NCAA 10 had much more responsive sliders. This falls completely on EA's dev team imo. They simply don't spend enough time testing certain parts of the game. Progression and those simulations Russ and his team ran should have been run many, many times before the game was released. We shouldn't need one or two patches to fix dynasty progression. That stuff should be nailed down prior to release. They should bring in a community guy who specializes in that area and looks for that stuff exclusively.

Furthermore the sliders need to be tested MUCH better. When I max out one slider or if I zero out one slider it should make a ton of difference no matter what difficulty level I play on. On Heisman with cpu run block at 100 and human rush defense at 0 it should resemble Tecmo Bowl imo. I should see blockers getting creamed left and right but I don't. Post patch the cpu running game on those settings looks normal. I have a feeling that most of the dev team plays on Varsity or AA with almost nobody playing on Heisman and I don't think they tweak the sliders much at all. This area is huge and there are tons of slider threads and views on OS as everybody likes to tweak the game. Give us the tools to fix the game ourselves. Again, bring in a guy on those community days whose sole job is to test every slider across every difficulty level. MLB The Show is bad this way as well. They don't spend enough time in this area (user fielding errors only changes the fielder's range - doesn't boost the number of bobbles. Been like this for years and they don't fix it. Guys don't boot balls when you drop the slider - the balls just go through you like you are a ghost).

Patch #3 needs to make the blocking sliders far more sensitive. It needs to boost up zone coverage so it can be useful. It has to tone down the cpu blitzing on Heisman - especially on third down. I'd like to see kick returns loosened up a little as well. It won't take much to really make this game great but it does need some fixes.

cdj
08-21-2010, 11:56 PM
Practice Mode is, 90% of the time, considerably easier than a real game, for whatever reason. I've found plays that work in practice mode for big gains but never, ever, work in a real game.

Could some of that be due to Adaptive AI or pre-snap changes made by the CPU? I end up using Play Now games for my 'practice' mode to get a better feel of what works and doesn't.

ebin
08-22-2010, 12:07 AM
Well I tried playing a game without the patch and the cpu can run the ball better but the sliders don't really work that well pre-patch either... It won't take much to really make this game great but it does need some fixes.

Well said, and I completely agree. It's frustrating because although this game is really good, we are so close to it being a fantastic game, and it seems like we should be able to get there with sliders, but they aren't nearly sensitive enough.

jaymo76
08-22-2010, 03:08 AM
So frustrated... again. I thought after yesterday that things were good again but I was wrong.

I just demolished UCLA (12th ranked rushing team in the country with the #2 back in the country~ he avg. 177.2 ypg)

UCLA rushing stats:

18 carries for THREE YARDS!!!!!
RB#1 13 carries for 14 yards (longest rush was 14 yards)

I just can't play this game on a daily basis anymore after this. My QB's are lights out and the cpu RB's can't run the ball. We have played this game before.... it was called NCAA 09/10. All the patch had to do was slightly modify zone coverage and man coverage on slants and we have one of the top five football games ever made... that's all they had to do (I can deal with the depth chart glitch, etc). Now however, this game is entirely different and most importantly.... it's NOT fun for me anymore! I don't expect we will see another patch but I would love to hear some feedback from the developers as to WHY these changes were made. Who asked for them? Was the game considered to difficult for the masses? What gives EA/Tiburon??? AA post patch this game was so dam good, fun, and challenging.... now it's just like 09/10 but with locomotion :( I no longer have a reason to play if this is what gameplay will be like.

Now to look on the bright side, I definitely got my $70 worth from this game pre patch two and I loved it. Heck I played 53 games in less than a month! It's just sad to see a game I held in such high regard only a week ago come crashing down to such mediocrity... If these changes can't be reveresed and soon this game will hit the shelf permanently... after all of the strides made this year, that just doesn't sound right.

Rudy
08-22-2010, 05:54 AM
Jaymo, I would seriously just delete the patches and tuning files until your offseason and re-install to get the progression and ratings fixes.

Honestly, I would really love to know what difficulty levels the designers play on and whether they use the sliders or not. I'm guessing most of them don't tweak sliders for their own dynasties.

Jayrah
08-22-2010, 12:41 PM
Jaymo, I would seriously just delete the patches and tuning files until your offseason and re-install to get the progression and ratings fixes.

Honestly, I would really love to know what difficulty levels the designers play on and whether they use the sliders or not. I'm guessing most of them don't tweak sliders for their own dynasties.

I don't think you can do that, can you? Regardless, in season 2 you'll have to play with the issues. And I don't think it 'broke' the running game. If you tweak sliders enough and play sim style, cpu has plenty of running game. It may have 'broke' the cpu running game with how WE had it tweaked.

Rudy I bet you're right about the designers. They probably just adjust the difficulties more than anything, if for nothing else then to get the feel of the differences between those, so they can tweak what they want for next year's game on base sliders.

CLW
08-22-2010, 01:02 PM
Yeah I'm not seeing this so called lack of CPU running game issues you guys are talking about. In my offline Duke dynasty I just got mauled by Stanford to the tune of 200+ rushing yards. Their #1 back had 234 Yards on 19 Carries and 4 TDs.

I'm curious as to how you guys play the game as I just don't see how you can stop the CPU literally every game. Are there some games my D stops the run yes. But for every one of those there is a Stanford like game where I get crushed by a superior o-line and RB combo.

What settings are you guys using? How do you play? If you are using a 0/100 slider set I recall a year in either Madden or NCAA where 100/0 was broken so if you tuned that down it may work.

I suppose I could see you stuffing the run if you blitz a ton and set allot of your strategy settings to Aggressive and/or make allot of correct commit choices with a very good defensive team or weak scheduling.

jaymo76
08-22-2010, 03:58 PM
Yeah I'm not seeing this so called lack of CPU running game issues you guys are talking about. In my offline Duke dynasty I just got mauled by Stanford to the tune of 200+ rushing yards. Their #1 back had 234 Yards on 19 Carries and 4 TDs.

I'm curious as to how you guys play the game as I just don't see how you can stop the CPU literally every game. Are there some games my D stops the run yes. But for every one of those there is a Stanford like game where I get crushed by a superior o-line and RB combo.

What settings are you guys using? How do you play? If you are using a 0/100 slider set I recall a year in either Madden or NCAA where 100/0 was broken so if you tuned that down it may work.

I suppose I could see you stuffing the run if you blitz a ton and set allot of your strategy settings to Aggressive and/or make allot of correct commit choices with a very good defensive team or weak scheduling.

AA Settings:
CPU RB 60
CPU block 80
HUM RUN D 35

I have used this set since patch one and pre-patch two my run D was usually ranked between 20-35. This season (year five) after four games my run D is ranked #1 and I have given up 160 yards total.

Rudy
08-22-2010, 06:18 PM
On Heisman the cpu rushing game is pretty good. Of course with cpu run block at 100 and human run defense at 0 I can't boost the blocking anymore. If I play a team like Wisconsin on those settings they will run the ball pretty well. If I play an option team or a team that runs from the shotgun then they don't run well. On AA with those settings the cpu run game is absolute garbage against me. I had their RBA up to 65 and other than some longer runs they never had a consistent ground game post patch.

Stopping the run is something I generally do well but I am not a great player nor do I cheat. I do set the defensive line to aggressive but I don't think it really matters that much on Heisman. It probably matters more on AA. I never use run commit. I do slant my DL and/or shift my LBs. Not usually both in the same direction since a counter play can really punish you for that. I do tend to shift my front seven to the strong side of the formation or protect against the wide side of the field. I normally play as an ILB or a WLB - not the strong side since I'll get swallowed up on runs. I don't blitz very heavy. I usually send four guys and quite often I'll send a 5th player out of my 3-4 defense. Rarely will I send a 6th player on a blitz unless it's short yardage. I don't press that much either.

Like I said before, if you don't have a problem with the cpu running game then you are lucky because EA's sliders are so weak that you can't fix it if you don't like it. Jaymo, I would suggest you give Heisman an honest try. I played a great double-OT game last night so the game can still be fun. I think you will always have to overlook some issues but the lack of a cpu running game is too much to bear for me on AA. On Heisman it's much better and I can overlook some of those issues much easier.

JeffHCross
08-22-2010, 06:31 PM
AA Settings:What about HUM tackling? I've honestly seen the biggest difference in running statistics because of HUM Tackling.

Weird thing is that your settings are DRASTICALLY different (read: higher for RBA and Blocking) than Powerhouse ODs, yet we're still seeing fairly good CPU running games ...

psusnoop
08-22-2010, 07:22 PM
I'm in Powerhouse OD, I'm in SCBOL OD both on AA with sliders and the CPU rushing attack is still going strong as Jeff stated.

I'm also in 2 other OD where we have everything set at Heisman and defaults for everything. The CPU is rushing the ball well, as a matter of fact WVU's HB in the second year tore off for 424yds on 33 carries against another (Syracuse) last week. So I'm not sure what your seeing, but we are still seeing the CPU break off some nice runs.

jaymo76
08-23-2010, 01:51 AM
I've been trying to figure this out all night. Something just seems missing. How are people reporting entirely different results on AA. Can you have no cpu rushing and abundant cpu rushing at the same time? What's the missing link? Rudy and I are seeing ZERO rushing stats while other report the exact opposite. Same at OS.... a huge variance in results. So tonight I did nothing but test a hypothesis and I think I am beginning to see a pattern. I played week five of dynasty mode and I played my weekly game plus four others. I started thinking, what teams are we using and what is their defensive grading?

ASU (me) vs CAL (Cal 29 yards total rushing)
BOISE at SJSU(me) (Boise 348 total rushing yards)
Idaho (me) at Ohio St (OSU 278 total rushing yards~ two backs over 100)
Sothern Miss at UTEP (me) (SM 179 total rushing yards)
Oregon (me) vs BWG (BWG 52 total rushing yards)

So what' the catch? This is the first time the cpu rushed for 100+ yards since patch two. Well, looking at a teams defensive rating basically determines more than ever if the cpu will be able to run the ball. Here's the breakdown again, this time using D vs cpu O.

ASU D (B+) CAL O (C+)
BOISE O (B) SJSU D (D-)
IDAHO D (D-) OSU O (B+)
S. MIS 0 (C+) UTEP D (C-)
OREGON D (B+) BWG O (C-)

Based on this small sample it seems as though your defense/offense letter grade rating plays a far larger role in determining how well the cpu will run the ball. It was not this extreme pre-patch. If you have some time, try this out one week and see the results. It could be very telling? Any further discussion of cpu running has to have the context of who you are using and your defensive letter grade rank.

morsdraconis
08-23-2010, 02:33 AM
I've been trying to figure this out all night. Something just seems missing. How are people reporting entirely different results on AA. Can you have no cpu rushing and abundant cpu rushing at the same time? What's the missing link? Rudy and I are seeing ZERO rushing stats while other report the exact opposite. Same at OS.... a huge variance in results. So tonight I did nothing but test a hypothesis and I think I am beginning to see a pattern. I played week five of dynasty mode and I played my weekly game plus four others. I started thinking, what teams are we using and what is their defensive grading?

ASU (me) vs CAL (Cal 29 yards total rushing)
BOISE at SJSU(me) (Boise 348 total rushing yards)
Idaho (me) at Ohio St (OSU 278 total rushing yards~ two backs over 100)
Sothern Miss at UTEP (me) (SM 179 total rushing yards)
Oregon (me) vs BWG (BWG 52 total rushing yards)

So what' the catch? This is the first time the cpu rushed for 100+ yards since patch two. Well, looking at a teams defensive rating basically determines more than ever if the cpu will be able to run the ball. Here's the breakdown again, this time using D vs cpu O.

ASU D (B+) CAL O (C+)
BOISE O (B) SJSU D (D-)
IDAHO D (D-) OSU O (B+)
S. MIS 0 (C+) UTEP D (C-)
OREGON D (B+) BWG O (C-)

Based on this small sample it seems as though your defense/offense letter grade rating plays a far larger role in determining how well the cpu will run the ball. It was not this extreme pre-patch. If you have some time, try this out one week and see the results. It could be very telling? Any further discussion of cpu running has to have the context of who you are using and your defensive letter grade rank.

Well, for what it's worth (year 5 in the dynasty on NCAA 11), I've played twice against Ohio State (B+ offense A- defense) against my teambuilder team (B everything) twice now and both times I demolished them, but mainly because I was able to sellout on the run because the QB they had was super fast and aware (91 speed, 90 something accel, 90 something awareness) but had pretty terrible throwing power and accuracy (low 80s on both).

I was able to hold them to nothing on the ground in the beginning both times and then once I started scoring on them, they started abandoning the run and thus I started blowing them out even more because their QB was atrocious at throwing the ball.

I play a 3-4 defense that basically has no respect for the CPU passing game so that would be part of it all.

On the beginning of season 6 now and I've probably bitten more off than I can chew cause I'm still B's on everything (shitty depth but great starters) and I've got Texas (A offense A- defense) (LOVE that the progression issues are starting to be fixed!) as my first game. Should be a good ol' fashion woodshed beating (and my first loss in like 60 some games spanning back to the dynasty's beginnings on '10).

Rudy
08-23-2010, 05:29 AM
But Jaymo, in those settings the cpu could only run the ball if it had a lot better offense than your defense. If there is an even matchup I still expect the cpu to have a 100 yard rusher here and there and average at least 4 ypc. The average ypc in college football is 5.0 or just over it. That's probably boosted when you play creampuffs but I would still expect RBs to average 4.0 in even matchups. Shon Greene of Iowa ran for over 100 yards in every game two years ago. It didn't matter who Toby Gerhardt faced last year as he rushed well against everyone too.

My Michigan defense has never been rated above a B+ and could stop everyone on AA post patch without blinking. I run a 3-4 and my highest rated LB was an 83 (although my three DL were all 87-92). I'd hate to think how much I would destroy the cpu running attack with a good defense like Bama's. Furthermore, my offense can still run against an evenly matched defense. I can tweak sliders to get what I want. I can't do that for the cpu rushing attack since the sliders are garbage. The tackling slider probably has a bigger effect now but that is no excuse for the fact the blocking sliders don't work well enough.

At this point I really don't care what others are seeing in the game. It doesn't really matter. There is a large group of people that are very frustrated by the lack of a cpu running game post patch. EA needs to help us out or risk a bunch of people just trading in the game. EA needs to boost the power of the cpu run block and human rush defense sliders so that those of us that do have a problem can fix it. I don't see the harm in doing this. Everyone else playing near default settings and enjoying them wouldn't even know the difference. I do find Heisman to be acceptable but AA is completely broken FOR ME. I'd rather play on AA if I could.

CLW
08-23-2010, 01:30 PM
Maybe its AA then. I'm playing on Heisman and with a C graded defense in year 2 I have the 2nd worst run defense in all of college football. I agree the CPU cannot run the option or out of the shotgun. I play GT every year and its sad how badly the CPU does with the tripple option its nearly a free W every year for me with Duke.

JeffHCross
08-23-2010, 03:38 PM
Rudy, was that the post you were thinking might offend me? I caught your tweet ... shoot, you'd have to do a lot more on this forum to offend me. ;)

I get that you're frustrated ... but let's shift gears for a minute.

You, and apparently others, are seeing no running game from the CPU.
Myself, snoop, and all the others in the Powerhouse and SBCOL ODs are still seeing a running game.

Now, it is by no means perfect. I'm running with the same settings in two offline dynasties and haven't seen much of a running game yet. I don't have numbers, but my general feel has been both that the CPU hasn't tried to establish a running game, and that they've been very unsuccessful. But there could be a multitude of factors at play there, not the least of which is that I'm playing with TCU and Ohio State.

My central point is this ... yes, the sliders need to have more of an effect. However, that still does not explain why some of us are seeing practically no running game, and others are seeing a decent running game.

That is what we need to get to the bottom of. Claims of "it's broken, we need it fixed" only go so far, especially when all evidence points to inconsistancy, at best.

AustinWolv
08-23-2010, 03:57 PM
Well-said.

I've seen the CPU have a running game and average solid yards. On Heisman. When they didn't? When they gave up running the ball when I started stuffing it, and they went to the pass for the remainder of the game. Not sure why they didn't try some other runs later.

Rudy
08-23-2010, 04:09 PM
Rudy, was that the post you were thinking might offend me? I caught your tweet ... shoot, you'd have to do a lot more on this forum to offend me. ;)


This part of my post below is something that could have been taken the wrong way. I couldn't change it any more because I can't access this site at work. What I meant to say (in a nicer way) is that someone's enjoyment of the game only depends on them. 99/100 could love the game but if I'm the 1 guy out of that 100 that is frustrated then it doesn't really make me feel any better.


At this point I really don't care what others are seeing in the game. It doesn't really matter. There is a large group of people that are very frustrated by the lack of a cpu running game post patch.


And for the record I think the cpu running game on Heisman can be pretty good. On AA I find it horrible. I'm not sure how others aren't seeing it but EA can help fix it by simply making certain sliders more powerful in their 3rd and final patch.

Jayrah
08-23-2010, 07:11 PM
And for the record I think the cpu running game on Heisman can be pretty good. On AA I find it horrible. I'm not sure how others aren't seeing it but EA can help fix it by simply making certain sliders more powerful in their 3rd and final patch.

Well put. The key is making it a little too powerful, when you tune it up (sliders that is), so that really good players can adjust it high enough to fit their liking. IMO anyway

psusnoop
08-24-2010, 07:30 AM
In my one OD with friends we play on Heisman everything. They also hate adjusting the sliders (for reasons unknown) and the rushing attack from the CPU is very good. Last night me USF got tore up by Rutgers' RB for the tune of 28 carries and 222yds and 2 TD's.

So I do agree that Heisman seems to produce a better rushing attack from the CPU, I'll also state like Jeff said if you take them out of it early they will never try to establish it again though. I think that would go a long way in making the rushing attack feel better.

AustinWolv
08-24-2010, 08:52 AM
A lower-rated team with a solid RB put up over 100 rushing on me last night, it was a very nice performance that made me think of a 100-yard rusher on a Saturday......they just keep working him and before you realize it, he's over 100 in a workman-like fashion. Good game on the road, but I still won. :)

cdj
08-24-2010, 09:54 AM
It seems like the CPU will either have zero yards rushing on me or 120+, not really much in-between. Though, sacks and offensive style can skew those numbers pretty quickly. I've been watching the numbers pretty closely since the 2nd patch and still find myself unsure of what to think of adjusting.

AustinWolv
08-24-2010, 11:22 AM
I never rely on the team rushing stats.....I look only at the top 1 or 2 RBs' average and longest run and go from there.

I know that adjusting the sliders worked on Heisman as I saw differences last night from the night before, as I had tweaked user tackling, CPU run block, and I think human rush defense.

jaymo76
08-24-2010, 02:50 PM
It seems like the CPU will either have zero yards rushing on me or 120+, not really much in-between. Though, sacks and offensive style can skew those numbers pretty quickly. I've been watching the numbers pretty closely since the 2nd patch and still find myself unsure of what to think of adjusting.

I still would like to know what impacted AA rushing more... tuner pack #2 or patch #2. We were told what was in patch 2 but I don't think we ever heard what was done with tuner pack 2.

steelerfan
08-24-2010, 11:51 PM
I still believe that this is primarily a result of Dynasties that went a year or two (or more) before the recruiting and progression fixes. A team that has 11 FS, 14 CB, 10 WR etc is going to take a few years to straighten their roster out. How bad are the teams you guys are facing? Have you studied their depth charts? I quit my ND Dynasty because I didn't want to wait 2-3 seasons for things to balance out.

"You don't need to restart your Dynasty" is a true statement. But, remember, the damage has already been done and it takes a few seasons for the CPU to get their rosters back in line.

Just my .02, but I think we're comparing apples to oranges when we're talking about Dynasties in year 1 or 2 and Dynasties in year 5 or 6. Even if they were both started before the fixes.

In my opinion, the longer you went before the fixes the more significant the damage and the longer it will take to be corrected.

JeffHCross
08-24-2010, 11:56 PM
This part of my post below is something that could have been taken the wrong way.Oh, I knew. I'm just saying you'd have to do a lot worse to actually offend, I think ;)

I still believe that this is primarily a result of Dynasties that went a year or two (or more) before the recruiting and progression fixes.Thanks for reminding me. I actually meant to address that in my post as well. Rudy, I don't believe you've said, at least recently, if you're seeing no CPU running game in Play Now, Online Dynasty, or Offline Dynasty. As steeler said, if you're deep into an offline dynasty (or just more than one season, honestly), everything you're seeing could be because of poorly rated players or teams, and have absolutely nothing to do with the patch or tuner set.

I know one thing I've seen this year is that the sliders do not seem to scale very well. Most of the sliders sets I've played with, they'll give great games when both teams are highly (A, A-, B+) rated, but give horrible games even when both teams are low-rated (C-, D). In theory, it should be even, because it should all be relative. But that's not what I've seen.

One example is that we've all seen reports that a WR's Spectacular Catch animation triggers at SPC = 90. If a player has 90 or above SPC, he'll trigger SPC. If he doesn't, he won't. It's been my running theory for a couple years that sliders affect these "trigger points". RBA may be the most relevant to the current discussion ... if the RBA slider affects where a player's ability triggers his intelligence to juke, truck, or hit the hole differently ... that can have a significant effect on a running game.

However, if all the players now have low AWR, JKM, or SPM ... it may not matter how high or low the RBA slider is ... they may never trigger that additional level of awareness.

In summary ... if you're playing with low-rated players, or players that have had bad progression ... it's entirely possible that sliders will have little to no effect on those players.

Rudy
08-25-2010, 05:23 AM
I'm seeing a horrible cpu running game in both Play Now (I tested at least 6 games in this mode alone post patch) as well as Dynasty. I did not start my second dynasty until the tuning fix for progression so I don't think that is the case. Most of my games in my second season were post patch although I gave up on AA halfway through the year and switched to Heisman. I'm just seeing horrible results on AA in any game I play and have given up completely on that level. I'm not playing scrub matchups but just B to A matchups.

Lost to OSU at home last night 23-21. Forcier threw 3 picks in the 4th quarter to ruin my night! I finished 10-2 on the year and #11. I still won the Big 10 and will play Arizona in the Rose Bowl. OSU actually was having a bad year and is a B+ team (same as me). Herron rushed 25 times for 98 yards last night while my RB had 20 carries for 78 yards. Pretty good but you'd think with cpu run block at 100 and human rush defense at 0 they would be more successful on Heisman. I've got cpu RBA at 60 as well.

On another note, my NT Will Campbell 89 overall, had 74 tackles, 57 solo tackles, 38 tackles for loss and 10.5 sacks on the year which is a Suh like year. He won the Lombardi and Bronco Nagurski. Half of those games were played on Heisman with cpu run block at 100 and human rush defense at 0. Last night against OSU he had 11 total tackles and 5 tackles for loss with 1 sack. For the record, I only play as a DE on certain passing downs as I normally play as a LB (95% of the time). I never played at Campbell - this was all on his own.

griffin2608
08-27-2010, 12:44 PM
SN's all american sliders over on OS seem to give me decent CPU rushing and CPU D but it is still flawed. I have learned to roll with the punches with this series. Over all I enjoy the game and once I quit trying to make the game play as good as I wanted it to I seem to enjoy it more. I dont mean to try to tell you to do the same but I am bored at work and just randomly typing junk.

mundo
08-27-2010, 09:47 PM
I think the CPU running game greatly depends on how good your team is. In my teambuilder dynasty (3 years into a team based on North Texas roster) the CPU has had plenty of success running on me even as "D" teams. When I play with A&M, I pretty much shut the CPU running game down.