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View Full Version : Gameplay - Finals: Improved OL/DL Interaction vs. Better CPU Playcalling & Execution



gschwendt
11-20-2011, 10:08 AM
As always, vote for the item you prefer. However, also state how you would like both features implemented into the game and indicate any specific elements you would (or would not) like to see added for each item.


Improved OL/DL Interaction

In football, the contest between offensive lineman and defensive lineman is often referred to as “the trenches” essentially stating that like in warfare, this is where a game can be won or lost. Unfortunately that hasn’t really translated to the NCAA Football video game series which has largely had similar OL/DL interaction since last generation, though obviously some improvements have been made here in there.

However, with this item, it would be a near overhaul addressing a sundry of issues including (but not limited to): new/wider variety of animations, more/new DL pass rush moves, add actual bull rush, purer formation of a pocket, added focus on Shotgun run blocking, DL gap assignment, better AI for double-teams in the run game, double teams and 1.5 teams in passing game, more/varied movement including horizontal & vertical movement, chicken-fighting, offensive blockers should “attack” their open field block instead of running to spot and reacting, make ratings more impactful (have higher rated players make a bigger impact on either side of the ball).

Previous Match-ups:
BYE
def. Deeper Playbooks 32-4 (http://www.thegamingtailgate.com/forums/showthread.php?4087-Gameplay-2nd-Rd-Improved-OL-DL-Interaction-vs.-Deeper-Playbooks)
def. Special Teams Overhaul 26-11 (http://www.thegamingtailgate.com/forums/showthread.php?4105-Gameplay-Final-Four-Improved-OL-DL-Interaction-vs.-Special-Teams-Overhaul)



Better CPU Playcalling, Logic and Execution

The ultimate goal for CPU competition in NCAA Football is for the CPU logic to match and seem like a human is making the playcall and pre-snap decisions. Among the areas of CPU playcalling and execution the community has expressed the most desire as an area of improvement: Adapting to User Tendencies (over course of game, season, lifetime), Personnel Usage, Ability to Learn (and avoid) Unproductive Plays, Improved Option Offense execution, Aware when transitioning from Wildcat to other formations, CPU tipping blitzes, CPU Timeout logic, CPU pump fake attempts, CPU Coin Toss selection.

Additionally, the CPU would be more aware of how their roster is built and use it accordingly. If they have two highly rated HBs, they would be much more likely to split carries. If they have DBs with poor man coverage skills, they would be less likely to call man defenses. As well, if a QB struggles throughout the game, they would be more aware and ready to pull him and/or adjust playcalling based on that.

Previous Match-ups:
BYE
def. Deeper Gameplay Settings & Sliders 25-9
(http://www.thegamingtailgate.com/forums/showthread.php?4088-Gameplay-2nd-Rd-Better-CPU-Playcalling-amp-Execution-vs.-Deeper-Gameplay-Settings)def. Proper Defensive Alignment 26-11 (http://www.thegamingtailgate.com/forums/showthread.php?4106-Gameplay-Final-Four-CPU-Playcalling-amp-Execution-vs.-Def.-Alignment-Assignment)

illwill10
11-20-2011, 10:53 AM
OL/DL Interaction.
OL/DL is one of the most important, if not most important part of gameplay. Blocking in general needs to be improved. Im tired of the stalemate type of blocking, THere is no push by either side. All it is is, collision and either dl beat or DL falls down,

baseballplyrmvp
11-20-2011, 11:59 AM
o/d-line.

it would improve both sides of the ball, not only for users, but for the cpu as well. football is won or lost in the trenches, so it only makes sense that this area is where the most improvement needs to happen.

ryby6969
11-20-2011, 01:05 PM
If the game in the trenches gets fixed, many other things will end up falling into place. It was an easy decision for OL-DL interactions.

bdoughty
11-20-2011, 10:54 PM
http://oi41.tinypic.com/r7n789.jpg

Rudy
11-21-2011, 04:40 AM
Had to vote cpu play calling and execution. It's just really poor right now. It stands out more to me than OL/DL interaction. The cpu doesn't run their teams to their strengths and it's painfully obvious you are playing against a dumb opponent.

CLW
11-21-2011, 09:30 AM
CPU playcalling/logic is just PATHETIC. Calling time outs with exactly 2:00 remaining in halfs, blitzing 8 guys, etc.... OL/DL is important and I suppose if you NEVER play the CPU you would rather have that but if you play in dynasty it gets very old quickly and MUST be fixed.

blkkrptnt819
11-21-2011, 12:29 PM
Player interactions and CPU playcalling logic needs to be changed. I can understand blitzing 8 but not as often as the CPU does it. It doesn't make sense. And the fact that CB never guard the WR on run plays means that WR should block. This comes to the next problem, CPU blockshedding is INSANE. I see LBs and CB shed lineman blocks very easily.

cdj
11-22-2011, 07:29 AM
Had to vote cpu play calling and execution. It's just really poor right now. It stands out more to me than OL/DL interaction. The cpu doesn't run their teams to their strengths and it's painfully obvious you are playing against a dumb opponent.


CPU playcalling/logic is just PATHETIC. Calling time outs with exactly 2:00 remaining in halfs, blitzing 8 guys, etc.... OL/DL is important and I suppose if you NEVER play the CPU you would rather have that but if you play in dynasty it gets very old quickly and MUST be fixed.

I agree with you guys. While I agree OL/DL Interaction needs addressed (same for everything in the Elite 8, perhaps entire bracket) I voted for CPU Playcalling & Execution. Even if the right tools are in place across the board, if the CPU logic is predictable or unrealistic it dampens the experience.