• NCAA Football 11 - First Live Tuning Package Available


    Russ Kiniry has announced on the EA Forums that the very first live tuning package has been deployed from this blog.

    Hi NCAA Fans,

    It's Russ Kiniry here again to add some more details about our first Live Tuning Package (LTP) from Roy's "Thank You" blog on last Thursday. We continue to work hard on all the feedback we've received from the community, but I wanted to provide an update on our progress and offer some insight on the questions we've seen surrounding the LTP's.

    THE FIRST LIVE TUNING PACKAGE FOR NCAA FOOTBALL 11 WILL INCLUDE THE FOLLOWING UPDATES:

    • Increased the default starting values for all Recruits.
    • Slightly increased progression for low and mid tier teams.
    • Tuned CPU recruiting to prevent teams from signing too many players at any one particular position.
    • Increased CPU's focus upon needed positions in recruiting.
    • Top schools will sign 5 star prospects earlier in the season.
    • After a recruit Soft Commits, any CPU team that is not ranked in the top three will spend significantly less time calling the recruit.
    • Addressed an issue with big lineman jumping too high and deflecting passes.
    • Tuned ESPN U Top 150 Players to be more in line with actual top 150 recruits by decreasing the number of Fullbacks and Kickers.
    • Tuned Field Goal, Kick Offs, and Punting in Super Sim.

    WHAT DOES THAT ALL MEAN?

    For gameplay you should notice that larger players cannot jump as high to swat down passes making things look and feel more authentic. In Dynasty mode, it means two things. First, the majority of the teams in Dynasty will be slightly better than before due to having access to higher rated Prospects and slightly better progression. Second, CPU teams will do a much better job of accurately filling their rosters.

    Let's take a closer look at the details behind the Dynasty changes and what they actually do. *Caution* Lots of charts and numbers inbound. Skip ahead to ‘Going Forward' if you don't like math.

    This first charts shows the players in Dynasty Mode (by Overall rating) and compares the before and after of LTP 1. In the first Line Graph you can see a sample of one sim of Dynasty (each year is a line) where Players would end up being rated significantly lower than the default roster, which is shown as the Red Line.



    On the second Line Graph, in future years the Players are now shifted forward to be more in line with the shipped Rosters. These are all averages of a number of Sims we ran over the last couple weeks. Again, the Red Line is default and the rest of the lines are averages of future years (since one Dynasty can always have some different highs and lows depending on the recruiting classes). The biggest reason why the above charts are important is they show how much the Overall ratings of players change in a Dynasty as it advances. The closer the future year's lines are to the red line (default year 1) the less deviation you'll see from years 1-3 and 4+.

    Next let's take a look at what the actual numbers look like for different Prestige Teams.



    You can see these changes, on average, had an increase on the top end teams (6 and 5 star) and a much larger impact on the lower teams. A big reason why you'll see the top teams increase in Average Overall is that they are getting slightly better Prospects AND, more importantly, they are doing a more efficient job at recruiting in general. Remember the CPU teams are not wasting as much time on players they can't get and are filling their needs better. The lower teams get the benefit of better recruiting logic and better Prospects like the higher teams, but also slightly higher Progression than they had before LTP 1.

    What that means is on average lower prestige teams will end up being rated higher in future years of Dynasties before LTP 1. Basically, less D rated teams, which you can see in the next chart:



    The left side is a sample of data before LTP 1, and the right is using LTP1. You'll notice a big shift in the lowest teams (previously 46% down to only 24%). And we moved a few teams that were close to being A Rated before into that elite range. There is only so far we really want to go with these numbers as it will soon start to impact the top end Players too much. These LTP are a little limited in what they can control, but just being able to make the changes above without a patch is a huge step forward for the NCAA Football franchise.

    GOING FORWARD

    The goal of these Live Tuning Packs is to fine tune the game using both your (community feedback) and our own internal testing. We want to continue to make adjustments to the game where they make sense, and not use this to make large sweeping changes, given how much of the game is "just right". Continue to tell us how you feel and what you'd like to see on our forums.

    Some additional LTP changes will not be put into place until after Title Update 2 (currently estimate is in Mid-August). More details to follow, but we expect to address items such as Kicker and Awareness Progression.

    Let me also clear up a couple of common misconceptions about NCAA 11 and the way progression and awareness work "under the hood":

    • Teams do not get progressively worse in extremely late years, for the most part what you see in years 6+ will be consistent over the long run due to the fact that the entire NCAA is taken over by our generated Prospects at that time. To put it simply you won't look at year 10 and everyone in the NCAA is rated 60 Overall or lower.
    • The Awareness of a player does NOT affect his ability to Run Routes, Play Defense, or Block. Each of those have their own ratings that drive how good the player is:
    - Route Running (RTE)
    -Defense: Zone Coverage (ZCV), Man Coverage (MCV), Play Recognition (PRC) and Pursuit (PUR)
    -Blocking: Run/Pass Block Footwork (RBF, PBF), Run/Pass Block Strength (RBS, PBS). And the assignment each player gets is based on the offensive play vs. the defensive play.
    • Every Kicker (no matter his ratings) CAN kick a 30 and under yard field goal. Granted accuracy can causes misses as well, but they do have the distance.

    We hope that you will enjoy these changes to NCAA Football 11. Your continued feedback and enthusiasm for the game is greatly appreciated. Keep visiting our Forums for the most up to date information.
    Thanks,
    -Russ Kiniry
    Designer NCAA Football
    Comments 67 Comments
    1. beartide06's Avatar
      beartide06 -
      I am extremely glad they released this as early as they did. I thought this update would be mid August. Thankfully, it came out much earlier. Can we expect uniform degradation to be in another update?
    1. jaymo76's Avatar
      jaymo76 -
      Really sucks that the kicker situation (outside supersim) was not addressed. I just played a dynasty game against Oregon St and watched their kicker go 1-4. Also, I had to laugh watching their TE act as kickoff specialist... these auto reset depth chart issues need to be addresed immediately.
    1. beartide06's Avatar
      beartide06 -
      Yeah I just put in my game and it didn't even load up my rosters. Normally it has just reset after i have gotten out of online dynasty to the main menu, but now it automatically loaded up the original rosters as soon as I put in the game.
    1. cdj's Avatar
      cdj -
      Quote Originally Posted by beartide06 View Post
      I am extremely glad they released this as early as they did. I thought this update would be mid August. Thankfully, it came out much earlier. Can we expect uniform degradation to be in another update?
      More gameplay items and the uni degradation is in the game update (patch) that should arrive mid-August.
    1. ebin's Avatar
      ebin -
      It's pretty amazing how much more responsive the Dev team has been this year compared to years past. That list of issues addressed hits on pretty much all the major complaints about dynasty mode made in the last few weeks. We'll see if they tuned things enough to satisfy the majority of users, but I really appreciated that Russ actually used data in his blog to illustrate the effect of the LTP. Russ has even been on OS all day answering questions, which is more than I'd be willing to do. Much appreciated! Now if only I could figure out how to get out of having to be at work for the next five or so hours, so I could test this thing out for myself!
    1. griffin2608's Avatar
      griffin2608 -
      The Awareness of a player does NOT affect his ability to Run Routes, Play Defense, or Block. Each of those have their own ratings that drive how good the player is:
      - Route Running (RTE)
      -Defense: Zone Coverage (ZCV), Man Coverage (MCV), Play Recognition (PRC) and Pursuit (PUR)
      -Blocking: Run/Pass Block Footwork (RBF, PBF), Run/Pass Block Strength (RBS, PBS). And the assignment each player gets is based on the offensive play vs. the defensive play.
      • Every Kicker (no matter his ratings) CAN kick a 30 and under yard field goal. Granted accuracy can causes misses as well, but they do have the distance.

      What does awareness affect?

      How do you explain the CPU kickers not making extra points? I really did not believe this until 2013 of my dynasty and after 3 games not a single extra point made until I maxed out the fg acc slider to 100 and now its 50/50 of them bouncing a extra point off a post to go in or out.
    1. Roy38's Avatar
      Roy38 -
      A few thoughts for the collective consciousness:

      Is there a solution from a tuning perspective to decrease the number of passes batted down by LB's without crippling them in normal pass coverage situations? For instance:

      1. I have a TE running a post route that is open 10-20 yards behind the MLB. I have a small window to complete the pass between the safeties, so I throw a bullet pass. The MLB knocks the ball down.

      2. I have a TE running a post route against Cover 0. The MLB is responsible for covering my TE and stays with him closely. I now throw a lob to get it over the MLB to get the completion.

      If they tune this, would this disrupt his ability to to knock down the lobbed pass in tight coverage in #2?

      Also, would it be possible to have EA do a complete rating breakdown? I'm sure most of us would like to know what ratings effects what skills. For example, they mentioned Awareness has no effect on anything other than Sim Logic and CPU QB reads. This makes a huge impact on who I should select to play, regardless of position. I have always leaned toward the player with better Awareness because I felt they would play smarter. Speaking of which, I also seem to recall Pass Block and Run Block are only used in Sim Logic. For those of us who play the games, Run Block Strength, Run Block Footwork, Pass Block Strength, and Pass Block Footwork are the important factors.
    1. AustinWolv's Avatar
      AustinWolv -
      This makes a huge impact on who I should select to play, regardless of position. I have always leaned toward the player with better Awareness because I felt they would play smarter.
      I agree with this and have based it the same way.
      Example: I'll play an older, higher AWR CB with lesser CB-related ratings (ZCV, MCV, PRESS, etc.) if speed and accel were within reason of a younger guy who had lower AWR but higher coverage ratings. It sounds like that is not the way to go......

      Thus, same questions as Roy.....
    1. CLW's Avatar
      CLW -
      Quote Originally Posted by Kwizzy View Post
      Can't help but notice there wasn't 1 team that Improved from their original ranking in the 4 years of data he posted, even after LTP1. They all got worse, just not quite as drastically as before the tuning. I would think that some teams would have to get better. Maybe this is just the case for the teams shown, but it's just something I noticed.
      Quote Originally Posted by cdj View Post
      I think that's because by Year 5+ (probably earlier), CPU teams will have more freshman on the roster than they do with the default roster file, bringing down the OVR rating.
      Quote Originally Posted by steelerfan View Post
      I noticed what Kwizzy said too. I hadn't thought about what you're saying, cdj. Very good reasoning.

      I noticed the same thing and didn't think about the # of Freshman. A more telling # would probably be the Average overall rating for a STARTING player for each team.
    1. mundo's Avatar
      mundo -
      The freshman thing definitely makes sense and I too would be interested to see a breakdown of ratings and how they affect things.
    1. I OU a Beatn's Avatar
      I OU a Beatn -
      Not a single gameplay element in the entire thing.

      "Wow" would be the term I'm probably looking for.
    1. beartide06's Avatar
      beartide06 -
      Quote Originally Posted by cdj View Post
      More gameplay items and the uni degradation is in the game update (patch) that should arrive mid-August.
      ok thanks for the info CDJ
    1. JBHuskers's Avatar
      JBHuskers -


      Part of me doesn't mind that the "elite" teams only make up 4%
    1. cdj's Avatar
      cdj -
      Quote Originally Posted by JBHuskers View Post
      Part of me doesn't mind that the "elite" teams only make up 4%
      That's five teams. Realistically, each season there's not even that many in contention at the end of the year for the MNC save for once in a blue moon. That's a pretty good make-up there, but I do wonder how that compares to the out of box ratings. (Haven't had a chance to count the teams up yet.) EDIT - 11 A-rated teams. I may have to count and rate out all the teams and see how they break down. The new default freshman could drop them down more than we would think.
    1. steelerfan's Avatar
      steelerfan -
      Quote Originally Posted by CLW View Post
      A more telling # would probably be the Average overall rating for a STARTING player for each team.
      After cdj mentioned the dropoff possibly being related to the number of Freshman, I kinda thought that a better breakdown would be by class. Show me how Seniors rate in 2025 versus 2010 etc.
    1. ebin's Avatar
      ebin -
      Quote Originally Posted by cdj View Post
      I think that's because by Year 5+ (probably earlier), CPU teams will have more freshman on the roster than they do with the default roster file, bringing down the OVR rating.
      So I thought about actually trying to measure this... until I realized you can't sort the rosters by class! That's crazy.

      Something else that may be contributing to the decline in team rankings is over-recruiting by the CPU. When the top teams all sign 25 players a year, they're each cutting 5-7 perfectly serviceable players that could otherwise be improving lower prestige teams.
    1. AustinWolv's Avatar
      AustinWolv -
      Something else that may be contributing to the decline in team rankings is over-recruiting by the CPU. When the top teams all sign 25 players a year, they're each cutting 5-7 perfectly serviceable players that could otherwise be improving lower prestige teams.
      So it is accurate to the SEC!
      http://oversigning.com/testing/
    1. steelerfan's Avatar
      steelerfan -
      Yeah, I've always wanted to see Transfers be a few weeks (like offseason recruiting) with Cuts in those weeks too. So guys who get cut could help someone else and not just disappear.
    1. ebin's Avatar
      ebin -
      Quote Originally Posted by AustinWolv View Post
      So it is accurate to the SEC!
      http://oversigning.com/testing/
      True, lol.

      Quote Originally Posted by steelerfan View Post
      Yeah, I've always wanted to see Transfers be a few weeks (like offseason recruiting) with Cuts in those weeks too. So guys who get cut could help someone else and not just disappear.
      Exactly. It would be one thing if those players could transfer to another team and contribute, but those guys just disappear, further diluting the talent pool. I think they also need to significantly increase the number of 2* prospects available each year. That, or give the 1* guys skills that are more like the 2* prospects.
    1. CLW's Avatar
      CLW -
      Quote Originally Posted by griffin2608 View Post
      The Awareness of a player does NOT affect his ability to Run Routes, Play Defense, or Block. Each of those have their own ratings that drive how good the player is:
      - Route Running (RTE)
      -Defense: Zone Coverage (ZCV), Man Coverage (MCV), Play Recognition (PRC) and Pursuit (PUR)
      -Blocking: Run/Pass Block Footwork (RBF, PBF), Run/Pass Block Strength (RBS, PBS). And the assignment each player gets is based on the offensive play vs. the defensive play.
      • Every Kicker (no matter his ratings) CAN kick a 30 and under yard field goal. Granted accuracy can causes misses as well, but they do have the distance.

      What does awareness affect?

      How do you explain the CPU kickers not making extra points? I really did not believe this until 2013 of my dynasty and after 3 games not a single extra point made until I maxed out the fg acc slider to 100 and now its 50/50 of them bouncing a extra point off a post to go in or out.
      That's a good question. I always thought the AWR rating affected whether a CPU controlled player missed an assignment, blew a route, etc... Now that that apparently isn't the case I can't think of what (if anything) AWR affects.