• NCAA Football 12 Blog: Dynasty Tuning

    The latest blog from EA SPORTS discusses some of the Dynasty Tuning that can be found in NCAA Football 12. The blog from Jordan Peterson discusses improvements to CPU Scholarship Offers, CPU Recruiting Based on Play Style, and more. Continue on to read the full blog then share your thoughts with The Gaming Tailgate community.


    Hi NCAA Football fans, NCAA Football 12 designer Jordan Peterson here once again, this time to discuss some of the other improvements that have been made to Dynasty mode this year. This blog is going to focus on some of the tuning that was done this year to improve your overall Dynasty experience as well as answer some of the questions that have come up after the other Dynasty blogs were released this week. As you are about to see, based on your feedback we've made a lot of great improvements to the Dynasty mode experience in NCAA Football 12. Let's get on to the updates.

    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.

    Answers to Previous Blog Questions

    Earlier this week, we released the blog for Coach Carousel and two Quick Clip videos. I would like to take this opportunity to address some additional questions that I've seen on the forums.

    Coach Carousel – Who was that mystery man?

    In part 2 of the Quick Clips video, NC State hired their Offensive Coordinator, but he was not one of the top 3 candidates. Good catch! This is an example of the bonus that is provided to hiring within the current school. The Offensive Coordinator was not initially one of NC State's top candidates, but when it came time to hire a coach they decided to stay in-house. Also, you may have noticed that as an A rated coach, he had a lower rating than some of the other Offensive Coordinators that were available.

    Coaching Carousel – How fast can you climb the ladder?

    Can you become a Head Coach at a 6 star school from a 1 star Offensive/Defensive Coordinator within 2-4 seasons? Yes, it is possible. However, it will require some exceptional skill on the player's part to pass most, if not all, of their goals and some luck on the carousel. The right jobs need to open up at the right time to progress that quickly. This is certainly possible, but by no means easy to do.

    Coaching Carousel – Prestige and Progression

    How much does Coach Prestige impact progression? Coach Prestige is now a significant factor in the progression formula. It can also be tuned via Live Tuning Packs, so if at some point we feel it needs to play more or less of a part of progression, we can adjust it accordingly. However, we have kept the importance of Coach Prestige in mind when tuning and are very comfortable with its current impact upon progression.

    Coaching Carousel – Is Coach Prestige your only rating?

    As mentioned above, there have been a lot of questions on coach ratings and how the addition of the Coach Carousel will alter the course of a Dynasty in future years. We've talked a lot about how play styles move with the coach from one school to another and the impact that Coach Prestige has on the game, but I also wanted to point out that the Coach Loyalty rating is dynamic as well. If you are the type of coach that looks to hop from job to job every year, expect to have some struggles on the recruiting trail when a prospect wants to know if you will be there all four years to coach him. At the same time, there will be 119 other coaches out there just waiting to use that pitch against you when they get the chance.

    Coaching Carousel – Default coach ratings

    There seem to be quite a few A+ coaches? Keep in mind that default Coach Ratings can be edited, customized, and shared via Roster Share. If you want more of a challenge in your Dynasty, dropping their initial ratings will cause them to progress slower. Having said that, during the Carousel, schools will always look at A+ rated coaches that are out of a job.

    Furthermore, each player in the Dynasty will start out with a Coach Prestige of D+. The contracts were designed with a slow progression to A+ in mind.

    Coaching Carousel – Job Security and Wins/Losses

    As an Offensive/Defensive Coordinator, will Job Security go up if we fail the objective based goals but win a lot of games? These contracts were implemented so that Wins and Losses have a significant impact upon job security. However, it is largely dependent upon the team prestige and the caliber of the contract.

    Custom Playbooks – Formation Audibles

    How are formation audibles set? Formation audibles are set automatically by the CPU for each formation in a custom playbook. The CPU will pick the play out of those in the custom playbook's formation that most closely matches that particular formation audible.

    Thanks once again for checking out our blogs this week and I'll see you online when NCAA Football 12 releases on July 12th.
    Comments 108 Comments
    1. Rudy's Avatar
      Rudy -
      Since the title thread mentions "tuning", are we going to hear more about how the dev team plans on using tuning files this year? I hope they fix dynasty progression in the patch and leave the tuning files for specific gameplay stuff that we can turn on/off or combine with other tuning packs. Or have separate tuners for dynasty progression. It seemed to me that too many resources were used last year to fix that stuff.
    1. Pig Bomb's Avatar
      Pig Bomb -
      at least they did give incoming recruits a fix so that after 5 or 6 years everyone is not crap...now they will mirror the current freshman in the game...i'm excited about that
    1. JeffHCross's Avatar
      JeffHCross -
      Quote Originally Posted by Rudy View Post
      I hope they fix dynasty progression in the patch and leave the tuning files for specific gameplay stuff that we can turn on/off or combine with other tuning packs.
      100% my opinion and not based on anything I heard in Orlando: You aren't likely to see this happen. The entire point of tuning sets is to change stuff outside of the patch cycle. So everything they can tune, if they feel it needs tuning, will be tuned. They're not likely to purposefully choose to not tune something because they want to leave it for the patch instead.

      My personal hope is that we see tuner sets outside of the patch cycle. I think that ruined it last year, because it was difficult to tell what the tuners had changed and what the patch had changed.
    1. jaymo76's Avatar
      jaymo76 -
      Before the first tuner set NCAA 11 was a thing of beauty. After that it dropped to a solid game with issues (eg cpu running) that have plagued the series since ps2 days.
    1. souljahbill's Avatar
      souljahbill -
      Quote Originally Posted by jaymo76 View Post
      Before the first tuner set NCAA 11 was a thing of beauty. After that it dropped to a solid game with issues (eg cpu running) that have plagued the series since ps2 days.
      It was SO fun to run before the changes went into effect.


      Sent from my iPhone using Tapatalk
    1. fsuprime's Avatar
      fsuprime -
      yes
    1. jaymo76's Avatar
      jaymo76 -
      official request... podcast!!!! please, please, please... I would love to hear more from you guys on the state of the game.
    1. Jayrah's Avatar
      Jayrah -
      Quote Originally Posted by jaymo76 View Post
      official request... podcast!!!! please, please, please... I would love to hear more from you guys on the state of the game.
      Same here.

      Ncaa 11 WAS definitely a solid game before the tuner set. I wish they would not let a week's worth of playing the game and commenting determine what the "community" wants as far as a tuner pack goes (unless there is a huge glitch that must be fixed for playability). Instead, wait 6 weeks, and put out a solid set of tuned (not overhauled but slightly tuned) items of continuing concern. It's my belief that the community jumps on things out of the box that they don't immediately see and complain that "OMG where is this I've played 2 games and haven't seen it in play OMG I'm gonna freak out".

      How bout we take some REAL time with the game (along the way putting out some concerns and or ideas for tuning), and give it some time to sink in. Give it time to really become an issue instead of fidgeting with it before you've seen the real problem. Take some time to mess with sliders and actually SEE that they don't work before having EA tune it because you didn't see a difference in the first 2 days. The 3 tuning packs last year each had their own set of issues because they tweaked things that didn't need to be tweaked, and messed with stuff that originally was better than ppl gave it credit for in their 6 hours of playing the game.
    1. Rudy's Avatar
      Rudy -
      It would be nice to know exactly what the tuning set does vs. the patch.
    1. JeffHCross's Avatar
      JeffHCross -
      They did post what the tuners did versus the patches ... it just made it difficult to gauge the effect, from a user standpoint, because they were released on the same day.
    1. Rudy's Avatar
      Rudy -
      Quote Originally Posted by JeffHCross View Post
      They did post what the tuners did versus the patches ... it just made it difficult to gauge the effect, from a user standpoint, because they were released on the same day.
      That's the part that made no sense to me. Tuning files were supposed to be so you didn't have to release a patch to fix minor things. Why didn't they just throw the tuning stuff in the patch if they release them at the same time? I don't get it.
    1. JBHuskers's Avatar
      JBHuskers -
      Quote Originally Posted by Rudy View Post
      That's the part that made no sense to me. Tuning files were supposed to be so you didn't have to release a patch to fix minor things. Why didn't they just throw the tuning stuff in the patch if they release them at the same time? I don't get it.
      Because a patch goes through a couple of weeks of certification before it can be live. Tuning updates are live as soon as they push them.
    1. Solidice's Avatar
      Solidice -
      plus patches are limited on how big they can be, at least I believe Microsoft limits it. I don't really think NCAA's patches are hitting that limit though. but it's more likely that it's just easier to make the changes with a tuner instead of a patch, but if something went wrong with the tuner, they could quickly fix/change it without having to wait on Microsoft/Sony to certify it.
    1. JBHuskers's Avatar
      JBHuskers -
      Yeah, when EA says it's "live tuning" they mean live it's cool to see other games like Mortal Kombat jump on board for this too.
    1. brza37's Avatar
      brza37 -
      Quote Originally Posted by Deuce View Post
      CPU recruiting to their style and better ratings for new recruits. Boom goes the dynamite!! Ah yeah!

      Any word on the CPU recruiting too many players at one position? I don't feel like this was addressed but maybe the other fixes have corrected this?
      Could somebody get confirmation on this? IMO that was the biggest problem with recruiting last year.

      Also, have they put any logic in that would decrease recruit interest for schools too when a 5 or 4 star prospect at the same position gets signed (For positions like QB, HB, K/P for other positions it should only kick in after 2 guys get signed). I was in an OD last year where a user signed 2 5* QBs and a 4*. There was no rule against that cuz he stayed under the total number of recruits but it still isn't realistic. I think CH2k8 had this sort of logic in. I know with basketball its gotta be easier with the fewer positions but it should be possible to do in football too.
    1. Rudy's Avatar
      Rudy -
      I think Jason French tweeted he had to bring a few guys back to the office due to an issue in certification. That means the game has gone gold or will very soon. No more changes unless they plan a day one patch.
    1. steelerfan's Avatar
      steelerfan -
      Quote Originally Posted by brza37 View Post
      Could somebody get confirmation on this? IMO that was the biggest problem with recruiting last year.
      I, for one, can tell you that things like this are hard to gauge in a couple of days. When I was at Tiburon in January, the game was a shell of what the finished product will be. Several new features weren't in the game yet, they were merely represented by "placeholders", there wasn't much sense in testing minute details. In April, I saw BIG improvements across the board. But, much of our time was spent playing specific areas of the game that the development team was needing feedback on. All of the features were there, but they needed tuning (in some cases, serious tuning). Two weeks ago, I saw what resembled a near-finished product, and that was exciting. However, I only spent 1 day simming and I was looking at specic information, so I can't give you a clear picture of what it is you're wanting to know. I did give feedback on what I did see, and I'm hopeful that the finished product will represent what we'd all like to see.

      All of this being said, I'm doubtful any of us can give you a clear picture of what you're asking. It's a tough thing to gauge in a short amount of time. It takes quite a bit of time to sim a handful of seasons and if you're letting the CPU recruit for you (which I did to get in as many seasons as I could), it's really tough to get a feel for how recruiting is being handled.

      I know all of this is not much of an answer, but I wanted to explain it so you can understand if none of us has a straight answer about recruiting.
    1. brza37's Avatar
      brza37 -
      @steelerfan - I understand what you mean. Thanks for the answer.
    1. fsuprime's Avatar
      fsuprime -
      Quote Originally Posted by Rudy View Post
      I think Jason French tweeted he had to bring a few guys back to the office due to an issue in certification. That means the game has gone gold or will very soon. No more changes unless they plan a day one patch.
      they wouldn't being going gold this far out from release date would they? Unless early release
    1. SmoothPancakes's Avatar
      SmoothPancakes -
      Quote Originally Posted by fsuprime View Post
      they wouldn't being going gold this far out from release date would they? Unless early release
      Not necessarily. It might just mean that the development/programming is finished and there is nothing more that needs worked on before release (or nothing that CAN be worked on in regards to on disc data before release) and it has gone gold. But it'll still ship the same release date that has been announced. They won't move it up just because the game went gold already.