How about run/pass commit and gameplanning--any significant tweaks that jumped out at anyone?
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How about run/pass commit and gameplanning--any significant tweaks that jumped out at anyone?
"The running joke from the events is that we'll be seeing a lot of 'the game is broke' comments on forums the first week (or month) as users adjust to the defense as they (at least on higher difficulties) shouldn't be able to wing the ball all over the field."
I was thinking the same thing. I cant wait to get mad at myself for not reading the D right! I just hope it stays this way and no tuner screws it up.
"In the tournament last week, I played RynoAid and lost 7-3. He was Oklahoma, I was Alabama. Neither one of us could mount drives against the other's defense. For comparison's sake, last year he defeated me in the tourney 27-14, most notably by running with the QB. That didn't work for either of us against OU/Bama."
Great to hear I enjoy a D battle more than a score fest.
"Presentation - All of it is great. In March, Tommy and I played with the new Stadium Sounds briefly and that adds so much to the team entrance. Like steelerfan said, I also get a kick out of watching and seeing all of the team specific entrances, stadium nuances, etc. GameTrack is a feature visible in Play Now that no one has mentioned yet. After the opening kick-off of the third quarter Brad will toss it to Erin and she will give an update from the coaches or on the game while the big plays of the game are shown. While I did not listen to the in-game audio nearly enough, the little I heard was impressive and the devs themselves (non-presentation) were very pleased with the commentary improvements this year."
This answers another one of my questions. I was wondering if you guys got the chance to play with the sounds.
Thank all you guys for taking the time to answer our questions.
all of it sounds good, cant wait for OD and regular dynasty info.
Is there a noticeable difference from the elite defense's compared to say average or below average?
Glad to do it! TGT was VERY well represented at these events, you will definitely get a lot of perspectives here.Quote:
Thank all you guys for taking the time to answer our questions.
One thing I don't know that I've seen clarified is that the new dive catches can be user triggered. I had one where the ball was WAY overthrown deep & I was able to haul it in by diving for the ball. Very nice to have more control over that type of thing.
Everything sounds very encouraging, so far. I have a few specific questions.
1) It sounds like the improvements to zone AI will dramatically lessen the effectiveness of things like SG 5 wide and 4 verticals type plays. Is that the case?
2) Did you notice any difference in terms of defensive reaction to counter plays? On NCAA '11 they are way over-effective.
3) To what extent did you see a more fully developed running game from the shotgun? In other words, do more playbooks have non-finesse HB runs, such as dive and power plays? In a similar vein, the QB wrap plays from last year were basically broken. Do these work effectively now?
4) Bubble screens on NCAA '11 did not really work all that well because of poor blocking AI and some odd animations that seemed to throw off the timing of the play. Do these work better now?
5) Is play action fixed so that it does not result in a disproportionate number of sacks? Similarly, is the defense able to respond/recognize play action effectively?
6) In terms of pass rush, did you see any significant changes in terms of DEs/OLBs getting better speed pressure off the edge and/or containing mobile QBs? Have there been any changes to how "QB contain" works? What about DTs? Do dominant DTs get penetration against both the run and the pass?
Generally speaking, how would you compare the pass rush in '12 to '11. I don't just mean in terms of sacks generated, but do you see a more realistic pocket? Do you see more realistic amounts of time in the pocket to pass against a 4 man pass rush? On NCAA '11 it basically felt like you either had all day or no time at all, and the real problem is that there weren't enough instances where the offense did not get sacked but was forced to throw it in under 4 seconds. To what extent is that still the case?
7) I don't know if this counts as a non-play now feature, but do we have the Madden QB ratings yet? Similarly, NCAA QBs have been way too accurate for years, which has contributed to zones being under-effective and spread offenses being too hard to stop. To what extent is that the case this year (on default sliders)? Will there finally be a premium on pocket passers? Are there more significant penalties for throwing off-balance or on the run?
8) Any changes to the way run/pass commit work?
9) Do dominant nose-tackles, particularly in a 3-4 defense, actually command a double team, particularly in the run game?
10) Ever since NCAA '09, the OL has basically been psychic, in that they know who is blitzing and who is dropping back into coverage based on pre-snap assignments. This tends to make overload blitzes much less effective than they should be, and actually opens up some potential exploits with "fake blitzing." One of the most frustrating things about pass defense on NCAA '11 is drawing up a zone blitz, and the having the OT on the complete opposite side of the play peel back at the snap of the ball to pick up an overload blitz to the other side. Does this still happen on NCAA '12?
11) Many of the triple option and read option plays on NCAA '11 did not work as well as they should have because the double team logic often struggled to correctly identify players at the second level to block. This was especially an issue when the defense blitzed linebackers in the gaps between offensive linemen. Is this issue improved in any way on NCAA '12?
12) Suppose my opponent keeps throwing the same route over and over. For instance, let's say that he keeps coming out and throwing the slant pattern to the right side on 3rd and short. Does the defense ever react to this? Is there any mechanism for me to manually tell a defender to shade to a particular side?
Generally speaking, is the defensive AI better suited to adjust when the offense runs the same play (or very similar plays) over and over?
13) Any adjustments to hot routes on offense or defense?
14) Any changes to the kicking game? Will FGs be any more difficult to make than they have in the past?
15) One of the things that is frustrating about run defense on NCAA '11 is that defenders really have no concept of gap responsibility. Essentially, at the snap of the ball everybody moves to try and tackle the ballcarrier, without any respect to the gap/hole they are responsible to fill. This is primarily an issue for DL and LBs. Do we see any changes in this respect? Will linebackers who are not assigned to blitz be more effective at stepping up and plugging holes when they recognize the play?
Off topic, and I know the community guys cant answer but has anyone heard if teambuilder will be out early this year?
lol rhombic dropped a bomb, gonna take a while to chew through that ;)
OS dropped a interesting bit of info but I'm not sure if you guys can talk about it:
http://www.operationsports.com/previ...ll-12-preview/Quote:
Custom Playbooks
Custom playbooks are in the game this year, and the interface to tweak your selected plays is really intuitive. Beyond just picking plays, you can even switch the three plays you see on each page of your playbook. So that means while you are in a game, you can flip through your playbook and know what three plays are on each page of that playbook.
It sounds to me like no play creator but you can pick and choose formations/plays from the different playbooks to create your own playbook and even select where each play is in the formation.
#2 Can anyone comment on the Aggressive/Balanced/Conservative Coaching Options? Specifically, is there any negative to setting the d-line to aggressive every play? Since this was implemented I don't think I've ever seen a player jump off-sides when set to aggressive even with a fake snap. If this has been fixed will the CPU mix up their snap count so they don't snap the ball on the first sound?
DAMNIT! Right in the middle to replying to Rhombic's questions & it disappears. FML! I'm gonna take it in chunks if that's ok... This may take awhile.
1) Obviously still being tweaked but I'm confident it will based on where it's at already.
2) I ran them quite a bit and defended them quite a bit and I didn't notice any running stats that seemed too far off. I think the game has a great chess match balance to it right now. It feels like you're always one or two blocks away from breaking the big one.
3) Def. noticed more shotgun & pistol runs like you described. QB Wrap & Shotgun HB Counter blocking has been redone. Had a real nice 12 yd gain on a Shotgun HB Counter & the Wrap blocking looked improved. I only ran it twice, once for no gain & once for 2 yds but it felt realistic when it happened, no more instant pressure for a loss.
4) More tweaks made to this aspect rather than dramatic changes though I know that they'd like to do more. I will say that the tweaks definitely had an impact as I was able to have some success with WR screens in general.
5) PA Blocking is fixed & more realistic. As for how the defense reacts to it, I can't say anything definite however I felt like the production I got from PA was realistic.
I did notice something that gave me some hope for this, I saw more sacks from blitzing LBs rather than DTs. Now in the past I feel like it was th opposite way around because, like you said, the OL knew they were coming and would pick them up. Now my only concern was that the OL shouldn't let the inside man come free all of the time & that was in my feedback. They assured my that is all still being tweaked so we'll see what happens.
Also, as tommy said, the DTs were really overpowered last week so it's tough to say on anything related to line play at this point. I will say however that you are able to get through smaller holes because of the improvements to suction animations so that really helped with shotgun running.
Can I change the color of my shoestrings? If not
http://www.nbc.com/30-rock/images/do...Wall_jenna.jpg
:P
I second that
1) It sounds like the improvements to zone AI will dramatically lessen the effectiveness of things like SG 5 wide and 4 verticals type plays. Is that the case?
This was the first play I tested and yes it does lessen the effectiveness of verts. There was a big improvement in this area from the first visit to the second visit, I will let others comment on what it was last week as I was unable to attend.
2) Did you notice any difference in terms of defensive reaction to counter plays? On NCAA '11 they are way over-effective.
The dev team acknowledged the counter was over effective last year and did work to improve the defensive reation to the play. For me it felt good, as on offense you still had the ability to break a big one, but I did not feel helpless on defense.
3) To what extent did you see a more fully developed running game from the shotgun? In other words, do more playbooks have non-finesse HB runs, such as dive and power plays? In a similar vein, the QB wrap plays from last year were basically broken. Do these work effectively now?
Anthony (play designer) and I sat down and talked for a few hours about blocking schemes and the shotgun running game, everything from Auburn's power run game to Oregon's Veer and Midline option from the gun. He was going to work to get a lot of plays and blocking schemes in but am unsure if he has yet, I'll leave it up to the guys that were there recently.
4) Bubble screens on NCAA '11 did not really work all that well because of poor blocking AI and some odd animations that seemed to throw off the timing of the play. Do these work better now?
This is another area I spoke with Anthony at length about and it seemed to be better when I was there, but was unsure if this was due to the new defenses or blocking logic.
5) Is play action fixed so that it does not result in a disproportionate number of sacks? Similarly, is the defense able to respond/recognize play action effectively?
I will leave others to answer this question as they were still working on offensive line blocking the two times I was present.
6) In terms of pass rush, did you see any significant changes in terms of DEs/OLBs getting better speed pressure off the edge and/or containing mobile QBs? Have there been any changes to how "QB contain" works? What about DTs? Do dominant DTs get penetration against both the run and the pass?
I was able to generate pressure from a 4 man rush and they did have the ability to get off blocks in order to maintain containment. No changes to QB contain that I remember. As for DT's I remember seeing a replay where a DT pushed to blockers into the backfield colapsing the pocket but I did not specifically look for it.
Generally speaking, how would you compare the pass rush in '12 to '11. I don't just mean in terms of sacks generated, but do you see a more realistic pocket? Do you see more realistic amounts of time in the pocket to pass against a 4 man pass rush? On NCAA '11 it basically felt like you either had all day or no time at all, and the real problem is that there weren't enough instances where the offense did not get sacked but was forced to throw it in under 4 seconds. To what extent is that still the case?
I will let others that were there last week respond this this as again they were working on offensive line play.
7) I don't know if this counts as a non-play now feature, but do we have the Madden QB ratings yet? Similarly, NCAA QBs have been way too accurate for years, which has contributed to zones being under-effective and spread offenses being too hard to stop. To what extent is that the case this year (on default sliders)? Will there finally be a premium on pocket passers? Are there more significant penalties for throwing off-balance or on the run?
Rosters were just being put together when I was in Orlando.
8) Any changes to the way run/pass commit work?
None that I noticed.
9) Do dominant nose-tackles, particularly in a 3-4 defense, actually command a double team, particularly in the run game?
What do you mean by command? Just that they are unblockable?
10) Ever since NCAA '09, the OL has basically been psychic, in that they know who is blitzing and who is dropping back into coverage based on pre-snap assignments. This tends to make overload blitzes much less effective than they should be, and actually opens up some potential exploits with "fake blitzing." One of the most frustrating things about pass defense on NCAA '11 is drawing up a zone blitz, and the having the OT on the complete opposite side of the play peel back at the snap of the ball to pick up an overload blitz to the other side. Does this still happen on NCAA '12?
This was the first thing I brought up with the devs and one of the first things I tested on defense and I felt as though I was able to confuse the blocking scheme and generate pressure with zone blitzes, this combined with pattern reading zone coverages allows for some exotic pressures.
11) Many of the triple option and read option plays on NCAA '11 did not work as well as they should have because the double team logic often struggled to correctly identify players at the second level to block. This was especially an issue when the defense blitzed linebackers in the gaps between offensive linemen. Is this issue improved in any way on NCAA '12?
I was able to run the zone read however I spent a good hour with Anthony just talking about the zone read, I will let others comment on if there has been any improvement from the early visits.
12) Suppose my opponent keeps throwing the same route over and over. For instance, let's say that he keeps coming out and throwing the slant pattern to the right side on 3rd and short. Does the defense ever react to this? Is there any mechanism for me to manually tell a defender to shade to a particular side?
The answer is yes and no, the defense called will determine the effectiveness of the offensive play, however again with improved coverages you are able to take things away.
Generally speaking, is the defensive AI better suited to adjust when the offense runs the same play (or very similar plays) over and over?
I'll let others comment.
13) Any adjustments to hot routes on offense or defense?
This is another thing I spent time talking about and how un realistic it is to be able to change routes for each individual play on offense, at the line of scrimmage offenses are able to change concepts which happens most notibly in the quick passing game depending on the leverage of the key defenders. I'll let others comment on if this has changed from the times I attended.
14) Any changes to the kicking game? Will FGs be any more difficult to make than they have in the past?
Not that I remember, other than the fact you won't be able to attempt as many due to better defense.
15) One of the things that is frustrating about run defense on NCAA '11 is that defenders really have no concept of gap responsibility. Essentially, at the snap of the ball everybody moves to try and tackle the ballcarrier, without any respect to the gap/hole they are responsible to fill. This is primarily an issue for DL and LBs. Do we see any changes in this respect? Will linebackers who are not assigned to blitz be more effective at stepping up and plugging holes when they recognize the play?
This was unchanged in the early builds so I will let others respond.
sorry if i'm being lazy not reading everything.....
is there really a difference in crowd reactions? Gschwendt, did you get to play an Ark State home game and notice what that crowd was like?
:rolleyes:v how come Steelerfan got to be involved ?
I didnt know he was considered special around here? ;)
nice write up. Just a quick question, did they take out pro-tak all together or is it still in with the new tackle engine. Thanks for taking your time to do this for the community.
did they still keep run commit etc?
Yeah... there definitely seems to be a difference. The way they captured the audio for each is that they went to varying sized games (Florida, FAU, high school, and more) to gather audio for the various sizes of crowds & stadiums. So... when you play at a big stadium, you'll hear the crowd react as though it's a large attendance.
Pro-tak is still there... remember though that's not just the tackling, it's blocking, etc. There are still "9 man" tackling scrums that we saw last year. The new tackling mechanics though build on it differently.
Yes.
U really should just read everything
I took the morning off from work....woke up around noon....what I miss? ;)
...as I'm catching up.
At first people are going to think the game is broken because the defense is so improved. The cool thing is there were still a game here and there where both teams score 30, but there were also times where it was a defense struggle. You are basically going to have to revamp your offensive scheme because what you know now will not necessarily work in 12.
Couple of Questions...
Stat Overlays are there more of them and are they more frequent in which they appear?
Secondary color armbands/sleeves?
Playcard on the belt?
Stat Overlays are there more of them and are they more frequent in which they appear?
Yes... they're not timed or anything but now instead of being told "show overlay at 100yds", they're instead told to show up at more random times. An example might be that after 12 carries, you'll see your HBs stats... he might have 10 yards, he might have 70 yards. It's not a perfect system but certainly much improved in that regard. (FYI 12 is just a random number I threw out there)
Secondary color armbands/sleeves?
Player editing isn't in play-now games but I want to say the answer is no.
Playcard on the belt?
Again, can't say for certain but I don't believe you'll see that.
Again wanna say u guys are doing a great job...nice breath of fresh air not over hyped:up: