Interesting. Makes a lot of sense from a programming standpoint and definitely not something you would think about when there are so many other variables for the issue. Glad to see that they finally figured out what the issue was though.
Printable View
Interesting. Makes a lot of sense from a programming standpoint and definitely not something you would think about when there are so many other variables for the issue. Glad to see that they finally figured out what the issue was though.
Well, it did mention "truncated file names". On a Windows system, that most likely refers to the old system where things like "Program Files" would be truncated to an eight character filename: "PROGRA~1". Now, that may or may not be what they're referring to here, but something along those lines, relying on the combination of certain string lengths, could be the cause.
EDIT: Going off what G said above, if it's based on the numerical ID, it could be that we didn't start hitting problems until we reached a certain amount of ODs. Like enough to hit 8 characters in the OD ID or something like that. That could explain why something that didn't really crop up on NCAA 11 has become a massive headache on NCAA 12.
Naturally. I just default to Program Files because it's the example most people have seen at one time or another.
Funny enough, my own team has been fighting 8.3 filenames (and problems associated) over the last year. So I've become much more familiar with it over the last year than I was before.
Trap Option continues to frustrate the absolute dog shit out of me. Its supposed to act as a more of a double option with a pulling guard and not a triple option. The fact that they make it like 5 plays in one is why its so fucking horrible.
- Theres no triple because the end is supposed to be blocked by the pulling guard.
- Theres no triple because there is only a flash fake to the B-back
- The B back's responsibility is to fill that pulling guards gap and block from the 2tech to the 4tech
This play is horrendously wrong and broken, schematically and assignment wise.
The assignments goes as follows:
http://youtu.be/-PoXF1TUpP8Quote:
QB- Open opposite, let guard clear. Pivot back get around log block, pitch off #2
B-Back- Fill for guard block 2 tech to 4i
PSA- Twirl and Block Run Support
PSWR- deep defender
BSA- Run pitch path leave on snap
BSWR- cut-off
PST- Veer for PSLB, base if you have a 4i
PSG- Base to ace
C- Base to ace, I’m back to a 2i
BSG- Pull and log 5 tech area. If you get 4i call go to PSLB
BST- Anchor down from a 4 out
http://youtu.be/U0pSw0RQBrU
http://youtu.be/9dZTXlZhy_g
(also, notice how the pitch back is lined up on the line in the video above)
Please EA, take the read portion of the play out make the Oline block down, B-back block the B gap defender and fix the pulling guard logic so that he actually kicks somebody out or pull around the end.
/rant
Something I dont want to see in '13 is Super Awareness. Where on occassion when the USER/CPU QB throws a bomb and the DB who is covering someone else and is able to retreat and breakup/INT the play without even knowing the QB has thrown the ball. Over 90% the WR has beaten the DB who is covering him and the DB who is covering someone else is able to make the play on the ball. It is one thing if he is responsible for the zone or has bail coverage, but he shouldnt be able to make a play if he is in man coverage. My Soph SS was able to make a play like this. At the moment I was excited, but realized that he was in Man coverage and that the WR had beaten my CB for a TD.
Fully agree.
I think it will be good and I will buy it. But, Im not excited for it. Im still playing '12, but barely. If it wasnt for recruiting and what is going in my season, I wouldnt playing. Most of my problems are gameplay. I dont want to have to do crazy editing to make it playable. Past Year 4, There are tons of WRs with High RR and RBs withs High BRK. Those 2 ratings are like cheats. Juke/Spin is useless in one on one situations. It is basically have a guy with high speed or high BRK. I dont even look at Juke/Spin, or even Truck when I look at RB. I cant call certain plays because CPU calls the play to stop it. Alot of the gameplay feels scripted. I see things going on and it doesnt feel smooth or realistic. DBs all backpedal the same. Safteys dont retreat to their area enough. I hate DL play. I hate how they just disengage. IT feels like they are saying "Let me stop playing with you" I want see defense s make pre-snap adjustments on the situation and formation of the offense. Defense dont come out knowing where the offense lines up or what they are going to call. I rather see them track our tendencies and use that after the make adjustments.
My top 3 MUST fixes are CPU Playcalling, OL/DL, and Audio. If it isnt I see will buy and play. But, I will see my self like I am with '12. Struggling to play it.
More Spread out ratings/better progression. I am tired of seeing almost every team(in AQ schools) having same type of players. Their RBs are either very fast, high BRK, or balanced with speed and BRK. WRs are either very fast or slow with HIGH RR. I want to see QBs rated differently. Their main three ratings that account for OVR is Speed, THA, and THP. It doesnt matter if they have low AWR. Which causes them to play similarly.
Which leads me too Traits. I would like this to be added. I think this can make players play differently. With RBs, they should add their Special Moves to the traits like DL with theirs. So, one back can have Spin and Juke at Yes and Truck at NO(elusive), while one can have all 3 at yes
(balanced) or no(speed guy). It can make RBs play differently.
It's definitely a different feeling this year. Last year I had enjoyed NCAA 11 and my concern was coming from the fact they were asking for band locations to improve the game. I had an uneasy feeling after the wind sock type of additions the one year. It just seemed as though there wasn't any great info coming out and I was uncertain what to expect for NCAA 12. I though NCAA 11 was a big improvement over NCAA 10 which I hated and EA doesn't have a history of making big improvements two years in a row.
But this year is different. I was very disappointed in NCAA 12 and so my expectations are very low. I've just come to the realization that the game is the way it is because the devs want it to be this way. The player movement has disappointed many of us for years. Why on earth would I expect EA to change it now after 6 years on next gen? As an example, I like Christian McLeod (Bumble14_OS on twitter). He's now on EAs staff but he loved NCAA 12. Why would he want to make any major changes to the fundamental core of how it played? A lot of you guys here really enjoyed the game and may love the way the players move. It's a difference of opinion but I'm on the wrong end of it.
At this point it's painfully obvious that the things I like and changes I want are very different from how the dev team feels. They aren't going to change the game for one person so I have a decision to make. Do I continue to buy their product and be frustrated and disappointed or do I just give up? I got pretty upset last year with some of the changes that I felt were backwards decisions. I'm turning 40 this year. I don't want to get into e-arguments or get overly upset about this stuff anymore. I'm sure I'll rant from time to time but I've pretty much thrown in the towel on EA's football this gen and that's why you haven't seen my post very much anymore. What's the point of complaining every day? Just turn the page. Madden 12 was fun but the franchise can't hold my interest like an NCAA dynasty. And NCAA's gameplay has grown stale. I have been more disappointed with EA's football games this gen than I have been happy. With the same guys running the show at EA why would that change? I hope I'm wrong but I'm not holding my breath.
I know what you mean. I'm cautiously optimistic that all of the changes that have happened in the last year (a lot of staff turnover) will result in sizable improvements. But we both have to wait and see.
Though, for what it's worth, the whole Band Locations thing wasn't this early last year. At this time last year, everybody was trying to figure out who was going to be the first person that asked if we were in Orlando, lol. I was thinking you were one of the guys that was saying NCAA 11 had made big strides and didn't think NCAA 12 could have that kind of impact/feature set, but maybe I'm confusing you with another discussion.
It just seems they are so out of touch. I know this is not how it is, but as a gamer, I wonder if they even play the game sometimes. Its sad I have to even think that.
Hail West Virginia
n/m
Something HAS to be done with Game Atmosphere. I just played in the National Championship and literally forgot that I was playing in the NC game. I thought I was playing a regular game until I saw a replay. Besides pregame and between quarters, the commentators dont even talk/realize that it is a NC game. The commentary is main focused on regular games. I want the commentartor need to discuss what is going on in the game and the backstory(season and injurys). I want to hear that a backup is in, injury effecting team, coaches, tendency
As discussed here, it'd be nice to be able to edit downloaded Teambuilder team rosters/depth charts outside of only Dynasty mode.
Ha. Better curiosity kill you than my comments come back to haunt me :)
Its just tough to see what this game was and what it is now and not think that. Hard work and effort are great things, but if I spend 20 years building the worlds tallest building out of toothpicks, it will still collapse no matter my effort. I know we all want pretty much the same thing. We just want what we had back.
Hail West Virginia
I can see that, but if you look back to the early days of consoles, sports games were the top dog. Outside of things like Mario 64, the sports genre was where a lot of the "firsts" were for console gaming. But the yearly licensing cycle basically stops real innovation from occurring, imo. Games have just gotten so complex that a single year development cycle makes it very tough to have any major leaps.
Now, that said, I still expect top sports titles to keep up with each other. It's debatable whether or not that has happened. (And I mean that about the genre as a whole. Not any particular game.)
That is very true. I only shudder on how little improvement we will see on the PS4/Next Box if it continues in that direction. Games like Uncharted take two years to release. Rockstar games take 2-3 years to release. While I understand this issue it makes it harder to justify buying sports games every year rather than an every other year basis. Timely rosters and/or online play become the number one reason to buy.
I think I'm less excited this year because I see the issues with NCAA 12 and know it's not feasible that they'll all get changed for NCAA 13.
Gameplay needs an overhaul, d-line/o-line play, psychic secondary, 1-handing interceptions, passing trajectory. And that's before even getting into the fact that players need to play with weight, stick their cleats into the ground, play with momentum, and be different from one another. Different throwing motions and release quickness for QB's, ways to differentiate skill position players, linebackers who hit differently than other other linebackers, players who are great at creating turnovers (think Charles Tillman on the Bears), etc. My team feels and plays the same in 2012 in 2016 because all the players are virtually identical (even the in-game player faces are too limited).
Dynasty needs a significant update as well. Currently it's too mechanical, you recruit best class = you have best team. That's not how it goes (ask Texas, FSU, and UF). There should be 5 star busts, but the core of a team is still 3 and 4 star kids that get developed. The best way to do this would be a physical potential and work ethic rating which combined with the skills of position and head coaches (and ideally a strength and conditioning coach) would determine their development. 5 star kids with great athletic ability and garbage work ethic rating would never reach their potential. On the flip side, a 3 star kids with great work ethic and the right coaches would develop into good or great players. There just aren't enough variables in recruiting/development so everyone just progresses at a similar rate. This makes recruiting and dynasty stale because every year seems so similar, on the field and in recruiting/development. In real life it's the complete opposite of that. Every player is different, every coaching staff is different, ever S&C program is different. Players develop at different rates and as hard as they try the Star system is a "tool" and not an exact science on how to build a national champion.
And those are the two elements of the game that I view as the core - that's before I even get into things like gameday environment, CPU playcalling, presentation, commentary, different dreadlock lengths that are actually attached to heads, etc etc.
It just seems like there are too many things to fix to get this game to a level where it could be considered great. The competition for your time continues to increase. Job, wife/girlfriend, kids, movies, games that have taken things to the "next level". If I weren't addicted to college football and recruiting (National Signing Day is like an unofficial holiday to me) I probably would have given up on this series awhile ago. I think the biggest issue for me was that I thought NCAA 11 was this franchise "turning the corner" and heading towards an elite level. NCAA 12 served as the reality check that it probably won't happen without a competitor.
I won't be getting '13. I refuse to let myself be sucked back in. It's like MW3. I refuse to let all the media hype allow myself to be sucked in. I barely even played '12 because I got bored with it so quickly. Hell, at one point, I decided to play with Navy and FORCED myself to use their offense so that I couldn't throw the ball 50 times a game and easily win. That's how incredibly bored I was with '12 (though I do like running the flexbone offense, it's just still COMPLETELY wrong that it's annoying to attempt to run in this game, especially against the CPU).
I would like to see multiple types of throwing styles and running styles. Like Overhead, 3/4, sidearm, quick, slow, Tebow. For running, Upright, Low, a mix of upright and low, short strides, long strides.
The last three posts all sum up my feelings on NCAA 13. They have to make a huge improvement to win me back after NCAA 12.
I want a different type of game every time I play it next year. Im not talking about score wise. I mean different QBs/WRs/HBs, I should see a different game. Traits in NCAA could do well. I should love to face a QB with a slow release if I have a great pass rush.
Something I want to see is Coaches having a impact in the game. They dont have any impact in the game. Coaches should have traits/tendencies/grades. I would like to see coaches boost/decrease overalls in the games. Besides CC, Recrutings, and Offseason Progression, I can forget about coaches. I want to have look up details on coaches when I face their team.
I want to have to look in opponents roster and coaches before I face them. I would like to see their % on Run/Pass. The only thing I look at when I play a game is QB's speed, RB's speed and BRK, and WR's Speed and RR.
i hate it how the cpu feels like it has to re-adjust players that i've purposely moved out of position..... like whenever i move a d-end over a couple of steps and then switch to another player, the cpu moves him back to his original spot. is there any way this could be changed or some kind of option to turn off in 13?
i want to see the under armor game army and also spring game