Nifty, looking forward to details in the blog.
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Nifty, looking forward to details in the blog.
To those who have played other games with this "tuning" feature. How well has it addressed issue(s) in other titles? Specific examples? Just curious as to whether this will "really" help or if its mostly "fluff".
In terms of Tiger, it definitely helped with several of the issues the community had. Mainly driving distance for one. Lots of people thought it was still too powerful after they had initially lowered the distances. It wasn't realistic, and so they went in and tuned it again. Now I'm not 100% sure on what the NCAA Football Live Tuning is going to entail....hence we just need to wait for a blog.
I talked to my brother about how this was in NHL and he said it worked really well. Before one of these he said the goalies were over-powered. A tuning set came out and the goalies were a lot better afterwards. You can't fix animations, graphics or art but it seems that a tuning patch would act as strong as a slider change to default settings or a massive roster edit.
Here are some comments from my brother (Money99 on OS and community member for Fight Night) as well as the EA NHL guy:
The first quote is from my brother talking about tuning sets in NHL 10:
"I think NHL10 had about 3 of them last year. There's no choice in what parts of the tuner you want to use. The only thing you can do is choose to use the tuner, or not.
In NHL10 the tuners could make quite a difference. In one, the goalies went from being unbeatable, to acting quite human. So the possibilities are nearly endless with what the developers can do as far as fixing and tweaking.
But stuff like adding different camera angles, more stats, engine overhauls, can't be changed with a tuner.
It's just like it sounds. So if in NCAA11 people complain that the QB's are too accurate on long bombs, or defensive backs are too explosive off the line, they can change that. But anything that needs to be changed to the engine, for instance, can only be changed by a patch.
(different PM)...So while it can't change fundamental portions of the engine (like running animations) it can change things so the gameplay can be tweaked without doing any massive patch."
This quote is from the EA guy working on NHL 10 (Red_shirt on OS) http://www.operationsports.com/vBull...post2040867487 :
"If by keep skating you mean have their legs move while they are doing a stick sweep (/poke check) then that wouldn't be possible with a tuning update. With a tuning update we can only change the value of numbers that are already used by existing systems, we can't change the logic of the system or add new systems. So we could make it so you are more capable of accelerating and turning while doing the stick sweep, but we couldn't change the fact that the stick sweep stops the legs from moving.
If you did mean just the ability to accelerate, based on my experience playing and the general feedback from the last tuning I would be inclined to reduce the ability to accelerate while poking/sweeping because the consensus seems to be that it is if anything too effective now. "
This sounds promising to me. With the pass rush its only a matter of being outmatched by the OL. With tuning the I think they could even out the DL/OL. The DB's might be a different story. I'm sure they can tweak their awareness and acceleration but can they tune how they react to someone in their zone?
the problem with EA's zone coverage is that they dont allow the "hook zone" to roam... unless you play NCAA 10 and a hook zone would drop from the "box" (tackle to tackle) and would mirror WR's that ran behind him... the thing is, if they are just going to give us "hook/yellow" and "buzz/purple" they need to design the play art to allow for a true hook, a true CURL, a TRUE FLAT, and a TRUE half/quarters coverage by CB's...
but until they fix that i just use my buzz zones in combo with cover 3 rolls/and cover 2's... no stock defense is going to work all the time the way its drawn up... doesnt mean its broken... it would be broken if we didnt have hot routes... lol
"E"
That's our point though, when the CPU can't utilize those hot routes the zones are "broken". & that's what everyone is trying to say here. The way the plays are currently drawn/assigned & the way the players actually move and cover, are not the same and therefore uneffective. We're not saying that you can't work around it to some extent in certain situations but why not point out these things so that EA knows they are an issue. There's a difference between "bashing EA" & constructive criticism. Rhombic is simply pointing out something he has found that needs to be brought to their attention.
Has anyone else noticed that the DBs tend to whiff alot when they're in position & swat for the ball? Also, when I'm manually controlling the DTs & use the right stick to perform a spin move my guy almost always falls down. Anyone else noticing these things?
Do that. And watch where the strongside ILB and OLB drop to. There will be a huge gap between your manual controlled ILB and the ILB to your left. If you're in a 4-3 and do that, then there will be a huge gap between you and the OLB to the field side. And a huge gap between the middle of the field and the short side numbers, where your weakside LB is supposed to cover, but won't.
Further, that essentially means that you have to control a specific player every down, which limits other coverages that you can call. If, for example, you come with a zone blitz that has the MLB blitzing and some other player dropping back to fill in his zone, then it won't work correctly.
Just admit it dude. It's broken.
I have also noticed this. It's like the sprint causes this to happen. I have gotten tons of pressure WITHOUT holding sprint while engaged, then once I'm free i hold sprint to go after the QB and it works like a charm....
In a sense that's realistic beacuse you cannot sprint while being engaged by an OL lol
Yeah. I also noticed that when auto sprint is on WRs will adjust better if you don't control them for those who do not user catch, The QB does not do any stopping motion when approaching the LOS, and I think you get better pressure honestly.
Now can you still use the sprint whenever you want even with auto sprint on?
It has been said you can sprint even with Auto Sprint on. But, like the question of whether or not Slide Protection influences running plays, it is difficult at best to tell.
I'm sure you agree with me that it would be an absolutely horrible business decision for EA to give online access to demo users. The drop in sales would probably be staggering.
:D Dude, I was kidding. In fact, I was mocking.
In theory, while there are times when the game would not have Auto Sprint on but you would like to sprint, there are also times that the game would trigger Auto Sprint that the user would not want to.
I say in theory because I know in reality most of us are just mashing the Sprint button the entire game.
I've used nothing but auto-sprint and I'm loving it. There's a weird iceskating look sometimes with the really fast guys (which is disappointing but hopefully fixed in the final version) but, other then that, there's never been a time where I felt like I got cheated because the game sprinted when I wouldn't have. It seems to do a VERY good job of knowing when and when not to sprint.
I remember when I used to take video games really, really seriously... like some here. After reading certain posts on here and glancing on the "other" board, I am glad I don't anymore. Its a lot more fun to take it as it is.
And for the record its 9pm in Honolulu, Hawaii. I am not actually up checking a gaming website at 2AM central (Houston/home). It would be pretty sad if I were.
I've only tried a couple games of auto-sprint and I don't really notice a huge difference but I won't be using it. I like having that control in the game and I'm staying on the dark side!!
http://i104.photobucket.com/albums/m...urbobutton.jpg
So I tried the 5 WR Verticle and wow...
With Pryor I went 17-23, 322 yards and 5 TD's. Plus, I was able to recover every onside kick. ::::smh::::
I can't tell the difference between auto sprint on and off. Maybe I'm not looking at the right thing.
I tried the auto sprint in a couple of games and still found myself mashing on the R2. It will take some time to get used to but I think it could be a welcomed change.
I've pretty much stopped playing the demo. There's two reasons for this 1) even I have noticed how bad the DB AI is. Running the ball is a blast but that takes me to reason #2. 2) I want the retail to feel new and still want that learning curve so I can struggle even more early on and hopefully extend my dynasty.
This game has a lot of potential but the db ai must be fixed or playing the CPU will be worthless. ...and hopefully they can tweak the dl pass rush as well.
Lost in triple OT to Miami after the game ended 0-0 (Heisman - I'm not as good as you guys). I threw a pick in their end zone at the end of the first half and then fumbled on their 15 with 20 seconds left. I saw a stat overlay! I'm assuming OSU's RB is Boom Herron and it popped up after I hit 100 yards (14 for 102 at the time). That was the most fun I had with the running game. I still think I'd actually like to see heavier locomotion when using a player. The most noticeable effect imo is the affect on the blocking. The double team blocking and using your blockers and defenders momentum against them is really fun. Can't wait to get the full game and use my power running attack.
I also saw Jacory Harris completely overthrow an open WR on Heisman. I just hope the crappy QBs on Heisman still play like crappy QBs. Heisman often turns ALL QBs into good players. The head tracking is very good imo. Maybe not from a WR actually turning his head early to pull in a ball (can't tell without replay and if you have to use replay to find flaws you have too much time on your hands) but from a DB not cheating after you throw it. I threw a few crossing patterns and other cpu DBs were oblivious to the play when their backs were turned.
I do see problems in the zone coverage but by the time I read it I'm on my back like a turtle. Haven't tried an onside kick but I hope they can patch/tune that aspect.
Well now the more I have played it, I found that there are more flaws. I am not trying to rant and i really hope to hear the blog about the differences from demo to retail because I have found too many things that bother me.... This is very sad because I was so excited and I thought it was going to be much better than it has been, yes it's better in a sense, but I am just disappointed in some things. I agree DB AI is bad and again, I look forward to the blog about the differences of the demo and retail, along with what the day one patch will contain.
I have played 4 games, and the last one I scored 34 points and give up 3 on All American, this kinda seems like Wide Open Offense 2.0, also just ran the same defensive play the whole game. Here's hoping the retail is better than the demo......Cheers!
Long live analog! Listen to vinyl!
Duece you are after my heart....lol
I'm normally an AA guy myself. It's just that the cpu offense is too lousy on the demo. I will definitely start out on AA when I get the game and tweak sliders as necessary. The cpu pass blocking on Heisman is too good and he sits back there all day on that difficulty level.
With formation subs the package system is probably not necessary anymore and I don't see it on the menu. Were they removed from the game?
Any word when they are going to post what differences are going to be between the demo and the final game?
Maybe I should say what fixes will be in the game.
Adam Thompson was supposed to be writing that blog because all the big wigs were at E3. I guess it got delayed.
Pretty sure they are still in, but only accessible at certain points in the playcall screen. With such short quarters, I haven't bothered with either Formation Subs or Package Subs in the demo.
I'd guess Monday or very early next week for that blog.
Packaged subs are in, I remember seeing it in the playcall screen.
I use Heisman. AA is always too easy, regardless of sliders, and then go through a slider-adjusting phase on Heisman that always drives me nuts. I need to learn to just play and stop messing with them all the time to find the 'perfect' set.
Yeah I Just get a set of sliders and run with it, I try not to think of what I Can make better because all I do is fuck something else up worse...guess thats what EA goes through sometimes..lol.
Really though you wont get that perfect set just find that "happy medium"