I think I hit on everyone's questions but if I missed it, let me know.
How did the crowd sound and look?
I never really looked at the crowds so I can’t really comment on them. However they certainly sounded improved. I didn’t really notice it as much when playing with smaller schools (ala Arkansas State) but noticed it as a big difference when playing with larger schools, particularly one as Oklahoma and hearing the new Boomer Sooner chant in-game.
Also any new uniforms you see and how they looked?
Really not certain if we can comment on uniforms or not… since some of that stuff is under NDA to even the developers, I’d rather be safe than sorry.
Gameplay wiseDo you feel it'll play realistic and people won't be able to run four verts every play and find someone open?
I can’t say I really tested this. As I mentioned in the Q&A thread, I know there was a discussion on that but I was focused on other things so I never heard the end result of that conversation.
As far as jersey did they adjust the colors of jersy like Alabama?
I didn’t look.
And did they eliminate ankle socks across the board?
I don’t know if any changes were made to that or not… but I’d be willing to bet that there are likely no changes in that department.
Add Nike elite and team specific socks like Michigan "M" what's about new shoes and gloves? Under armor Nike adidias reebok
During the sights & sounds webcast, they mentioned no new equipment except some new facemasks. So I would say unlikely they made any changes in those areas.
I'll try to provide a screenshot, but I'm wondering if the defensive pre-play adjustment options are similar to those on NCAA Football 10 on PS2?
If you would, provide a screenshot so I can know exactly what you mean.
When you refer to the option pitches, do you mean clicking down on the left stick and clicking down on the right stick?
The option pitch itself is on the L1/LB buttons. The fake pitch is now on the right stick by pulling the stick towards you. It took some getting used to but not too bad.
Did you notice a difference in run blocking? For example, in 12 I noticed on occasions that blockers would run at defenders to block them, but then turn away from them or cut in another direction to avoid blocking, which led to my runner getting destroyed.
To be honest, this probably still needs some attention. I noticed one specific example running a toss where I had a lead FB and a pulling guard. The guard should have sealed off the blitzing OLB so that the FB could get to the safety over the top but the G didn’t get there in time. The FB could have hit the OLB but unfortunately the G was still making an attempt to try to pick him up so the FB didn't pay any attention to him. By the time the G gave up on the block (OLB was several steps past him), the FB was out of position to decide to try to pick up the OLB. I’ll say that it’s probably somewhat improved but certainly wouldn’t consider it fixed at this point. I’m thinking situations like this would probably have to be addressed whenever the OL/DL overhaul takes place down the line. That said, I made sure to note anytime I saw a similar situation in the bug reports but a case like that I believe would be harder to fix without doing some drastic changes.
How successful was the QB avoidance stick? Did you use it much? Did it cause more broken or dodged sacks?
I never used it. I had plenty of success moving around the pocket using the left stick.
How well did the punt and kickoff coverage work?
For kickoffs, with the new rules, 90% of kicks will at least go to the goalline while any strong legged kicker will be able to put it at the back of the endzone so you’ll certainly see most kicks unreturned. That said, there was at least one kickoff returned for touchdown against another user while we were down there… it became a big play in the annual tournament. For the punt, it felt similar to last year, just with blockers back there for you. I was already doing something like this myself with the 4-3 Safe Return and manually moving the MLB back as a blocker. It still could use some attention but I’d say it’s better than 12.
Does the db finally have the ability to catch any ball? Sideline picks maybe dragging their feet in? Back of the end zone. Last yr the db hands didn't work when it came to sideline picks. And do they make diving picks?
Yes… the DBs have the same 430 catch animations that the WRs have. You should see sideline picks, diving catches, etc.
So is it safe to say that after having the chance to play it a bit you're optimistic about the gameplay this year?
I would say overall I’m optimistic. I think the alignment changes help out quite a bit defensively and then the passing mechanic and Shotgun option add that fun factor. It will feel similar to 12 for the most part, but did correct a lot of the issues from 12.
I mentioned this somewhere else but will sprint outs and bootlegs be user controlled?
I got in the habit of letting the CPU control all of my dropbacks so I still had that habit while I was down there. The sprint outs and bootlegs will be CPU controlled but I’m fairly certain you can break out of them and take control. You'll have to ask me again when we get copies.
During the time you spent with it, and the new coverages/alignment, passing game, WR's/DB's and such how much different is it compared to 12 and will there be a steep learning curve for some in NCAA 13?
I wouldn’t say steep learning curve but certain there will be some. By the end of the week, I had a decent grasp on all of the passing and within a few weeks I would say I’d be able to master it.
Question I have is can you tell a difference between star WR's and QB's with the enhancements?
Yeah, you can definitely tell a difference with QBs. Using a star QB, you can pretty much place the ball all over the field at will whereas a lower-tier QB will struggle with putting it exactly where you want to everytime. For WRs, I think the animations will really help because WRs with good catching ratings (particularly SPC), agility, etc. should be able to do some special things.
Also, what do you feel will be the most important ratings on defense now?(mainly the secondary) Do the coverage rating seem to matter or is it more about awareness and PRC?
Really hard to say… for the user controlled players, it goes back to 11 where AGI was extremely important. For the CPU controlled players, I didn’t really test for ratings comparison (that would have taken a lot of time to get a definitive answer). All that said, my speculation is that MCV/ZCV are going to be more important than AWR & PRC in pass coverage but as well, Agility will likely play a fairly big part as well for whether or not DBs will be able to recover to the route in time.
Any of the option guys notice if the Inverted Veer was added to the playbooks this year?
I didn’t look for it but I don’t believe it’s in. I ran the Arkansas State (Malzahn) offense most of the week I was there and I never saw anything like that.
They do anything for the camera view during gameplay while playing at one of the so called " toughest stadiums to play"? Like in 2006 the camera would shake and give the "feel" of the crowd...anything like that happen for this year?
No change in that department I don’t believe.
Did you notice the "High Jumping" LB this year?
I never saw them really. I was still in the habit of being conservative over the middle but the few times I did throw it there, I never saw the LBs being able to jump as high or always make a play on the pass.
Does size matter? What I mean is, are the little RBs still running over the LBs and getting extra yards. Are the little DBs tackling 225 lbs RBs?
I think it all comes down to ratings. I definitely noticed where Power HBs were getting those couple of extra yards while smaller backs seemed to go down faster. However, that again is all part of the ratings… I don’t think the actual size attributes play very much in that role. Theoretically, you could likely still create a 5’3 150lb with 99BTK/TRK and he’d still be able to run over bigger guys.
how do you manipulate blockers in 12 and 13 ?
It’s all a matter of when the pocket starts to enclose, you have to move around so that you keep the blocker between the QB and the DL. If you get in a position where the DL sees an opening that you’re leaning to one side of the OL, he’ll try to break to that side. It’s essentially pocket presence. If you go back and watch some of my most recent 12 videos (namely the past 2-3), you’ll see me moving around in the pocket after the play starts to break down.
You mentioned the changes to the controller layout. I'm guessing that L2 is pump fake for the QB, L2 + Icon is pump fake to a specific receiver, L1 is lateral for all players, and R1 is throw ball away for the QB?
I wish auto hurdle made it back in and replace the triangle button with the cover up ball move, thereby replacing the R1 with last gen's quick juke(maybe with analog stick to determine which direction or just have the game automatically decide by choosing most likely direction, IDK just throwing it out there).
Last edited by WolverineJay; 04-25-2012 at 03:50 PM.
Diving has never worked as far as I know, simply because the chance of getting the animation and ball to intersect is really low. But I've had success using swat to knock the ball down on past NCAA titles.
Please allow me to continue your education then ... there are some things you shouldn't put in writing.
Twitter: @3YardsandACloud
Will the computer still constantly catch your D-Linemen offsides when they go into a hurry-up offense?
why did ea drop 14 dollars in stock?
Geez!!! Thanks G for taking the time to answer all those questions.
Question: As a coach, I gotta say. That "Shuttle" pass looked like crap in the video. I don't want to be "that guy" and bash EA. But wow, that looked horrible. Did you try it?
I didn't set out to try it but yes, it was triggered a time or two. I don't think it's going to be a fan favorite but I think it does add a little something for those times when your receiver is feet away and you don't want to have to cock your arm back to deliver it.
First off, thank you for answering my questions and the others here as well. I am sure we can all agree that we appreciate the time you have put in.
In reference to your reply above, I have also seen these same issues in the past. The CPU will no huddle, and occasionally you will have a straggler that fails to make it back onside before the CPU snaps the ball, resulting in an offside penalty. It is not something that happens that much, but I have seen it. Since it is not terribly common, that may be why you did not see it occur while you were at Tiburon testing 13.
I've seen it atleast twice post patch as well beartide06. Doesn't happen all the time when the CPU is running hurry up and it seems way more likely while under 1:00 minute remaining in a game (which only makes sense).
Hey G, thanks for taking the time here![]()
a couple days or weeks ago. 2k14football here we go. Plus The NFL only singed a 1 year deal because sales are so low. so ea'S getting a kick in the butt, so its on if ea fails in madden 13, the nfl won't sign with them so they have to make a good game or their screwed.....
The reason, some type of reseach paper published found ea to be one of the worst companys..... so captialism gonna kick in real soon if they don't produce a decent product. if they fail, the company goes under possibly....
Surely you have a link with data and facts to back up those statements right? Because the link below would tend to refute it...
http://investor.ea.com/stockquote.cfm
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