I didn't check the cpu guys. I was stunned that I won it with only 8 sacks. He might have had a bunch of tackles. I know he outplayed Craig Roh who was my impact DE. Roh only had about 1 sack through the first half of the season but ended up with 6 or 7.
I'll try to check the cpu sack leaders tonight and report back.
Other weather related note - I saw a complaint about too many rain games in the SEC. I know that used to be an issue a couple years ago but in the Big 10 I don't think I had anything but clear skies all year. The last 3 games were below freezing which was cool. Anybody see issue with too much rain in the south?
I've actually been a bit disappointed with the fact that I haven't had any snow games and very little rain games with my teambuilder Massachusetts team. Lots of cold games, and maybe a rainy one here or there, but, for the most part, it's been fairly calm with a few gusty wind games.
Also, had a VERY interesting end of the season for season 3 of my offline Teambuilder dynasty. 6 teams went undefeated (myself, Alabama, Miami, Michigan, Boise State, and Stanford) which made for an interesting MNC setup of Miami getting passed over by Stanford for the MNC spot against Alabama even though Miami was ranked higher than Stanford in the Coaches Poll but not the Media Poll.
I am disappointed in the progression issues (mainly because it seems like an unintended problem they should have caught) and some of the coverage issues but am ultimately willing to see how effective the tuner fixes or any other patches will be. Based on the "Thank You" blog they put out in the last week, they appear to be aware of the issues and intend to address them. I am willing to give them that chance.
In the end I think they have made a lot progress on offensive concepts, blocking, and momentum and I am having fun with this game still. There actually appears to be a "personality" with teams not just in play style but with the type of players they have (power running, speed to the outside, zero run game so need controlled passing, etc). I look forward to putting in some dynasty years and trying out different styles.
+1 ... I have played 1 rain game in 3.5 seasons and zero snow games. I am purposely scheduling cold area teams just to see more diverse weather but it's not happening. Also, speaking of scheduling, I have found this years game to be the most difficult to choose who I want to play. My open weeks never have the competion I want where as last year I could always get a few good games.
I will agree with you that some of the polish is off of this game and the progression really hurts it badly (eg field goals + fumbles are real game killers by season four). However, I am still having a blast with it and even if I stopped playing today, I would have got my money's worth. The improvemens from 10 to 11 were massive. On a personal sidenote though, recruiting, which I really liked at the beginning has become a chore and is getting pretty repetitive.... oh well...
I've played in a TON of rain games for both systems.
One season with Michigan two rain games one snow game and two other cold weather games that had very windy conditions.
Just checked the league leaders in sacks in my one season and they seemed low. The leader was13.5 sacks from Akron. The only BCS player who was in double digits was R.Elmore from Arizona. He had 12.5 sacks, 82 tackles and 31 tackles for loss! I guess my guy Van Bergen (46 tackles, 8 sacks, 16 TFL) got the Lombardi due to overall record. 8 sacks was good for #17 in the NCAA.
Progression, teams recruiting, and depth chart. The CPU will load up half its board with 5* and 4* recruits when it is a 1* or 2* program. The Teams will still sign 12 QB's and 15 WR's. And the depth chart is still completely wacked out. Teams do not recruit to their style of play and many of the things EA said in their blogs about recruiting was a complete lie.
10-13 sacks a year is VERY much right where it should be. Not very often are there more than a few guys with double digit sacks in the NCAA.
And, yeah, I've seen overall record influence the "voting" on those awards as well.
Had a TE with 70 catches for 1,000ish yards and 15 TDs win the Heisman in a simulated offline dynasty I was doing to test some stuff out mainly because he was on an undefeated team.
"Once Prospects were working properly we moved on to the CPU Teams and how they recruit. In years past, the CPU has not been very competitive in Recruiting. To ensure they would provide a challenge, we changed how the CPU goes about all aspects of Recruiting; from how they order their Recruiting Board to how they pick which Prospects they are going to call:"
Right out of blog 3:3 from ea. Dont believe me when I say the recruiting board is screwed up, create a coach and sign on at a 1* school then set the recruiting to cpu and check the board. I will be full of players they have no chance of signing.
"The logic behind how the CPU calls prospects has been completely reworked. If the CPU wants a Recruit, they are going to start spending the maximum amount of time possible early and often until he signs. At the same time they are much smarter at giving up on Players they do not have a shot at signing, so they don’t waste Recruiting Time. The real key to this rework is how the system changes over the course of a season. For example, early in the Season it’s still anyone’s game for most Prospects, so they will continue to call a Prospect even if they are behind to try and make up ground. As the season progresses, that gap gets smaller and they really start to focus on Prospects they can get to commit."
Those same 4* and 5* guys stay on the recruiting board of a 1* team all season unless they committ. Also all you have to do is look at the CPU teams rosters 3-4 years into dynasty. Teams do not recruit to their strengths/playbook, and they still sign way to many QB's and WR's when they have needs at other positions. It feels like I am being ridiculed here by pointing out known flaws in the game. I like the game personally, and I am in my 5th year with my teams but there is only so far you can go into dynasty with progression screwed up, and teams starting WR at the tackle position because they loose their starting OL. All of my points are legit and no one who has played the game should need me to point out proof of what I am saying.
http://ncaafootball.easports.com/blo...20and%20Extras
Read that and the other 2 blogs and see for yourself.
Last edited by griffin2608; 08-04-2010 at 09:54 AM.
First off, relax. We want proof so that we can provide proof to the developers.
I've also seen issues with teams having multiple QBs and WRs on their team because they're an Air Raid offense and the CPU is prioritizing it for some reason above everything else.
And there are definitely issues with teams not getting going after QBs that fit their offensive scheme, but they never said teams would be doing that to begin with so while it sucks, it's not the end of the world.
As for the recruiting issue, well, it's not an issue. Just because it's on their list doesn't mean that they are actually spending time on the recruit. They are setting it up to go after guys that have even the smallest chance of signing with the school to make the CPU have a chance at getting that recruit. Just because it's a 1 star program doesn't mean that they don't occasionally have a chance of getting a 3 or 4 star recruit. It does happen in real life. The CPU is just doing it's due diligence at trying to get the best recruits it can.
Van Bergen is a complete beast. In my Michigan dynasty it was between him and my brother who was playing as TCU for sack lead. I broke the Michigan school record at some point in the season and finished second with something like 15.0 sacks. That Roh guy, star impact player, didn't even crack 10.
Last edited by Cipher 8; 08-04-2010 at 09:03 PM.
Griffin, I'm not sure anyone has ridiculed you (certainly not in what I've read). I asked "Care to elaborate?" for the basic reason mors indicated. It's much more useful to say what's broken than to generically state that everything EA said is a lie.
Furthermore, let's see how the tuner (which is supposed to address progression and recruiting issues) works before we over-react. It's possible that something they did in the late stages of development messed these things up (ie uniform degradation). Calling them liars is reactionary, pointing out specific flaws is useful.
Ok sorry guys, I am so used to being on other forums ( OS, EA). I am not bitter or mad at EA I have been a fan of ncaa since bill walsh. Sometimes I call it like I see it and if any body thinks that this is the first lie EA has told then good for you. LOL. Now hopefully issues are fixed or kinda fixed with tuners and patches but its not just air raid teams its every team in 2013 with way to many QB's and WR's, and when the first 10-15 recruits on a board are guys way out of a teams league. If the CPU would adjust their board during the season I could understand that point but it does not. And a quick way to check it out is to look at the screen that shows how much time a team is spending on a guy and these teams are spending their time on these guys and they never show up in the top 10. I think this is leading to the CPU having to settle for what ever recruits they can get leading to multiple QB's and WR's.
DrZoidberg29 posted this in the utopia forums it kind of explains it better.
Dynasty is broken therefor the game is broken. Yeah many issues of past games are present but the glaring error on EA's part is dynasty player progression & the CPU recruiting. Both issues are at best a cluster fuck and that is being kind. I read this yesterday, Bill Abner, (sports gamer who writes honest reviews IMHO)
My link
The most important aspect of any progression system is stability over time. No matter the season, you want to retain the original ratings composition in aggregate, because if you don't, the game is going to play very, very differently.
How bad is it? In Bill's dynasty in 2014, 55 of 120 teams have a rating of "D+" or lower. In the default ratings when you begin the game, there were 17. That's right--almost half the teams are rated D+ or below.
Teams rated "A-" or higher? In 2014, there are zero. Zero. In 2010, there 12. And the change in "B" and "C" rated teams is almost as pronounced.
It's not just progression that's broken, either. The CPU can't manage a roster, hoarding players at certain positions and ignoring others.
What needs fixed via a patch?
* Make sure all teams carry more than 1 kicker and punter.
* Make the kicker recruits a bit better to avoid having ANY team with a 40 rated kicker. At that rating they miss extra points like they're 35 yard FGs.
* Recruits need to look at team depth charts and sign with a lesser school rather than be the #9 wide out on USC's roster.
* Along these same lines, teams need to recruit more evenly by position. Carrying a total of 3 offensive guards isn't going to cut it when a team has 15 positions filled for HBs and WRs.
* Small schools need to have enough talent in certain areas to at least make it interesting. It's mainly an Awareness issue. Players are fast enough but the AWR is so low that they are truly awful players with little chance to compete on any level. The Northwestern example above is apt here. Northwestern shouldn't be nearly as good as Ohio State but it shouldn't be like playing against my 9 year old daughter's soccer team. 55 teams should not be rated a D; that's insane.
* Have players progress DURING the year. NCAA used to do this, now, it doesn't and it makes no sense. Your freshman rated a 60 at the start of the year is still a 60 by bowl season. Dumb, dumb, dumb.
* Finally, fix the bottom rung player recruits so that teams are not fielding players with the football IQ of my mother in law. After a few seasons you are going to see some magnificently AWFUL players in your dynasty. Dropped passes, fumbles, crazy throws...it's the bad news bears.
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