Page 16 of 21 FirstFirst ... 61415161718 ... LastLast
Results 301 to 320 of 418

Thread: NCAA Football 11 Demo Available Now! Share Your Impressions

  • Share
    • Facebook
  • Thread Tools
  • Display
  1. #301
    Heisman I OU a Beatn's Avatar
    Join Date
    May 2010
    Location
    Southern PA
    Posts
    5,548
    It's truly a pity the demo doesn't have online functionality. If it did, I would gladly play you and show you exactly what I'm talking about. Granted, some people are stupid and wouldn't know how to take advantage of it(which is the only thing that may save online at this point), but for someone who knows what they're doing, there's absolutely no way you're going to stop them. THAT is the issue I'm worried about.

  2. #302
    Heisman I OU a Beatn's Avatar
    Join Date
    May 2010
    Location
    Southern PA
    Posts
    5,548
    Quote Originally Posted by JBHuskers View Post
    The thing that IOU, Rhombic, and Guru need to realize is we're on the demo now, something will be announced soon that will shed a lot of light on things.
    This is true, which is why I'm not full on "WTF EA?" just yet. However, from what I've seen from the demo, I don't know if this is something that can be patched. This was an issue with last year's game as well, and the year before that, IIRC. I'm kind of assuming that it would take a massive overhaul of the entire engine to fully fix this problem, and that's something that obviously is definitely not being done. I am holding out hope that it's not that severe, though.

  3. #303

  4. #304
    Quote Originally Posted by xGRIDIRONxGURUx View Post
    i already answered your question... read my post again...

    @rhombic

    why on a hash would you not call something with buzz zones... or whats really just "flat" coverage... why would you call "hook zones" on a hash... you have already weakened your defense by calling a bad play...

    "E"
    I'm not talking about calling a hook to defend the hash. I'm talking about when the ball is on the hashmark pre-snap. Watch what happens to the hook zones that are supposed to be guarding the middle area of the field. They don't cover the proper locations, which results in massive gaps in the coverage where there shouldn't be gaps.

  5. #305
    Resident Lawyer of TGT CLW's Avatar
    Join Date
    Jun 2010
    Location
    Oklahoma City
    Posts
    12,535
    Quote Originally Posted by JBHuskers View Post
    The thing that IOU, Rhombic, and Guru need to realize is we're on the demo now, something will be announced soon that will shed a lot of light on things.
    Someone with insider info doesn't seem to be worried about it while reconizing the issue is indeed in the demo. I'll hold out hope its fixed/addressed prior to retail.

  6. #306
    Varsity Kwizzy's Avatar
    Join Date
    May 2010
    Location
    Omaha, NE
    Posts
    917
    Quote Originally Posted by CLW View Post
    Someone with insider info doesn't seem to be worried about it while reconizing the issue is indeed in the demo. I'll hold out hope its fixed/addressed prior to retail.
    I think this is a good attitude to take at this point. We've identified some concerns, let's see if/how they've been addressed since the demo build & go from there. At least we've provided some discussion here for EA to consider if they chose to address any issues that haven't been already.

  7. #307
    Heisman morsdraconis's Avatar
    Join Date
    May 2010
    Location
    Huntington, WV -------------Michael Guthrie
    Posts
    8,305
    I don't know why but I just played that game and I saw absolutely no WIDE OPEN plays like you were getting. They were blitzing the hell out of me while covering the bottom middle and giving me no time to throw over top.

    Seems to me there is a difference in CPU ability between the 360 and PS3 versions or something because Heisman on the 360 makes it where it's very difficult to consistently exploit that play.

  8. #308
    Heisman I OU a Beatn's Avatar
    Join Date
    May 2010
    Location
    Southern PA
    Posts
    5,548
    I figured out the onside kick rhombic was talking about. Wow. That shit definitely needs patched. It bounces right off the hands team and right to my guys 90% of the time.

  9. #309
    Varsity Kwizzy's Avatar
    Join Date
    May 2010
    Location
    Omaha, NE
    Posts
    917
    Saw this posted elsewhere, not sure where it's from originally but the part in bold is interesting & seems like it could be the additional feature the CD guys have been referring to...

    In playing the final build @ E3 its head and shoulders better than the demo. I also heard that they have a way now of tuning the game via an internet connection similar to the way NHL did it last year. Good thing I think. Russ and Ben were great an answered all of my questions even those pertaining to the skating look. Which by the way is much less obvious in the final build however you do see it when a player you're controlling starts to run in a particular direction. They have stated that the software doesnt know which way the actual user will move the player so there is some slight sliding but it goes away once the player moves. It was a legit excuse for giving players total control of the direction they want their players to move

  10. #310
    Varsity Kwizzy's Avatar
    Join Date
    May 2010
    Location
    Omaha, NE
    Posts
    917
    here's a discription from OS of the NHL 10 feature referred to in my previous post:
    The tuner set allows up to update various gameplay parameters to tune the game. For online play their is no choice but to get the lastest version (since everyone has to play with the same settings). For offline we plan on maintaining a version history so that you can opt to stay with an earlier version if you prefer how that one played -- so on day one there will probably be a V1.00 (which is basically the demo) and V1.01. If you download the tuning set and do nothing else you will be playing V1.01 because the default is "Latest".

    The idea of the whole thing is that we can fine tune the balance of gameplay in response to how the game is being played and any issues that are discovered along the way. Not all problems can be fixed this way, but since we can do this sort of update much more quickly than a title update (aka patch) it should prove to be a useful tool and a number of improvements have already been made based on feedback from the demo.

  11. #311
    Resident Lawyer of TGT CLW's Avatar
    Join Date
    Jun 2010
    Location
    Oklahoma City
    Posts
    12,535
    So.... that brings about 2 questions. #1 Is a "tuner set" (like in NHL 10) programmed into NCAA 11. If yes, #2 Can the "tuner set" fix the pass coverage (greatest concern) and pass rush (less concern) issues?

  12. #312
    Varsity Kwizzy's Avatar
    Join Date
    May 2010
    Location
    Omaha, NE
    Posts
    917
    Quote Originally Posted by CLW View Post
    So.... that brings about 2 questions. #1 Is a "tuner set" (like in NHL 10) programmed into NCAA 11. If yes, #2 Can the "tuner set" fix the pass coverage (greatest concern) and pass rush (less concern) issues?
    Well it says some issues can't be fixed using these tuner sets & some can. If this is the last feature, I'm sure we'll get a blog to describe it's abilities & limitations.

  13. #313
    Heisman AustinWolv's Avatar
    Join Date
    May 2010
    Location
    Leander, Texas
    Posts
    2,618
    The mere point is that what he's seeing could give people fits online against each other.

    PS3 in one variable. Another is those who user-catch and those that don't, considering that I'm seeing catches and knockdowns in the video where a defender is there but he's user-catching, not to mention a couple picks and dropped picks.

    As for the onsides kicks, would a human be able to switch to the hands team guy and hit the catch button to combat it? Can't tell that against the CPU. Could mess up a random OD though if people were dishonest.

  14. #314
    if you are on the RIGHT HASH

    |---------------------|------------------------------|<ball here-----------------|

    and you call a 3-4 cover 2 for example... the 4 drop tp HOOK ZONES... do you know what a HOOK ZONE IS? its not the flats.... they arent responsible to spread over by the play art given... your best bet is cover 2 and hot route the FIELD OLB to a buzz zone... and user the ILB to the FIELD...

    this isnt even an "EA" thing... its just plain and simple play-calling...

    if this game does have a tuner... thats going to be straight up NICE though, so these sort of things can find a happy medium even between people like myself, rhombic, and IOU...

    "E"

  15. #315
    Heisman I OU a Beatn's Avatar
    Join Date
    May 2010
    Location
    Southern PA
    Posts
    5,548
    The problem is that the exact same problem existed last year, so I'm beginning to think it's an issue with the engine itself. If so, that tuner isn't going to help a thing. Nothing would fix it other than a complete engine overhaul, which would mean next year(maybe). Of course, it might not be an issue with the engine, I don't know. I do know that when something isn't fixed from the previous year, it's something complicated or laziness on the developer's part.

  16. #316
    Varsity Kwizzy's Avatar
    Join Date
    May 2010
    Location
    Omaha, NE
    Posts
    917
    Quote Originally Posted by xGRIDIRONxGURUx View Post
    if you are on the RIGHT HASH

    |---------------------|------------------------------|<ball here-----------------|

    and you call a 3-4 cover 2 for example... the 4 drop tp HOOK ZONES... do you know what a HOOK ZONE IS? its not the flats.... they arent responsible to spread over by the play art given... your best bet is cover 2 and hot route the FIELD OLB to a buzz zone... and user the ILB to the FIELD...

    this isnt even an "EA" thing... its just plain and simple play-calling...

    if this game does have a tuner... thats going to be straight up NICE though, so these sort of things can find a happy medium even between people like myself, rhombic, and IOU...

    "E"
    Ok so what is the CPU supposed to do? Your solution just involved a hot route & a user controlled move out of the assigned zone. Not trying to attack you just trying to make you see why there needs to be a major adjustment by EA to the way zones are assigned in plays & the way the players cover those areas.

  17. #317
    Heisman AustinWolv's Avatar
    Join Date
    May 2010
    Location
    Leander, Texas
    Posts
    2,618
    ^^^this.

    Especially since if you are playing the CPU or a human doing things fast, they aren't waiting on you to finish your hot routes, etc.

  18. #318
    Administrator JBHuskers's Avatar
    Join Date
    May 2010
    Location
    Lincoln, NE
    Posts
    35,260
    Since it has now been outted....there will be a blog on Live Tuning coming up soon (before release I think). It is similar to Tiger Woods...where in 10, it was introduced for the first time. It allows the team to adjust certain parts of the game on the fly.

    For example....in Tiger, they could tune down how far a driver can drive the ball on the fly live, without the need of a patch.

  19. #319
    All-American Deuce's Avatar
    Join Date
    May 2010
    Location
    Dallas Metro
    Posts
    1,892
    I guess the question is...can tuning correct the def back Ai and/or the pass rush?

  20. #320
    Administrator JBHuskers's Avatar
    Join Date
    May 2010
    Location
    Lincoln, NE
    Posts
    35,260
    Quote Originally Posted by Deuce View Post
    I guess the question is...can tuning correct the def back Ai and/or the pass rush?
    Not sure, there will be a blog explaining it down the road. Maybe sooner than later since people know about it now.

Bookmarks

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •