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

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  1. #321
    Heisman AustinWolv's Avatar
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    Nifty, looking forward to details in the blog.

  2. #322
    Resident Lawyer of TGT CLW's Avatar
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    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".

  3. #323
    Administrator JBHuskers's Avatar
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    Quote Originally Posted by CLW View Post
    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.

  4. #324
    Heisman Rudy's Avatar
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    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.

  5. #325
    Resident Lawyer of TGT CLW's Avatar
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    Quote Originally Posted by Rudy View Post
    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.
    It SOUNDS like this sort of thing SHOULD be able to adjust DB Awareness/Reaction Time then. I guess we will probably here about this tomorrow.

  6. #326
    Heisman Rudy's Avatar
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    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. "

  7. #327
    All-American Deuce's Avatar
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    Quote Originally Posted by Rudy View Post
    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?

  8. #328
    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"

  9. #329
    Varsity Kwizzy's Avatar
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    Quote Originally Posted by xGRIDIRONxGURUx View Post
    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.

  10. #330
    Varsity Kwizzy's Avatar
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    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?

  11. #331
    Administrator cdj's Avatar
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    Quote Originally Posted by Kwizzy View Post
    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?
    I've noticed that happens more frequently when holding Sprint. Try not using R2/Rt and he rarely falls down.

  12. #332
    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"
    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.

  13. #333
    Booster JeffHCross's Avatar
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    Quote Originally Posted by CLW View Post
    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".
    Tuning has helped NHL considerably. It's basically a patch to the AI/sliders/difficulty without EA actually having to go through the patch process. It's amazing.
    Twitter: @3YardsandACloud

  14. #334
    Varsity beartide06's Avatar
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    Quote Originally Posted by cdj View Post
    I've noticed that happens more frequently when holding Sprint. Try not using R2/Rt and he rarely falls down.
    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

  15. #335
    Administrator cdj's Avatar
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    Quote Originally Posted by beartide06 View Post
    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
    It makes sense when you put it that way. I'll have to make sure to turn Auto Sprint on each game and see if the same thing happens, but I assume that it would.

  16. #336
    Varsity beartide06's Avatar
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    Quote Originally Posted by cdj View Post
    It makes sense when you put it that way. I'll have to make sure to turn Auto Sprint on each game and see if the same thing happens, but I assume that it would.
    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?

  17. #337
    Administrator cdj's Avatar
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    Quote Originally Posted by beartide06 View Post
    Now can you still use the sprint whenever you want even with auto sprint on?
    I've wondered that as well. That would be something a dev would probably have to answer. I cannot tell for sure.

  18. #338
    Booster JeffHCross's Avatar
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    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.
    Quote Originally Posted by IOUaBeatn View Post
    It's truly a pity the demo doesn't have online functionality.
    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.
    Quote Originally Posted by xGRIDIRONxGURUx View Post
    (insert Jeff's comment to cancel pre-orders)
    Dude, I was kidding. In fact, I was mocking.
    Last edited by JeffHCross; 06-17-2010 at 10:15 PM.
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  19. #339
    Varsity beartide06's Avatar
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    Quote Originally Posted by cdj View Post
    I've wondered that as well. That would be something a dev would probably have to answer. I cannot tell for sure.
    Yeah well If so then I wouldn't see why you wouldn't want auto sprint on at all times. It would help with some issues and essentially make you play a little better.

  20. #340
    Booster JeffHCross's Avatar
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    Quote Originally Posted by beartide06 View Post
    Yeah well If so then I wouldn't see why you wouldn't want auto sprint on at all times.
    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.
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