No problem; if you--and anybody else reading this thread--have anything specific you would like us to look at, you could mention that here as well and we can add it to our lists of stuff to check. No guarantees that we'll be able to focus on any of it--or that we'll even be able to share any of that information after the event depending on what EA SPORTS tells us for clearance--but we can at least try and see since this will be the last Community Event of the NCAA Football 12 development cycle.
EDIT:
Although, of course, take a reasonable approach for any suggestions haha. Perhaps if some of you have lingering concerns about issues with NCAA 11 that the released information hasn't completely answered questions about, then we can take those suggestions and see if the issues can be replicated in NCAA 12 or if they've been fixed.
A lot of this will depend on what our task is when we return to the studio; if our "play time" is regulated because the team wants specific answers to certain aspects of the game, then that's what we'll be doing.
Last edited by Paakaa10; 04-22-2011 at 08:33 PM.
I'll answer what I can, jayrah...
I'm not sure if it's technique or ratings, but with the removal of psychic Man, there are variations.1) With the new route reaction defense, did you notice good and bad Trail coverage technique by db's and lb's during man to man defense?
I played one snow game, but I didn't notice anything about ball trajectory/physics that was different from good weather games. I did notice receivers slipping out of their cuts more though. I threw a pick on one occasion because my WR fell down.2) No serious overhaul to Special teams, but with any new ball trajectory/physics, did anyone play in difficult weather conditions to see if field goals felt different? Similarly do deep passes become more interesting in these conditions?
There are a lot of new catch animations for full speed catches and drops. I don't think they have to be triggered every time.3) Are there any other new back-of-the-endzone/middle-of-the-field/sideline catch animations that will vary the wow factor in the passing game? Also, do the dive animations "have to" be triggered by the user, or will the cpu occasionally go and make a play for you? Are ratings a factor there?
I wasn't able to put my finger on when it happens, but I'm almost certain there were other Game Track scenarios besides the start of the 2nd half.4) Is Gametrack something that only pops up early 3rd qtr or more throughout the game like 2k11 has implemented? Obviously can't talk about dynasty in that regard (and I'm hoping it is in there like that), but just generally will it pop up more often for us throughout the game?
Yes. In January, I talked to one of the devs about PI and he said it should get better because of the new collision system. I saw a couple last week. Also, Roughing the Passer is back. I saw it several times, and I believe I had only bumped the slider to 55.6) Anyone notice any PI/Roughing penalties?
I didn't notice any.I was hoping to see more flexibility with depth charts, formation subs, and packages. Maybe having strongside/weakside positions instead of left/right, or being able to specify slot recievers and outside recievers, or 3rd down backs. Could you see if there were any changes like this made in play-now, or would that be more of a custom-playbook or dynasty feature?
I can vouch that--depending on the statistical flow of the game--GameTrack doesn't just happen after the third quarter starts. I forced a few fumbles early in a game and it was the second quarter--after a fumble--that the GameTrack situation was triggered.
I cranked sliders to the 80s last week and Roughing the Passer skyrocketed (at least, compared to NCAA 11)Yes. In January, I talked to one of the devs about PI and he said it should get better because of the new collision system. I saw a couple last week. Also, Roughing the Passer is back. I saw it several times, and I believe I had only bumped the slider to 55.. That said, the calls weren't artificial; there were legitimate instances of a defensive player following through too long after the pass was thrown, both by me and by the CPU.
There's GameTrack and also montages. GameTrack definitively occurs at the start of the third quarter (after KO), montages occur after a standout player/team performance. Did you guys notice the GameTrack wipe on the screen? I didn't see any montages last week (guess no one had a great performance) so I don't know if all montages are labeled with 'GameTrack.'
Okay, so maybe I misunderstood GameTrack versus the montages then haha. What I described in my previous post with regard to forcing fumbles and having that mentioned was the "montage" where replays of the forced fumbles were played and commentary discussed that trend in the game. Can't recall if the montage was labeled GameTrack to save my life.
steeler, if memory serves I threw two picks in our game ... I remember seeing them highlighted at some point. Was that after the half, or was it random (like maybe the beginning of my next drive?)
Twitter: @3YardsandACloud
hey im new here. just a couple of suggestions i really hope can be addressed before release. For one, i like the new locomotion system from ncaa 11, but my biggest problem with it are the player strides. it sounds ridiculous, but players in the game simply take massive strides. they average step in the game is over 2.5 yards. in real life,when in the open field, denard robinson takes 4 strides to get 10 yards. (which is considered really long strides irl) but for example, in the gameplay trailer video, you can see denard take a zone read and take 2 steps that equal about 6 yards. (just look in replay mode at any player running down the field) it doesn't sound like a big deal, but i feel like the game/field feels a lot smaller, and the game feels less wide open. college football especially is a wide open game, but when players cover the field so well in such massive strides, the game becomes more compact. i hope this makes sense, and i hope others have noticed it too. (just compare strides from ncaa '10 to '11) since the game feels less wide open, it is a huge detriment to teams that run the spread.
the big player strides may be due to a couple of reasons. 1.) player models are too big for the football field 2.)the player kind of floats through the air a little, and the player thus covers more ground than he normally would with each stride
anyway, i hope one you guys can shed some light on this subject, whether the developers are aware of it, and whether it can be corrected before release. thanks alot
Did anyone use this play yet?
I'm just curious if those two LB's are actually able to make it to their zone's in time without leaving gaping holes in the defense?
When I first saw this play I laughed because I was assuming the spot zones would still be in the game and this play would leave wide open passing lanes. However, with the enhanced zone defense I can see how this play might actually be successful. Did any of you guys have first hand experience with it?
I'd really like you guys to play some games against a cpu Oregon team to see if the cpu can actually run the spread and specifically the zone-read. What about the user using Oregon as well? The read option plays are staples of that offense but NCAA 11 made it harder to run those plays than the basic I-form or ACE runs. A large part of that was the amount of negative plays which were too many but the blocking needs to be held a bit longer on option plays (or give us wider splits) and it hurt that type of offense. Many guys in NCAA 11 were boosting run blocking sliders for those running schemes which isn't a good solution as it messes up the other formations. Heck, I'd love to see the cpu play itself with both teams being Oregon and see how those offenses do.
Can you ask if they fixed the weights they generate for the recruits? They were 100% random and not tied to any attributes which didn't make much sense. http://www.thegamingtailgate.com/for...AA-Football-11
A minor concern is if the cpu QB will always drift right leading to the LE getting the majority of the sacks. Try to keep an eye out on which OLB or DE gets the majority of the sacks while playing the cpu. In real life most teams put their better pass rushers (and lighter, less effective run defenders on the weak side) but you would never know it from the sack results while playing games in NCAA 11.
Thanks!
Last edited by Rudy; 04-23-2011 at 05:50 AM.
I got a burning question that I'm sure thousands of other NCAA fans have as well. In gameplay, play now or otherwise, will linebackers be able to jump like 15 feet in the air and knock down passes or intercept them anymore? I understand some of the elite high rated players should be able to but it seems like any and every linebacker can do this in NCAA and it's been a problem for years now. Have you seen any improvements in this regard?
I have another question as I'm reading through the 13+ pages of already posted comments...
I'm sure at one time or another in Play Now you've witnessed the multiple player collisions or tackles where players can add-on to or get involved with the tackle. Can you speak on some of this? Specifically if Multiple collision tackles and consecutive hit tackles actually affect the ball carrier who are fighting for extra yards. For example. One guy has them wrapped up and is engaged the initial tackle attempt by sorta dragging him down but can a user controlled safety come in and lay the wood on him to assure he doesn't pick up that extra yard for the first down or is it still like years past where once the first tackle animation has started it cannot be affected by other players.
I hated how I'de start a tackle with a player from behind and then a safety or someone else in front would just bounce off him like he hit an invisible wall. It should effect the player in 2012.
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