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NCAA 11 Impressions

those look real good. I am most curious about your cpu cover and hum accuracy. obviously u fixed the DB issue with that slider, but i wonder how your comp % is for other games besides utep. I have to think utep sucks so that % isnt the best measurement.
I don't have the stats handy as I didn't write them down but for the ND Nebraska game Crist started hot(9-13 rings a bell) then cooled down a lot. I think he ended up like 17-28 or somewhere around there.

In the NIU vs Alabama game NIU's QB was around 11-21 or 12-22 Something just over 50% completion wise.

Crist's last game against UTEP is very high % wise but you'll notice the yardage isn't that high either. I wasn't able to free up much deep and really lived underneath to guys like Rudolph, Tai-ler Jones and Armando Allen on screens. That higher % has a lot more to do with my passing choices than it does with Crist putting balls on the money down the field.





with these settings,
RB Ability.......................50-60
Run Blocking...................25-80
Rush Defense..................25-75
i just lit up TCU on the ground in the title game. it wasnt even my plan. Looking at their roster i planned to attack their secondary. then i get into the game and see the 4-2-5 dee is their base. 1st time facing that this year so i was totally confused. So i went to the ground game after they took a 7-0 lead in the 1st.
Saine was my offense after that. 25 carries for 365 yards and 6 TD. I was even stunned at how i was able to run the ball on them.

it was an excellent game though. they had 250 yards rushing themselves and 230 passing. 28-28 with 5 mins to go. i then took a 35-28 lead and they drove again but threw a pick on the 1 yard line. next play from my 1 i ran goaline pitch run and he took it 75 yards. I scored again and that was that
Looks nice. What I have noticed though with Run blocking set really low unless you have a beast offensive line you'll get lit up. Nebraska was lighting up my offensive line to the point where I could barely hand the ball off. I know Nebraska's D is good but it felt unbalanced. I think I'm going to dip my run blocking down 5-10 points and up the CPU's run defense 5 and see how that plays.

This most def isn't a finished set and I'll probably play two more games tomorrow night. One with ND and another with a team like NIU or Illinois against a top tier team to see how they play.

I think I'm close to where I want to be slider wise but not quite there yet.
 
if u can, post some more passing stats as u go. cause that is the one thing i want to tweak and i like the way your sliders look for the coverage stuff
 
Let me just ask you this FT. Since you are using ND, does it feel like you are really playing a game at South Bend in the game? That's one of my main issues with NCAA. Last year seemed ok but it still wasn't anything to write home about. This goes for really all of the bigger names stadiums.

Although I must admit, I never got tired of the mascot antics and being able to celebrate with the mascot after a TD. Is that shit still in?

1. The stadiums look fucking gorgeous in this game. The lighting for all weather choices is great. It looks like you are in South Bend. Now, as far as crowd noise and feeling like you're playing there. I would say yes..as best it can. I mean they can only plug in so many unique ND songs into the game so what tips it off for me is being able to load in unique ND music and program it to play at certain times. This has improved the experience a ton and with my music set to play as it does in real life the game is REALLY enjoyable.

I LOVE hearing the 1812 Overture at the start of the 4th quarter. :)

The crowds stay in the game and there's no "dead spots" or lulls. It's very solid. Nothing out of this world but done very well.

2. Yes you can still celebrate with the mascot.
 
The funniest thing to me is, allegedly (I never played NCAA 10) the third patch on last years game fixed progression. Then this year they manage to mess it up again.

It's like either EA will try to fix something and take it overboard in the other direction, take a shortcut (dbs mirroring routes instead of actual db ai) or just take a step backwards/ remove features.

I don't know if they're just too dumb to fix things, or smart enough to realize the game will sell even if they don't.

Even though things like sliders are a pain to adjust, how hard would it be to put in sliders that adjusted player progression and recruit talent. If they aren't going to fix it themselves they should at least leave as much room for customization as possible.
 
if u can, post some more passing stats as u go. cause that is the one thing i want to tweak and i like the way your sliders look for the coverage stuff
Will do.

I'll post the passing stats from my games tomorrow night.

I'm considering taking QB ACC for the USER even lower, I'd rather err on the side of being more difficult, but we will see how the two games tomorrow night play out.

I might play Illinois(me) vs OhSt at the Shoe as my second game.
 
The funniest thing to me is, allegedly (I never played NCAA 10) the third patch on last years game fixed progression. Then this year they manage to mess it up again.

It's like either EA will try to fix something and take it overboard in the other direction, take a shortcut (dbs mirroring routes instead of actual db ai) or just take a step backwards/ remove features.

I don't know if they're just too dumb to fix things, or smart enough to realize the game will sell even if they don't.

Even though things like sliders are a pain to adjust, how hard would it be to put in sliders that adjusted player progression and recruit talent. If they aren't going to fix it themselves they should at least leave as much room for customization as possible.

Agree completely but I have NO idea how these games are made or coded to say what's possible slider wise and what isn't.

The DB AI thing I kind of see how the slider works. The DB's mirroring the routes is a direct function of the AI being set on the slider to where the DB's AI either actually KNOWS the route or REACTS to it. I see the "logic" in how the slider it set to work but I would still agree that out of the box the AI should be set to react to the route rather than mirror/know it.
 
And just to touch on the Run blocking slider again maynard. With mine set the way they are I was able to run decently against Alabama. I say decently because I would have a nice/good run here or there. Nothing where I was breaking off good runs consistantly, but I would have a play here or there. Got to the edge on a sweep/off tackle play every now and then.

I think my NIU back ended up with like a 4.0YPC average(like 21-86 or something in that area) but only a long run of like 8-10 yards. Which isn't too bad seeing as NIU typically has a very very good running game.
 
I should also note that of Crist's 199 yards roughly 45-50 of it was on a pass to Floyd. I caught UTEP in a blitz that left Floyd single covered on the edge. The DB was playing off with a decent cushion in a zone because of the vacating safety and I hit Floyd at about 10 yards on a stop route, he broke the tackle of the CB and was off to the races for the score.
 
1. The stadiums look fucking gorgeous in this game. The lighting for all weather choices is great..

just to touch on this a bit more....lighting in general looks amazing this year

http://www.easports.com/dynasty#mod...379E6&dynid=45259&sku=662A0001&sid=0&wknum=30

Twigg, look at the 1st pic, then scroll to the 5th picture where saine is airborne going over the goaline. Take a look at the lighting itself in the stadium. Yeah its the lights and its how they should look, but the point is to show you how much they have improved lighting in this game. you get progressive lighting during the games, u see shadowing, and the skies look amazing
 
Agree completely but I have NO idea how these games are made or coded to say what's possible slider wise and what isn't.

The DB AI thing I kind of see how the slider works. The DB's mirroring the routes is a direct function of the AI being set on the slider to where the DB's AI either actually KNOWS the route or REACTS to it. I see the "logic" in how the slider it set to work but I would still agree that out of the box the AI should be set to react to the route rather than mirror/know it.

The most important attribute that is never used is "awareness"...

Literally means NOTHING in this game, when it should be the key attribute determining overall (it used to be years ago, and even then, it wasn't quite enough).

Players need to come in to the game (recruits) with better physical attributes (Speed, Agility, Acceleration, Spin Move, Juke Move, etc.) and Awareness along with position specific attributes (man coverage / zone coverage for a defensive back, play recognition for defensive players in general, power / finesse moves for linemen, pursuit for linebackers) should be the focus of growth every year and much of that should be determined by HOW WELL YOU FUCKIN PLAY...

I mean, if I have a 69 overall running back run for 1400 yards and 10 TDs, he should NOT be All-Conference First Team at a 74 overall. Dudes ratings should go through the roof and should be an 83+ (if I'm at a small school, higher if I'm at a bigger school).

Whats even worse is the First-Team ALL AMERICAN defensive lineman from a small school having 15-16 sacks the year before and being a 64 overall the next year.

I mean, how in the fuck is that supposed to make sense.

I mean, this is not difficult coding...its just not. It can't be.

However, I have no idea what these guys do...I mean, I just don't think they are savvy enough to fix the problem in total, as, its been YEARS.
 
The most important attribute that is never used is "awareness"...
Agreed.


Literally means NOTHING in this game, when it should be the key attribute determining overall (it used to be years ago, and even then, it wasn't quite enough).
I think it determines qutoe a bit in this years game. Maybe not as much for offensive players, namely WR's, but on defense I think it plays a larger role. I'll notice lower awareness guys taking extra time to react to a play, biting more on play action etc. I think the gap should be bigger at times but it's there.

Players need to come in to the game (recruits) with better physical attributes (Speed, Agility, Acceleration, Spin Move, Juke Move, etc.) and Awareness along with position specific attributes (man coverage / zone coverage for a defensive back, play recognition for defensive players in general, power / finesse moves for linemen, pursuit for linebackers) should be the focus of growth every year and much of that should be determined by HOW WELL YOU FUCKIN PLAY...


I mean, if I have a 69 overall running back run for 1400 yards and 10 TDs, he should NOT be All-Conference First Team at a 74 overall. Dudes ratings should go through the roof and should be an 83+ (if I'm at a small school, higher if I'm at a bigger school).
The problem is balancing it out to a certain extend because you risk the game getting diluted with a bunch of 99's. It's a balancing act from a prgramming POV I would imagine as if the ratigns drive teh game it's tougher for players to have "down" year or plateau out as most do at some point. With it being a ratings driven game it would be impossible for a player to flatten out if he keeps putting up better and better stats and before long you have a lot of 99 rated players. Maybe a hidden potential rating of sorts can keep this in check but I would imagine it's difficult to balance out.
 
Any updates to those sliders FT or are you still using those?

I've about done all I can with the default difficulty, I have to do some sliders now.
 
Any updates to those sliders FT or are you still using those?

I've about done all I can with the default difficulty, I have to do some sliders now.

Won't have updates to those(if any) until at least 10PM tonight. Those are the ones I will be using for 2 more test games I will be playing.
I'm at work all day and have shit to do when I get home before I play a couple more test games.

Those sliders I am using are accurate as of last night though.
 
Okay, I'll probably just wait until tomorrow before I use them

Thanks.

Honestly I would go ahead and try them today. The changes I make(if any) will be pretty minor so the set I posted here is pretty much true to what I will be posting tomorrow. Plus the more feedback I have on them the better. I will be the first to admit that a sample size of about 4-5 games isn't the greatest to judge off of.
 
well, i see what people are saying about progression. my biggest rating jump was a 5 for a WR and OLB. most were around 2 or 3 increase overall.

But here is the thing about this. People always bitch about teams being loaded with 99 overall guys, so EA tones it down and people complain the progression isnt enough.

Then there is the incoming recruits. People are bitching that WR have elusive rating of 40ies. I havnt heard anyone say this about CB's. But it applies to them too and everyone else. You know who it doesnt apply too? HB's. Why? because elusiveness is a rushing rating so why would anyone other than running backs need a rushing rating to be high? They wouldnt, so they dont.

What people who complain may not know is that on the OD website you can view player ratings differently than u would offline. EA has all the same ratings, they are just grouped into categories. Elusiveness is in the rushing group

what is throwing people off is that current players have higher ratings in the rushing category. But these new recruits dont. I got two 3 star WR's and they did get some 70ies to the carry, break tackle and vision. But they are not running backs so thats why they dont get high ratings in the rushing category.

take a look for yourselves. sort by year (class) so u can see the freshmen i have. Click on the players name and then click the rating tab. There u can see how categories are grouped. Take a look at the HB and then the 2 WR (all Freshmen). i dont see this as a problem at all because if the rating doesnt apply to that position then it wont matter. In reality a WR should be elusive, but the way EA grouped these ratings seems to me that it is a non issue in this game.

http://www.easports.com/dynasty#module=moduleRoster&dynid=45259&sku=662A0001


The issue that i see is they toned down progression, but at the same time made fewer good players as recruits. So now instead of getting 10 great and 7 good recruits, your getting 2 great, 5 good and 7 avg to bad recruits.

Look at my class. not only did i not replace the 17 seniors that left, i got six 3 star players. That is unheard of for a team like OSU in a ncaa football game. I did get 7 5 stars though, but its clear i need to change my recruiting strategy and get more balance

Name| Position| Overall| Caliber
Hall, Randy |RG |82 | 5 Star
Moss, Mario |LG |82 | 4 Star
McIntosh, Tyler |CB |81 |5 Star
Johnson, Paul |LE |80 |5 Star
Smith, Tyler |SS |80 |5 Star
Jackson, Todd |HB |79 |5 Star
Herron, Kevin |RE |77 |5 Star
Thomas, Patrick |MLB |77 |5 Star
Brown, Joe |P |76 | 3 Star
Wright, Jason |LT |75 |3 Star
Fisher, Damien |LOLB |68 |3 Star
Fowler, James |DT |67 |3 Star
Crum, Marcus |WR |65 |3 Star
Whitehead, Michael |WR |65 |3 Star
 



I think it determines qutoe a bit in this years game. Maybe not as much for offensive players, namely WR's, but on defense I think it plays a larger role. I'll notice lower awareness guys taking extra time to react to a play, biting more on play action etc. I think the gap should be bigger at times but it's there.

I think for defenders, it has more to do with "play recognition" than "awareness" (aren't they the same thing, essentially? lol).

The problem is balancing it out to a certain extend because you risk the game getting diluted with a bunch of 99's. It's a balancing act from a prgramming POV I would imagine as if the ratigns drive teh game it's tougher for players to have "down" year or plateau out as most do at some point. With it being a ratings driven game it would be impossible for a player to flatten out if he keeps putting up better and better stats and before long you have a lot of 99 rated players. Maybe a hidden potential rating of sorts can keep this in check but I would imagine it's difficult to balance out.

Instead of it being a "hidden" rating, it should be out there.

However, if you have a 60 OVR DE that records 16 sacks in a season and his "potential" rating is merely only a C-, sounds kind of ridiculous for him, after being a 16 sack guy and a first team AA the next year, for him to be rated a 71.

I mean, he doesn't have to be a 95 OVR, but he needs to be rated elite relative to where he plays. So, if he is playing in the MAC, and the MAC's "best" is at or around an 85 OVR, that guy needs to be up there after a monster season.

Didn't the College Hoops series get this right?

I mean, IIRC, your guys go up and down based on how they are playing and they have a "potential" attribute that fluctuates with their time in the league. The ratings are fluid throughout and were determined how you played and how you scheduled your practices with them.

Right now, as is, small schools basically do not develop talent, which is the opposite of what happens.

How would I fix this?

Attributes should be fluid. Constantly changing with how they are playing, regardless. I mean, if you have a WR getting a 140 and 2TD every week, he should be extremely high OVR, because he is just balling.

Backups and players that rarely play shouldn't have too much development outside of a token upgrade to AWR or position relation attributes like "play recognition"...however, you should have the option to develop these players during practice with the "spend X amount of time doing ___________"...or have points that you can divvy out to certain players to focus on certain things. So, your 5th string CB that needs to work on zone coverage, you have him work on it and there is your development.

At this point, the yearly progression is bunk and I'd say broken...it doesn't reflect anything real. Players get better daily-weekly-etc. Not yearly. And it isn't determined by a certain glass ceiling. You let it play out of the field, practice or otherwise for players to get better.

This needs a HUGE upgrade in the future. It would be something that completely changes the game and for the better. Incorporate this with the addition of coaches, coaching carousel, etc. Coaches have ratings that determine how good of a coach they are, and this reflects how progression is based.

If you have a defensive coordinator that has a specialty in coaching D-Line, your D-Line should improve really well throughout practice and those that play well, are better OVR and attributes. While the DBs may not progress as well unless they play better, therefore upping the coaches ability to coach...making future units better.

Other games have done this...it can not be that hard.
 
oh, here is the other issue i read about....the kicker recuits having real low power and accuracy. People seem to forget that with a teams default kicker on the team that sliders have been turned way way down because these guys are kicking it thru the roof. So i welcome the addition of poorly rated kickers to stop all these 50+ yard attempts.

I will just move the sliders back to default to balance this out.

i think EA should leave the recruiting as it is and give a slight bump to progression. I dont want to see a team full of 99 all over the place.
 
As for recruiting classes, EA needs to do what they did with Madden, make classes up and not allow the game to randomly generate recruits...its been proven that EA can't put together an engine to randomly create life-like classes. So, they need to dedicate somebody to making X number of classes that appear randomly in dynasty. If you want to randomly generate names, cool...but the attributes need to be pre-determined and there needs to be enough variation (more classes made) so you can't tell the differences down the road.

Therefore, attributes come out realistically, while you can have random name generator for them, and even a random H/W generator (within parameters).
 
well, i see what people are saying about progression. my biggest rating jump was a 5 for a WR and OLB. most were around 2 or 3 increase overall.

But here is the thing about this. People always bitch about teams being loaded with 99 overall guys, so EA tones it down and people complain the progression isnt enough.

I would agree to a certain extent. My biggest issue with the dynasty is the low/non sensical ratigns for recruits down the road. I'm not too hacked off at progression as it relates to the ratings actually going up. The biggest problem IMO is the completely retarded ratings that recruits actually come in with.

I mean I see what you are saying below but when actually compared to what the base set of rossters had as ratings for certain players and positions the recruits ratings don't make any sense.



Then there is the incoming recruits. People are bitching that WR have elusive rating of 40ies. I havnt heard anyone say this about CB's. But it applies to them too and everyone else. You know who it doesnt apply too? HB's. Why? because elusiveness is a rushing rating so why would anyone other than running backs need a rushing rating to be high? They wouldnt, so they dont.

What people who complain may not know is that on the OD website you can view player ratings differently than u would offline. EA has all the same ratings, they are just grouped into categories. Elusiveness is in the rushing group

what is throwing people off is that current players have higher ratings in the rushing category. But these new recruits dont. I got two 3 star WR's and they did get some 70ies to the carry, break tackle and vision. But they are not running backs so thats why they dont get high ratings in the rushing category.

take a look for yourselves. sort by year (class) so u can see the freshmen i have. Click on the players name and then click the rating tab. There u can see how categories are grouped. Take a look at the HB and then the 2 WR (all Freshmen). i dont see this as a problem at all because if the rating doesnt apply to that position then it wont matter. In reality a WR should be elusive, but the way EA grouped these ratings seems to me that it is a non issue in this game.

http://www.easports.com/dynasty#module=moduleRoster&dynid=45259&sku=662A0001

I see your point to a certain extent but at the same time I think over the life of a dynasty the player talent/rating pool should stay somewhat consistant with what they were when you cracked open the box. As it stands now teh ratings dive and don't match up with what the base rosters ratigns were. I'm not saying everything has to match perfectly from when the game was opened but it should at least be in the same neighborhood/block. After 5-10 years of play they aren't even in the same city. It's pretty drastic.


Look at my class. not only did i not replace the 17 seniors that left, i got six 3 star players. That is unheard of for a team like OSU in a ncaa football game. I did get 7 5 stars though, but its clear i need to change my recruiting strategy and get more balance

Name| Position| Overall| Caliber
Hall, Randy |RG |82 | 5 Star
Moss, Mario |LG |82 | 4 Star
McIntosh, Tyler |CB |81 |5 Star
Johnson, Paul |LE |80 |5 Star
Smith, Tyler |SS |80 |5 Star
Jackson, Todd |HB |79 |5 Star
Herron, Kevin |RE |77 |5 Star
Thomas, Patrick |MLB |77 |5 Star
Brown, Joe |P |76 | 3 Star
Wright, Jason |LT |75 |3 Star
Fisher, Damien |LOLB |68 |3 Star
Fowler, James |DT |67 |3 Star
Crum, Marcus |WR |65 |3 Star
Whitehead, Michael |WR |65 |3 Star
Alogn with this though I don't think the CPU is smart enough to change up strategies though so while you might change and pull mor 5 star guys the rest of the 119 teams end up staying put for the most part and over time the teams get much much worse.

I think for defenders, it has more to do with "play recognition" than "awareness" (aren't they the same thing, essentially? lol).
I suppose? But I have no idea the way those ratings are taken as far as programming/playing the game go.




Instead of it being a "hidden" rating, it should be out there.

However, if you have a 60 OVR DE that records 16 sacks in a season and his "potential" rating is merely only a C-, sounds kind of ridiculous for him, after being a 16 sack guy and a first team AA the next year, for him to be rated a 71.
Maybe...maybe not. But you have to have some way for the game to balance out a great season in relation to not having the game littered with 99's after 3 seasons. But in your above example I think bumping him to a 75-80 range seems fair. But again I have no clue how the game is prgrammed from a potential perspective.



Didn't the College Hoops series get this right?

I mean, IIRC, your guys go up and down based on how they are playing and they have a "potential" attribute that fluctuates with their time in the league. The ratings are fluid throughout and were determined how you played and how you scheduled your practices with them.

Right now, as is, small schools basically do not develop talent, which is the opposite of what happens.

How would I fix this?

Attributes should be fluid. Constantly changing with how they are playing, regardless. I mean, if you have a WR getting a 140 and 2TD every week, he should be extremely high OVR, because he is just balling.

Backups and players that rarely play shouldn't have too much development outside of a token upgrade to AWR or position relation attributes like "play recognition"...however, you should have the option to develop these players during practice with the "spend X amount of time doing ___________"...or have points that you can divvy out to certain players to focus on certain things. So, your 5th string CB that needs to work on zone coverage, you have him work on it and there is your development.

At this point, the yearly progression is bunk and I'd say broken...it doesn't reflect anything real. Players get better daily-weekly-etc. Not yearly. And it isn't determined by a certain glass ceiling. You let it play out of the field, practice or otherwise for players to get better.

This needs a HUGE upgrade in the future. It would be something that completely changes the game and for the better. Incorporate this with the addition of coaches, coaching carousel, etc. Coaches have ratings that determine how good of a coach they are, and this reflects how progression is based.

If you have a defensive coordinator that has a specialty in coaching D-Line, your D-Line should improve really well throughout practice and those that play well, are better OVR and attributes. While the DBs may not progress as well unless they play better, therefore upping the coaches ability to coach...making future units better.

Other games have done this...it can not be that hard.
Excellent ideas and points. Can't say I disagree with anything. If implemented correctly this could be very nice. But it's risky because it's EA trying to implement something correctly...



oh, here is the other issue i read about....the kicker recuits having real low power and accuracy. People seem to forget that with a teams default kicker on the team that sliders have been turned way way down because these guys are kicking it thru the roof. So i welcome the addition of poorly rated kickers to stop all these 50+ yard attempts.

I will just move the sliders back to default to balance this out.

i think EA should leave the recruiting as it is and give a slight bump to progression. I dont want to see a team full of 99 all over the place.
Yeah not sure what this tuner set will do. It will at least be interesting to see how they explain it and what it does.

As for recruiting classes, EA needs to do what they did with Madden, make classes up and not allow the game to randomly generate recruits...its been proven that EA can't put together an engine to randomly create life-like classes. So, they need to dedicate somebody to making X number of classes that appear randomly in dynasty. If you want to randomly generate names, cool...but the attributes need to be pre-determined and there needs to be enough variation (more classes made) so you can't tell the differences down the road.

Therefore, attributes come out realistically, while you can have random name generator for them, and even a random H/W generator (within parameters).
Agreed again. Even for a 30 year dynasty it could be as simple as (1) 15 year set that after 15 years kind of recycles with different names etc but the same ratings layout. At that point after you've played that long you won't notice in year 22 the guys are coming in with the same ratings they did in year 4.
 
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