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Building a Better NCAA Football 12
NCAA Football 11 gave thousands of eager fans the first quality HD college football experience during this generation of consoles. But now with January already upon us, and NCAA 12 deep into development, it is only a matter of time until the NCAA Football 12 details start emerging. January is also the month that I begin my coverage of the newest NCAA game.

This first article will focus on some of the things NCAA 11 did extremely well, as well as the areas that still need improvement in order to push the game to the next level.

It's All in the Details

NCAA 11 did a serviceable job of finally returning in-game college atmosphere to NCAA 06 levels. NCAA 12 needs to push the envelope in terms of presentation and small in-game details. I'm talking about adding the few remaining details that were present in the last generation of NCAA games -- the return of bowl patches, eye black, interactive goal pylons, pregame predictions, coach cut scenes and dreads -- while adding in a College Gameday feature, complete with highlights in between quarters like in NBA 2K11.

On top of these additions, NCAA 12 needs updated stat banners and ESPN overlays while within a game. ESPN and ABC have become the name in college football, and this is the year that the NCAA franchise needs to fully implement the presentation we see on the tube any given Saturday. If the now-defunct NCAA Basketball franchise was able to do this, there are no excuses for the growing NCAA Football franchise to leave out such a critical aspect of presentation.

Remember the Heisman Winner?

If there is one issue with NCAA 11 that has unified the OS forums, it undoubtedly has to be the lack of scrambling logic by CPU quarterbacks. This issue highlights one of NCAA 11's biggest weaknesses: the lack of player profiles. While appearing on a recent version of the OS Radio Show with yours truly and Chris Sanner, NCAA developer Ben Haumiller mentioned that the NCAA licensing prohibited the team from integrating actual player profiles into the game (see: Auburn QB #2).

While this is completely understandable, especially because of the pending lawsuits from former college athletes, it still does not excuse the fact that CPU players just do not seem to play to their strengths in NCAA 11. If I am facing off against a team with a 6-foot-2, 250-pound featured back, I expect to get pounded by this team all day long. The same goes if I am facing off against a team with a dual-threat QB who has a 98 speed rating. I should be dreading defending such a player the same way teams that faced Auburn and Michigan feared their respective quarterbacks.

Good luck planning for QB #12.


NCAA 11 did a marvelous job when it came to replicating team-specific offensive sets, but the problem was that when facing the CPU, the CPU-controlled teams never seemed quite aware of what their individual strengths were. This is not to say that playing NCAA 11 against the CPU did not provide a suitable challenge, it's just that on offense the AI did not run a system as efficiently and realistically as teams do in real life. The issue was made even worse when playing CPU teams that ran the spread or shotgun-based offenses -- getting the CPU to establish an effective run game was downright impossible sans major slider tweaks.

For NCAA 12 I would like to see an emphasis on the offenses run by the CPU, especially with teams that run the spread and have dual-threat quarterbacks. For too long has defense in the NCAA series taken a backseat to offense. This is the year where the CPU needs to keep defensive gurus on their toes. How nice would it be to finally go into a week in Dynasty mode, know you are facing the next Michael Vick, and actually have to make personnel adjustments both pregame and in-game to give your school a chance at victory?

One of the biggest complaints I hear from people on a yearly basis regarding playing defense in football games is that the process is just plain boring. But if you actually had to engage in a defensive chess match against the CPU, would that be reason enough to stop using the Super Sim feature while on the defensive side of the ball? The incentive and feeling of accomplishment gained by devising a top-tier defensive game plan against an explosive offense would be second to none in my opinion.

Tune in the Fun

Tuning updates in NCAA 11 sounded like a can't-miss idea when they were announced shortly after the game was released -- they work really well in the NHL series, after all. Unfortunately, every time one of these tuners was implemented, another aspect of the game completely unrelated to a tuned issue began to suffer. Add this to the fact that some of the tuners were dependent on a game patch being installed (the dirty jersey/dynasty progression patch), and you have a recipe for disaster, especially when users are not given a way to switch back to previous tuning updates without deleting a core gameplay improvement. Simply put, NCAA 12 needs to learn a lesson from EA's own NHL series and rework the way patches and tuning sets are implemented.

Yes, football can learn from hockey.


My fondest memories of NCAA 11 occurred before the first tuner set was released. In fact, I would even go as far as to say that the first tuner set broke the game, nerfing the CPU running game, adding a devastating pump-fake glitch, and seemingly lowering some of the game's overall blocking logic. Others were pleased with the additions in each successive tuner set, and more power to them. The point is that if tuners are going to be the new standard of updating NCAA Football, then there has to be some flexibility to allow users to pick and choose the tuner set that best suits their game style.

Time to Restart the Program

Yes, Dynasty mode has been good times during the last 10-plus years, but it is now officially time for a change. Before NCAA 11 was released last year, EA sent out a survey asking gamers what new features they would like to see implemented into the series. One of the options given was called Athletic Director Mode, which included the ability to build your own stadium. A completely new approach to Dynasty mode is exactly what NCAA's deepest feature needs right now.

This menu is just not as exciting as it used to be.


I like the idea of AD mode, but I feel that a comprehensive Coach mode would be better for the long-term health of the franchise. Imagine building your coach from scratch and then taking a job from a pool of lower-tiered schools. After each game you would have to answer questions from the press, which would allow you to establish your personality type. This personality would begin to shape how you are viewed by potential recruits, and by your AD. Players could have academic troubles -- or get free tattoos -- and the press would grill you on these issues as well.

You would also be given create-a-play tools so you could develop your own offensive schemes and gadget plays. Depending on your coaching strategy and personality type, you would develop in-game dynamic rivalries with other coaches and programs. Add in a coaching carousel and some all-time challenges, like winning more games than Joe Pa, and you have got a surefire winner in my eyes.

Avoid the Madden 11 Effect

Madden 10 was one of the biggest leaps in terms of gameplay and features when compared to Madden 09. So when the masses began realizing that Madden 11 was not the year-to-year lap that Madden 10 was, people were understandably disappointed. NCAA 12 has to avoid falling into this same trap, and the team must continue to push the franchise forward in big ways. With an ever-changing sports gaming climate, consumers being able to see a quantitative year-to-year improvement is critical to increased sales, especially for a franchise that does not carry the NFL license.

In addition, the gameplay in many of today's sports games, NCAA included, does not match up with the gameplay found in titles from the previous generation. It's becoming extremely difficult for me to believe that the presentation and gameplay we are experiencing now are still not on par with what we were playing over five years ago. No more excuses, it's time for the HD generation of sports titles to finally surpass the games of yesteryear.

NCAA 12 will be released in just seven months, and for dedicated fans of the series, excitement levels are about to peak. As always, Operation Sports will be bringing you any and all NCAA Football 12 news as it breaks, so be sure to check back in the coming weeks.

What are your hopes for NCAA Football 12 at this point? Feel free to add your wish lists below.


Christian McLeod is a senior staff writer here at Operation Sports. A rabid Michigan State fan, he shed many tears as Alabama throttled the Spartans on New Year's Day. He's looking forward to next year and hopefully another Big 10 Championship. Follow him on Twitter @Bumble14_OS, talk to him here on our forums via Bumble14, and challenge him to a game of NCAA 11 on Xbox/PS3 via the tag Bumble14.

NCAA Football 12 Videos
Member Comments
# 81 playguitar90 @ 01/16/11 01:55 PM
They definitely need to improve the intelligence and outsmarting factor in the game. I want defenders in zone to watch the QB and defenders in man to watch the WR. If my wideout is 1 on 1 down the sideline, and I don't overthrow him, its a catch and a big gain. No crazy CB tipping or anything unless the CB is really good. they have to improve the actual football aspect, but also take the ratings into account.

An OL that has 10 points a player over a DL should push them around. Make weight and height matter. If youre OL is huge, you should be able to manhandle defensive lines but not be able to protect as well downfield as they are not as fast or agile. A fast or big WR should be able to make plays one on one against an inferior corner, and it should show. You should have to play against the opponent's strengths to defend them, or they will shred you all game. If theyre gouging me for 8 yards a carry then they run play action my CPU defense should bite.

Maybe add a discipline rating...where a player is more likely to stay on his assignment (regardless of how good he is at that) and not fall for tricks or fakes. He may get beat, but he won't make a mistake on a fake.
 
# 82 OpusX910 @ 01/17/11 08:00 AM
One obvious one is dynasty being completely revamped. I didn't mind the new recruiting system, until this years version....it takes too much time and is too random.

Probably the biggest thing is defensive A.I. They blitz too much, ignore underneath routes when in zone, sometimes seem to know your plays, etc.

I would like it to be a challenge to score on offense, without giving up the football aspect. It seems on Heisman all EA did to make the AI harder to score on was they mirror more routes, and huge gains are virtually impossible because they ramp up the speed of the defense so you cannot outrun them. I want some actual strategy involved, also would be nice to have all the plays run properly...some never work, and some work everytime....its irritating.

Other than that though, I am actually enjoying this game for the first time since the original xbox. Hopefully they keep making gameplay adjustments, and death to the fluff ( mascot games, one button mode, etc )
 
# 83 Eski33 @ 01/17/11 04:07 PM
Improve the presentation regarding commentary. I would also like to see each team with multiple bowl end zones OR have the end zones painted as they are in real life (I know, adding multiple bowl end zones for every team would be time consuming).

I would like to see the return of the classic teams and uniforms...

Outside of that, I am not too picky about the gameplay which is outstanding....
 
# 84 Eski33 @ 01/17/11 04:08 PM
Forgot to add that I can't wait to see the new Pro Combats in next year's game...i.e. Va Tech, Boise State,
 
# 85 amodernist @ 01/18/11 01:05 AM
i buy both MADDEN and NCAA. one thing that desperately needs to be fixed are the DRAFT CLASSES. i think the idea is super smart. you get attached to some players in NCAA and you want to draft them to your NFL team, or simply see them evolve in the pros. but it needs serious tweaking to make it more realistic. as it is, when transferring from one game to the other, good college QBs most often become really bad, and get drafted in the 6th or 7th round (lower than FBs and Ks, which makes no sense). so the stats need to be integrated to make the process more seamless. other compatibility issues include details about equipment, skin color, etc. it would also be great to allow the possibility to alter draft classes in MADDEN, but that's another issue...
 
# 86 Dr Death @ 01/18/11 06:07 AM
Great post by the OP and I would like to add a few things. All of these are game-play issues. Whilst dreads would be a nice thing to have, until game-play is improved upon everything else is just pointless.

1: Defense - I agree 100% that defense needs to be completely reworked. And whilst I want a tougher CPU defense, I don't want to see anymore Leaping Linebackers. That a linebacker can be 12 yards downfield and leap into the air and bat down a pass intended for a WR 25 yards downfield is ridiculous. Overhaul the defense, get rid of CB's w/ psychic abilities and make defenses tougher and smarter w/ out resorting to cheese like the Leaping LB's.

2: WR Routes - I have a slot WR run 3 yards upfield, then cut to a slant and after a few steps he then breaks toward the sideline. This used to be run correctly. Now, the WR will stop and completely turn and face the QB, totally negating any chance of this route succeeding. I posted about this and was told that EA changed this because the old way... the correct way... was too hard to stop. Really? So you change it to something that no WR at any level ever runs? Really? Come on man. Revert back to the way it should be and if people are having difficulty stopping it then they can learn about Cover 2...

3: QB's getting pummeled after every pass - If real life QB's were nailed as often in real life as they are in '11, nobody would be alive at the end of the year. Again, can we return to realism here?

4: Shovel Pass - Every year I ask about this and every year you, EA, ignore it. I'm going to keep asking. Your slogan is: If it's in the game, it's in the game. Uh... not. This is simple to do and do right. GET THIS IN THE GAME! It is inexcusable that it is not in the game.

5: End of Game - In '11, at the end of the game, this cheesy, light jazz music kicks in immediately following the clock hitting 0:00 and it sucks. It totally takes you away from the emotion of the game, the crowd and everything you just spent however much time accomplishing. Dump the crappy music and stay w/ the announcers. When they are done, have the sound of the crowd... excited at home for a win, dejected at home if you lose, silent on the road if you win. There's so much more you could do here and the current way is just pure crap.

6: Make all teams recruit to their system - This one is so simple. You run a system, you should recruit to that system. And that includes all 119 CPU teams when I am playing solo dynasty.

7: Timeouts - Do away w/ the CPU automatically calling timeouts at set points in a tight game, like at 1:00. Also, do away w/ the CPU waiting until AFTER I call a play to call a timeout, forcing me to go right back and call a play again. Example... I am up 38-34 w/ 1:11 on the clock. I complete a pass for 10 yards on 3rd and 6 and get the first down. Clock stops for chains... I call a play and then BAM immediately the CPU calls a timeout. Just have them call the timeout BEFORE I huddle again. Like... you know... real life.

8: Backup QB's - Make it so that when a backup QB comes in the game, there is a noticeable difference. As it is now, the backups are just as good as the starters despite their rating.

9: Create a Playbook/Custom Playbooks - Create a play should be used but only if massively improved upon from past Madden versions. In Madden you could not motion your WR's... don't make the same mistake. Also, deleting plays we don't want is a necessity.

10: Motion WR - We should be able to start a WR in motion, and immediately return him to his original spot. As it is, he motions all the way and you have to wait for him to stop before sending him back. And yes, there are reasons for this. And yes, it used to be in the game.

Now, for some cosmetic changes that should be addressed only after the gameplay is fixed.

1: New Uniforms - Every year there are new uniforms that are left out of the game. This needs to be fixed. They had in Madden '10 the ability to add AFL uniforms and whilst I think paying for uniforms is crap, you should have a way in October or November to add all new uni's into the game. You give plenty of excuses as to why this is impossible, but it is currently 2011... this is not impossible. Find a way to fix it.

2: Team Builder - Make Team Builder something actually worth using. Not having your school colors for under shirts, etc render it worthless. You could easily add new uniforms to Team Builder and kill two birds w/ one stone, but Team Builder teams need to have the same uniform options as regular teams.

3: Helmets - Get the helmet colors right at night. Playing as a created team or someone like Colorado at night, the helmets look like total dog ****.

4: My Shrine - Why did you do away with this? Bring My Shrine back. Having trophy cases lined w/ all your trophies was awesome. Like in '08 when you had a video screen and two screens w/ photos. That was perfect.
 
# 87 OpusX910 @ 01/18/11 07:09 AM
Quote:
Originally Posted by Dr Death
Great post by the OP and I would like to add a few things. All of these are game-play issues. Whilst dreads would be a nice thing to have, until game-play is improved upon everything else is just pointless.

1: Defense - I agree 100% that defense needs to be completely reworked. And whilst I want a tougher CPU defense, I don't want to see anymore Leaping Linebackers. That a linebacker can be 12 yards downfield and leap into the air and bat down a pass intended for a WR 25 yards downfield is ridiculous. Overhaul the defense, get rid of CB's w/ psychic abilities and make defenses tougher and smarter w/ out resorting to cheese like the Leaping LB's.

2: WR Routes - I have a slot WR run 3 yards upfield, then cut to a slant and after a few steps he then breaks toward the sideline. This used to be run correctly. Now, the WR will stop and completely turn and face the QB, totally negating any chance of this route succeeding. I posted about this and was told that EA changed this because the old way... the correct way... was too hard to stop. Really? So you change it to something that no WR at any level ever runs? Really? Come on man. Revert back to the way it should be and if people are having difficulty stopping it then they can learn about Cover 2...

3: QB's getting pummeled after every pass - If real life QB's were nailed as often in real life as they are in '11, nobody would be alive at the end of the year. Again, can we return to realism here?

4: Shovel Pass - Every year I ask about this and every year you, EA, ignore it. I'm going to keep asking. Your slogan is: If it's in the game, it's in the game. Uh... not. This is simple to do and do right. GET THIS IN THE GAME! It is inexcusable that it is not in the game.

5: End of Game - In '11, at the end of the game, this cheesy, light jazz music kicks in immediately following the **** hitting 0:00 and it sucks. It totally takes you away from the emotion of the game, the crowd and everything you just spent however much time accomplishing. Dump the crappy music and stay w/ the announcers. When they are done, have the sound of the crowd... excited at home for a win, dejected at home if you lose, silent on the road if you win. There's so much more you could do here and the current way is just pure crap.

6: Make all teams recruit to their system - This one is so simple. You run a system, you should recruit to that system. And that includes all 119 CPU teams when I am playing solo dynasty.

7: Timeouts - Do away w/ the CPU automatically calling timeouts at set points in a tight game, like at 1:00. Also, do away w/ the CPU waiting until AFTER I call a play to call a timeout, forcing me to go right back and call a play again. Example... I am up 38-34 w/ 1:11 on the clock. I complete a pass for 10 yards on 3rd and 6 and get the first down. Clock stops for chains... I call a play and then BAM immediately the CPU calls a timeout. Just have them call the timeout BEFORE I huddle again. Like... you know... real life.

8: Backup QB's - Make it so that when a backup QB comes in the game, there is a noticeable difference. As it is now, the backups are just as good as the starters despite their rating.

9: Create a Playbook/Custom Playbooks - Create a play should be used but only if massively improved upon from past Madden versions. In Madden you could not motion your WR's... don't make the same mistake. Also, deleting plays we don't want is a necessity.

10: Motion WR - We should be able to start a WR in motion, and immediately return him to his original spot. As it is, he motions all the way and you have to wait for him to stop before sending him back. And yes, there are reasons for this. And yes, it used to be in the game.

Now, for some cosmetic changes that should be addressed only after the gameplay is fixed.

1: New Uniforms - Every year there are new uniforms that are left out of the game. This needs to be fixed. They had in Madden '10 the ability to add AFL uniforms and whilst I think paying for uniforms is crap, you should have a way in October or November to add all new uni's into the game. You give plenty of excuses as to why this is impossible, but it is currently 2011... this is not impossible. Find a way to fix it.

2: Team Builder - Make Team Builder something actually worth using. Not having your school colors for under shirts, etc render it worthless. You could easily add new uniforms to Team Builder and kill two birds w/ one stone, but Team Builder teams need to have the same uniform options as regular teams.

3: Helmets - Get the helmet colors right at night. Playing as a created team or someone like Colorado at night, the helmets look like total dog ****.

4: My Shrine - Why did you do away with this? Bring My Shrine back. Having trophy cases lined w/ all your trophies was awesome. Like in '08 when you had a video screen and two screens w/ photos. That was perfect.
Good post, totally agree.

Something else I thought about that some people may hate, because it takes a lot of control of the passing game away, is this:

Instead of the user being able to control where to throw the ball ( back shoulder, over the top, etc ) and how hard to throw it. Let the QB's AWR rating determine what he thinks is appropriate. I feel this would separate the good QB's from the bad a lot better. As it is, anybody can make a 75 ovr QB look as good, or just about close to as good, as a 90 ovr QB, because the user is choosing where to put the ball and how hard to throw it.
 
# 88 BlastX21 @ 01/20/11 12:36 AM
Great defenses should envelop defenders when in zone coverage. Also, in real life, great defenders will leave their zone if they see a WR running stright to an open hole and go cover him if they're nearby. Thats what really makes zone so powerful. In this game they just stay right where they are.

At the very least, make a seperate slider for zone coverage.

Then add adaptive AI that will mirror routes that are run repeatedly. Tired of cheesers being able to run the same play successfully ten times in a row because the cpu reacts the same way every single time.
 
# 89 lesco543 @ 01/21/11 03:57 PM
Dreads dreads dreads dreads. And also a little bit higher of mid socks, and the spats r a bit too fat and clunky, doesn't look as real as everything else, it be cool if u could like choose a level of "spatness" but everything else is pretty cool, but tuning up the running mechanics, I think its close to perfect however it be cool if u encorperated like that terminal point where ur almost Skippy on ur toes in full extent, it sorta seemed like u were accelerating accerating and then boom ur accelerating but not rly getting faster.... But my last and final request which I have been nagging about for ever lol, although it sounds rly nitpicky but as a wide receiver and relying on speed and quickness, i can't stand having pads/pants totally engulphing my knees. And although it may not literally slow me down, its psychologically makes me feel lk I'm not reaching my full athletic potential, plus its just in style for skill positions to have little to no knee pads and very short pants, I think u guys hit everything on the dot in terms of college football realism except that specific detail, plus in lk real college football u can rly tell what guys r working hard by intl the game by how scratched up their elbows and knees r. Oh and one last thing, itd be cool if the sidelines were more cluttered wt ppl
 
# 90 gofresno @ 01/21/11 07:28 PM
Make Special Teams relavent. Kick/punt blocks and returns. Realistic field goal lengths to match ratings
 
# 91 kwomack12 @ 01/21/11 10:26 PM
Quote:
Originally Posted by EVILFACE

Easier create a prospect option, instead of having to change the points, you can select a default 5 star, 4 star ect.
Yes. I just wanted to put in a few top recruits (Jadeveon Clowney, Malcolm Brown, Trey Metoyer) but it took me so long to create these players that it wasn't even worth my time.

If nothing else, at least give us gang tackling (just take a gander at the Backbreaker physics engine). That would make the game for me. If that was the only improvement made, then I would be fine with paying $59.99 next year for the game.

Also, for the cover... Da'Quan Bowers.
 
# 92 Palo20 @ 01/22/11 08:53 AM
Quote:
Originally Posted by buckeyesfan27
Dual Threat QB's are a Threat in NCAA 11. The Running Game is a Threat. and if you think otherwise you don't know how to use it. i get 300 yards rushing every game.
You're the man.

I think a lot of us want the CPU QB to scramble and be a dual threat. Right now, they don't.
 
# 93 green94 @ 01/22/11 11:25 AM
"interactive goal pylons"

This is something I've been asking for since the PS2/Xbox days. Boggles my mind that it is still not in.
 
# 94 jbrew2411 @ 01/22/11 12:18 PM
1) True dual-threat QB's: There is not an issue when a dual-threat QB is human controlled but the cpu goes into passing mode. We should not have to edit ratings just to get a cpu QB to run more. If I play against a QB in the mold of Cam Newton or Tim Tebow I should have to account for them. Last time I had to do that was NCAA 09.

2) Coaches that matter: Coaches should have ratings that effect areas of the game like offense, defense, recruiting, in game adjustments.

3) Coaching carousel: Just read the college football headlines to see how important this is. Coaches getting fired, taking new jobs, and stepping down happens every year.

4) The ability to fully edit players in side the dynasty mode: Everyone enjoys the game in different ways so we should have the ability to do that. If I wanted to edit every player to have an overall higher then 70 then I should be able to do that. If I want to fix the recruits so I don't have 6'3" 210lbs DE's with 93str ratings playing in a 3-4 system I should be able to. If I want to fix the depth charts of all 120 schools 6 year into my dynasty then I should be able to. The power to edit will allow the gamer to fix issues that come up during the game without having to wait on EA to release a patch or tuner. This would be for offline play only with online play being able to edit everything but ratings.

5) Improve gameplay: This one is easy. Coverage in this game, both man and zone, needs overhauled. Make sliders have a much larger impact on gameplay. Improved player physics where a 225lbs RB plays differently then a 190lbs RB.

6) Dynasty mode, add more depth: This starts with my #2 & #3 request. Bring back the spring game. Add a high school all-American game. Add a training feature so we can finally get rid of the random progression(see Choops2k8 for an idea on this should be done). Add a national signing day and no player is hard committed until that day. This would allow players to switch right up until the end like we see all the time in real life.
 
# 95 Bigsheen @ 01/22/11 02:58 PM
Quote:
Originally Posted by green94
"interactive goal pylons"

This is something I've been asking for since the PS2/Xbox days. Boggles my mind that it is still not in.
im just curious, i mean i love presentation but interactive goal pylons? how often do you see the pylons knocked down to make it a statement in a game? again not trying to bash or anything im just curious as to how that "needs" to be in the game
 
# 96 CKA15 @ 01/22/11 03:00 PM
1) Qb that actually progress thru the field besides just throwing to the opposite side without looking.
2) Some new catch animations... im tired of seeing that one animation where the db swat and make the tackle at once
3)Leggings for cold weather games and the new Riddell evo helmets
4) Plz take off the -1 in the dynasties...it's so stupid
5) Coaching carousel and coach contracts like offline dynasty
6)Let WEIGHT MEAN SOMETHING

That's all for now
 
# 97 AUsouthpaw2013 @ 01/24/11 05:13 AM
Quote:
Originally Posted by JOHNNYP52
Major Improvements are needed in TEAMBUILDER.
The ability to create a stadium is huge. More control in uniform creation as well. Like, if you can select the default helmet type. Revolution, Schutt, Adams, etc. Not a unrealistic mix of all of them.

The stadium atmosphere could be improved. The band doesn't play after EVERY first down. Gets very annoying! They need pre-game atmosphere too.
Totally agree with the teambuilder thing. Another addition that would be great would be to renovate/expand your stadium in dynasty. Like if you're taking a bad school and making it into a power, but if you expand too much, too fast, empty seats are noticable.

And at a lot of schools, the band does play after every first down. Most schools down here have a "first down song" that the band does.
 
# 98 44drob @ 01/24/11 12:49 PM


Brief List

1. Dreads
2. True Power backs
3. Throwing Animations
4. True Dual Threat QB'S
5. More Diverse player engine
6.Creation of ATH recruits
7. Brands On logos 'gloves socks cleats bands etc.................
 
# 99 209vaughn @ 01/24/11 03:16 PM
1) Smarter safeties. It's sooo easy for people to throw up the seam in the middle of the field to the slot WR. Safety's NEVER play the ball correctly no matter what play is called. This is one of the biggest cheese elements of online play.

2) Easier pass coverage.

3) More effective pass rush in higher difficulty.

4) Smarter zone coverage.

5) DB's who actually play the ball and try and knock the ball out of the WR's hands. (if you cant tell, the passing game in NCAA 11 is WAY too effective, and makes an average player really good if he sticks to a few basic plays and scrambling.
 
# 100 209vaughn @ 01/24/11 03:21 PM
Quote:
Originally Posted by BlastX21
Great defenses should envelop defenders when in zone coverage. Also, in real life, great defenders will leave their zone if they see a WR running stright to an open hole and go cover him if they're nearby. Thats what really makes zone so powerful. In this game they just stay right where they are.

At the very least, make a seperate slider for zone coverage.

Then add adaptive AI that will mirror routes that are run repeatedly. Tired of cheesers being able to run the same play successfully ten times in a row because the cpu reacts the same way every single time.
This guy said it best. Zone coverage is absolute garbage in NCAA 11... So is man to man for that matter.

So many spots on the field that are always wide open to any dumby who chooses to exploit it.

Defenders who sit back in the zone need to react more to the WR's and RB's and play the ball more!

And for gods sake be able to break up the passes easier. IDK how many times online some one throws a deep bomb to the middle of the field and gets blown up by the safety and the CB and the WR still holds onto the ball.

Tone down the passing game please EA. It's killing online play... BTW I'm currently 28-6 in ranked games. So suck it whoever tells me i cant gaurd the pass.
 


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