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NCAA Football 10 Blog: Player Pursuit Angles

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Old 03-26-2009, 10:08 PM   #89
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Re: NCAA Football 10 Blog: Player Pursuit Angles

I don't really know what to think. I mean it is obviously better than 09, but it looks wierd. Maybe it is just the replay camera, I would like to see it from a stationary zoomed out view... In the first '10 video it almost looks like they aren't taking an aggresive enough angle. I don't think that in real life you usually see the tackler that far out infront of the runner so they have to actually turn around (and head back in the direction of the original LOS) on a run that long. The RB usually gets brought down from behind or from the side at the very least, not straight on.

Also, there is something wierd with what I believe is the playside OLB in that replay? He starts the play off the screen on the right side and runs to the middle of the field. The play is a straight sweep the whole time, there is really no way that a LB should react like that unless they totally totally totally mess up. The playside OLB on a straight obvious sweep should have outside contain, not completely vacate the area and run to the middle of the field for presumably covering a zone. If that is the OLB he should have stopped that in the backfield, or at least tried.

Like I said its better than 09, but I hope they arent swinging too far in the other direction with the pursuit. FB games aren't fun when you can't break off big runs either, especially a college game. I think it was nfl 2k3 (maybe 2k4) where breaking a long run for a TD was like impossible and that was frustrating too.
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Old 03-26-2009, 10:09 PM   #90
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Re: NCAA Football 10 Blog: Player Pursuit Angles

The main problem really isn't the bad angles the CPU makes. It is that the RB can make a 90 degree cut full speed in under a second.
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Old 03-26-2009, 10:13 PM   #91
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Re: NCAA Football 10: Player pursuit angles

yes im glad they fixed this... it was too easy to run a burn a whole team
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Old 03-26-2009, 10:16 PM   #92
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in ncaa football 09, a running back with 99 speed could run to the outside and break a 50+ yard TD run just about on demand. this was due to the computer's horrible pursuit.
in my dynasty, i recruited a 4-star 80 overall running back with 99 speed. he won the heisman and averaged something ridiculous like 30 yards per attempt. went unbeaten with north carolina and won a national championship. although it was somewhat fun, it was EXTREMELY unrealistic.
glad to see it being fixed.
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Old 03-26-2009, 10:17 PM   #93
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Re: NCAA Football 10 Blog: Player Pursuit Angles

Quote:
Originally Posted by countryboy
How's it beside the point? The vids are showing off a certain aspect of the game, nothing more. This vid was about pursuit angles, not the running mechanics, the OL/DL interaction, or anything else.

I'm not overly excited either, but I like what I see in terms of what they are showing me here. I'll reserve judgment on other facets of the game when they actually show them off.
First, I'm not telling anyone to not get excited. I'm only saying I WON'T GET TOO EXCITED YET. Second, for the guy who said most of us skeptics aren't hardcore, I don't claim to be hardcore. I just want a game that is in my mind a reasonable simile of football. One that follows football principles and real world physics. I don't have to be hardcore to have that expectation. I've seen it done for most part with the last two games produced by Visual Concepts and Take Two.

While I understand the vids are only showing one aspect of the game, they were preceded by a blog that had still pictures showing a pocket that was formed. I haven't seen any video evidence of such a pocket, anyone can doctor an image to show what they want. Now that they show a video of how they fixed the pursuit angles I still see the other issues that persisted. I have reasonable enough intelligence to realize they might not have worked on those other issues. At the same time I have no way of knowing that they ever will fix those other issues. That is why I keep stating I am happy about the direction. This pursuit angle issue was a BIG ONE FOR ME. And I'm glad they fixed it. I still am going to reserve my excitement until I see everything.

Maybe I'm a bit too skeptical but I find it odd that they would claim to have fixed issues such as the pocket yet show a video of fixed pursuit angles using the broken OL/DL pocket engine of '09. At least when Ian posts his Madden videos he isolates the issue he is trying to fix by only showing that particular issue. If they can't do this on a particular issue I would at least expect them to state that they are showing the fixed pursuit angles while using the engine from last year. Ian does a good job of this. With all that silent I am not going to give EA the benefit of the doubt. Sorry but they have to do more to earn that. Just the way I feel.

And yes, I have a right to hold the opinion that most of you are easily satisfied or pacified. Sorry, I'll remain a skeptic until I see more. I work for my money so should EA.
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Old 03-26-2009, 10:24 PM   #94
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Re: NCAA Football 10 Blog: Player Pursuit Angles

I agree with my boy Plex. There are still things I loathe about 09 but I've played it thru longer than any other version. There are plenty of major and minor details I'd like to see implemented but overall Def. AI was a huge concern of mine(we created most of our House Rules to aid the stupid D) and pursuit angles plus WR/DB interaction will be huge. Those will make a game seem so much more realistic. Then we get the pocket, so maybe we can get that extra second occasionally to let the WR do his thing with the DB.

I'm a big stickler for detail so I really want to have more options off the field too like picking whether my team wears white or black shoes/socks and mixing and matching all possible uni combos. That's important to me so I see where some guys want more detail.

I'm really hoping they tell us they have re-worked cpu AI when it comes to depthchart/roster requirements and get the best on the field as well as recruit adequately. No more 12 QB's on the roster but 7 total OL. Stupid. You're killing me.

I think we're getting there.
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Old 03-26-2009, 10:28 PM   #95
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Re: NCAA Football 10 Blog: Player Pursuit Angles

Quote:
Originally Posted by canes21
The main problem really isn't the bad angles the CPU makes. It is that the RB can make a 90 degree cut full speed in under a second.
And if people read my previous posts they'll see this is one of main concerns. How can I get overly excited when I still see this. If EA thinks simply changing the pursuit angles make it realistic without changing the runner's ability to change direction at high speed I'll be highly disappointed. Likewise if they don't change the acceleration/deceleration when changing direction. All these go hand in hand with the pursuit angles.

It makes little sense to show an improved pursuit angle video with all those other flaws in there unless you state you are working on those things. Like I wrote, they all go hand in hand to create a more realistic experience. Playing arcade ball gets frustrating old real fast.

I also see some other poster with a good point about hoping EA doesn't over compensate to the point we never see long runs. They have a history of over-compensating. Comments like these as well as mine are intended to make the game better, not criticize the developers.
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Old 03-26-2009, 10:32 PM   #96
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Re: NCAA Football 10 Blog: Player Pursuit Angles

Quote:
Originally Posted by jdrhammer
I'm really hoping they tell us they have re-worked cpu AI when it comes to depthchart/roster requirements and get the best on the field as well as recruit adequately. No more 12 QB's on the roster but 7 total OL. Stupid. You're killing me.

I think we're getting there.
Actually yesterday OMT/Russell confirmed the fixed this in the Chat with the Producer thread Russell started. Definitely some welcome news.

EDIT: I went back and checked and it looks like OMT's post only deals with the cpu's depth chart management, not necessarily cpu recruiting. Check out post 103 here for the details: http://www.operationsports.com/forum...r-chat-11.html
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