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NCAA Football 11 Blog: Real Assignment AI

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Old 05-01-2010, 12:49 AM   #81
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Re: NCAA Football 11 Blog: Real Assignment AI

For everyone wondering if the Defense has a chance this year. Here is CDJ's response from the CD. And mods if Im not susposed to post this then you can delete the post.


Originally Posted by kwizzy
CDJ, JB, gschwendt... can we get some of your thoughts on this stuff?

This is one of the big features I was waiting to finally come out. At the CE, the only person who had really big rushing days was Shopmaster using Alabama, but they have a strong OL and RB stable.

What this really does at its core is eliminate the confusion at the point of attack that existed in the past. That goes for not only for handling a lot of defenders in the box committed to stop the run, but even pass defenses versus the run.

In the games I played, running Dime, 3-3-5, etc. did not shut down the run like it did in 10 (or any previous edition for that matter); it seemed like I was gashed when facing power sets. It took running 4-3, Nickel, 5-2, 4-4 to keep their run game in check.

Who knows what people online will come up with, but I don't think the run game will be overpowering (part of that belief ties into an unannounced feature).

Along with locomotion, it felt like it took smart defensive playcalling (recognizing offensive personnel) and smart/safe strategy to win (ie: don't attempt to hit stick if you are the last line of defense, go for the tackle).
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Old 05-01-2010, 12:56 AM   #82
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Re: NCAA Football 11 Blog: Real Assignment AI

Okay, I surrender. That actually does look really good. If the game plays as smooth as it looks, then I will pick it up this year. I will decide when I play the demo.
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Old 05-01-2010, 01:03 AM   #83
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Re: NCAA Football 11 Blog: Real Assignment AI

Quote:
Originally Posted by turftickler
Okay, I surrender. That actually does look really good. If the game plays as smooth as it looks, then I will pick it up this year. I will decide when I play the demo.
lol...between this video and the offensive styles video I'm like the rabbit on the cereal commercial.
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Old 05-01-2010, 01:24 AM   #84
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Re: NCAA Football 11 Blog: Real Assignment AI

Quote:
Originally Posted by Skyboxer
I wish we could have 1 blog or feature posted without someone following it up with the "Should have been in the game already" BS.
I can't believe the amount of out of work game programmers that come to OS to post what should and shouldn't be in a game.

I knew there was a reason I stay away from the general population nowadays... guess it's good to get a reminder once and awhile.

Anyways I'm not a game programmer and this looks really nice. Still see suction blocking but I've come to the conclusion this game engine probably can't be used without suction blocking.

In any case the blocking looks very nice especially for a VIDEO GAME.
I would normally agree.

But this REALLY should have been in the game already. It's fundamental football mechanics...not some brand new revolutionary feature (like I will give credit to NCAA for the great online dynasty mechanic).
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Old 05-01-2010, 01:40 AM   #85
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Huge improvement. That last run was absolutely beautiful. I'm looking forward.
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Old 05-01-2010, 01:46 AM   #86
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Re: NCAA Football 11 Blog: Real Assignment AI

i'm getting sucked in again...
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Old 05-01-2010, 02:07 AM   #87
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Re: NCAA Football 11 Blog: Real Assignment AI

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Originally Posted by Rocky
I would normally agree.

But this REALLY should have been in the game already. It's fundamental football mechanics...not some brand new revolutionary feature (like I will give credit to NCAA for the great online dynasty mechanic).
....Thank you!!
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Old 05-01-2010, 02:36 AM   #88
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Re: NCAA Football 11 Blog: Real Assignment AI

Quote:
Originally Posted by lilcoo3
For everyone wondering if the Defense has a chance this year. Here is CDJ's response from the CD. And mods if Im not susposed to post this then you can delete the post.


Originally Posted by kwizzy
CDJ, JB, gschwendt... can we get some of your thoughts on this stuff?

This is one of the big features I was waiting to finally come out. At the CE, the only person who had really big rushing days was Shopmaster using Alabama, but they have a strong OL and RB stable.

What this really does at its core is eliminate the confusion at the point of attack that existed in the past. That goes for not only for handling a lot of defenders in the box committed to stop the run, but even pass defenses versus the run.

In the games I played, running Dime, 3-3-5, etc. did not shut down the run like it did in 10 (or any previous edition for that matter); it seemed like I was gashed when facing power sets. It took running 4-3, Nickel, 5-2, 4-4 to keep their run game in check.

Who knows what people online will come up with, but I don't think the run game will be overpowering (part of that belief ties into an unannounced feature).

Along with locomotion, it felt like it took smart defensive playcalling (recognizing offensive personnel) and smart/safe strategy to win (ie: don't attempt to hit stick if you are the last line of defense, go for the tackle).
I'm curious to see what this 'unannounced feature' is for the defense I assume.
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