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NCAA Football 11 Demo Available Now, Post Your Impressions Here

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Old 06-16-2010, 05:27 PM   #1753
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this is already up on psn. i downloaded it tuesday morning like around 2 o clock. you have to look under the e3 thing.
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Old 06-16-2010, 05:27 PM   #1754
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Re: NCAA Football 11 Demo Available Now, Post Your Impressions Here

Anyone else feel the players are 'hunched' over too much? They look funny sometimes, definitely think they should be more upright.
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Old 06-16-2010, 05:44 PM   #1755
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Re: NCAA Football 11 Demo Available Now, Post Your Impressions Here

EA should definitely eliminate the pass dump before sack unless the QB has a quick release rating if there is such a thing. Cheesy way to avoid sacks.
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Old 06-16-2010, 05:47 PM   #1756
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Re: NCAA Football 11 Demo Available Now, Post Your Impressions Here

just noticed something after like 30 games in the DEMO....Players UNIS dont get dirt....Maybe its just the demo....Sure hope so.
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Old 06-16-2010, 05:57 PM   #1757
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Re: NCAA Football 11 Demo Available Now, Post Your Impressions Here

Quote:
Originally Posted by SA1NT401
just noticed something after like 30 games in the DEMO....Players UNIS dont get dirt....Maybe its just the demo....Sure hope so.

really? even the rain games?
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Old 06-16-2010, 06:03 PM   #1758
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Originally Posted by BooseDown
There's a lot to love about this game. However, I have a few "gripes":

With the introduction of locomotion, the gameplay has increased fluidity but decreased responsiveness.

It appears the momentum factor could be scaled back slightly. When playing the game, I can't feel the plants, cuts, and jukes, or contact. It almost seems like their floating on the field to me. So I can see the action but I can't really feel it, if that makes any sense.

Also, on the playcalling screen, I liked how there were 6 plays on the screen as opposed to the current 3. It helps when you're running a 2 minute drill and you're working from a package with a lot of plays.

Lastly, it seems like the hit stick doesn't work the same and defenders don't tackle quite as well.

Hopefully, those are just minor tweaks cause they're pretty major issues IMHO.
Just to add to that. My gripes with the gameplay are specifically focused on the defense players. The lack of responsiveness on the offensive side isn't quite as noticeable.
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Old 06-16-2010, 06:03 PM   #1759
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Re: NCAA Football 11 Demo Available Now, Post Your Impressions Here

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Originally Posted by rhombic21
Been trying to sift through all of the comments here, so forgive me for repeats.

- The underneath zones (hook zones in particular) are problematic in two ways. First, defenders do not seem to match up to receivers that enter their zones very quickly. This results in receivers running wide open when they shouldn't be.

There are also serious issues with the hook zones dropping to the incorrect location when the ball is on the hashmark. This was documented last year and is still an issue this year. Essentially all the players drop way opposite the direction they are supposed to, so that you end up with the weakside linebacker in a 4-3 covering the middle of the field, the MLB covering the wide-side hash mark, and the strongside linebacker covering the strongside numbers. This is a major problem that opens up serious gaps in the defense.

- Deep zones are newly problematic, and it seems to stem from multiple problems. First, corners and safeties do not seem to be properly gauging the speed that receivers are running and thus end up standing flat footed while a player runs right past them. Sometimes it appears that corners in Cover 3 (playing the deep sideline) do not run deep with the receiver for some reason and instead choose to come up and guard a shorter route. Safeties in deep zones do not do a very good job at identifying threats as they enter their area and positioning themselves such as to be able to defend deep passes to their area. Bottom line is that there are way too many instances where receivers get behind the deep zone players, whether it be down the sidelines or over the middle.

- There also appear to be some issues with flat zone defenders sinking in towards the middle of the field and not covering receivers in their area under certain circumstances, though it is difficult to tell what exactly triggers this as sometimes they cover the right area.

- Man coverage is generally alright, with the exception of the fact that corners and linebackers who do not have safety help over the top (i.e. if the defense is in some sort of blitzing play) play too aggressively against shorter routes which results in them getting beat deep way too often.

- The pass rush from CPU controlled players seems to be very hit or miss. If the defense does not pass commit and does not get a "great jump", then the QB will often times have virtually all day to throw the ball. If the defense pass commits and gets a great jump, then sometimes you see almost instant pressure. There does not appear to be enough of a middle ground where the QB has time initially, but is then forced to throw after 4 or 5 seconds.
This deserves a repost because its the best post in this entire thread, THE GAMEPLAY needs some help, I hope the devs see this and others understand what these findings mean for sim fans.
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Old 06-16-2010, 06:08 PM   #1760
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Re: NCAA Football 11 Demo Available Now, Post Your Impressions Here

Noob question: Does the auto accelerate work on Defense as well? Sorry I know.
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