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NCAA Football 11 Live Tuning Pack 1, Available Now

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Old 08-06-2010, 01:57 PM   #465
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Re: NCAA Football 11 Live Tuning Pack 1, Available Now

Has anybody had any game speed issues after downloading the tuner? I downloaded it last night, granted it was very late after working for 15 hours but the players looked like they were on crack. I usually play on slow and I double checked the setting, still on slow. The game looked like I was playing on at least the fast setting. I dropped it down to very slow and it helped a little. But players were definitely moving quicker than normal and teleporting more than normal.

Just curious if anyone else had experienced this since downloading the tuner.
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Old 08-06-2010, 02:09 PM   #466
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Re: NCAA Football 11 Live Tuning Pack 1, Available Now

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Originally Posted by poopoop
So true. This is my main issue with the whole thing.

I have a hard time believing EA deliberated overrated the default roster "by design" then also decided to make recruiting classes that suck in comparison "by design."
well, it's likely that the people that worked on the generated recruits for dynasty mode did not work on the default roster(almost certain in fact, as I think only 1 person works on the default roster). so you have 2 different rating methods between the 2. so the dynasty people make the generated recruits to fit what they want, while the guy that works on the default roster makes the roster to fit more of a 'play now' setting.

the default roster is typically not good for dynasty mode as there are usually a lot of high rated underclassmen, which when they progress, end up being better than they should be. it's usually why community roster editors lower ratings across the board.
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Old 08-06-2010, 02:14 PM   #467
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Re: NCAA Football 11 Live Tuning Pack 1, Available Now

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Originally Posted by Solidice
well, it's likely that the people that worked on the generated recruits for dynasty mode did not work on the default roster(almost certain in fact, as I think only 1 person works on the default roster). so you have 2 different rating methods between the 2. so the dynasty people make the generated recruits to fit what they want, while the guy that works on the default roster makes the roster to fit more of a 'play now' setting.

the default roster is typically not good for dynasty mode as there are usually a lot of high rated underclassmen, which when they progress, end up being better than they should be. it's usually why community roster editors lower ratings across the board.

EXACTLY! In the future, it would be good if they could coordinate the two efforts so that the transition is seamless.
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Old 08-06-2010, 02:18 PM   #468
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Re: NCAA Football 11 Live Tuning Pack 1, Available Now

True. But even that just shows a lack of foresight which is what frustrates me. It also doesn't account for things like kickers being too low, or 23% of the teams being ranked D- after a few years pre-tuner.

At least the goal now seems to be getting the recruiting classes in line with the default roster. Hopefully next year they realize the roster guy and progression guy should be working closely together. Two different rating methods within one game is only going to lead to beef.

Last edited by poopoop; 08-06-2010 at 02:21 PM.
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Old 08-06-2010, 02:25 PM   #469
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Originally Posted by aotke1110
Has anybody had any game speed issues after downloading the tuner? I downloaded it last night, granted it was very late after working for 15 hours but the players looked like they were on crack. I usually play on slow and I double checked the setting, still on slow. The game looked like I was playing on at least the fast setting. I dropped it down to very slow and it helped a little. But players were definitely moving quicker than normal and teleporting more than normal.

Just curious if anyone else had experienced this since downloading the tuner.
i play on slow too(which is one below 'normal' speed), and it seemed perfect to me last night...
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Old 08-06-2010, 02:30 PM   #470
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Re: NCAA Football 11 Live Tuning Pack 1, Available Now

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I do think it's more of a balance issue than a straight "all recruits suck" issue. For example, I recruited a very solid class (or so I thought) of probably 20-22 3* players for Virginia. While I wasn't expecting any immediate stars, I figured a good portion of them would be in the 70's and could challenge for depth (this was pre-tuner).

Not a single one was rated over 70. My best recruit (Allan Hurst) was a 69 OVR MLB with 90 speed, but his awareness and other attributes were so bad that this guy with freakish speed was rendered fairly useless. Now, I haven't tried to use him in a game yet, so maybe that speed rating will be so overpowering that even a guy rated 69 can be effective. But it definitely screws with the ratings!
Exactly the point I was trying to get across. It is near impossible to find recruits with balanced attributes. It doesn't matter if you new half back has 99 speed if it takes him 30 yards to reach it or if he can't turn up field with proper agility. I can see some recruits not being balanced but majority should have a balance between certain stats. There should be more balance with throwing stats for QBs too.
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Old 08-06-2010, 03:06 PM   #471
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Re: NCAA Football 11 Live Tuning Pack 1, Available Now

Was anything done in the tuning pack to tone down the db's running routes before my receivers do?

Is this something I can help out with by using the sliders.

Anytime I play one of the really good teams this really makes it hard to do anything in the passing game because my guy has position and should be open but before my WR even turns to do an in route or a post or something the DB already has.
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Old 08-06-2010, 03:08 PM   #472
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Re: NCAA Football 11 Live Tuning Pack 1, Available Now

Quote:
Originally Posted by Solidice
well, it's likely that the people that worked on the generated recruits for dynasty mode did not work on the default roster(almost certain in fact, as I think only 1 person works on the default roster). so you have 2 different rating methods between the 2. so the dynasty people make the generated recruits to fit what they want, while the guy that works on the default roster makes the roster to fit more of a 'play now' setting.

the default roster is typically not good for dynasty mode as there are usually a lot of high rated underclassmen, which when they progress, end up being better than they should be. it's usually why community roster editors lower ratings across the board.
You're probably dead-on solid but I find it strange that these 2 team's path don't cross at some point in the development phase. Community roster editors do a great job but it's unrealistic for us to expect them re-rate every player AFTER simming to see how incoming recruits come in.

On a side note, I guess those QB AWR sim-tests (over 81 AWR I think) really make sense now seeing as how it supposedly only affects QBs.
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