Home

The "Commandments" of NCAA Football 12

This is a discussion on The "Commandments" of NCAA Football 12 within the EA Sports College Football and NCAA Football forums.

Go Back   Operation Sports Forums > Football > EA Sports College Football and NCAA Football
Why Player Ratings Change When Starting Dynasty Mode in College Football 25
What Is Pro Yakyuu Spirits 2024/Professional Baseball Spirits 2024, and How Do You Get It?
The House Rules Hub for Recruiting in College Football 25 Dynasty Mode
Reply
 
Thread Tools
Old 02-17-2011, 09:41 PM   #97
MVP
 
Hova57's Arena
 
OVR: 31
Join Date: Mar 2008
Location: Pittsburgh
Blog Entries: 2
That doesn't make sense then why have the rating
Hova57 is offline  
Reply With Quote
Old 02-18-2011, 05:01 PM   #98
Rookie
 
89OneHanded's Arena
 
OVR: 1
Join Date: Sep 2010
Location: Raleigh
Blog Entries: 1
Re: The "Commandments" of NCAA Football 12

Quote:
Originally Posted by Hova57
That doesn't make sense then why have the rating

That's exactly the problem. They have an excellent rating system for determining how good a player is at something, but when you get into the situation on the field, the ratings are barely used to determine the outcome. Especially on heisman difficulty, the ratings system is thrown out the window to give the computer advantages. Why does the computer get advantages that override the player ratings? Because the AI is predictable and brainless, and hidden advantages in situations that should clearly be dictated by the player ratings are the only way EA can think of to level the playing field for the CPU against humans.

This lazy way to even the playing field is the reason for our biggest frustrations that I see many many many people griping about on this board. Here are a couple examples of the more noticeable ones;
1. O-line vs. D-line
When we are on offense, the CPU pushes aside our o-line like they are small helpless children and gets pressure on us within 1-3 seconds. Play action is rendered completely useless, because the CPU does not even pretend to fall for play action, the QB motion takes WAY too long, and my o-linemen are treated like bags of feathers.
On defense, however, our high rated d-linemen will get locked onto one, just ONE CPU o-lineman and then proceeds to act as if he's giving him a very long hug. I have seen the CPU QB stand still in the pocket for twelve seconds against a 4 man rush.

These blatant inconsistencies between the human and CPU pass rush happen no matter what the ratings of the players are. Doesn't matter what the block shedding rating of our d-lineman is, doesn't matter what the pass blocking rating of a CPU o-lineman is, doesn't matter that our LG is a 91 ovr and the CPU DT is a 74 ovr. It still all happens the same way. If it doesn't matter, why does EA have the ratings again?

2. WR vs. CB
When the human is on offense, the CPU CB in man coverage runs the route better than the receiver, many times making a cut before the WR. When the human is on defense, our corners will continue to run straight up the field for a full 2 seconds after a CPU receiver makes a cut in their route, giving their receiver 10-15 yds of separation. Yet again, all of this happens no matter what the ratings of the players are. Doesn't matter that our CB has 95 man cvg rating, while the CPU receiver has a 71 route running rating. Again...why do you have the ratings again? It's painfully obvious that you're trying to give the CPU an advantage in a cheap way.

3. Turnovers
I don't even need to go into detail now, the people who have read this far know exactly what I'm talking about. QBs fumbling 30 times in one season, tipped interceptions by D-linemen...don't even get me started on that. How many interceptions does the human D-line get in a season? Exactly. Yet again, these CPU d-linemen that make acrobatic interceptions have less than 50 catch and less than 30 spectacular catch. So painfully obvious. It feels so dirty, so cheap.

4. AI Playcalling
The most uncomfortably obvious way that the CPU get an advantage is the psychic defensive playcalling. As if (GASP) the computer knew exactly what you were calling. They stack and blitz the play side if you're running the ball, press man coverage against slants, have QB spies against crossing routes, heavy blitz when you call play action...it's so predictable, I call plays based on what I know the computer will call against it. Then I audible to something that will easily beat it, or switch the run to the other side...it's too easy! It becomes predictable in a reverse psychology sort of way. But it's supposed to be giving the CPU an advantage, since the AI is too mentally handicapped to call a play based on player tendencies, or game situation, or down and distance, or offensive personnel.

I think those are plenty of examples. Plus I'm getting all worked up, I'm going to have to pick smoking back up if I keep going. You get my point though.

WHY EVEN HAVE THE RATINGS IF HEISMAN NEGATES THEM?
__________________
A gentleman is a man who knows how to play the accordion, but doesn't.
89OneHanded is offline  
Reply With Quote
Old 02-18-2011, 08:57 PM   #99
Hall Of Fame
 
Playmakers's Arena
 
OVR: 40
Join Date: Sep 2004
Location: Arizona
Posts: 14,893
Re: The "Commandments" of NCAA Football 12

show me one game where the highest difficulty level doesn't overide ratings?

This isn't a just a NCAA thing every sports games I've played has had most of the higher levels not take ratings into consideration

The reason why the highest levels are included is become it's designed to have the CPU win at all cost...if people hate the way the game plays on Heisman level then why play on the level and then complain about how ratings don't matter.....

__________________
NCAA FOOTBALL 14 ALUMNI LEGENDS CPU vs CPU DYNASTY THREAD
https://forums.operationsports.com/f...s-dynasty.html

Follow some the Greatest College Football players of All Time in NCAA Football 14
Playmakers is offline  
Reply With Quote
Old 02-18-2011, 11:16 PM   #100
Banned
 
devinewon's Arena
 
OVR: 9
Join Date: Jan 2011
Re: The "Commandments" of NCAA Football 12

Quote:
Originally Posted by Playmakers
show me one game where the highest difficulty level doesn't overide ratings?

This isn't a just a NCAA thing every sports games I've played has had most of the higher levels not take ratings into consideration

The reason why the highest levels are included is become it's designed to have the CPU win at all cost...if people hate the way the game plays on Heisman level then why play on the level and then complain about how ratings don't matter.....

But when back Qb's and RT's are burning my cornerbacks something has to be done regardless.
devinewon is offline  
Reply With Quote
Old 02-19-2011, 01:55 PM   #101
Pro
 
dougdfc's Arena
 
OVR: 0
Join Date: Feb 2011
Re: The "Commandments" of NCAA Football 12

"Thou shall remove player ratings" It makes depth chart work simple with ratings. If you have a 92 ovr RB and an 89 ovr RB, you'll make that 92 the starter almost any day. Replace it with certain abilities. like a more enhanced version of the APF 2k8 system. Abilities like second level speed(meaning the obvious), or Pocket Presence(Harder to sack in the pocket, extend plays etc. etc.) and the like. It'd make the depth chart process and recruiting a more pleasing experience in the long run. I hate recruiting a 5* "Scrambler" with B+ speed, and then having a QB who can't outrun 3-4 DT's.
dougdfc is offline  
Reply With Quote
Advertisements - Register to remove
Old 02-20-2011, 08:47 AM   #102
Rookie
 
OVR: 1
Join Date: Jul 2010
Re: The "Commandments" of NCAA Football 12

I think the reason that so many people complain the read option animation is too slow is because, in my opinion, the control system is the wrong way round.

In real life, the QB's passive action is the hand off, the active one is "pulling the ball up". Whereas in the game it is the other way around (you press X to hand off, do nothing to keep the ball).

I reckon if you made it so the default is the hand off, and you pressed X to pull the ball up, the system would work a lot better. That way you could choose when to break out of the animation, as it would be defined by when you press X.

What do you all think?
hampshire2012 is offline  
Reply With Quote
Old 02-20-2011, 12:18 PM   #103
Rookie
 
OVR: 3
Join Date: Nov 2009
Re: The "Commandments" of NCAA Football 12

Quote:
Originally Posted by hampshire2012
I think the reason that so many people complain the read option animation is too slow is because, in my opinion, the control system is the wrong way round.

In real life, the QB's passive action is the hand off, the active one is "pulling the ball up". Whereas in the game it is the other way around (you press X to hand off, do nothing to keep the ball).

I reckon if you made it so the default is the hand off, and you pressed X to pull the ball up, the system would work a lot better. That way you could choose when to break out of the animation, as it would be defined by when you press X.

What do you all think?
That may contribute to the problem. I believe its the usual cpu cheat bull**** of knowing your play. You may "read" the DE like you are supposed to, but a DT, SS, and maybe a LB or two crashing down on you IMMEDIATELY. Then you try to give to the back or run play action to combat this aggressiveness? Oh yeah still cheating. Because the CPU is still cheating knowing what play you called. Everything in a vacuum. No previous play affecting another.
SeaOfRed75 is offline  
Reply With Quote
Old 02-20-2011, 02:07 PM   #104
Rookie
 
OVR: 1
Join Date: Jul 2010
Re: The "Commandments" of NCAA Football 12

Quote:
Originally Posted by SeaOfRed75
That may contribute to the problem. I believe its the usual cpu cheat bull**** of knowing your play. You may "read" the DE like you are supposed to, but a DT, SS, and maybe a LB or two crashing down on you IMMEDIATELY. Then you try to give to the back or run play action to combat this aggressiveness? Oh yeah still cheating. Because the CPU is still cheating knowing what play you called. Everything in a vacuum. No previous play affecting another.
Yeah it definitely feels like the CPU knows your play. Like when I play as Texas Tech, call 15 pass plays in a row, then come out 4WR zone read and suddenly the defence is in a 4-3.

If you go into practice mode, choose a 4WR set and go random play against Dime formation random play, the zone read works as it should I think.
hampshire2012 is offline  
Reply With Quote
Reply


« Previous Thread | Next Thread »

« Operation Sports Forums > Football > EA Sports College Football and NCAA Football »



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -4. The time now is 02:25 PM.
Top -