"NCAA Football Dev Team:
The players actually have higher top speeds this year than last year (based on real life data). It takes them longer to get to those top speeds however so you really only see guys hit 100% speed after 30 to 50 yards (based on their acceleration ratings) I think the game feels very similar speed wise, just not twitchy. We've added a game speed slider so that you can tune it to your liking however."
My Question - Does locomation add more realism to the run game? ex: Cutback lanes, slowing down to wait on blocking then accelerating away from defender, just the ability to creat like a real RB
Answer - EA_Russ_Kiniry: From what I've been playing with so far these are two great examples of what happens in the game (cut backs and using acceleration). There have been many runs where you see a hole on the back side of the play and when you make the move to go there the defenders now can't stop on a dime and cut back to stop you. So what you see is poor defenders basically over pursuing the play side and huge runs on cut backs. It really is one of the funnest things with locomotion I've seen.
My Question - Does locomation add more realism to the run game? ex: Cutback lanes, slowing down to wait on blocking then accelerating away from defender, just the ability to creat like a real RB
Answer - EA_Russ_Kiniry: From what I've been playing with so far these are two great examples of what happens in the game (cut backs and using acceleration). There have been many runs where you see a hole on the back side of the play and when you make the move to go there the defenders now can't stop on a dime and cut back to stop you. So what you see is poor defenders basically over pursuing the play side and huge runs on cut backs. It really is one of the funnest things with locomotion I've seen.
I dont really ask them for their opinions just facts. Its their job to talk this game up. Last year they would have said the same thing. And acted like locomotion wasnt even an issue.
I'll believe it when I see it myself ,BUT if this is true its setting the stage for NCAA 11 to have a breakout year. Just adding locomotion to this game makes it the best this GEN NCAA.
I dont really ask them for their opinions just facts. Its their job to talk this game up. Last year they would have said the same thing. And acted like locomotion wasnt even an issue.
I'll believe it when I see it myself ,BUT if this is true its setting the stage for NCAA 11 to have a breakout year. Just adding locomotion to this game makes it the best this GEN NCAA.
Thats true.
But this could def. make this the best one yet,someone else also asked if you could pull of Barry Sanders type runs, and he said something like "HA! yea, I've had a couple cool runs with players with 95+ speed/acceleration/agility" ..
Run game is my fav. aspect so that's what i like to hear
Good stuff. I started NOT to even check out the live chat but glad I did. Things I like reading about are (typing as I read it):
- Defenders NOT being able to stop on a dime to catch u on cutbacks
- Defensive over pursuits actually are costly
- Running cutbacks can be costly, affecting re-acceleration
- Speed sliders
- Runners using their off hand in particular when approaching blockers and to swat defenders arms, etc.
- Gangtackles ala Protak looking much more natural (than Madden 10)
- Sprint button usage is costly with locomotion, overall
- Catching tool being used in Madden 11 is being used in NCAA 11
- Agility is also affected by locomotion
This is sounding like a GREAT EFFIN' GAME so far. On top of this, the "new look" of the game is fantastic. Can't wait to test drive this pup.
I dont really ask them for their opinions just facts. Its their job to talk this game up. Last year they would have said the same thing. And acted like locomotion wasnt even an issue.
I'll believe it when I see it myself ,BUT if this is true its setting the stage for NCAA 11 to have a breakout year. Just adding locomotion to this game makes it the best this GEN NCAA.
It not only sets NCAA 11 to have a break out year but also madden 11 aswell.
Good stuff. I started NOT to even check out the live chat but glad I did. Things I like reading about are (typing as I read it):
- Defenders NOT being able to stop on a dime to catch u on cutbacks
- Defensive over pursuits actually are costly
- Running cutbacks can be costly, affecting re-acceleration
- Speed sliders
- Runners using their off hand in particular when approaching blockers and to swat defenders arms, etc.
- Gangtackles ala Protak looking much more natural (than Madden 10)
- Sprint button usage is costly with locomotion, overall
- Catching tool being used in Madden 11 is being used in NCAA 11
- Agility is also affected by locomotion
This is sounding like a GREAT EFFIN' GAME so far. On top of this, the "new look" of the game is fantastic. Can't wait to test drive this pup.
Yea I'm loving it so far. But remember Madden team is using this same stuff like NCAA DEV team is to. So if everything goes right in the final build right before the release for both games. This could be the year people have been waiting for the next Gen console. But time will tell. But for now aleast it's nice to know EA is finally doing somthing about the game engine in both NCAA and Madden this year and beyond.
If nothing else, confirmation of a game speed slider was great news to come out of this chat.
This. After playing Madden last year, I couldn't go back to NCAA. Waaaay too fast, and no way to change it. Now Madden was a bit on the slow side, but something in between would have been great. Glad to hear we'll have some control this year. As a gamer, I don't think you can ever have too many customizable set up or gameplay options/modes available.
I didn't have my question answered in live chat but I was wondering if anyone else here knew....
In that awesome screenshot of the miami hurricane ball carrier it looks as if the player is really planting his foot and sitting down for a heavy body shift type of cutback.....was that question ever brought up or has anyone ever heard anything on it? If so does that affect acceleration with having to build up the acceleration again after a sharp cutback? It seems like in last builds players could turn on dimes with no affect to acc.
It's awesome screen shot!
Actually, in several different ways, they answered that in the chat. Locomtion virutally has an affect accelaration, cutbacks, speed, and momentum. Sounds like we are going to have to retune how we all play NCAA AND Madden, this year, if this new tech is the real deal.
EA_Russ_Kiniry:
From what I've been playing with so far these are two great examples of what happens in the game (cut backs and using acceleration). There have been many runs where you see a hole on the back side of the play and when you make the move to go there the defenders now can't stop on a dime and cut back to stop you. So what you see is poor defenders basically over pursuing the play side and huge runs on cut backs. It really is one of the funnest things with locomotion I've seen.
NCAA Football Dev Team:
Yeah, there are more opportunities for cutbacks on kick returns and turnovers. Being out in open space is where you notice it the most.
NCAA Football Dev Team:
Agility is the rating that lets you keep your speed while turning. A low agility guy with high acceleration will have to slow down more to make the turns,but can get back up to top speed quicker. A high agility guy with low acceleration won't have to slow down to maintain the same speed. As you can see different combinations of ratings can allow players to be effective in ways that match the style of player they are.
[Comment From KMart2180 KMart2180: ]
Will the Defensive AI be smart enough now to contain some of these cutback runs? Or is this gonna be a high scoring affair?
NCAA Football Dev Team:
It's very tunable. Players with better pursuit ratings will defend better against the cutback.
EA_Russ_Kiniry:
For example some teams with lower defensive ratings have given up huge runs when I'm playing the game... however a top notch defense still will make plays in the back field.
NCAA Football Dev Team:
We aren't seeing shootouts in the games we are playing against each other now. When the system first went in at the beginning of the cycle before we had retuned the ai however...
Sounds like with the new locomotion we're going to have to do some scouting before our OL dynasty games. Seems like in the past all players played way too similar. Now we'll have to know what the #1,2 and 3 running backs running styles are, and their strengths and weaknesses (power, speed, mix). Plus add the team specific playbooks, man this could be fun to play with different style teams.