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# 1321
ElroyJetson @ 06/16/10 03:09 PM
Man I dont know about you guys but Im loving the demo, sure it has some negatives but every game has negatives about it, loving the Locomotion , deep balls too me arent as easy as they used to be which is awesome, also there not always accurate either, LOVING THIS GAMECant wait for july 13th
It seems like my fast players are skating on ice about 2 inches above the field.
Overall it feels like NFL 2k5 in terms of physics.
Overall it feels like NFL 2k5 in terms of physics.
# 1323
EyeAmBaldman @ 06/16/10 03:21 PM
Personally the demo didn't do a whole lot for me. To me, it doesn't seem to be that big of a difference. As for presentation, I think crowd looks horrible when the game is going is happening on the field. I played Clemson vs Mizzou and all the Clemson fans look naked from a distance. Sure they look cool when the camera cuts to a closeup, but when you're on the field they look terrible.
Also, I thought the kicking game was getting a makeover? It seems exactly the same to me.
With Clemson's LE I got constant pressure on the QB with only 1 sack. Not bad, but I got burnt on the deep ball since the CB would jump the wrong way when I took control of him. The running game was great for me, but the CPU couldn't run a bit against me.
Again, to me, there's not a whole lot of difference. Sure a receiver comes out of breaks differently, but he was still wide open every time I threw to them. Not impressed.
Also, I thought the kicking game was getting a makeover? It seems exactly the same to me.
With Clemson's LE I got constant pressure on the QB with only 1 sack. Not bad, but I got burnt on the deep ball since the CB would jump the wrong way when I took control of him. The running game was great for me, but the CPU couldn't run a bit against me.
Again, to me, there's not a whole lot of difference. Sure a receiver comes out of breaks differently, but he was still wide open every time I threw to them. Not impressed.
# 1324
EyeAmBaldman @ 06/16/10 03:27 PM
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# 1325
texastarheel @ 06/16/10 03:38 PM
Love the game. Simply the best NCAA so far and this is not a complete version yet.
# 1326
Playmakers @ 06/16/10 03:42 PM
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I see people making these kinds of post they kinda give me the impression as if they don't think some of these game play issues can be fixed by simply spending a few minutes tuning a slider
Deep ball too easy on the demo
CPU not able to run on the demo
Can't get sacks on the demo
All those things seem really easy to fix with the Final build not sure why people are making it out to be as if those things can't be corrected on the Final version.
I though the kew word was DEMO in this thread yet i see post that kinda act like it's the retail version.
This is a good game and it's a shame people are giving up on it already.....
Oh well i guess that's why we can't all like the same things in life
# 1327
RamblinWreck21 @ 06/16/10 03:49 PM
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I agree. I really feel a heavy slider adjusted varsity/AA level will be fantastic on this game.
# 1329
Playmakers @ 06/16/10 04:24 PM
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I just love the way Varsity level keeps strong teams seperated from bad teams and the game play can be fine tuned brilliantly.
You can get a true sense of a pass rush on Varsity level with very limited suction blocking...
I can roam with LB's and get off blocks very realistic. My Defensive line doesn't feel feel like they are sucked into a animation in which i can't break out of at any time.
I don't see any super human stuff happening on Varsity level and the QB's for what ever reason just seem to play more realistic.....i'm talking in terms of incompletions being of a wider variety
If this new game speed slider works that they are suppose to include this year I think this game is going to be a BEAST and I think we can pretty much tweak this game to be the best playing NCAA game since 06
Overall i think that level just handles ratings better
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.
- 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.
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# 1332
TracerBullet @ 06/16/10 04:50 PM
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I believe the developers have said they were aware of the second problem in the demo and it has already been addressed for the final product.
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.
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.
Don't rip my head of for asking but is there progressive lighting in the game? If so is it noticeable cause I don't notice it. It's done well in MLB10 The Show. Curious.
# 1335
Playmakers @ 06/16/10 05:25 PM
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I was actually shocked myself to see them (CPU) compete on that level once you found settings to even up the playing field for the CPU
IMO the most realistic DL vs OL play is on Varsity level along with a wider variety of QB performances you get to see from team to team....
There is no Robo QB on Varsity level for the most part and you'll see several different types of incompletions aswell
My opinion is if each level is designed to make the CPU harder then it would mean each level has to boost up CPU ratings by some percentage right?
Taking that into consideration i just feel having the players perform based on true ratings values makes the most sense on Varsity level.....and the sliders can be used on that level to generate the type of game play you feel is realistic or close to realistic.
I no longer feel the need to play against a CPU opponent boosted up by level of play anymore. That is what i consider Heisman level now. I'd rather just spend a few weeks tweaking everything possible on Varsity and enjoying the game without all the extra headaches Heisman level always caused me.
this is already up on psn. i downloaded it tuesday morning like around 2 o clock. you have to look under the e3 thing.
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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really? even the rain games?
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