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NCAA Football 11 News Post

On Monday the 14th, the demo for NCAA Football 11 was released on Xbox Live and the Playstation Marketplace, and so far the impressions have been overwhelmingly positive. But some are wondering, is the Demo truly NCAA Football 11? It came out a month before the game is due to hit shelves, so does that mean we put another month of work into the game after that? Yes it does! As a matter of fact, we finished the demo on the 1st of May and finished the game on the 1st of June. In this blog I will address some of the differences between the demo and the final product.

What's Been Done Since the Demo?

The following is a list of the most common issues reported on the demo that will not occur in the retail game:

• On Xbox 360, the Reese's Perfect Play of the Game will not always be the final play. As some of you have already speculated, we temporarily save off highlights to the hard drive during the game so you can view them later, however this is not something we are able to do in the demo.

• The CPU team will now decline penalties.

• Front four defensive linemen will generate a better pass rush. There are many contributing factors to this that have been tweaked. CPU defensive linemen will rush the pass more aggressively and will not get thrown to the ground as often when "losing" to the blocker. Defensive ends will also do a better job of getting off their blocks at more appropriate angles to help contain a scrambling quarterback. Additionally, you can always tune the pass rush to your liking using the AI sliders if you still feel it is lacking (or overpowered) in the final product.

• A major issue was fixed where the sound would cut out and eventually cause the game to freeze.

• Pass defense has been greatly improved, both in man and zone coverage assignments. They will do a better job defending crosses, slants, and the flats in man coverage. Also, deep zone assignments have been improved to defend against the deep pass. Like the pass rush, you can further tune this to your liking using AI sliders.

• Improved lead blocking by pulling linemen and fullbacks on tosses and sweeps.

• Fixed an issue where place kickers were getting subbed out for (usually) quarterbacks on kicks.

• Fixed issue where the commentary would occasionally sound garbled on Xbox 360.

• Dual Stick Ballcarrier Control has been improved, making R-Stick moves look and feel more responsive. Also made some visual improvements with turning and leaning animations.

• Fixed some issues that caused receivers to drop catches they should have made. Again, this is also something that can be tuned further using AI Sliders.

• Quarterbacks will no longer stutter when scrambling and crossing the line of scrimmage.

• Fixed several situations where the wrong team was celebrating after a big play.

• Playcall will not suggest going for a 2 point conversion when it shouldn't.

• In general, we made defenders a little better at getting off blocks. This helps in defending against outside runs and quarterback scrambles as mentioned before.

• Fixed several camera issues on kickoffs, including the one where the camera would not follow the ball on the ground.

• Fixed a broken play where the quarterback would get stuck in his handoff animation and just run backwards away from the line of scrimmage.

• Fixed FB Fake HB Toss play so the quarterback will not toss the ball behind the running back.

• Improved head tracking for ball carriers, receivers and defenders.

• Fixed some issues with auto replay cameras where it was too low to the ground and was not focusing on the correct targets.

• More general tuning was done on option plays to make them run smoother.

• Fixed an issue with playcall where it was not remembering the last formation you called.

• Fixed an issue where receivers couldn't make a tackle quickly after an interception.

• Removed an exploit that would allow for "Rocket Catches".

• Fixed an issue where the CPU Ballcarrier would continue to cover the ball during long runs, even if no defenders were near.

• Defenders will now be able to press receivers when they are in preplay motion.

• Fixed an issue where defenders would turn the wrong way on curl routes.

• Fixed an issue where defenders in man coverage would make a bad direction change after pressing the receiver.

• Tuned some out-routes out of the backfield that were too effective against man coverage.

• Fixed an issue where linebackers would stutter in pre-play and would get stuck.

• Fixed some issues with players bumping into each other during preplay adjustments.

• Fixed some issues where defenders would get caught offsides a lot against the no huddle.

• Fixed the issue causing a delayed whistle in post play.

• Fixed an exploit that disables bump and run after a play is flipped, causing coverage to go back to normal.

• Fixed an exploit that allowed you to consistently recover onside kicks.

• Adjusted CPU AI for kick returns so that they will not attempt to catch kickoffs that are headed out of bound.

• Improved CPU clock management so they will call a timeouts properly to set up a late field goal.

• Fixed an issue where the Read Option would not be executed properly from the hash marks.

• Numerous Commentary Fixes and Additions.

• Various other tweaks and tuning to improve general gameplay.

Thank you again for all the terrific feedback. I hope you continue to enjoy the demo until July 13th, when you can pick up the full retail version of NCAA Football 11.

Source: Updates from the NCAA Football 11 Demo

Game: NCAA Football 11Reader Score: 8/10 - Vote Now
Platform: iPhone / PS2 / PS3 / Xbox 360Votes for game: 83 - View All
NCAA Football 11 Videos
Member Comments
# 41 steelersfan7 @ 06/21/10 04:15 PM
 
# 42 Solidice @ 06/21/10 04:18 PM
Quote:
Originally Posted by UGADAWGS24/7
are the UF white pro combat helmets gonna be in the game? same with LSU's gold helmets. on the demo it was just Floridas orange helmet and when you unlocked lsu it showed the yellow helmet with the PC.
Florida's are not, it was requested by Florida to not include them. LSU's are in the game.
 
# 43 j_tinkler21 @ 06/21/10 04:20 PM
Impressive list. Consider me excited to see how active the Dev team has been this year.
 
# 44 rudyjuly2 @ 06/21/10 04:24 PM
Quote:
Originally Posted by ExtremeGamer
Impressive.
Most impressive.

 
# 45 nightcreeper @ 06/21/10 04:43 PM
Quote:
Originally Posted by its flav
On Monday the 14th, the demo for NCAA Football 11 was released on Xbox Live and the Playstation Marketplace, and so far the impressions have been overwhelmingly positive. But some are wondering, is the Demo truly NCAA Football 11? It came out a month before the game is due to hit shelves, so does that mean we put another month of work into the game after that? Yes it does! As a matter of fact, we finished the demo on the 1st of May and finished the game on the 1st of June. In this blog I will address some of the differences between the demo and the final product.

What's Been Done Since the Demo?

The following is a list of the most common issues reported on the demo that will not occur in the retail game:

• On Xbox 360, the Reese's Perfect Play of the Game will not always be the final play. As some of you have already speculated, we temporarily save off highlights to the hard drive during the game so you can view them later, however this is not something we are able to do in the demo.

• The CPU team will now decline penalties.

• Front four defensive linemen will generate a better pass rush. There are many contributing factors to this that have been tweaked. CPU defensive linemen will rush the pass more aggressively and will not get thrown to the ground as often when "losing" to the blocker. Defensive ends will also do a better job of getting off their blocks at more appropriate angles to help contain a scrambling quarterback. Additionally, you can always tune the pass rush to your liking using the AI sliders if you still feel it is lacking (or overpowered) in the final product.

• A major issue was fixed where the sound would cut out and eventually cause the game to freeze.

• Pass defense has been greatly improved, both in man and zone coverage assignments. They will do a better job defending crosses, slants, and the flats in man coverage. Also, deep zone assignments have been improved to defend against the deep pass. Like the pass rush, you can further tune this to your liking using AI sliders.

• Improved lead blocking by pulling linemen and fullbacks on tosses and sweeps.

• Fixed an issue where place kickers were getting subbed out for (usually) quarterbacks on kicks.

• Fixed issue where the commentary would occasionally sound garbled on Xbox 360.

• Dual Stick Ballcarrier Control has been improved, making R-Stick moves look and feel more responsive. Also made some visual improvements with turning and leaning animations.

• Fixed some issues that caused receivers to drop catches they should have made. Again, this is also something that can be tuned further using AI Sliders.

• Quarterbacks will no longer stutter when scrambling and crossing the line of scrimmage.

• Fixed several situations where the wrong team was celebrating after a big play.

• Playcall will not suggest going for a 2 point conversion when it shouldn't.

• In general, we made defenders a little better at getting off blocks. This helps in defending against outside runs and quarterback scrambles as mentioned before.

• Fixed several camera issues on kickoffs, including the one where the camera would not follow the ball on the ground.

• Fixed a broken play where the quarterback would get stuck in his handoff animation and just run backwards away from the line of scrimmage.

• Fixed FB Fake HB Toss play so the quarterback will not toss the ball behind the running back.

• Improved head tracking for ball carriers, receivers and defenders.

• Fixed some issues with auto replay cameras where it was too low to the ground and was not focusing on the correct targets.

• More general tuning was done on option plays to make them run smoother.

• Fixed an issue with playcall where it was not remembering the last formation you called.

• Fixed an issue where receivers couldn't make a tackle quickly after an interception.

• Removed an exploit that would allow for "Rocket Catches".

• Fixed an issue where the CPU Ballcarrier would continue to cover the ball during long runs, even if no defenders were near.

• Defenders will now be able to press receivers when they are in preplay motion.

• Fixed an issue where defenders would turn the wrong way on curl routes.

• Fixed an issue where defenders in man coverage would make a bad direction change after pressing the receiver.

• Tuned some out-routes out of the backfield that were too effective against man coverage.

• Fixed an issue where linebackers would stutter in pre-play and would get stuck.

• Fixed some issues with players bumping into each other during preplay adjustments.

• Fixed some issues where defenders would get caught offsides a lot against the no huddle.

• Fixed the issue causing a delayed whistle in post play.

• Fixed an exploit that disables bump and run after a play is flipped, causing coverage to go back to normal.

• Fixed an exploit that allowed you to consistently recover onside kicks.

• Adjusted CPU AI for kick returns so that they will not attempt to catch kickoffs that are headed out of bound.

• Improved CPU clock management so they will call a timeouts properly to set up a late field goal.

• Fixed an issue where the Read Option would not be executed properly from the hash marks.

• Numerous Commentary Fixes and Additions.

• Various other tweaks and tuning to improve general gameplay.

Thank you again for all the terrific feedback. I hope you continue to enjoy the demo until July 13th, when you can pick up the full retail version of NCAA Football 11.

Source: Updates from the NCAA Football 11 Demo
good ****
 
# 46 Bootzilla @ 06/21/10 04:48 PM
Pretty robust list of changes and tweaks.

I'm most interested in getting the dual stick control stuff down. Right now it seems the right stick isn't responsive in terms of turning your upper torso.

I still don't feel you have enough time to pick a defensive play. Is the demo on some sort of accelerated clock allowing less time to pick a defensive play?

I'm really impressed with the NCAA teams effort on this years game.

P.s. ODOGG OF YOUR OVER 23,000 POSTS, HOW MANY WOULD YOU SUGGEST HAD TO DEAL WITH DREADS AND LONG HAIR? MY BEST GUESSTIMATE WOULD BE 22,000 GIVE OR TAKE A FEW, HA HA.
 
# 47 ODogg @ 06/21/10 04:51 PM
LOL Bootzilla!! I'd wager that at least 1,000 of them are dreadlocks/long hair related. And I'll bet about 1,000 of them are online names and/or roster related!!

NO DREADS, NO PEACE!
 
# 48 myownsun @ 06/21/10 05:02 PM
I think we need an early release, say the first week in july!!!!
 
# 49 N51_rob @ 06/21/10 05:03 PM
Good looking list. If it all works the way it should this game is really gonna be special.
 
# 50 RamblinWreck21 @ 06/21/10 05:08 PM
Great list. This is shaping up to rival NCAA 06 and 07(last gen).
 
# 51 Papi34 @ 06/21/10 05:09 PM
As someone who thought NCAA10 was actually really fun to play, but with a lot of glaring faults, I'm REALLY looking forward to this years game. This tweaking right up to release is very promising, along with the tuner sets. Great stuff.


Just about my only issue now that's still niggling me is the lack of stat overlays. I know we get a quick bar telling us what the last play was, but I'd love regular player and team stats, really helps with that broadcast feel, for me at least.
A lot of people have said there'll be more in the final build, but given the game was finished on the 1st of June, I'm thinking E3 was final build so I'm not hopeful. Maybe in the tuner sets?
Obviously not a deal breaker, but just that cherry on top. It's like the increased number of replays, just adds to the broadcast feel. Personally, I'd take that over a halftime show any day of the week.
 
# 52 Shawnj86 @ 06/21/10 05:11 PM
thanks for the updates
 
# 53 nxt @ 06/21/10 05:18 PM
Quote:
Originally Posted by JerseySuave4
considering the replay angles are something they are promoting and talking about, i doubt you'd ever see that. They want the replays like that for a reason.

I like the replays, really makes you feel like youre right in the action. I dont need every single thing to be a tv broadcast.
I don't mind some of the in your face replays, but every replay does not need to be in at a super close-up angle either. Some of the replay angles are down right ugly and useless... I've seen running plays where the camera (low and tight) would follow the ball carrier, then someone blocking or a defender would enter the screen and totally block the view of the runner and the actual run... and I am very tired of the replay of QB throwing the ball, then cutting to the receiver catching the ball. I'd like to see the actual pass in the air or maybe how the receiver got got open to make the catch. They need to add way more variety. It just doesn't make sense to show every replay close-up.
 
# 54 boritter @ 06/21/10 05:20 PM
Quote:
• Fixed an issue where linebackers would stutter in pre-play and would get stuck.
I'm glad this was fixed because I saw it a lot in the demo.
 
# 55 TreyIM2 @ 06/21/10 05:48 PM
Definitely seen some of these issues on the PS3 demo and glad they are fixed. Was also looking for the "Michael Jackson Spinners" to be fixed but I think that was in last year's game, too. It's actually funny to see when it happens but, still, it is a glitch that needs to be removed.
 
# 56 lasthour @ 06/21/10 05:59 PM
Wow. Ea is on point! Great list.
 
# 57 YungPat97 @ 06/21/10 07:10 PM
Quote:
Originally Posted by LionsFanNJ
This. a thousand times This. The gameplay's just about at a point where all it needs is slight tuning and time for all the bells and whistles...



NO DREADS NO PEACE!

ok enough derailing by me.
dreads, mouthpieces that cover your mouth, and a road to glory like ncaa 07 and this game would be perfect
 
# 58 BlueNGold @ 06/21/10 07:12 PM
to all of the 1st post.
 
# 59 nolesfan69 @ 06/21/10 07:36 PM
Wow!! Thank you NCAA devs for the fixes, this game will
be a classic. Also I have question about a play in the
Florida State playbook. The play is Shotgun Tight, Nole
WR Screen. What happens in the play doesn't seem
normal. Or maybe its how the play is setup. After the
ball is hiked, you can "only" throw to the WR thats runs
the screen. You cannot throw to any of the other
receivers. In fact all the other receiver button icons
fade away and all you see is the screen receiver(B)
on the 360. Is this a glitch or how the play is setup.
I looked at the list and I didn't see that it was
addressed.
 
# 60 steelersfan7 @ 06/21/10 07:55 PM
Quote:
Originally Posted by umm-uuu
*Dual Stick Ballcarrier Control has been improved, making R-Stick moves look and feel more responsive. Also made some visual improvements with turning and leaning animations.


i hope this fixes how the players looked like they were running on ice cuz that was kinda a game killer for me
Me too, I hope the ice skating is fixed.
 


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