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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
# 81 DePounded @ 06/22/10 02:46 PM
Thank God they fixed pass coverage! I might have just changed my decision from renting to buy.
 
# 82 Playmakers @ 06/22/10 02:52 PM
Quote:
Originally Posted by thescorpio1985
Am I the only person up so far who would like 85 man rosters my squad is Texas A&M the only thing exciting about my current college teams future is our top 5 oline haul and it appears that once again I will be left out in the cold about some of our impact underclassmen because of a lack of 15 additional slots yeah I know that would not allow all of my hard working aggies but it would give 15 more OPTIONS for who should be added I unlike most of you did enjoy ncaa 10 and i WILL in ncaa 11 but it still makes me wonder what could have been... I FOR ONE WOULD PAY FOR 15 MORE PLAYERS TO SAVE MY FRANCHISE EXPERIENCE but definitely still fill like it SHOULD HAVE BEEN IN THE GAME ALL ALONG
LMAO

People already crucify EA for the default rosters and ratings and your wanting them to add 15 more players per team

 
# 83 NYYankees42 @ 06/22/10 03:39 PM
Great list of fixes, the NCAA team is doing a great job. The one i like the most is:
• Numerous Commentary Fixes and Additions.
Commentary was a little disapointing in the demo, hopefully this makes it better.
Good job NCAA
 
# 84 mgcole42 @ 06/22/10 04:56 PM
I haven't seen it mentioned but I hope they fixed the kickoff returns where the returnman runs all the way to the endzone holding the ball like an option qb...absolutely ridiculous but hopefully it just was forgotten to be put on the list
 
# 85 jsou4646 @ 06/22/10 05:03 PM
Quote:
Originally Posted by Gossennator
Thats a nice list..I wish I saw this on the list though..

*Fixed camera angles for all replays to look more life like.
That still makes me shake my head, With all the ability they have in replay angles, and they choose the one so close that we can't really see the play, maybe next year.
 
# 86 Hova57 @ 06/22/10 05:03 PM
naw everyon holds the ball like they are suppose to even on defense
 
# 87 Maverick_SWAT @ 06/22/10 05:49 PM
One thing I'm seeing in this demo that needs to be fixed and hasn't is running plays with the spread and the defense the CPU calls. I was playing as Mizzou against Clemson and every time I would try and do a read option or hand-off from three or four wide-receiver sets, the D would always line up in the 4-3. This has been in NCAA for a while and it needs to stop. It's way too easy for me to just switch to a pass play and light the D up because of my speed on the field compared to theirs.

I hope there is another update to fix this issue.
 
# 88 Blackout863 @ 06/23/10 12:45 AM
all that but they didnt fix the piggy back, "best of both worlds animation i bet
 
# 89 Palo20 @ 06/23/10 01:03 AM
There is a play in Oklahoma's playbook, 5 WR where the left slot guy (L1 on PS3) doesn't have his icon pop up.

I will look up the play name.
 
# 90 TallyBoi7 @ 06/23/10 05:59 AM
Quote:
Originally Posted by Hova57
they need to watch it with the spin button the player does a double spin once in one direction then back to the orignal direction.
I've always hated that animation...I saw it once in the demo when I was using FSU. I hit the spin button twice, and the RB did that.
 
# 91 TripleCrown9 @ 06/23/10 08:38 PM
For the guys that want 85-man rosters, I completely agree. They need to take out Mascot Mash-up and that would free up plenty of space. Or replace each mascot on a team with an actual player and put him on his real-life team.
 
# 92 thescorpio1985 @ 06/24/10 04:11 AM
Quote:
Originally Posted by UTAllTheWay
You're talking about 15 more players on each team. There are 120 teams in the game, so 15 more on each... that's 1,800 more players in the game. That's a lot of space being taken up.

Don't get me wrong, I would like more players on the teams because then Texas would actually have the 12th best prospect (WR Darius White) on their team. But putting more players in the game means more space being taken up on non-gameplay areas of the game.
I understand and I definitely want and truly appreciate the gameplay improvements but as a TRUE college football fan there are alot of depth issues which makes it where I can only hope that some of the difference makers that I project will be on the game instead of knowing that I have the option (15 of them) to add if I desire sliders are the reason why this game will be the best I can remember playing I HOPE and again that gives ALL OF US OPTIONS!!!
 
# 93 thescorpio1985 @ 06/24/10 04:15 AM
Quote:
Originally Posted by Playmakers
LMAO

People already crucify EA for the default rosters and ratings and your wanting them to add 15 more players per team

Yeah I know the rosters they come up with are as good as default but I don't play the game with players with #s I have to find out who the hell is that TEXAS hb #23.... oh ok thats Tre Newton and I laugh right back because obviously you don't have the college football passion I do.
 
# 94 thescorpio1985 @ 06/24/10 04:20 AM
Quote:
Originally Posted by SwampStomper90
For the guys that want 85-man rosters, I completely agree. They need to take out Mascot Mash-up and that would free up plenty of space. Or replace each mascot on a team with an actual player and put him on his real-life team.
this^
 
# 95 ElroyJetson @ 06/24/10 08:34 AM
Quote:
Originally Posted by SwampStomper90
For the guys that want 85-man rosters, I completely agree. They need to take out Mascot Mash-up and that would free up plenty of space. Or replace each mascot on a team with an actual player and put him on his real-life team.
Mascot matchup takes up very very little space on the cd, Adam already stated that last year thats why it's always in, taking it out isnt going to give more room for 15 more players to be added.
 
# 96 JokerswildXOXO @ 06/24/10 02:32 PM
How about broadcast camera view???!!!???
 
# 97 TripleCrown9 @ 06/24/10 03:00 PM
Does anyone know if they can fix the shading on the helmets? Florida State and UCLA's helmets are seriously way too dark.
 
# 98 TripleCrown9 @ 06/24/10 03:02 PM
Quote:
Originally Posted by shorty199127
Mascot matchup takes up very very little space on the cd, Adam already stated that last year thats why it's always in, taking it out isnt going to give more room for 15 more players to be added.
My bad. I didn't know he had said that.
 
# 99 helix139 @ 06/24/10 03:34 PM
Quote:
Originally Posted by UTAllTheWay
You're talking about 15 more players on each team. There are 120 teams in the game, so 15 more on each... that's 1,800 more players in the game. That's a lot of space being taken up.

Don't get me wrong, I would like more players on the teams because then Texas would actually have the 12th best prospect (WR Darius White) on their team. But putting more players in the game means more space being taken up on non-gameplay areas of the game.
Players do not take up a terrible amount of space, and I guarantee you there is room on the PS3 disk, if not the 360. At the very least they could include extra space for 85 men on each roster even if not including all 85. This would not be a problem as I don't believe there is ever a time all 85 men are loaded into memory space. At the most I believe 11 are loaded at one time, and these can all be loaded from the HDD with an install rather than the optical drive.
 
# 100 ODogg @ 06/24/10 03:46 PM
Yeah but if they can't do it on the 360 they won't do it at all.
 


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