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NCAA Football 11 News Post


The NCAA Football 11 Live Tuning Pack is now available. Check out the Q&A, right here.

More details about the Live Tuning Pack can be found right here.

Quote:
"For gameplay you should notice that larger players cannot jump as high to swat down passes making things look and feel more authentic. In Dynasty mode, it means two things. First, the majority of the teams in Dynasty will be slightly better than before due to having access to higher rated Prospects and slightly better progression. Second, CPU teams will do a much better job of accurately filling their rosters."

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Member Comments
# 181 Stacks @ 08/05/10 02:59 PM
Quote:
Originally Posted by Russell_Kiniry_EA
We don't release the game anywhere outside of the US. But the above might solve your problems.

-Russ
That's funny because I see it for sale everywhere in Canada or is Canada a part of the US now?
 
# 182 poopoop @ 08/05/10 03:01 PM
Quote:
Originally Posted by poopoop
Going into year 6 there's 14 D- overall teams. Not sure how many there are on the default roster. Only two teams A- or above.
My final count is:

Default roster
12 teams A- or above
19 teams D+ or below
0 D- teams

With tuner year 6
2 teams A- or above
35 teams D+ or below
14 D- teams

Dynasty i started pre-tuner, year 6
1 team above A-
49 teams D+ or below
25 D- teams

The tuner is definitely an improvement in terms of teams' letter grades and progression is better. It still strays far from the default roster though. I also still see the computer doing things like loading up on QBs and other annoyances. So some good things, some things still bad. Looks like it'll take a few tuners/patches to get the dynasty to stay in line with default rosters.
 
# 183 rhombic21 @ 08/05/10 03:01 PM
The blog post itself says that it can fix gameplay issues. In fact, it only mentions dynasty issues as a secondary component. I guess I'm wrong for thinking that things like coverage and run defense fall under the umbrella of gameplay.

Glad to know that we will still end up waiting 6 weeks for you guys to release a weak patch that probably won't even come close to fixing the major gameplay issues. I just wish you had been more upfront about that being the case last week, and not left the impression that you were going to be able to do things differently this year.
 
# 184 gigem @ 08/05/10 03:02 PM
Russ -

Were some things pertaining to Recruits and there progression not able to be tuned through the tuner sets? If so will they be fixed through the up coming patch? Things like WR with low juke,spin, elusivness etc..

Thanks!
 
# 185 vernond @ 08/05/10 03:03 PM
Quote:
Originally Posted by phillyax
That's funny because I see it for sale everywhere in Canada or is Canada a part of the US now?
In retrospect do you think there is anyway this could have been worded better? I don't know why people feel the need to be rude once they get behind a keyboard.
 
# 186 Russell_Kiniry_EA @ 08/05/10 03:04 PM
Quote:
Originally Posted by phillyax
That's funny because I see it for sale everywhere in Canada or is Canada a part of the US now?
Fixed it, we can all be friends again.

-Russ
 
# 187 uofm1508 @ 08/05/10 03:05 PM
Quote:
Originally Posted by Illcat
I'm not here to argue with anyone, as I see that on here a lot and I think it's pointless. I understand you guys are just offering what you feel as resolve. All I am saying is that I guess I don't understand the priority of things. It seems to me that people who spent their money on the game and even after multiple copies, cannot play the game due to circumstances outside their control. There were plenty of guys that had this problem. To me people who can't finish a game vs people who have a problem with recruits progressing, seems like the former is the more pressing matter. So, after a month of having the game some of us still can't even play a dynasty to even worry about progression. I just wanna play my game, that's all.
You can play the game.

You are CHOOSING not to because of progression issues. Your choice not to, doesn't mean you can't.
 
# 188 FatalHussien @ 08/05/10 03:05 PM
Russ,

Do incoming recruits recieve their STAR rating based on incoming OVR, potential future OVR, or a combination of both?

Ex. A 2* WR may come in at 72 but only progress to 80 by Senior year. But a 3* WR may come in at 65 OVR and progress to 90 OVR.

Is this what you meant by teams not being able to simply reload on Freshmen alone?
 
# 189 uofm1508 @ 08/05/10 03:08 PM
Quote:
Originally Posted by rhombic21
The blog post itself says that it can fix gameplay issues. In fact, it only mentions dynasty issues as a secondary component. I guess I'm wrong for thinking that things like coverage and run defense fall under the umbrella of gameplay.

Glad to know that we will still end up waiting 6 weeks for you guys to release a weak patch that probably won't even come close to fixing the major gameplay issues. I just wish you had been more upfront about that being the case last week, and not left the impression that you were going to be able to do things differently this year.
No where did they ever say coverage and run defense would be adjusted in the tuner pack. Maybe you would have saved yourself some heart ache if instead of assuming you had just waited for them to state what was being fixed
 
# 190 Russell_Kiniry_EA @ 08/05/10 03:11 PM
Quote:
Originally Posted by FatalHussien
Russ,

Do incoming recruits recieve their STAR rating based on incoming OVR, potential future OVR, or a combination of both?

Ex. A 2* WR may come in at 72 but only progress to 80 by Senior year. But a 3* WR may come in at 65 OVR and progress to 90 OVR.

Is this what you meant by teams not being able to simply reload on Freshmen alone?
Neither. Basically we create the Prospects (ALL of them for that year) then apply Caliber ratings on a sliding scale. So in an off year for Prospects you could have high 70's as 5 Stars. And in a great year you could see 80's in the 4 Stars...
 
# 191 rhombic21 @ 08/05/10 03:11 PM
Maybe they shouldn't talk about these things as addressing "core gameplay" elements, and then not address a SINGLE issue that relates to anything resembling "core gameplay."
 
# 192 nstod @ 08/05/10 03:13 PM
Quote:
Originally Posted by rhombic21
The blog post itself says that it can fix gameplay issues. In fact, it only mentions dynasty issues as a secondary component. I guess I'm wrong for thinking that things like coverage and run defense fall under the umbrella of gameplay.

Glad to know that we will still end up waiting 6 weeks for you guys to release a weak patch that probably won't even come close to fixing the major gameplay issues. I just wish you had been more upfront about that being the case last week, and not left the impression that you were going to be able to do things differently this year.
I think the problem is just mis-understanding what they said, personally. The things they listed appear to be values tied to a random number (3% of the time in this situation, the ball carrier fumbles...players progress up to 7% in this area or that area...etc, etc). Pursuit angles, logic, etc is based FAR less on random numbers, and much more on actual programming. Hence you can see some things updated with tuners (where they just set parameters for the random number generation), and other things that need a patch (actual code changes). This is my assumption, but I'm pretty sure I'm right.
 
# 193 Mobaby @ 08/05/10 03:13 PM
Quote:
Originally Posted by rhombic21
Maybe they shouldn't talk about these things as addressing "core gameplay" elements, and then not address a SINGLE issue that relates to anything resembling "core gameplay."
Or say it would fix recruits, when obviously there is still a problem as some people have tested.
 
# 194 nyqua @ 08/05/10 03:14 PM
Will the tuner patch "change" my recruits in my current dynasty or do I have to restart for it to have an effect? I'm in week 4, so restarting won't be a big deal if I have to.
 
# 195 LambertandHam @ 08/05/10 03:15 PM
Quote:
Originally Posted by poopoop
My final count is:

Default roster
12 teams A- or above
19 teams D+ or below
0 D- teams

With tuner year 6
2 teams A- or above
35 teams D+ or below
14 D- teams

Dynasty i started pre-tuner, year 6
1 team above A-
49 teams D+ or below
25 D- teams

The tuner is definitely an improvement in terms of teams' letter grades and progression is better. It still strays far from the default roster though. I also still see the computer doing things like loading up on QBs and other annoyances. So some good things, some things still bad. Looks like it'll take a few tuners/patches to get the dynasty to stay in line with default rosters.
Still a little high, but as shown with this tuner set, one can happily play their dynasty and just sub tuners in when they come out.
 
# 196 Russell_Kiniry_EA @ 08/05/10 03:16 PM
Quote:
Originally Posted by Mobaby
Or say it would fix recruits, when obviously there is still a problem as some people have tested.
Please check out the blog:

http://ncaafootball.easports.com/blo...Id=Live Tuning

It says (in detail) exactly what was done in the first Live Tuner Pack.
 
# 197 mgoblue678 @ 08/05/10 03:16 PM
Got similar results in year 2 recruiting all be it slightly better. CPU signed 10 2* and 8 1*. Highest rating is a 57 2 * JUCO OLB coming in as a junior. Everybody else is 55 or below. 10 are below 50. Not quite as low as year one, but still pretty low.

Offseason progression is between 1 and 5. 2, 3 and 4 seem to be where most fall. More than half the team is in the 50's or high 40's.
 
# 198 Illcat @ 08/05/10 03:17 PM
Semantics... I choose not to play because I would rather not spend an hour playing a game because I am not sure if it will be saved or not. At first, I was able to but more recent, it's more consistent. the last 3 games I played all froze at the post game loading screen in dynasty. It is very frustrating to try to dodge a freeze.
 
# 199 J-Unit40 @ 08/05/10 03:18 PM
Russ - Were the WR skills of elusiveness, spin move and juke move adjusted for recruits? Some people are already claiming they were not touched.

They were ridiculously low for most WRs.

Thanks for the tuner pack!!
 
# 200 Russell_Kiniry_EA @ 08/05/10 03:21 PM
Quote:
Originally Posted by Illcat
Semantics... I choose not to play because I would rather not spend an hour playing a game because I am not sure if it will be saved or not. At first, I was able to but more recent, it's more consistent. the last 3 games I played all froze at the post game loading screen in dynasty. It is very frustrating to try to dodge a freeze.
We've not seen this in any of our testing (or heard other reports) if this is an Online Dynast PM me your gamertag/dynasty name and I'll see if I can get someone to look at it. However my gut is your console is going bad...

-Russ
 


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