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."
What a surprise, another question......I know it wasnt mentioned in the blog, but did it happen to fix anything with how the CPU rosters were reorganized for the depth charts during or after the season? I read somewhere that during gameplay a QB was playing CB or a TE would be subbed in to play as a DE? Please tell me that was fixed for those of you that have simmed or made progress with the new Tuner package...a simple yes or no if anyone knows.
I just had a DT #99 on Miami intercept my pass at the line of scrimmage on a throw that I was throwing to a receiver that was at least 10 yards down the field. I do play on Heisman and I know they were tuned for each difficulty, but come on. Aside from that play I like everything that I am seeing so far.
Maybe it's just a way they use it in game to differentiate good teams and players from bad.
Also, you might have to use your user skills in game to change the fortune of your team. Get a couple upsets and a winning season, BAM, get the 3 stars and up.
Just for the record I will not be using a team like Mid Tenn State in my dynasty. I was more worried about the CPU who controls those teams and testing to see what the lower ranked players in particular were coming in at. And unfortunately it looks those teams may still go from bad to terrible due to all the horrible 1* recruits they have.
Love the communication from your team. It's very much appreciated.
I like the fact that the tuner set looks like it is making positive, incremental changes. As we've seen from other games, patches can be designed to fix aspects of a game and unintentionally break other parts of the game.
This tuning set looks just fine by me and should make dynasty enjoyable.
I think the fundamental problem with the ratings is that they're are like two philosophies of player ratings in the game. The real existing players are rated about as high as they were in past games.
But the incoming recruits are rated to stretch the ratings (which I think is a good thing). Now the problem with that is, that the devs had to basically tune the gameplay to suit both the normal rosters and the rosters with the incoming recruits that have the streched ratings. Obviously that creates some problems.
But still the game plays a lot better than the last couple of years and I want to thank the devs for their fantastic product and Russ for his outstanding work here in this forum!
The sky is not falling I promise. Thanks Russ and co for including the LTP's this year. Keep tuning and applying this stuff to next years title and some of us old-timers who grew up using "Tallahassee" vs "South Bend" will continue to enjoy how far we have come. Could you imagine the venom people would be spewing watching Kordell Stewart run all over the backfield before throwing or taking off downfield ala NCAA 95?
Wow, that's awesome. Does this mean there are busts? I guess now you really have to look at a recruits attributes rather that just looking at the *'s.
I haven't seen any out and out busts yet, but I have seen a few 3's higher than 4's. I've seen 3's rated everywhere from the low 60's to high 70's, this seems about right to me.
Juco Players are usually extremely high rated for their stars. I had a 4 star juco rated 84. Maybe that was the case.
Awesome. I've been sick of having multiple JUCOs interested in me, but most of them come in rated just like a Freshman, but they instead have only 2 years of eligibility, so they basically are wasted recruits. A 4 star JUCO SHOULD correspond with a 4 star Freshman recruit in his 3rd year of eligibility.
I think the fundamental problem with the ratings is that they're are like two philosophies of player ratings in the game. The real existing players are rated about as high as they were in past games.
But the incoming recruits are rated to stretch the ratings (which I think is a good thing). Now the problem with that is, that the devs had to basically tune the gameplay to suit both the normal rosters and the rosters with the incoming recruits that have the streched ratings. Obviously that creates some problems.
But still the game plays a lot better than the last couple of years and I want to thank the devs for their fantastic product and Russ for his outstanding work here in this forum!
The problem is, there is no stretch. ALL the WR's are stiff-hipped Roy Williams clones that play that way too. ALL the kickers and punters are bad.
There should be a few Harvin's and D Jack's in each class and a few Roy Williams' and then a bunch in between. By year 5 all the only difference in WR play is how fast or slow they are and whether they can catch well. No difference in their gameplay otherwise.
It's used in our SIM logic some and helps CPU QB's choose who they are going to throw too. I'll double check if there is anything else but that is pretty much it.
-Russ
That looks like a BUSTED to me. So AWR does not effect anything gameplay wise? Just sim? The cat's out of the bag.
Russ you know you probably opened a BIG can or worms with that statement.
Honestly I always figured it was like a boost for overall stats or something. Take Dez Bryant in Madden as an example. His AWR is horrible but his other ratings are Nnnnnnice. The quickest way to make his ratings go through the roof is to up his AWR. Why? I have no idea... Guess it's stat related for sim games. Since I will be playing with the Cowboys I guess his AWR does not really matter?
Question: I know that the tuner set will impact dynasties already in progress, but when are the ratings generated? In other words, if I'm in Week 2 of a season and there's already prospects on my board (but their ratings aren't revealed until the offseason), will the LTP improve the ratings of those recruits, or do I have to wait for another season to start?
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
In regards to the guys system freezing... I would suggest he clear his cache. Seemed to work for me when this happened.