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."
This tuner didn't really do anything. QBs still have crappy power and accuracy. I just recruited a 3* QB who was B THP and C+ ACC. He had 78 and 67 respectively. That is very poor and DOES affect gameplay. In that recruiting class there were 4* and 5* QBs who had worse throwing attributes but were only high overall because of B and A- awareness. I am seeing those throwing attributes across the board. I also am having a problem with skill position players never having balanced spd, agi, and acc. I got a 4* HB with A spd, B- acc, and C agi. Those came out to be 94 spd, 76 acc, and 64 agi. Those are not going to progress more then a couple over his career. It is that unbalanced for almost every single recruit for the positions of HB, WR, CB, and Safeties. DE recruits are worthless with every one of them being in the 60s for spd, str, acc, and agi. There is no such thing as a speed or power rusher unless you change a DT or LB to DE. I have yet to see an offensive line recruit with more then 81 strength. I have never seen a safety with more then 78 speed unless I changed him from a CB. This little list does not even stratch the surface of the problems that STILL exist with recruits after the tuner but those are the ones that bother me the most.
Uhh taking a look at a 4 star QB 72 ovr, 82spd with 75 THP and 77 THA 70 awr.....looks pretty good to me and thats just one QB
If you don't mind, can you please clarify whether low skill ratings (sub-50 for skill position ratings) are a design feature that will not change in any NCAA 11 patch?
It would just be nice to know once and for all whether those of us who care about these kinds of details should wait for a patch to address the issue or accept this as a part of NCAA 11.
Personally, I'm a Coach Mode player who relies on the CPU to actually perform on the field. If CPU controlled players on both sides of the ball are not performing at a level deemed respectable by myself then Coach Mode becomes more frustration than enjoyment. In that case, I have no reason to own this game.
I'm sure that PvP gamers could care less about such details, but there is still a rather significant portion of the customer base that plays this game for offline dynasty mode alone.
So I should take your word over his when it comes to how they balance their own games via ratings?
I personally like the game balance in it's current iiteration and if Russ says these improve that in the future, until I see otherwise I am taking his word, and the research he presented at face value.
I like the direction they are trying to head in when it comes to recruiting and dynasty. I hope they continue it.
No, you shouldn't take MY word. In fact, it is up to you as an individual to decide what works best for you.
I just don't understand the need to attack others who do not believe that the game is balanced. Especially not when that opinion/belief happens to be the rather large majority right now. It's not a coincidence that all of these people are complaining about the same exact design decisions.
let them adjust gradually. poor ea can't win. had they made a major change, everyone would be bitching about that.
the simple fact is, with the tuners, it seems they can chart data and adjust as necessary as often as needed.
lot of people love the changes. i haven't played yet, but ea is holding solid.
Agreed man, give EA a chance to see how this first tuner goes. I assume they will take what people have to say and then do more gradual changes from there.
So I should take your word over his when it comes to how they balance their own games via ratings?
I personally like the game balance in it's current iiteration and if Russ says these improve that in the future, until I see otherwise I am taking his word, and the research he presented at face value.
I like the direction they are trying to head in when it comes to recruiting and dynasty. I hope they continue it.
To be fair though he presented research about things like team overalls not about how low tackle ratings for dbs + low elusiveness,spin and juke ratings + high BTK ratings = Optimal Balance. He simply stated that they thought it led to some sort of balance later on in dynasty.
Some people think the recruits are balanced, others don't(I am in this group). It is what it is.
No, you shouldn't take MY word. In fact, it is up to you as an individual to decide what works best for you.
I just don't understand the need to attack others who do not believe that the game is balanced. Especially not when that opinion/belief happens to be the rather large majority right now. It's not a coincidence that all of these people are complaining about the same exact design decisions.
You were the one who told me my taking Russ' word for it was a mistake.
Where did you get attacked?
How exactly do you figure what belief/opinion happens to be the large majority right now? You have numbers? You have anything remotely concrete?
Uhh taking a look at a 4 star QB 72 ovr, 82spd with 75 THP and 77 THA 70 awr.....looks pretty good to me and thats just one QB
his throw power will never reach 80 and his accuracy won't get to 85. AWR may touch 80. Unless you are playing on freshman or varsity, he will never throw the deep ball and will wiff a pass 8 times out of ten. That is not a serviceable QB unless you plan on running it every single down.
To be fair though he presented research about things like team overalls not about how low tackle ratings for dbs + low elusiveness,spin and juke ratings + high BTK ratings = Optimal Balance. He simply stated that they thought it led to balance later on in dynasty.
Agreed.. But he said the ratings were that way by design. It's obvious they did some research, I would venture to guess more than the people here simming one season to season 6 or 7 then playing a half a game or two.
We already stated no one here really knows what each rating does, yet several people here profess themselves to know more than the devs on how players should be rated and how it affects the game.
I am going to give EA the benefit of the doubt here, if it turns out they were wrong or the game is broken down the road, then I would change my opinion obviously.
his throw power will never reach 80 and his accuracy won't get to 85. AWR may touch 80. Unless you are playing on freshman or varsity, he will never throw the deep ball and will wiff a pass 8 times out of ten. That is not a serviceable QB unless you plan on running it every single down.
Seems like a decent QB...we are gonna have to agree to disagree...Florida has a 5 star QB with 89 THP and 87 THA...that seems realistic....im generally happy with this update.
However, I would like to to see WR ELU, Juke, and Spin ratings higher....I read the previous post from Russ and I get what hes saying. I personally think that is the one glaring issue. I dont think EA will give these ratings a serious boost, but a little one would be good.
In order to have breakout recievers, I am going to create 3-5 a year that have solid ratings IMO. Seems like a decent workaround for now
You were the one who told me my taking Russ' word for it was a mistake.
Where did you get attacked?
How exactly do you figure what belief/opinion happens to be the large majority right now? You have numbers? You have anything remotely concrete?
Give me the database behind the forum and I'll have numbers. Otherwise it is not worth my time to go through every thread and count posts.
Keep your opinion because nobody is trying to take it from you. I'm really not trying to convince you of anything other than to let the voices of the customer be heard instead of muffling them with blank defenses of EA without anything more than a "You vs. Them" and "Customer vs. Corporate" mindset.
Give me the database behind the forum and I'll have numbers. Otherwise it is not worth my time to go through every thread and count posts.
So how exactly did you come to the conclusion that half or more than half the peopel were unhappy with the tuner?
Quote:
Originally Posted by youALREADYknow
Keep your opinion because nobody is trying to take it from you. I'm really not trying to convince you of anything other than to let the voices of the customer be heard instead of muffling them with blank defenses of EA without anything more than a "You vs. Them" and "Customer vs. Corporate" mindset.
Where did I try to muffle anyone? Dissenting opinion is one thing, repeating the same complaint over and over again, is something completely different.
Can someone clarify this tuning pack for me please? I haven't had a chance to turn my game on yet tonight and I was wondering if this tuning pack is essentially the same as a patch and if it will automatically download the same as a patch? Thanks.
At this point, until I see otherwise, I'll stick to the expertise of someone like Russ when it comes to game balance. They seem to have done their research.
Not to mention the guy I responded to was posting the same thing over and over again, when that exact question was addressed time and time again.
Why do you want to argue about everything? I didn't post "the same thing over and over again." Someone asked what the WR's ELU/SPIN/JUKE ratings looked like so I told him. Shame on me.
Quote:
Originally Posted by mgoblue678
Doesn't mean that is optimal/best design though. Lowering BTK for WR's and raising tackle for dbs could allow those other ratings to be higher, while still preserving balance. Doesn't make much sense to me having wr's with significantly higher BTK ratings than those other ratings anyways especially finesse wr's.
This exactly. I'm sure EA thought they had went with the best design at release too. I think all a lot of people want is default rosters and recruiting classes to be consistent with one another. If the "optimal design" means WRs are rated 37 in juke, then just go back and rerate the default rosters so my play now, and online quick match games can have optimally designed wrs too.
Why do you want to argue about everything? I didn't post "the same thing over and over again." Someone asked what the WR's ELU/SPIN/JUKE ratings looked like so I told him. Shame on me.
That really isn't what you did nor were doing nor was it your intent, But if you want to pretend, fine with me.
Can someone clarify this tuning pack for me please? I haven't had a chance to turn my game on yet tonight and I was wondering if this tuning pack is essentially the same as a patch and if it will automatically download the same as a patch? Thanks.
It's like a patch but more limited in what it can change. As the title says it tunes certain settings with in the game. It's seems to make more subtle changes than a title update.
I haven't gotten home yet, but my assumption is it's autodownloaded like a patch.
Seems like a decent QB...we are gonna have to agree to disagree...Florida has a 5 star QB with 89 THP and 87 THA...that seems realistic....im generally happy with this update.
However, I would like to to see WR ELU, Juke, and Spin ratings higher....I read the previous post from Russ and I get what hes saying. I personally think that is the one glaring issue. I dont think EA will give these ratings a serious boost, but a little one would be good.
In order to have breakout recievers, I am going to create 3-5 a year that have solid ratings IMO. Seems like a decent workaround for now
His overall yes I can agree that it is good but in terms of passing the ball I cannot say he is good. He will never throw the deep ball, I can deal with that as I run a short passing game. His accuracy will never progress to a level where he can complete passes on a regular basis on higher difficulties, and I do have a problem with that. A good game for him would be going 5 for 15.
Can someone clarify this tuning pack for me please? I haven't had a chance to turn my game on yet tonight and I was wondering if this tuning pack is essentially the same as a patch and if it will automatically download the same as a patch? Thanks.
it'll ask you if you want to download at the main menu of NCAA 11 if you are connected to the internet.