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."
You missed my point in the post. There is NO improvement listed for ANY team. Sure, there's improvement as far as the overall ratings between the LTP and non-LTP sims... but you don't see any team ever get BETTER. I'd like to see a top 10 program actually improve in rating, or maybe even a mid-tier team. That's all. I understand the ratings themselves have risen, but I want to see a team be able to improve... maybe go from an 82 overall to an 84, or the like... ya know?
Not bagging on EA either, I think this is great work - just a suggestion to make even better, perhaps in the next set.
In the year 2017, Troy had become a B overall and are continuing to stay there in my simulated dynasty. There are probably more who have gotten better, but that's the one that stood out to me.
In the year 2017, Troy had become a B overall and are continuing to stay there in my simulated dynasty. There are probably more who have gotten better, but that's the one that stood out to me.
Now see, this is helpful information. Thank you very much. Obviously, I also expect it to have to be a situation where a team has to "stand out" - but that's fine with me as long as it CAN happen. That alone tells me that while it's just a start, this LTP is a success and well help tremendously. Thank you for your post!!!!
Yeah, EA although I wish we could get better out of you the first time...I'm glad you guys try and release tuner packs and patches. It seems to work out in the end.
Hm. I simmed to Week 6 of my Dynasty after the LTP (that's where I was this morning), and Alabama and OSU are so far # 1 and #2, respectively, both undefeated. Also, OU is still undefeated and Boise has lost one. So unless these teams fall off massively in the second half, mine should be normal.
I didn't see anything about gameplay changes other than heavy players won't jump as hi in the blog. However to me the game plays alot different. Speed is represented well now, not as much psychic playcalling, the game seems alot more open like a college game should be. Am I the only one seeing this? I'm on default heisman to everything out the box
I think that maybe I should be asking YOU the same question. Did YOU actually read my whole post and comprehend what I was asking?
With that being said. I read the complete blog in depth and it states there are fixes to PROGRESSION and RECRUITING. Now does that include a fix to the depth charts is what I'm asking.
Now let me break it down for you just in case you still might not see what I'm talking about.
Progression= How the players progress during the offseason correct?
Recruiting= How the cpu recruits its players correct?
Now for depth charts, which is what I would like to know if it is fixed. The CPU can PROGRESS recruits, and RECRUIT new players perfectly to its hearts content, but if the players aren't arranged correctly in the depth charts, then the issue is not fixed. Is that a little bit more clear?
Now, once again. If anyone is aware, does the tuner fix the depth chart issues? This is a seperate issue from actual recruiting and progression.
Actually, it's linked. If the CPU is recruiting 11 QB's, then they don't have the scholarships for the DT's. Hence, they play DT.
I do believe Russ did say the CPU is doing more on their depth charts in general but I'm not running back to link you to the post. The depth chart problem was a problem caused by faulty recruiting...
Also, and I'll be frank and say I didn't run a sim YET, but the fact that EA simmed and their OVR ratings stayed fairly level seems to indicate that the depth charts would be being deployed properly. If you have to play a QB at DT, it's automatically going to bring the rating of your team down. You would assume that it would be fixed simply by the recruiting logic of not having an insane amount of scholarship players at any one position alone, but I'm not claiming this to be fact.
Actually, it's linked. If the CPU is recruiting 11 QB's, then they don't have the scholarships for the DT's. Hence, they play DT.
I do believe Russ did say the CPU is doing more on their depth charts in general but I'm not running back to link you to the post. The depth chart problem was a problem caused by faulty recruiting...
I don't believe that is correct . People reported seeing the depth charts become messed up even at positions where there was plenty of depth prior to the tuner . I noticed the same thing as well. Unless they specifically went in and changed the depth chart logic I would assume it is still an issue.
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.
I just seen a free safety come in with a 97 speed rating and I have seen offensive lineman with strength above 81 many times.
???
If a PA is called during a blitz you are going down IRL.
You need to set of PA by actually running the ball.
By no means do I think I'm a skilled player but I have no trouble playing this game. Most of my passes are 10-15 yds. down the field and once in a while I see one of my WR's beat there man so I throw it deep to them. Sounds realistic to me. Note- the WR's might be beating them more often I just don't probably notice it.
I agree, maybe it's the specific playaction plays I run, but they don't usually result in sacks. The problem must be people calling long-developing PA plays and the defense blitzing a bunch of people.
You missed my point in the post. There is NO improvement listed for ANY team. Sure, there's improvement as far as the overall ratings between the LTP and non-LTP sims... but you don't see any team ever get BETTER. I'd like to see a top 10 program actually improve in rating, or maybe even a mid-tier team. That's all. I understand the ratings themselves have risen, but I want to see a team be able to improve... maybe go from an 82 overall to an 84, or the like... ya know?
Not bagging on EA either, I think this is great work - just a suggestion to make even better, perhaps in the next set.
I believe that once you get past year 2016 or so the overall ratings should start improving. With the reason being because to start with you have the inflated stock roster. Once all those player's have graduated and you only have recruits created by EA then teams SHOULD improve or get worse on a yearly basis. Hope that makes sense.
I agree, maybe it's the specific playaction plays I run, but they don't usually result in sacks. The problem must be people calling long-developing PA plays and the defense blitzing a bunch of people.
I think the problem with PA passes is the cpu's psychic playcalling. The AI knows you picked a PA pass and they seem to bring the heat the majority of the time PA pass is called.
I think the problem with PA passes is the cpu's psychic playcalling. The AI knows you picked a PA pass and they seem to bring the heat the majority of the time PA pass is called.
I disagree, the CPU could be guessing you are running a PA play due to your tendencies which is accurate...or is it possible they just picked the right play do defend the PA. If you do not establish a solid running game, the PA has ZERO affect.
I have very few issues with PA passes and I play on AA with default sliders.
I think the problem with PA passes is the cpu's psychic playcalling. The AI knows you picked a PA pass and they seem to bring the heat the majority of the time PA pass is called.
Similar to how the CPU automatically pinches the defensive line on EVERY FB Dive play called out of a Triple Option playbook.
Play calling cheat logic still exists in the game.
I just seen a free safety come in with a 97 speed rating and I have seen offensive lineman with strength above 81 many times.
I do think it's more of a balance issue than a straight "all recruits suck" issue. For example, I recruited a very solid class (or so I thought) of probably 20-22 3* players for Virginia. While I wasn't expecting any immediate stars, I figured a good portion of them would be in the 70's and could challenge for depth (this was pre-tuner).
Not a single one was rated over 70. My best recruit (Allan Hurst) was a 69 OVR MLB with 90 speed, but his awareness and other attributes were so bad that this guy with freakish speed was rendered fairly useless. Now, I haven't tried to use him in a game yet, so maybe that speed rating will be so overpowering that even a guy rated 69 can be effective. But it definitely screws with the ratings!
There are usually people that change the player ratings when they do rosters, where are these people this year? This might be our only chance for recruits from years '11 and '12 to compete with the present rosters. Now, in no way am I expecting someone to go through and drop the ratings of every team in this game, but in order to use EA's recruits correctly in this game, or the way they intended for them to be used, we might have to correct their inflation of the current players.
Guys, I don't think many of you are taking int o account unlike patches LTP's can be release mutiple times. I'm sure this won't be the only LTP thats released this year. You never know, Russ may see the complaints and adjust the WR and CB recruit ratings in a future LTP. Personally, i like the LTP so far, and can only get better with more releases. I'm sure recruiting will be tuned more. (Plus, maybe like last year with the surprise patch, maybe a surprise adjustment to teams recruiting to their style. you never know). Though i am annoyed most my 4* recruits in my Rutgers dynasty pre LTP came in at 60s. Ugh.
Either way, the low WR ratings won't stop me from playing. Plus every year i make about 10 WR's with high ratings in those categories anyway. I know thats not acceptable for everyone else, but it works for me.
but damn, some of you guys need to take a step back if a video game gets you this upset/annoyed.
What pisses me off to no end that for all those things allegedly being "by design" (WRs with low run-ratings, super fast players with 70 acceleration, the level of recruits and many more), the default roster doesnīt acount for any of those.
If you are claiming you are rating recruits a certain way with a purpose you ought to make sure the Default Roster reflects that.
It isnīt a bad game by any means (iīd propably rate it like an 8/10), but this particular thing just stands out to me and is borderline inexcusable.
That's my only issue with all this but I guess since the incoming FR will be rated lower they won't really see the field too much. Seems like over time when all the default players are flushed out everyone will be on an even playing field (somewhat). Just sucks that it will take 5-6 seasons to do that.
Oh well, you have to at least admire the direction that EA is going in.
I'm excited to get home and try this. I'm stuck in the middle of Iowa for a wedding until Sunday... being from Boston... and having this tuner waiting for me when I get home is tempting!
What pisses me off to no end that for all those things allegedly being "by design" (WRs with low run-ratings, super fast players with 70 acceleration, the level of recruits and many more), the default roster doesnīt acount for any of those.
If you are claiming you are rating recruits a certain way with a purpose you ought to make sure the Default Roster reflects that.
It isnīt a bad game by any means (iīd propably rate it like an 8/10), but this particular thing just stands out to me and is borderline inexcusable.
So true. This is my main issue with the whole thing.
I have a hard time believing EA deliberated overrated the default roster "by design" then also decided to make recruiting classes that suck in comparison "by design."