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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
# 421 mjarz02 @ 08/06/10 01:39 PM
Quote:
Originally Posted by LionsFanNJ
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.
I think that creating 10 WRs to your liking will be a solid workaround for now. It is nothing to get upset about, like you mentioned. People need to respectfully request these changes or else they will get ignored and it wont get fixed.
 
# 422 aotke1110 @ 08/06/10 01:57 PM
Has anybody had any game speed issues after downloading the tuner? I downloaded it last night, granted it was very late after working for 15 hours but the players looked like they were on crack. I usually play on slow and I double checked the setting, still on slow. The game looked like I was playing on at least the fast setting. I dropped it down to very slow and it helped a little. But players were definitely moving quicker than normal and teleporting more than normal.

Just curious if anyone else had experienced this since downloading the tuner.
 
# 423 Solidice @ 08/06/10 02:09 PM
Quote:
Originally Posted by poopoop
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."
well, it's likely that the people that worked on the generated recruits for dynasty mode did not work on the default roster(almost certain in fact, as I think only 1 person works on the default roster). so you have 2 different rating methods between the 2. so the dynasty people make the generated recruits to fit what they want, while the guy that works on the default roster makes the roster to fit more of a 'play now' setting.

the default roster is typically not good for dynasty mode as there are usually a lot of high rated underclassmen, which when they progress, end up being better than they should be. it's usually why community roster editors lower ratings across the board.
 
# 424 mjarz02 @ 08/06/10 02:14 PM
Quote:
Originally Posted by Solidice
well, it's likely that the people that worked on the generated recruits for dynasty mode did not work on the default roster(almost certain in fact, as I think only 1 person works on the default roster). so you have 2 different rating methods between the 2. so the dynasty people make the generated recruits to fit what they want, while the guy that works on the default roster makes the roster to fit more of a 'play now' setting.

the default roster is typically not good for dynasty mode as there are usually a lot of high rated underclassmen, which when they progress, end up being better than they should be. it's usually why community roster editors lower ratings across the board.

EXACTLY! In the future, it would be good if they could coordinate the two efforts so that the transition is seamless.
 
# 425 poopoop @ 08/06/10 02:18 PM
True. But even that just shows a lack of foresight which is what frustrates me. It also doesn't account for things like kickers being too low, or 23% of the teams being ranked D- after a few years pre-tuner.

At least the goal now seems to be getting the recruiting classes in line with the default roster. Hopefully next year they realize the roster guy and progression guy should be working closely together. Two different rating methods within one game is only going to lead to beef.
 
# 426 drkfire07 @ 08/06/10 02:30 PM
Quote:
Originally Posted by StormJH1
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!
Exactly the point I was trying to get across. It is near impossible to find recruits with balanced attributes. It doesn't matter if you new half back has 99 speed if it takes him 30 yards to reach it or if he can't turn up field with proper agility. I can see some recruits not being balanced but majority should have a balance between certain stats. There should be more balance with throwing stats for QBs too.
 
# 427 sanders @ 08/06/10 03:06 PM
Was anything done in the tuning pack to tone down the db's running routes before my receivers do?

Is this something I can help out with by using the sliders.

Anytime I play one of the really good teams this really makes it hard to do anything in the passing game because my guy has position and should be open but before my WR even turns to do an in route or a post or something the DB already has.
 
# 428 KG @ 08/06/10 03:08 PM
Quote:
Originally Posted by Solidice
well, it's likely that the people that worked on the generated recruits for dynasty mode did not work on the default roster(almost certain in fact, as I think only 1 person works on the default roster). so you have 2 different rating methods between the 2. so the dynasty people make the generated recruits to fit what they want, while the guy that works on the default roster makes the roster to fit more of a 'play now' setting.

the default roster is typically not good for dynasty mode as there are usually a lot of high rated underclassmen, which when they progress, end up being better than they should be. it's usually why community roster editors lower ratings across the board.
You're probably dead-on solid but I find it strange that these 2 team's path don't cross at some point in the development phase. Community roster editors do a great job but it's unrealistic for us to expect them re-rate every player AFTER simming to see how incoming recruits come in.

On a side note, I guess those QB AWR sim-tests (over 81 AWR I think) really make sense now seeing as how it supposedly only affects QBs.
 
# 429 steelersfan7 @ 08/06/10 03:09 PM
Quote:
Originally Posted by sanders
Was anything done in the tuning pack to tone down the db's running routes before my receivers do?

Is this something I can help out with by using the sliders.

Anytime I play one of the really good teams this really makes it hard to do anything in the passing game because my guy has position and should be open but before my WR even turns to do an in route or a post or something the DB already has.
Lower the CPU pass coverage to 40-45, it goes away.
 
# 430 sirjam @ 08/06/10 03:19 PM
I have seen alot of people talking about the tuning they released. But they just talk about heavy players can't jump. Am I the only one that's seeing many other gameplay improvements? Speed players really stand out now, game seems more of a open field game now. Similair to what people was seeing with thresh at 0 but not as cheap. Routes are ran better. If u have a elite receiver he will get open. This is on default heisman to. I'm lovin it!
 
# 431 RDTII @ 08/06/10 03:25 PM
Quote:
Originally Posted by steelersfan7
Lower the CPU pass coverage to 40-45, it goes away.
Sliders are broken when playing User vs User, so that doesn't solve anything for online play.
 
# 432 ImTellinTim @ 08/06/10 04:05 PM
Quote:
Originally Posted by sirjam
I have seen alot of people talking about the tuning they released. But they just talk about heavy players can't jump. Am I the only one that's seeing many other gameplay improvements? Speed players really stand out now, game seems more of a open field game now. Similair to what people was seeing with thresh at 0 but not as cheap. Routes are ran better. If u have a elite receiver he will get open. This is on default heisman to. I'm lovin it!
I'm pretty sure it's all in your head. If they improved that stuff, they'd probably include it in the list of things that they improved, right?
 
# 433 sirjam @ 08/06/10 04:34 PM
Quote:
Originally Posted by ImTellinTim
I'm pretty sure it's all in your head. If they improved that stuff, they'd probably include it in the list of things that they improved, right?
I'm telling u I played with Florida last night an Demps was flying, I also noticed that my receivers were getting open easier. I even threw a bomb an my receiver had 5 yrds seperation. That never happened before on default heisman for me.
 
# 434 Gotmadskillzson @ 08/06/10 04:53 PM
One thing I have noticed is that CPU RB's break a hell of a lot of tackles up the middle now, no matter how small the RB is. I wish they fix the RB vision though, hopefully they do in the patch. Because it looks odd seeing a toss play and the RB cut back to the CROWDED middle of the field when there is NO ONE to the outside.

CPU RB's still do that. I keep saying to myself everytime I see it that if he went to the outside he might have went all the way. It is as though all the CPU RB's have a up the middle truck fetish and want to truck over everybody up the middle or something.

Another thing I noticed is the QB take deep ball shots down the field more often now, which is something I didn't see before the tune update.
 
# 435 Mack Attack 11 @ 08/06/10 04:56 PM
Quote:
Originally Posted by poopoop
I have a hard time believing EA deliberated overrated the default roster "by design"
I believe they did overrate the default roster by design. I say this for the simple reason that people import their NCAA calsses into Madden. There would be armageddon if people imported a roster similar to the new recruits. I personally could care less because I don't plan on giving away $60 to the Madden team and would never use this feature anyway but it would have an impact. I like the watered down recruit pull because it makes it harder to build a two star team into a contender.
 
# 436 sirjam @ 08/06/10 05:06 PM
Quote:
Originally Posted by TXHusker25
Amazingly, I kind of noticed the same thing but in RTG. I am a WR and I've had 99 speed since I was a freshman, but pre-tuner set, I would constantly get caught from behind or a corner run with me on a fly route.

The first game I played after the tuner set, I was absolutely flying past everyone. My team kept calling fly routes and I literally was 5-10 yards behind the corner every time, first game was 10 for 277 and 3 TD.

Now it could have been because the second game was the opening game of year 3 and maybe my acceleration improved a lot in the offseason, but maybe the tuner set had something to do with it.
I'm glad others are seeing things to. I broke one with Demps an he was gone, pre tuning that never happened. I also think they made locomotion more responsive, I'm able to generate different animations than before, able to break more tackles.
 
# 437 goalie @ 08/06/10 05:36 PM
i've read some of this, but not all...

summing up, though - the pack basically does what it's supposed to, no?
 
# 438 andyacecandy @ 08/06/10 05:48 PM
I adjusted the speed threshold in SNs sliders so my fast players dont get caught from behind by lineman

put it at 25
 
# 439 candy2500 @ 08/06/10 08:46 PM
Quote:
Originally Posted by JJ_Bills9
Quick question about the tuner set. As long as I have it saved to my hardrive, the tuner will affect everything it's supposed to correct? Or do I have to load it before I go into my dynasty?

And I know it will work in my pre-existing dynasty.
i have it downloaded and it loads up when the game loads up offline or online.
 
# 440 jerryrice4949 @ 08/06/10 10:10 PM
Quote:
Originally Posted by TheCreep
Good afternoon Russ. First, thanks for responding here. Keep up the good work on the game. Enjoying it greatly this year except for one problem...

I read that recruiting and progression has been tweaked in the tuner file. Great, but has the issue with the actual depth charts been fixed to be specific?

It seems to start around the 3rd year in dynasty. The A.I. starts players at positions based on OVR and not the actual position the player should play.

There are ROLBs playing CBs, WRs playing Ks and Ps, etc, etc. Its pretty bad, and it spans EVERY single team. Were you aware of this problem and has it been fixed? Thanks in advance man.

This is the first time in years that I've played dynasty mode this extensively and this has completely halted my progress. Haven't played in about a week and a half waiting for this to be addressed
If this is addressed it will be through the patch. We should have details in the next 2 weeks.
 


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