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."
Not noticing any less efficiency for elastic-legged linebackers. Perhaps the QBs should be able to throw balls high and fast better. Middle of the field is still a crapshoot.
Hmmn I've noticed that you can fit the ball in over their heads now sometimes.
There are still problems in my opinion with recruits also, I've mainly just been looking at offensive skill positions though. General things I've seen as trends are...
QB - There just has to be a basement set for THP and THA, I know that this is really more reflective on 2* players but, I consistently see them with passing attributes in the 60's. They need to at the very worst 68-70.
RB - AGI is generally low around the 70's. RB's should be some of the more agile guys on the field. ACC is iffy, I'm ok with seeing this number around 80. There's many instances where I'll see a lower 3* or 2* come in with low 70's and even 60's here. All around CAR is just low and could stand to go up 5-8 points probably. Many of these come in with CAR in the 60's range no matter 5* or 2*.
WR - Terrible ACC, its quite common to see them in the 70's and 60's in some cases. AGI I'm ok with being in the 70's. The position ratings generally are fine as is.
I had a play yesterday where my QB got hit as he threw, the ball floated right at my WR 15 yards down field and a linebacker 5 yards down field jumped and swatted it away like Shaq. The ball was at double (or higher) the height of the LB and he swatted it away. This is just silly.
I would be nice if a dev could get on here and explain why it is so hard to program the game to say: "If defender is X yards away from intended WR, he will not react to the ball." So if I throw a post route to a WR on the goal line, the ball will not be knocked down by a linebacker standing on the 18. That would solve the problem a lot easier than changing the arc of the passes.
The LB's have superhuman leaps.
For me Defensive Tackles, all have hangtimes that are of Michael Jordan. Hell, the one would drop into a zone during a zone blitz, and he jumped up on a lob pass, batted it and promptly made a diving 1 handed interception. Needless to say the remote control almost went through the TV.
One other thing I did notice. The AI is calling timeouts in the final quarter although they are behind by more than 20. The CPU even called a timeout prior to punting to me.
Oh, I also noticed that the CPU is lining up for unrealistic FG attempts. At least seven times in five games the CPU has lined up for a 57 yard FG - plus. The longest attempt was 64 yards. Missed all of them....
These nagging issues are starting to kill a game that has so much promise. The graphics and presentation are great (they should have a cut scene every time a player is injured) but this game has more bugs and glitches than any other game I can remember
Oh, I also noticed that the CPU is lining up for unrealistic FG attempts. At least seven times in five games the CPU has lined up for a 57 yard FG - plus. The longest attempt was 64 yards. Missed all of them....
I've noticed this also and it really sucks. NCAA teams routinely trying 60 yard field goals is ridiculous and makes a huge difference in field position.
I've noticed this also and it really sucks. NCAA teams routinely trying 60 yard field goals is ridiculous and makes a huge difference in field position.
Seems EA has coded the AI to simulate the Lame Kiffin style of coaching games.
I've noticed this also and it really sucks. NCAA teams routinely trying 60 yard field goals is ridiculous and makes a huge difference in field position.
There are still problems in my opinion with recruits also, I've mainly just been looking at offensive skill positions though. General things I've seen as trends are...
QB - There just has to be a basement set for THP and THA, I know that this is really more reflective on 2* players but, I consistently see them with passing attributes in the 60's. They need to at the very worst 68-70.
RB - AGI is generally low around the 70's. RB's should be some of the more agile guys on the field. ACC is iffy, I'm ok with seeing this number around 80. There's many instances where I'll see a lower 3* or 2* come in with low 70's and even 60's here. All around CAR is just low and could stand to go up 5-8 points probably. Many of these come in with CAR in the 60's range no matter 5* or 2*.
WR - Terrible ACC, its quite common to see them in the 70's and 60's in some cases. AGI I'm ok with being in the 70's. The position ratings generally are fine as is.
This is an excellent post and i just pointed this out in my slider thread that after the 1st year the sliders have to be altered because the player ratings are just too low at times and the CPU can't seem to perform very well because of their reduced skills
I understand exactly what EA was trying to accomplish but when observing the ratings I think they are going about it the wrong way. You can lower ratings but you have to smart and know which ratings to lower in order to keep things realistic and good for gameplay.
The QB's for crying out loud if your going to reduce their throwing attributes you absolutely must give the guy a solid Awareness rating so that he can protect the ball and read defenses somewhat.....
Reducing his physical attributes down and giving him a low awareness just completely destroy's any chance that guy had of completing passes or running a offense during games that aren't SIMMED.
You would think by now after 5 years on Next Gen they would know what ratings makes the players excel in a realistic manner on the field....
On my 3rd year in my ND dynasty (I dl'ed the tuner file in year 2) and my opponents' extra points are at about 25% and the field goal are about 10%. I saw 1 kicker in all of the top 150 and his power is at 90 and accuracy is around 65. I actually saw the AI go for 4th and 6 at that 30 yard line most likely because his kicker already missed 3 fgs of 45 yd or less. The pwr is fine, but the acc is non-existent. I hope they fix this soon.
I had a play yesterday where my QB got hit as he threw, the ball floated right at my WR 15 yards down field and a linebacker 5 yards down field jumped and swatted it away like Shaq. The ball was at double (or higher) the height of the LB and he swatted it away. This is just silly.
I would be nice if a dev could get on here and explain why it is so hard to program the game to say: "If defender is X yards away from intended WR, he will not react to the ball." So if I throw a post route to a WR on the goal line, the ball will not be knocked down by a linebacker standing on the 18. That would solve the problem a lot easier than changing the arc of the passes.
Yeah, this is still a problem. Played TCU last night (I was Tenn) and had tons of balls batted down by robo linebackers. Like TXHusker's experience, some plays seemed to defy physics, i.e. the backer was midway between my QB and a receiver 30 yards downfield. A QB should be able to loft a ball with that much space, but as is, the receiver can't seemingly get deep enough to avoid the bat down if the backer is directly between the QB and receiver. I don't see much, if any, improvement over pre-patch.
Has anybody else had the issue where the camera zooms out when you press the right trigger to scope the field, but doesn't zoom back in when release the right trigger?
Yes...I've had this issue even before the tuner patch actually.
Has anybody else had the issue where the camera zooms out when you press the right trigger to scope the field, but doesn't zoom back in when release the right trigger?
I've had this problem in both Madden and NCAA the last couple of versions. If you quickly pull and release the right trigger again, it will go back to the zoomed in view.
I've had this problem in both Madden and NCAA the last couple of versions. If you quickly pull and release the right trigger again, it will go back to the zoomed in view.
Yea that did work last year but it sometimes stays stuck when i try i this year