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."
I noticed Russ mentioned all kickers having the leg for 30 yard field goals, which makes since (most HS kickers can make 30 yard field goals), but have kicker ratings been increased or will they?
I don't care how far the kicker can kick it if he is missing every PAT.
Furthermore, Juke/Spin Move/Awareness issues... will they be in the Patch?
Just to ask again, Russ. Is it intentional for all WR recruits to have horrible Evasiveness, Juke Moves, Spin Moves, and Stiff Arm? I'm seeing 99% of WR recruits having D- in 3 or 4 of the categories, including 5 star guys.
Really good news. Now I can continue my dynasty knowing recruits will be good. I'm already having a blast this year.
Russ - by improving the cpu recruting AI, does it make the overall recruiting difficulty significantly harder?
In the amount of seasons we played it didn't feel like it made things significantly harder. But what you will notice is you have less time to the recruits that "fly under the radar" since larger teams will give up/sign top talent faster.
Let me know what you think though, we can still do some tweaks if needed.
Just to ask again, Russ. Is it intentional for all WR recruits to have horrible Evasiveness, Juke Moves, Spin Moves, and Stiff Arm? I'm seeing 99% of WR recruits having D- in 3 or 4 of the categories, including 5 star guys.
Short answer yes. Corners have poor tackling so it balances that out.
We did a LOT of work on recruits this year to change some things everyone was used to seeing (like simply reloading in year 2 with freshmen). When you change things some people will not be happy, and honestly I'm ok with that. BUT I will be working to address the things you all want to see as best I can.
I am at the end of year 1 and have yet to advance to the off-season screen. If you have am moment to answer a few questions, I'd appreciate it and so would many people here in the same situation:
Will this tuning set be in effect for my upcoming progression phase of the off-season?
Will it have an effect on the new recruits that will be generated (the filler guys that get added to the pool after the season).
Lastly, will the CPU teams immediately begin to adjust their recruiting stratgies based on need? In other words, if a CPU team already has 4 QBs signed from the in-season recruiting. Will it drop pursuit this off-season of any other QBs they're going after?
First, would like to thank to Russ and the rest of the devs who worked on the tuner. I have a question though. Looking at the awareness ratings it looks like on average the offensive recruits are a good amount higher than defensive recruits in awareness. I assume this is how it was pre tuner as well. Is there a particular reason for that, maybe some kind of benefit you guys have seen in testing? Or maybe you guys are potentially looking at this as a part of the awareness changes that will be included when the patch comes?
Short answer yes. Corners have poor tackling so it balances that out.
We did a LOT of work on recruits this year to change some things everyone was used to seeing (like simply reloading in year 2 with freshmen). When you change things some people will not be happy, and honestly I'm ok with that. BUT I will be working to address the things you all want to see as best I can.
-Russ
It's not a bad thing. Was just curious. I'd rather have them low than have WRs spinning around everybody.
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Some additional LTP changes will not be put into place until after Title Update 2 (currently estimate is in Mid-August). More details to follow, but we expect to address items such as Kicker and Awareness Progression.
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Russ, I assume you're referring to player progression, not team progression?
Is there a reason why all the teams are still going down in average OVR per team? You would think SOME teams would be going up ...
But anyway, thanks for the quick update. I am debating leaving my job early to go home and play. I am in at my bowl game and want to start the off-season!
If you look at the chart of Before/After LTP1 average OVR has gone up for most teams.
Awesome! I can't wait to get back into my dynasty! Thanks for tuner update and I look forward to future updates. Great game this year NCAA team! Probably the best NCAA to date!
I am at the end of year 1 and have yet to advance to the off-season screen. If you have am moment to answer a few questions, I'd appreciate it and so would many people here in the same situation:
Will this tuning set be in effect for my upcoming progression phase of the off-season?
Will it have an effect on the new recruits that will be generated (the filler guys that get added to the pool after the season).
Lastly, will the CPU teams immediately begin to adjust their recruiting stratgies based on need? In other words, if a CPU team already has 4 QBs signed from the in-season recruiting. Will it drop pursuit this off-season of any other QBs they're going after?
If you look at the chart of Before/After LTP1 average OVR has gone up for most teams.
-Russ
Russ, he is referring to all the teams players are progressively worse than day 1 in this tune. For example, in 2010 Alabama is a 83.28 and by the last season they are 79.48. It seems all teams are still getting worse and none are becoming better teams.
I was wondering the same thing. If you look at that chart, not one team's average overall in 2016 is as high or higher than it was in 2010.
Regardless, good work fellas.
Ahh, I understand the question now...
So if you look at the OVR line graphs you'll see that the recruits are still not 100% on par with the default rosters as you get to future years (but still WAY better than what we shipped with). I really didn't want to make too many drastic changes as I feel the top end (in player Overalls) is really good and if I messed with it too much that got broke.
It's not a bad thing. Was just curious. I'd rather have them low than have WRs spinning around everybody.
I am wondering though if that is the case, why are break tackling ratings for a good percentage of the WR's as high as they are? Personally I would rather having most WR's juking or spinning to make somebody miss than breaking alot of tackles. Personally I think this is an issue with the default rosters as well, a ton of wide receivers have high break tackle ratings. You just don't see most wide receivers in real life break tackles very frequently.
Low tackling ratings for db's combined with high break tackle ratings for wr's could cause issues as well.