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."
Man, prestige drops fast. Maybe i never noticed it before, but After simming two seasons with Notre dame, it's now a 4 star program after a 10-3 year(wth would it drop after a 10-3 year!?) and a 5-7 year(understandable) OSU dropped to a 5-star after a 10 win season adn a 9 win season. As usual, i'm befuddled by the prestige logic. Losing prestige is way too easy to do. It should be harder to gain prestige and way harder to lose it as well.
The prestige logic may be flawed, but it could easily be argued that Notre Dame has severely dropped in prestige in real life. How many 18-year-old kids/recruits have ever seen Notre Dame compete for a national title? Aside from Brady Quinn's big year when Reggie Bush pushed Matt Leinart over the goal line to beat ND, the Irish have been largely irrelevant in the national title hunt for a recruit's entire lifetime.
The prestige logic may be flawed, but it could easily be argued that Notre Dame has severely dropped in prestige in real life. How many 18-year-old kids/recruits have ever seen Notre Dame compete for a national title? Aside from Brady Quinn's big year when Reggie Bush pushed Matt Leinart over the goal line to beat ND, the Irish have been largely irrelevant in the national title hunt for a recruit's entire lifetime.
I don't care that it's notre dame dropping. In real life they are probably a 5 or 4 star by this point. The fact that a team can drop prestige after a 10 win year or a 9 win year is highly disturbing. It wouldn't be so bad if getting back to 6 stars wasn't almost impossible for AI controlled teams.
The prestige logic may be flawed, but it could easily be argued that Notre Dame has severely dropped in prestige in real life. How many 18-year-old kids/recruits have ever seen Notre Dame compete for a national title? Aside from Brady Quinn's big year when Reggie Bush pushed Matt Leinart over the goal line to beat ND, the Irish have been largely irrelevant in the national title hunt for a recruit's entire lifetime.
this is a very nice way of posting what was about to fly out of my mouth. thanks for saving me!
Thanks for the update Russ...I was whining over at the EA forums in despair when it didn't seem like the tuner set was out after the servers came online, but not only did they pop up you also released an excellent blog with graphs and everything about how dynasty is improved. With that said I apologise for my earlier whining . You shut me up instantly after I read that blog haha.
The prestige logic may be flawed, but it could easily be argued that Notre Dame has severely dropped in prestige in real life. How many 18-year-old kids/recruits have ever seen Notre Dame compete for a national title? Aside from Brady Quinn's big year when Reggie Bush pushed Matt Leinart over the goal line to beat ND, the Irish have been largely irrelevant in the national title hunt for a recruit's entire lifetime.
That is not what their recruiting classes say though. In this game prestige is directly related to the kind of players a team can get and how strong a team's recruiting class will be. If you look at Notre Dame's recruiting this year, they have alot of highly ranked guys so far as they had under Weiss. Weiss just couldn't take advantage of it.
There has been a lot of buzz around here about another football game's great handling of a new patch. I have to say, you guys are doing an excellent job yourselves of maintaining a good balance between keeping us informed and showing you do care how the game plays long after our $60 is gone from our pockets. Keep up the good work and thank you.
A number of you have already noticed that we do a check for "Online Gameplay Tuning" when connecting to our online servers. Some of you may also have found a new "Tuning" category in the Files menu. This is a new technology for NCAA Football 11 that allows us to not only live update and tune core gameplay parameters -- like fumbles, throw accuracy, and juke success ratings -- but it also allows us to rebalance certain core features such as recruiting logic, blocking, even control the intensity of shadows cast by the football on a sunny day!
This suggests that many GAMEPLAY issues should be able to be adjusted in a tuner set. Things like defenders in man coverage breaking on routes before WRs do, the outside running game being over-effective (because defenders take bad pursuit angles), and zone coverage not matching up to receivers in the correct areas would all appear to fall under the scope of things that should be able to be tuned.
There has been a lot of buzz around here about another football game's great handling of a new patch. I have to say, you guys are doing an excellent job yourselves of maintaining a good balance between keeping us informed and showing you do care how the game plays long after our $60 is gone from our pockets. Keep up the good work and thank you.
You have so many strawman arguments in that post I don't even nowhere to begin. Did I ever say they should be a 75?
I was simply comparing them to what they were rated before the tuner and the fact they seem to be the exact same or very similar. The tuner was supposed to increase all recruits, but the lower ones needed the most help.
Every single 2* player brought in was rated 50 in below. Even the 3* was a 54. That is almost identical to what we were seeing pretuner.
But you know what I apologize for a testing to see what the tuner did, honestly man no need to jump down my throat just reporting what I am seeing.
Maybe it was an anomaly of some sort, I will test a for a couple more years and see what I get, but a major the concern before the patch was how horrible the lower teams would become. I am just testing that to see if it's better.
And no it was not a previously loaded dynasty, never even used Mid Tenn State. Not that it would matter anyways since they said it would apply to dynasties that were already started.
some positions look different. FB for one. had a 1* come in at 70, and a 2* at 75. most 3* players for me are in the mid to high 60s. had some 2* in the 60s as well.
This is what the progression looked like for the #19 WR I got in year one with a 3 star / 2 star prestige school.
Freshman 70 ovr / 93 speed / 58 awr / 71 catch
RS Soph 81 ovr / 95 speed / 66 awr / 80 catch
RS Sr 90 ovr / 97 speed / 72 awr / 88 catch
Guy had horrible juke/spin/elusiveness ratings. He also came in with 62 acceleration which didn't make sense. Low awareness too but he did finish with 99 in route running.
Uh oh. Do all the WR recruits still have horrible juke/elusivness and spin ratings or do some come in as agile as the default players?
Please tell me this is fixed....I know the kickers aren't be fixed until the patch.
This suggests that many GAMEPLAY issues should be able to be adjusted in a tuner set. Things like defenders in man coverage breaking on routes before WRs do, the outside running game being over-effective (because defenders take bad pursuit angles), and zone coverage not matching up to receivers in the correct areas would all appear to fall under the scope of things that should be able to be tuned.
To be fair you are making assumptions on what can/can't be looked at...
like fumbles, throw accuracy, and juke success ratings -- but it also allows us to rebalance certain core features such as recruiting logic, blocking
None of those say anything about coverage or pursuit. The majority of gameplay issues NEED Title Update (patch) 2. We have not released what is in Title Update 2, and will do so as soon as it's ready.