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NCAA Football 11 News Post


After the frenzy this morning, EA has posted details on the patch. This is the official blog that will be out soon on the EA site. LTP #2 is also needed for the patch to have the full effect. It is available as of 9:10am eastern.

-----------------------------------------

Hello again NCAA Fans!

I'm Russ Kiniry and I'd like to welcome you to Client Update 2 for NCAA Football 11. You should be able to download the update now (it will automatically download when you start the game). Roy talked about this update coming a while back in his blog 'Thank You' and I brought it up again when we released Live Tuner Pack 1 last week. I am happy to finally say it is here, and we've got a long list of tweaks, tunes, and fixes. Many of these changes were requests straight from you, the fans of NCAA Football, so it was very important to us to get them in the update. Enough words, let's get to the list!


Graphics
  • Uniform degradation has been fixed.
  • Fixed a graphical issue with TeamBuilder sideline home uniforms.
  • Fixed several camera bugs (pulled back on field goals, blurry cameras, and replays after a change of possession)
  • Fixed helmet numbers for Rice and Wake Forest
Online
  • Resolved an issue with Season Showdown, allowing us to turn it back on, so you're upload failure message every time you go in/out of game is gone!
  • Fixed a couple freezes related to lobbies
  • Fixed voice communication in Online Dynasty Hub on PS3
  • Fixed an issue that could lead to a disconnect in online play during play calling
Offense
  • Fixed an issue on a couple plays where the QB would miss a hand off and run backward
  • Reduced the chance that the ball will be knocked out when a receiver is hit at the time of the catch
  • Tuned the CPU ball carrier so that they will break to the outside more often when appropriate
  • Tuned how the CPU ball carriers utilize leans and special moves so that they won't be used in situations when they shouldn't (e.g. a HB in the open field will not put his shoulders down when running forward)
  • Tuned pass accuracy and the ability to lead a receiver
  • Tweaked sideline catch animations in the end zone so that they have a bit more room to play
  • Fixed an exploit where backwards passes could be overly effective
Defense
  • Fixed defensive reaction to pump fake to be more balanced. Skilled defensive backs will not be as easily fooled by pump fakes.
  • Tuned the Aggressive Defensive Line Gameplan to have more risk of jumping offsides
  • Removed a hesitation from defensive lineman pass rush on screen plays
  • Improved flat zone and deep zone coverage
  • Tuned man coverage reaction to the run
  • Adjusted CPU pursuit angles in some specific cases where they weren't being aggressive enough
Special Teams
  • Tuned onside kicks to be less predictable
  • Fixed an issue where catching a kicked ball after hitting the goalpost would result in kicking team getting the ball back
  • Fixed an issue where the punter could line up out of place
  • Adjusted cross bar collision on field goals and extra points
Other
  • Tuned CPU clock management where they would let the clock run out in some cases they shouldn't
  • Fixed a bug with time of possession tracking
  • Adjusted substitutions to be more intelligent (previously would see some weird players in the game with lots of aggressive no huddle)
  • Fixed a couple places where the wrong custom stadium sounds would play
  • Fixed a bug that caused Road To Glory to be simulated day by day near the end of the season
  • Tuned Kick Power and Kick Accuracy of progression of kickers and punters in Dynasty Mode
  • Fixed a couple infrequent game lock-ups


Again, I want to thank you for providing us with all the feedback you have thus far, and encourage you to continue to do so. It's safe to say this is the biggest update in NCAA History. We wanted to be sure that we continue to improve your experience while playing NCAA Football 11, so this update touches almost every area of the game. You can look forward to more Live Tuner Packs for NCAA Football 11 in the near future.

This update is for you Mr. Passionate-NCAA-Football-Gamer.

-Russ Kiniry
Designer NCAA Football

Game: NCAA Football 11Reader Score: 8/10 - Vote Now
Platform: iPhone / PS2 / PS3 / Xbox 360Votes for game: 83 - View All
NCAA Football 11 Videos
Member Comments
# 261 spit_bubble @ 08/12/10 12:53 AM


Still having the game "hang" on me (will freeze anywhere from 1-2 seconds, but won't completely freeze the system). It happens during a play, in any mode, and even using the default rosters and settings... At least once a game.

I was hoping this might have fixed it:

"...Fixed a couple infrequent game lock-ups..."

But within the first few plays after downloading the patch, it happened twice on the same play.

Not the nastiest of glitches, but still a stain on an otherwise great game.
 
# 262 Sabredj @ 08/12/10 01:18 AM
Quote:
Originally Posted by Block-O
So is going to fix the "pump fake glitch" like right now? Because there is really no point of playing online or online dynasty. As if there arent enough cheesers online to begin with.

This should be fixed as fast as the xbox progression was. Im failing to understand how EA patches/tuning almost always does something else to dampen the game.

Other than this, im completely satisfied with this game and its updates.
Agreed. I would be shocked if the "pump fake glitch" wasn't fixed soon via a tuner update.
 
# 263 UMhester04 @ 08/12/10 02:08 AM
The names dissappearing also happens with Oregon when you use their all black alternates.
 
# 264 makbeer @ 08/12/10 03:20 AM
Anyone able to help upload the patch #2 for PS3?

My Ps3 is offline would be a huge help.

Cheers
 
# 265 Ball_Bag @ 08/12/10 05:55 AM
Only had time for a quick test as Iowa State against Army(CPU) in Coach Mode but I see no improvement in Option Plays run by the CPU. Has this been addressed at all??
 
# 266 rudyjuly2 @ 08/12/10 06:40 AM
I was able to play two more games last night with both the patch and tuner. I had read about people saying that a lot of slider tweaks are necessary but I don't think so. Some areas have definitely changed so tweaks may be necessary but I don't think any huge changes will be required. Prior to the patch I probably had both human and cpu running games a little too strong while the passing games weren't quite open enough. The patch fixed both problems for me.

The outside running game is certainly a lot tougher now. I usually run between the tackles and don't use many speed backs so this won't affect me much. But when I called outside runs the results were usually 1-2 yard gains. I did get a couple decent runs but no long runs and my share of negative ones as well. I actually found there were an increase overall in the number of negative runs in the two games I played. I think it's good and helps tone down the ypc. To run outside now I think people are going to have to use it to punish teams cheating inside or use players that have the speed to get outside quicker. I think this is a good change and the overall rushing numbers for both human and cpu will be down a bit post patch.

The passing game has been loosened up for both human and cpu and this was needed imo. Man coverage isn't as tight and I found myself completing a lot more slants. The psychic DBs you would see at times definitely seem toned down. Both myself and the cpu seemed to have more success passing and this is something I was looking forward to. If you liked your sliders pre-patch you might want to boost cpu and human pass coverage a notch or two to keep it the same post-patch. I found the overall offensive numbers in my game to be similar to pre-patch. Its just that the running games took a slight hit and the passing game got a bit of a boost. I don't see a difference in the pass rush. In two games I was able to get about the same amount of pressure as pre-patch so this is one concern that I read about that I didn't see.

I was thinking I hadn't seen many drops until my impact WR dropped a wide open TD pass in the endzone. SOB!! I don't think the Catch or INT sliders need to be adjusted post patch but it's only two games. I had read that quarterbacks were more accurate but I think the jury is still out on that. I still saw misfires by both my QB and the cpu QB. Quarterbacks will have more success now with man coverage toned down but I don't know if the QB accuracies have really increased post patch. With just two games I'm far more likely to keep all my sliders intact at the moment.

I definitely saw a few more penalties than before. You certainly can pull the cpu offsides now. I could never do it prior to the patch. I could catch them cheating but they always got back in time. In two games I got three encroachment penalties and a delayed offsides. Unfortunately, the cpu never drew me offsides and I had my DL on aggressive the entire time.

Maybe I was just lucky but in my first dynasty season I never had any long term injuries. In three dynasty games post-patch (one without the tuner) I've had a RB go down for 7 weeks and my starting QB Forcier go down for 4 weeks. Coincidence or OSU programmer? By the way, screw you Ohio! Had the #1 OLB and #3 DE, both kids from Ohio, commit to OSU this past week. I had been fighting tooth and nail with them the entire season. Not used to not getting recruits but AA recruiting is a lot more fun that way.

I think the punt returns are slightly easier. The blocking isn't quite as dumb but you still won't see many big returns. Kick returns are still tough. I'd rather it be like this than too many big returns but I think it could still be loosened up some more. I think the patch made kicking field goals easier. I have no idea why they would make that change. I had been playing with human FG accuracy at 30 but the last few games the game didn't seem to punish me as hard for not lining the kick meter up right. Am I the only one seeing this? I'll play some more before changing but I really do think this got changed.

Overall I'm happy with the patch. There are some nice changes that I think people will like. And Deegeezy I think you are right about the injury notifications. I think they were all being reported now. Nice.
 
# 267 J-Unit40 @ 08/12/10 07:26 AM
Quote:
Originally Posted by spit_bubble


Still having the game "hang" on me (will freeze anywhere from 1-2 seconds, but won't completely freeze the system). It happens during a play, in any mode, and even using the default rosters and settings... At least once a game.

I was hoping this might have fixed it:

"...Fixed a couple infrequent game lock-ups..."

But within the first few plays after downloading the patch, it happened twice on the same play.

Not the nastiest of glitches, but still a stain on an otherwise great game.
This happens to me at least twice a game on 360. Then, the replay is morphed as the ball travels/warps throughout the play. For whatever reason, I can remember if this has occurred on my PS3 yet.

I, like you, thought that may be cleaned up as well.
 
# 268 ps2king @ 08/12/10 07:37 AM
Got my first KR TD yesterday. I'm not sure if it's directly related to the patch or not.
 
# 269 JkA3 @ 08/12/10 07:37 AM
I haven't played with the patch yet, but I'm impressed with the speed of time and the in-depth breakdown of the patch details.
 
# 270 BroMontana82 @ 08/12/10 08:12 AM
Quote:
Originally Posted by J-Unit40
This happens to me at least twice a game on 360. Then, the replay is morphed as the ball travels/warps throughout the play. For whatever reason, I can remember if this has occurred on my PS3 yet.

I, like you, thought that may be cleaned up as well.
THANK YOU and thanks spit_bubble. I thought i was the only one with the issue. i was saying it before but no one else said they had the same problem. it happens in certain stadiums more and the replays are so wack. i posted this in the glitch thread with one of my replays. it was insane. i returned the game twice thinking it was the disc....what a mess.
 
# 271 ChicagoChris @ 08/12/10 08:21 AM
First kudos to EA on the quick release! Very cool of them to do this!

Stunned at how great the uniform deterioration looks and the patch and tuner file have certainly cleaned things up. (NCAA is making it hard for me to play what I think is a good version of Madden 11)
 
# 272 KG @ 08/12/10 08:27 AM
Quote:
Originally Posted by UMhester04
Holy smokes I just saw an encroachment penalty
Same. I came to the line on 4th & 1, did a hard-count and the CPU jumped. As soon as the ref blew the whistle I got mad thinking someone on my line moved, nope. 1st down Sun Devils.
 
# 273 georgiafan @ 08/12/10 08:53 AM
Quote:
Originally Posted by rudyjuly2

I definitely saw a few more penalties than before. You certainly can pull the cpu offsides now. I could never do it prior to the patch. I could catch them cheating but they always got back in time. In two games I got three encroachment penalties and a delayed offsides. Unfortunately, the cpu never drew me offsides and I had my DL on aggressive the entire time.
I got called for offsides about 3 or 4 times in a game last night with my DL set to aggresive. I even had to turn it back to balance in crunch time to avoid being called for it agian.
 
# 274 PAPERNUT @ 08/12/10 09:22 AM
Quote:
Originally Posted by rudyjuly2
I was able to play two more games last night with both the patch and tuner. I had read about people saying that a lot of slider tweaks are necessary but I don't think so. Some areas have definitely changed so tweaks may be necessary but I don't think any huge changes will be required. Prior to the patch I probably had both human and cpu running games a little too strong while the passing games weren't quite open enough. The patch fixed both problems for me.

The outside running game is certainly a lot tougher now. I usually run between the tackles and don't use many speed backs so this won't affect me much. But when I called outside runs the results were usually 1-2 yard gains. I did get a couple decent runs but no long runs and my share of negative ones as well. I actually found there were an increase overall in the number of negative runs in the two games I played. I think it's good and helps tone down the ypc. To run outside now I think people are going to have to use it to punish teams cheating inside or use players that have the speed to get outside quicker. I think this is a good change and the overall rushing numbers for both human and cpu will be down a bit post patch.

The passing game has been loosened up for both human and cpu and this was needed imo. Man coverage isn't as tight and I found myself completing a lot more slants. The psychic DBs you would see at times definitely seem toned down. Both myself and the cpu seemed to have more success passing and this is something I was looking forward to. If you liked your sliders pre-patch you might want to boost cpu and human pass coverage a notch or two to keep it the same post-patch. I found the overall offensive numbers in my game to be similar to pre-patch. Its just that the running games took a slight hit and the passing game got a bit of a boost. I don't see a difference in the pass rush. In two games I was able to get about the same amount of pressure as pre-patch so this is one concern that I read about that I didn't see.

I was thinking I hadn't seen many drops until my impact WR dropped a wide open TD pass in the endzone. SOB!! I don't think the Catch or INT sliders need to be adjusted post patch but it's only two games. I had read that quarterbacks were more accurate but I think the jury is still out on that. I still saw misfires by both my QB and the cpu QB. Quarterbacks will have more success now with man coverage toned down but I don't know if the QB accuracies have really increased post patch. With just two games I'm far more likely to keep all my sliders intact at the moment.
I agree. The pursuit was the big difference I noticed as the CPU will take a straight shot for the ball carriers now. I went to practice mode to test as well and noticed the same for outside runs. Passing is easier for both me and the CPU as well as that will need some tightening up, but is not off by much.
 
# 275 rudyjuly2 @ 08/12/10 09:46 AM
Quote:
Originally Posted by georgiafan
I got called for offsides about 3 or 4 times in a game last night with my DL set to aggresive. I even had to turn it back to balance in crunch time to avoid being called for it agian.
That's good to know. I'm glad it was a subtle change though and not overdone.
 
# 276 kirkdawg @ 08/12/10 09:49 AM
Quote:
Originally Posted by Skull
OMG at the pump fake glitch, EA is just a bunch of amatuers
Ask yourself if you would think to test what would happen in a QB pump fakes backwards. Have you ever seen that in an actual game? No.
 
# 277 Pezell04x @ 08/12/10 09:54 AM
I love the uniform degradation, looks so natural.

Overall, I played a game last night and everything seemed to feel a lot better. My only issue is that linebackers still seem to be able to jump 10 feet to tip a pass in coverage.
 
# 278 BigBoi23 @ 08/12/10 10:02 AM
The uniform degredation is great, however, not many teams in major conferences have natural grass anymore. And from what I understand, teams playing on FieldTurf will experience neither jersey wear and tear nor helmet scuffs.
 
# 279 dalecooper @ 08/12/10 10:07 AM
Pump fake bug =

Luckily I only play offline, but I'm still going to have to stop myself from busting this out on the CPU when I need a play. In the back of my head will be a little voice saying, "Go on, do it! No one's watching! Auto-touchdown!"
 
# 280 msuwx @ 08/12/10 10:14 AM
Does the uniform degradation happen when you super sim....I simmed to the second half a couple of times to check it out and have seen nothing....
 


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