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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.

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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
# 161 BigD @ 08/11/10 02:33 PM
Quote:
Originally Posted by Rebel10
This pic made me stop browsing and just look at it. I wish that I could go back in time, like 15 years ago, when I was playing Madden '95 or '96 and be like "Hey, 11-year-old me, look at what football videogames are going to look like when you're 26" and show that image.
I'm staring at this image on my iPhone 4 retna display and it is truly a magnificent image to look at. It's hard to believe this in from a video game. I've said it once and I'll say it again, NCAA devs brought down the house this year!
 
# 162 dkrause1971 @ 08/11/10 02:36 PM
Quote:
Originally Posted by mgoblue678
CPU RB's are certainly improved in terms of taking the outside when it's there, not perfect but much better than prepatch/tuner. CPU Qb's seem to a little more decisive running and pitching the ball even though it could still use a good bit of work. Still seem to be getting stuffed too much.

Just started a test dynasty with Auburn(I like their playbook) to try and see what sliders may need adjusting. Been using a version of Playmakers sliders prepatch/tuner. So far it seems like pass rush for the human player is a little bit weak compared to prepatch/tuner. Strangely enough, it seems like my pass coverage is worse for some reason.

Beat Oregon 24-17 in a tight game. Not sure I liked how this one played out as Oregon could only manage 55 yards on the ground. Auburn does have a pretty solid front seven though and the QB runs going nowhere didn't help Oregon. At least it was a very competitive game .

Second game pulled out an OT win against Mississippi State 21-14. Mississippi State ran much better than Oregon did against me in this game with 131 yards on 35 carries. Their RB ran for 114 on 22 carries. Once again though there QB was stuffed running for -1 yards on 8 carries. Should have lost the game but their kicker missed three kicks including a 35 yard one as time expired.

I don't know why, but it seemed like my pass coverage was worse than prepatch/tuner. Gave up 300 yards to Oregon through the air and Miss State put up 271 on me. Neither one of those teams are known as great passing teams and it seemed like there was wide open receivers all over the place. Auburn secondary is certainly better than Miss State skill position guys.

Overall though the game plays much better after the tuner/patch. Just a matter of readjusting some sliders.
I think the QBs are more accurate too. I started using the playmakers sliders as well today and would say the same things happened in my games. Little less pressure, coverage a bit weaker and i thought the QBs a tad more accurate.
 
# 163 UofMfan13 @ 08/11/10 02:36 PM
Quote:
Originally Posted by medward26
just curious what is this transfer issue you speak of?
In the players leaving stage, it won't let me advance online dynasty. It says transfer issue or something like that. Online Dynasty is unavailable and retry or exit without saving.
 
# 164 quietcool72 @ 08/11/10 02:44 PM
Is EA planning on patching the issue effecting Notre Dame and a few other teams not showing controlled player names when playing at home?
 
# 165 Darkeus @ 08/11/10 02:50 PM
Has the issue with the game not recording pancakes properly gotten taken care of?
 
# 166 BleacherCreature @ 08/11/10 02:51 PM
Quote:
Originally Posted by Matt_GoBlue
I wonder this too. I have a Michigan dynasty that is in the 5th year, and I just played a game - no dirty unis. If so, I'll probably start a new dynasty. The dirty uniforms are so awesome, I have to have them in my dynasty.
I just finished my first dynasty game as Michigan with the new patch.
Yes, unis will get dirty, so the patch does work with existing dynasties.
I played at Notre Dame, on a nice sunny day and both teams were filthy.
I lost 17-14 on a last second FG, after recovering a fumble for the go ahead TD with under 3:00 left only to give up the tying FG with :52 to go and fumbling on the first play to lead to the game losing drive.
Very itense game, well played defensively other than my pass defense at times, but I blame myself as I was trying to do anything to get a sack or at least catch a whiff of the QB.

This new patch with default everything except......
User Rushing Defense=25
Interceptions for Both=10
I may have to adjust user pass rush and/or CPU pass blocking as I got ZERO pressure on the QB, and also CPU pass coverage to stop the DB's from jumping the pass routes.
All Penalties=55 (In one game I had several holding, 2 facemask, 1 roughing the passer, a few false starts and about 5 or 6 offsides/encroachments. No other penalties but nothing else presented itself.)
 
# 167 Manbearpig @ 08/11/10 02:55 PM
hmm, second game, the CPU blitzing was MUCH improved, hopefully a good sign
 
# 168 tommygunn @ 08/11/10 02:58 PM
Quote:
Originally Posted by Manbearpig
hmm, second game, the CPU blitzing was MUCH improved, hopefully a good sign
Still not hearing anything about the kickoff/punt return and play action fixes. Are these in here? Personally I could care less if uni's get dirty. I want gameplay!!!
 
# 169 BleacherCreature @ 08/11/10 03:00 PM
Not sure what the kickoff/punt return issue is.
As far as play action goes this formula works well........

Play Action + Blitz = Mangled QB
 
# 170 franko3219 @ 08/11/10 03:04 PM
This is my second game in my dynasty with OSU, and have not seen one mark on the uniforms or helmets. Both games were at home in nice weather on Turf, so I wouldn't expect to see much on the uniforms, but their still should be some marks on the helmets.
 
# 171 Playmakers @ 08/11/10 03:04 PM
Quote:
Originally Posted by ps2sportgamer
30. So I shouldnt see it...
Try lower than that and it doesn't happen...

But then again th elevel you play on determines the boost in their ratings so they might not do it on Varsity level buy heisman or AA they may attempt stupid 60 yard FG's

On Varisty with their power at 5 they can still kick 50 yarders with good kickers but they won't try them all the time. Man i love this level becuase of it takes away all that super man mentality by the CPU
 
# 172 Ramminyou @ 08/11/10 03:05 PM
Quote:
Originally Posted by Manbearpig
hmm, second game, the CPU blitzing was MUCH improved, hopefully a good sign
I just played a game against Clemson as Mizzou and they never rushed 8, and they only sent 7 once. It was on a 3rd down play when they were already down 35-7. I did notice more blitzing when I got up 21, but that is probably by design as the team becomes desperate to create opportunities.

This does, however, bring me to my next point: passes over the middle are far too easy. Gabbert had over 500 yards and a 70% completion total, almost all to slot receivers. It didn't matter if I put the pass coverage slider all the way up to 75, and it didn't matter if they were blitzing, in man or in zone - it was still a cakewalk.

I'm going to have to switch to Heisman and do some more testing, but as for now, it seems way too easy.
 
# 173 tommygunn @ 08/11/10 03:05 PM
Play action seems broken to me. DOesnt matter if the D is blitzing or not, to me it's sack city.

And the kickoff/punt returns the coverage is just way to sharp. I dont think I've returned one past the 30.
 
# 174 ndfan1993 @ 08/11/10 03:06 PM
Quote:
Originally Posted by quietcool72
Is EA planning on patching the issue effecting Notre Dame and a few other teams not showing controlled player names when playing at home?
I agree, just tested this and it is still broken....
 
# 175 Ramminyou @ 08/11/10 03:09 PM
Quote:
Originally Posted by tommygunn
Play action seems broken to me. DOesnt matter if the D is blitzing or not, to me it's sack city.

And the kickoff/punt returns the coverage is just way to sharp. I dont think I've returned one past the 30.
I've had a lot of success with the PA today, and even made a post about it earlier with videos. I was only sacked once in about a dozen attempts, and it was in a spread formation without any kind of running game established.
 
# 176 J-Unit40 @ 08/11/10 03:10 PM
Quote:
Originally Posted by Darkeus
Has the issue with the game not recording pancakes properly gotten taken care of?
Nope. It's still as jacked up as ever. Bummer.
 
# 177 droopizzle34 @ 08/11/10 03:11 PM
I have noticed if you spread your pass protect on PA plays it helps, but most of the time you will be sacked.

I notice there was no fix on man coverage. Was this the last patch for NCAA? Man coverage needs to be fixed.
 
# 178 Mtneer08 @ 08/11/10 03:12 PM
Quote:
Originally Posted by tommygunn
Play action seems broken to me. DOesnt matter if the D is blitzing or not, to me it's sack city.

And the kickoff/punt returns the coverage is just way to sharp. I dont think I've returned one past the 30.

Im not seeing a problem with play action. They may sack me once every 9 times. This is on all-american
 
# 179 J-Unit40 @ 08/11/10 03:12 PM
Quote:
Originally Posted by Playmakers
Try lower than that and it doesn't happen...

But then again th elevel you play on determines the boost in their ratings so they might not do it on Varsity level buy heisman or AA they may attempt stupid 60 yard FG's

On Varisty with their power at 5 they can still kick 50 yarders with good kickers but they won't try them all the time. Man i love this level becuase of it takes away all that super man mentality by the CPU
So very true Playmakers. The nonsense that occurs on Heisman will never appeal to me. I traditionally thought Varsity was a joke, but this year (with the right sliders of course), plays a damned good game of football.
 
# 180 blackscorpion11 @ 08/11/10 03:21 PM
AWESOME, i love fact that theyre fixing issues!

Truly the best version of video football in the making..
 


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