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NCAA Football 11 News Post

Title Update 3 (TU3)
  • The pump fake exploit was resolved. The entire defense will no longer rush the QB after a pump fake.
  • Resolved an issue with setting SS/ FS to QB Spy and then blitzing, virtually unblocked.
  • Increased the Overall rating for incoming freshman. This resulted in one and two star freshman coming in at a higher overall rating.
  • In Season Progression is back! Players once again have the ability to get a slight boost to their ratings during the season.
  • There was an issue with Hawaii's home schedule causing conflicts with particular teams. This has been resolved. In particular, teams in the Pac 10 and the WAC will now have the correct number of conference games.
  • Resolved an issue with the Rush Defense slider where they were only impacting defensive line special moves. They have been adjusted to also impact win/loss chances for blocking.
Live Tuning Pack 3 (LTP3)
  • Kick Power/Kick Accuracy progression for Kickers and Punters was adjusted to be in line with the new incoming freshmen. Kickers and punters will now progress in line with other players, but will start with a higher average overall due to the improved recruit ratings in the patch.
  • Increased Awareness progression for all positions.
  • Increased progression slightly for Elusiveness, Spin Move, and Juke Move for Wide Receivers.
  • Increased progression of the Tackle rating for Corner Backs to be in line with WR skill ratings (Juke, Spin, and Elusiveness).
  • Reduced the frequency of defenders successfully jumping the snap. Also adjusted how frequently they would jump early when the offense performed a fake snap.
  • Tuned Man Coverage so defenders will not jump in front of routes so early. They will still jump the route, but not as early, or frequently, as before.
  • Adjusted in season progression to be in line with higher rated incoming freshmen.
  • Tuned Incoming freshman to better match the spread on the default rosters.
  • Tuned team prestige progression to be in line with the changes to incoming freshmen.
Source - NCAA Football 11 Blog

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Member Comments
# 121 Sven Draconian @ 09/05/10 10:46 AM
I"m going to venture a guesa and say the AWR issue fixes the depth chart issue, atleast partly/mostly.

One of the biggest things that dictate overall rating (which is what the CPU uses to start) is awareness, regardless of whether it matters during gameplay or just during sim. One of the penalties for playing a kid out of position was a HUGE hit in the awareness rating. If the awareness ratings are already suffering a huge hit (from design) than there is no penalty to starting a safety at end. He's just a really fast, athletic, player in the computers logic. So looking at LB for example, a corner looks like a freak of a linebacker. Great speed/agil/acc + great coverage ratings. Worse strength and tackle ratings....but the way the formula for OVR is setup, the speed probably matters more.

What used to make the LB a LB and a corner a corner was AWR. You try playing a Corner at LB and he drops about 25 points in AWR and 10 points overall.

Just a theory.
 
# 122 wepr3 @ 09/05/10 11:56 AM
Quote:
Originally Posted by Apostle
You display a pretty ignorant view of what goes into making a video game. No offense... but the problems that made it in the game were there. Period. I am sure they tested the game as much as they could. Look, I've said this before and I am going to say it again. I am CONVINCED that the NCAA Development Team takes a great deal of pride in this game and I am CONVINCED that they love college football just as much as we do. Didn't they talk about how they grew up playing this game as well? I believe with the resources and decision-making ability available to them, they do the best they can. People forget that EA is a corporatation and the developers actually have very little say in what goes in to the game or what can be fixed.

I can imagine a room full of highly educated business people sitting in a think-tank and studying statistics on what sells, what can or can't be done, etc... Probably not even really football fans, and these are the types that make the final decisions, not the guys that put their blood, sweat and tears in the game.

I just want to thank the development team, as I know the hard hours they put in this game, the feedback that they listen to and the determination to try and make the best game that they can. This game has made HUGE strides. The season just started this past week and we're already getting our third patch next week and the tuner sets have been helpful.

I work in a prison. I have to take orders from people who sit in cushy office chairs and don't have to leave and go step out in the madness... They make all the money and they make all the decisions, but it's the officers, the cooks, the teachers that have to step inside that fence and go deal with those decisions and put them into effect. We're the ones executing and doing what we have to do keep our jobs and feed our families... In a weird way, I equate that to what developers have to deal with. Sounds weird, but that's just the way I see it.

Again NCAA Dev Team, great job!
Nice work.

 
# 123 Skittles6547 @ 09/05/10 01:33 PM
I wish madden would get an update
 
# 124 agte @ 09/05/10 03:54 PM
Quote:
Originally Posted by Sven Draconian
I"m going to venture a guesa and say the AWR issue fixes the depth chart issue, atleast partly/mostly.

One of the biggest things that dictate overall rating (which is what the CPU uses to start) is awareness, regardless of whether it matters during gameplay or just during sim. One of the penalties for playing a kid out of position was a HUGE hit in the awareness rating. If the awareness ratings are already suffering a huge hit (from design) than there is no penalty to starting a safety at end. He's just a really fast, athletic, player in the computers logic. So looking at LB for example, a corner looks like a freak of a linebacker. Great speed/agil/acc + great coverage ratings. Worse strength and tackle ratings....but the way the formula for OVR is setup, the speed probably matters more.

What used to make the LB a LB and a corner a corner was AWR. You try playing a Corner at LB and he drops about 25 points in AWR and 10 points overall.

Just a theory.
I'm thinking something along these lines too....
 
# 125 alifeincomplete @ 09/05/10 04:39 PM
Great news! I look forward to the fixes on what is already the best football game since 2K5 dropped half a decade ago. Awesome new! I just hope that the play-action glitch is fixed.
 
# 126 Heyuimintojsus @ 09/05/10 04:52 PM
So, the improved recruiting stuff won't take any effect if you're already in the preseason of a season? Like we just advanced to the preseason of year 2.
 
# 127 TracerBullet @ 09/05/10 06:04 PM
Quote:
Originally Posted by mgoblue678
1. No changes to the special teams at all. As it stands right now special teams are basically irrelevant in the game. No blocks on kicks or punts, no bad snaps and very little chance of returns going for tds on kickoffs and punts because the blocking is lacking. This is really something to me that needs to a addressed, alot of games in college come down to a momentum shift from a big special teams play. I really thought at least that blocking on kicks and punts would be tuned.
I don't think the special teams game besides downfield blocking can actually be improved in this game.

The bad snaps are necessary and would require new animations to work. They also probably need a long snapping rating. The long snapper is much more important than any game really has given it credit for. Not just any lineman can line up and dnap the ball 15 yards for a punt. Unless you actually are a long snapper, I can guarantee most of your snaps will skid across the ground, go too high, or go to far over to one side.

Punters also don't take long enough strides which gives them more room to get off kicks. Most punters generally move forward about 3-5 yards on a punt. On the game the punters only go forward 2 yards because their first step is unrealistically short. Bad snaps would also help alter strides as that is what causes a lot of blocked punts.

The lineman on punt teams also block for way too long. They should be getting up the field a lot faster than they do but they stay back to block too long.

The ball trajectory on field goals hasn't been right in any game I know. Neither has the way a team blocks on field goals. I can understand not being able to put in the acutal way a team blocks, but the team kicking the field goal should never be able to push the other team trying to block the field goal back like they do at times.

Most changes to any of the special teams stuff would have to probably come on NCAA 12. Until then though I'm going to continue to enjoy the things they did well on NCAA 11 and these changes in the next patch. Best football game I've played in awhile.
 
# 128 novadolla @ 09/05/10 06:44 PM
Special teams is fine i don't understand the complaining cause i am having fun on special teams both blocking kicks returning punts and kickoffs, against users and CPU. What we should be talking about is how this game is made so easy for the offense to score. I NEVER see any defensive battles every game against users is a shootout. Zone coverage sucks, man coverage is a joke and now they are toning it down even more. Run defense is stupid there is no gap control and DE do not hold contain.

Yo do not have to be creative offensively just run wishbone tight power option or 4WR verticals with the post in the middle. The AI will never adapt. People are complaining about uniforms but what about game-play? i would love to lose or win 3-0 or 6-0, 56 -40 score games should be the exception not the norm. Right now it is sooooo easy to convert 3rd and long that it is a joke. This game is too arcadish.

The pass defense was actually good when the game was first released, maybe if they can find a way to get the pass defense back to where it was minus the jump snap by the DL and DBs running in front of WRs.

How about VS CPU your DBs just move out the way when a pass is thrown to a WR? lol.

Sorry for the rant. BUT WE NEED SOME DEFENSE!

Field position needs to mean something and having a good kicker and punter should be a factor. people just go for it on 4th down most of the time because its so easy to move the ball as it is now. offense needs to be harder.
 
# 129 agte @ 09/05/10 07:23 PM
SMU just kicked a 61-yard FG against Texas Tech, could have made 65 easily....

I know it's rare, but just saying
 
# 130 novadolla @ 09/05/10 07:55 PM
Quote:
Originally Posted by agte
SMU just kicked a 61-yard FG against Texas Tech, could have made 65 easily....

I know it's rare, but just saying

Exactly, it happens
 
# 131 booker21 @ 09/05/10 07:56 PM
i wished they make the QB acc back they way it was before patch 2.
Also the WR catching. After Patch 2, all WR plays as 99 catching. Specially catching after contact. They never drops balls, almost never, not even 58Ovr WRs

Oh well.. maybe next year.
 
# 132 adembroski @ 09/05/10 08:05 PM
Quote:
Originally Posted by HollyPopDid
This might sound dumb but I was just wondering if the season progression will affect current dynasties or would you have to re-create it? Both on and offline. Sorry if that was already asked and/or we just have to wait for the update to even know, haha.

I'm new to the NCAA games so I really have no idea about updates or anything..
Progression will take effect immediately, but wont be retroactive. Meaning from now on, you'll see the improved progression, but it wont go back and adjust already completed progression. I'm not sure if in-season progression will take effect during the season you are playing, the next season, or requires a restart.

Same thing for adjusted recruiting classes... the one you're currently working on will remain the same. When you begin a new season, you'll have the adjustments to the new draft classes.

Quote:
Originally Posted by Starfleeter
Are you serious? It's a different game and they'll probably change the engine some like they did with locomotion in this game. Since it's the not the same game, all they can do is use their experience from previous years to make the next year's better and avoid past mistakes. It's obvious they've done with NCAA 11 as it's the most complete college football game to date but you still have close to a year before NCAA 12 so stop worrying about it.
Whoa, way off.

NCAA Football 11 is NCAA Football 10 + additional features, just as NCAA 10 is NCAA 09 plus additional features. There is a core source code that is brought forward from one year to the next and built on. They don't rebuild the game from the ground up year after year... they take the existing game (patches and all) and update it.

You can think of the retail game as a snapshot of an ongoing progression. They take a picture of what the game is at a certain point, print it to disk, then go back to work.

That said, I'm fairly certain there are two versions of the game being worked on at EA after release... one is the early version of the next game, the other is the retail version to be patched. Whether patches and tunes get applied to next year's game I suppose depends on the change. I would assume if there is a better way to do something that can't be done with a patch or tune file, they'll use a simplified fix in the patch and do the real fix in the game they're working on for the 2012 version.

Either way, NCAA 11 doesn't have a "new engine" from NCAA 10... they slowed the pace of the gameplay and added animations and code to simulate realistic locomotion.

Quote:
Originally Posted by SecretAgentManCU
I agree and disagree. I think EA does care about the NCAA Football product. If they didn't they wouldn't continually put out patches that make the game better. They could have just patched the fix for the pump fake glitch and been done, but they decided to listen to the fans and add in in-season progression and fix the mirroring.

I do agree with you that they box'd product should be better. They should have tested it more thoroughly, but they have deadlines just like all of us. I would like to thank the NCAA Dev team for being so hands on this year, and hopefully there won't need to be so many fixes in the future.

Still a great game!
You're right to an extent. There are definitely decisions that the suits make, but the dev team does lobby for their own changes and more often than not they win. Madden 10 CD was very enlightening in this way; the developers made a presentation to "the suits", and the suits decided they liked where they wanted to take the game. I remember hearing something about a bit of internal conflict during the last development cycle as to whether NCAA would follow Madden in the sim direction or not (obviously, the sim proponents won).

On the other hand, from what I've surmised, there are often (at least one or two a year) "directives" from on high that can effect the product as a whole. If people above the devs say something must be done, it must be done, however it affects the rest of the product.

But you are most definitely right that these folks care. Ian is probably the best example I've seen, and he gets accused of not caring a lot. I know for a fact he cares and he takes it very personally when the game doesn't live up to his own standards. I remember visiting during the late stages of Madden 10 and seeing his disappointment when certain things weren't quite going to turn out as he'd hoped, and at M11 CD I saw the concern he had over knowing how the community would react to no upgraded franchise mode. He was convinced he'd made the right decision on that (and I agree), but he wasn't happy that he had to make it.
 
# 133 nitro110 @ 09/05/10 08:36 PM
Quote:
Originally Posted by novadolla
Exactly, it happens
I don't think people are saying it doesn't happen. But a coach wouldn't send a kid out there to try it if he could barely make 50. which is what is happening in the game.

The logic of the CPU is being questioned not the legitimacy of being able to make a 60+ yard kick, which rarely happens because coaches dont take the chance unless its the end of the half or you have a hell of a kicker.
 
# 134 Solidice @ 09/05/10 08:37 PM
Quote:
Originally Posted by agte
SMU just kicked a 61-yard FG against Texas Tech, could have made 65 easily....

I know it's rare, but just saying
he had a pretty big wind on his back though.
 
# 135 fistofrage @ 09/05/10 11:14 PM
Quote:
Originally Posted by nitro110
I don't think people are saying it doesn't happen. But a coach wouldn't send a kid out there to try it if he could barely make 50. which is what is happening in the game.

The logic of the CPU is being questioned not the legitimacy of being able to make a 60+ yard kick, which rarely happens because coaches dont take the chance unless its the end of the half or you have a hell of a kicker.
Exactly research the number of kicks made over 50 yards the last 5 years and report back. Its not common by any means. Your average team makes maybe 1 or 2 per year on average.
 
# 136 bo4345 @ 09/06/10 12:25 AM
Quote:
Originally Posted by booker21
i wished they make the QB acc back they way it was before patch 2.
Also the WR catching. After Patch 2, all WR plays as 99 catching. Specially catching after contact. They never drops balls, almost never, not even 58Ovr WRs

Oh well.. maybe next year.
Tried turning the Catching slider down? I'm sure that would help.
 
# 137 booker21 @ 09/06/10 12:30 AM
Quote:
Originally Posted by bo4345
Tried turning the Catching slider down? I'm sure that would help.
I thought they same thing, didn`t help.

Catching makes more effect on if he catch the ball or drop the ball.
So if i lower WR start dropping many balls without being hit.

Before 2nd Patch, WR would drop the ball if they were immediately Hit by a Defender (which also made Zone coverage somewhat effective than they are now)
 
# 138 buckeye02 @ 09/06/10 02:42 AM
Will top schools like Ohio State still recruit and sign 5-7 JUCO players??? highly unrealistic.
 
# 139 Dale @ 09/06/10 04:23 AM
all these fixes and Madden cant even give us a "dirty uniform!"
 
# 140 brza37 @ 09/06/10 04:52 AM
Quote:
Originally Posted by adembroski
All that said, I have my own complaint. They're treating the wrong symptom. Progression wasn't really the issue; it was recruiting logic. The CPU teams just made stupid decisions in recruiting. They're a little better now, but they still don't get low-priority positions. It doesn't matter how much kickers improve if teams don't recruit them. They needed to increase the importance of kickers (the number of stars they show up as) so that CPU teams would actually attempt to sign them.

I've won two games in my current dynasty season (one against #2 Florida, the other in OT in a rivalry game vs. USC) because the team had ridiculously terrible kickers. Florida's kicker missed 3 extra points, USC's missed 2 (the second being a would-be tying extra point in OT!). I also beat #3 Miami in part due to missed extra points. Terrible kickers on all three rosters. I'm currently ranked #3 in the nation due to those victories (I would have beaten Miami anyways, but Florida would have beaten me and USC would have taken me into another OT). These are not recruited kickers that didn't progress, but WALK-ON kickers.
I haven't gotten that far in any of my dynasties yet so I can't say for sure how it looks down the road but in one dynasty I need a kicker since mine is graduating and I don't have another on the roster. I have been recruiting them hard since I heard about the awfully low kicker ratings. We're in the offseason now and I still don't have a kicker but Penn State got 3 of the top kickers in the country to commit to them (2 3-Stars and 1 2-Star). I think this overrecruiting from some teams is really the issue since there aren't even enough kickers in the recruiting pool to begin with.
 


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