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NCAA Football 11 News Post


The NCAA Football 11 patch #3 is available now for the PS3. Will update this post when it is available for the 360.

*UPDATE: The Live Tuning Pack 3 has released for PS3, will update when it is available for the 360.

Here are the details, for those of you that don't know what is included.

Quote:
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.

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Member Comments
# 441 Buckeyes_Doc @ 09/08/10 12:14 AM
Quote:
Originally Posted by Block-O
Honestly ive simmed 5 seasons and have seen no in-season progression. Unless im misreading. But im not seeing it from my controlled team or any others.

1 & 2 stars are higher rated. They didnt raise 3 stars any. A lot of 1 and 2 stars are rated higher than their 3 stars

For any BCS school to be recruiting players less than 60 overall is a complete failure to me. Thats the true game killer for me right now.

A guy in the mid 60s has to progress 4-5 points a year to see the 80s overall. The mid 70s have to do that to see the 90s

And that kind of progression isnt always guaranteed. There isnt enough diversity amongst player overalls on teams. Im preaching it, Arizona at this rate will always have 50-75 overall players at best. Its going to be a reach for them to have a player in the 80s, and impossible to see a 90s. And that contradicts the defualt ratings where Zona has a few in the 90s and several 80s.

Yes, teams like FAU, Baylor, Oregon State or Iowa State, should always be full of 80s and bunches of 90s. But its not impossible like it is in the game. Oregon State should have some 90s every now and then.

Im about to post what things look like at the beginning of 2015, waiting on my man to post what they look like at the beginning of 2010 when the game starts.
Man this is such a letdown. I'm actually having fun in my Indiana dynasty right now, but now that I know what lies ahead is disappointing.

What I find unbelievable is before the release of the game, one of the biggest things EA talked about was the recruiting. How much better it and improved it was. And it looks like it's the worst it has even been in any NCAA game. This tuner set/patch was suppose to fix all this and it looks like it made it worst. What the hell is going on.

I can deal with the lack of pass defense/ pass rush/ and other gameplay issues as sliders can fix this.

But with recruiting we are screwed.
 
# 442 rudyjuly2 @ 09/08/10 12:15 AM
I played 1.5 games on Heisman after the patch. First game was me using Miami @ Ohio State. I was getting pounded 24-0 at the half although 3 turnovers didn't help. I was just screwing around with some playcalls to test some things as I normally would pound the Buckeyes.

Second game I played as VT (home) against VT. The cpu ran all over me. This patch definitely requires some slider tweaking and while I had done a little, it needed more. I ended up losing a game in OT 34-31 as I fumbled on my first possession.

Overall I'm not sure how much difference I can really tell after only 1.5 games besides two main areas.

1) Rush defense slider work SO much better it's not even funny. If you drop the rush defense slider to 0 (and I had the cpu run block at 100) the cpu OL will drive you off the ball and pancake you consistently. After patch #2 the cpu OL never got much movement and on AA my DTs would still be in the backfield consistently. This is no longer a problem. And I tested this out briefly on AA - works MUCH better there too. I don't know if I'll go back to AA as Heisman is working pretty good but my biggest beef with AA was a horrible cpu running game post patch #2 and this is fixed with the third patch.

My running game took a hit on Heisman after the patch. I think I need a boost in this department. Either way the sliders work a lot better and people will be happy with it.

2) Pass coverage needs to be boosted with sliders. I think the man coverage (at least on Heisman) is roughly 10 points worse on the slider scale. Not 100% sure yet but I think people may need to boost their coverage slider up two clicks from where they had it (both human and cpu). I was using zone quite a bit and didn't notice it being any worse than man and I think it will be more useful vs. the cpu after this patch. More time is needed though.

One thing I did notice was the cpu taking more shots downfield against press coverage. Maybe it's because the WRs were beating it a lot easier and the player was open. Don't know.

Other things:
* The PS3 replay length still sucks. I thought someone said it was better but I think that was a placebo effect. Still plenty of plays getting cut off.

* Just my Imagination (small sample set) but fatigue seemed to be more pronounced. I saw RBs rotate in a little more but it may have been the same. I saw a few more broken tackles too but that may be entirely related to the great RBs in the game.

Overall the running game sliders work a lot better and will need adjusting. Pass coverage (man) was toned down. Other than that I'm not sure I would have noticed anything different if I didn't know I had a new patch. That's not a bad thing but nothing else leaped out at me. I think I'll play another game soon and then just jump back into my dynasty.

I must also say that I don't see robo QB. I was able to sack the cpu on Heisman and they didn't magically throw the ball away before getting sacked. But I didn't see this as a real problem before this last patch either.
 
# 443 buckeye02 @ 09/08/10 12:16 AM
Did they release the wrong patch???

Because if Awareness progression was tuned, awareness would be higher and lead to higher overalls for every player. Recruits included.

I think they played a prank on the PS3 guys. No awareness progression and no in-season progression either. Something isnt right. Almost all the things listed in this fix, are not working at all.
 
# 444 DiSaStAx94 @ 09/08/10 12:16 AM
Quote:
Originally Posted by SecretAgentManCU
A+-1
Aminus-
9
A-2
B+-
17
Bminus-
19
B-
14
C+-19
Cminus-
7
C-
12
D+-
7
Dminus-
1
D-
12


Players Over 90 OVR at Positions
QB-19
HB-28
FB-3
WR-31
TE-3
LT-18
LG-9
C-16
RG-6
RT-7
LE-14
RE-11
DT-20
LOLB-7
MLB-15
ROLB-7
CB-15
FS-5
SS-11
K-13
P-4
The team ratings don't actually look that bad there. A few dominant teams, a wide a middle, and a few lower tams. Though I'd prefer those 12 D's be spread into 9 D+es 7 D's and 5 D-es, it looks alright,

the players over 90 however looks like it could be a little on the low side.
 
# 445 yoda43 @ 09/08/10 12:18 AM
Quote:
Originally Posted by doriangray
I whole-heartedly concur about how ridiculous recruiting is....it has absolutely ruined dynasty mode.

after the downloads today, i simmed 5 years so that all the current players (including freshman who would redshirt) would be thru the system.

i started looking at all the big named teams who were still 5* and 6* programs.


Ohio State had 11 players rated below 60
Alabama had 8
Oklahoma had 7
Texas had 12



The biggest problem as I see it is AWARENESS still.

Not counting Kickers and Punters, below is a list of the # of players at each school who had an awareness of 80 or higher

Ohio State - 4
Alabama - 6
Texas - 3
Oklahoma - 7



I then started looking at attribute rankings and they looked just as ridiculous.

There are way too many skill positioned recruits with rankings that simply dont make sense

For example, HBs, CBs, WRs with 97 speed and 68 acceleration. OSU had a HB that was 81 overall but had 78 speed and 65 agility. That is just stupid. Even the HBs on the worst teams when you start in year 1 arent like that. I saw some WRs with agilities in the high 50s
Yeah i cant understand this either. I am a huge OU fan, one of the best receivers that OU has had in the past 10 years was Mark Clayton. Now anyone who is an OU fan over the past 10 years knows who Mark Clayton is. What i remember most about Mark was not necessarily his speed or route running ability, or his size (when he came to OU he barely weighed 160). What made Mark great was his ability to get YAC. He was hard to tackle, but not because he broke tackles it was because of his AGILITY, ELUSIVENESS, SPIN MOVE and JUKE MOVES...all of which have been ridiculously low for WR. Also, How many schools would even recruit a running back with poor acceleration? The answer to that questions is none. Acceleration and vision are probably more important than speed. Now i can agree that a 1,2,3 star running back might have lower acceleration. But i dont think any running back should have less than 75 acceleration.
 
# 446 SecretAgentManCU @ 09/08/10 12:19 AM
Quote:
Originally Posted by DiSaStAx94
The team ratings don't actually look that bad there. A few dominant teams, a wide a middle, and a few lower tams. Though I'd prefer those 12 D's be spread into 9 D+es 7 D's and 5 D-es, it looks alright,

the players over 90 however looks like it could be a little on the low side.
Well those are the default rosters that Block-O requested. The 2015 ones will be in his next post.
 
# 447 Buckeyes_Doc @ 09/08/10 12:21 AM
Quote:
Originally Posted by DiSaStAx94
The team ratings don't actually look that bad there. A few dominant teams, a wide a middle, and a few lower tams. Though I'd prefer those 12 D's be spread into 9 D+es 7 D's and 5 D-es, it looks alright,

the players over 90 however looks like it could be a little on the low side.
I believe those are the default (2010) ratings.
 
# 448 DiSaStAx94 @ 09/08/10 12:21 AM
Quote:
Originally Posted by SecretAgentManCU
Well those are the default rosters that Block-O requested. The 2015 ones will be in his next post.
Haha, wow, yeah, that explains it. I feel like an idiot now. I guess I was just overestimating how many 90+ players there were. Interesting that there is only 1 D-, I figured there would be a few more. I never really checked.
 
# 449 SecretAgentManCU @ 09/08/10 12:23 AM
Quote:
Originally Posted by DiSaStAx94
Haha, wow, yeah, that explains it. I feel like an idiot now. I guess I was just overestimating how many 90+ players there were. Interesting that there is only 1 D-, I figured there would be a few more. I never really checked.
Only D- was Eastern Michigan, Not even Western Kentucky is as bad as them apparently
 
# 450 Buckeyes_Doc @ 09/08/10 12:23 AM
Quote:
Originally Posted by Block-O
Did they release the wrong patch???

Because if Awareness progression was tuned, awareness would be higher and lead to higher overalls for every player. Recruits included.

I think they played a prank on the PS3 guys. No awareness progression and no in-season progression either. Something isnt right. Almost all the things listed in this fix, are not working at all.
Seriously..something is wrong here.


360 users be aware.
 
# 451 mjarz02 @ 09/08/10 12:25 AM
Quote:
Originally Posted by Block-O
Did they release the wrong patch???

Because if Awareness progression was tuned, awareness would be higher and lead to higher overalls for every player. Recruits included.

I think they played a prank on the PS3 guys. No awareness progression and no in-season progression either. Something isnt right. Almost all the things listed in this fix, are not working at all.
I really hope they released the wrong patch because its definitely not working correctly.

Anything to do with the 360 patch being held up?
 
# 452 SecretAgentManCU @ 09/08/10 12:29 AM
I think it's the right patch as man coverage is loosened, but I think their other fixes either aren't enough or they aren't working at all.
 
# 453 Buckeyes_Doc @ 09/08/10 12:30 AM
Quote:
Originally Posted by mjarz02
I really hope they released the wrong patch because its definitely not working correctly.

Anything to do with the 360 patch being held up?
Do they just have patches lying around lol.

J/k, but it's time to look forward to patch number 4 to fix this mess. Sigh...
 
# 454 yoda43 @ 09/08/10 12:33 AM
Man all this is so frustrating. HONESTLY EA " I do not want to be a *****." But here is the deal, you had it right on the PS2. You gave us a great simulation, innovatie features every year and you payed attention to the details. You didnt need patches and all this crap to make a game better, you just made it better right out of the box. Now so far this is the first time i have picked up and stayed with a next gen version of NCAA. So far i have been enjoying my online dynasty with my friend. But if you seriously expect all of us to continue to deal with games that come out broken, and patches that come out and break the game even more, than you are sadly mistaken. I truly dont want to quit playing this game, and i probably wont. So this isn't me bitching, its me begging to please start paying attention to what your doing. ACTUALLY TEST THIS STUFF before you put it out. Yeah i saw the blog and the little cute graphs that you showed in the article. But did you guys actually play through those seasons. Did you actually go in and look at these 1 and 2* guys being better than some 3*. NO YOU DIDN'T because you know you can just patch it later. Look it really shouldn't be that hard, take those default player ratings and then just keep firing out new recruits who match those players. And if you cant come through on a promise of bringing back in-season progression, then dont promise it.
 
# 455 mjarz02 @ 09/08/10 12:34 AM
Quote:
Originally Posted by Buckeyes_Doc
Do they just have patches lying around lol.

J/k, but it's time to look forward to patch number 4 to fix this mess. Sigh...
I think recruit generation and progression should be a slider...I know its not possible this year, but I wonder if that would work??
 
# 456 Titus001 @ 09/08/10 12:34 AM
Quote:
Originally Posted by Block-O
Did they release the wrong patch???

Because if Awareness progression was tuned, awareness would be higher and lead to higher overalls for every player. Recruits included.

I think they played a prank on the PS3 guys. No awareness progression and no in-season progression either. Something isnt right. Almost all the things listed in this fix, are not working at all.
Yeah. I'm thinking they made a mistake. Maybe that's why the 360 version is not out yet. Testing to see what went wrong. No in season progression is a give away that something went wrong I think.
 
# 457 Special27K @ 09/08/10 12:36 AM
360 User

So what I'm gathering is that the patch absolutely helps gameplay but, virtually does nothing to help dynasty mode and the recruits? The speed to acceleration ratio on players is just absolutely awful it still seems, 90 speed and 74 acceleration? Really?
 
# 458 Buckeyes_Doc @ 09/08/10 12:39 AM
Quote:
Originally Posted by Special27K
360 User

So what I'm gathering is that the patch absolutely helps gameplay but, virtually does nothing to help dynasty mode and the recruits? The speed to acceleration ratio on players is just absolutely awful it still seems, 90 speed and 74 acceleration? Really?
It does help some thing on gameplay like QB's scrambling, improved running game, and pass block. But it hurts things like pass defense.

Now with recruiting, it's even more of a mess then before.

I really do not know what happened with this patch/tuner set in the dynasty aspect.

I'm confused, we got a blog about it, and graphs showing the progression and rating improvements. Yet, nothing has changed.
 
# 459 buckeye02 @ 09/08/10 12:43 AM
HERE WE GO. At the beginning of 2015, this is what it looks like.

A+ Teams = 0
A Teams = 3
A- Teams = 1
B+ Teams = 3
B Teams = 9
B- Teams = 12
C+ Teams = 15
C Teams = 27
C- Teams = 13
D+ Teams = 7
D Teams = 19
D- Teams = 10
F Teams = 0

Total # of 99 overalls in the game: 10
QBs 90+: 7
HBs 90+: 12
FBs 90+: 4
WRs 90+: 13
TEs 90+: 1
Ts 90+: 13
Gs 90+: 10
Cs 90+: 11

DEs 90+: 9
DTs 90+: 8
OLBs 90+: 13
MLBs 90+: 10
CBs 90+: 4
FSs 90+: 8 (on a wierd note, #3 FS is a transfer to KY)
SSs 90+: 8

Ks 90+: 2
Ps 90+: 7

Id say atleast 90% or better of all players have been redshirted.

Only 23 teams have atleast 1 90+ overall on their roster. 5 of those only have 1.

No shift in no BCS schools. Boise and TCU are loaded.

Overall, awareness progression is still a monumental problem. Players still come in with low awareness and awareness progression isnt much better. There are 41 players with 90+ in awareness.
#1 Alabama has only 6 players with 80+ awareness
#1 Alabama's top RB is 5'8, 194 lbs and has an 85 speed, 83 agility, and 87 accel.

A lot of running backs still have high 80s and 90s speed, with 70s and 60s agilty, and bad acceleration too.

Anything else, anyone wants to know???

HERE IS THE DEFAULT 2010 LOOK
Quote:
Originally Posted by SecretAgentManCU
A+-1
Aminus-9
A-2
B+-17
Bminus-19
B-14
C+-19
Cminus-7
C-12
D+-7
Dminus-1
D-12


Players Over 90 OVR at Positions
QB-19
HB-28
FB-3
WR-31
TE-3
LT-18
LG-9
C-16
RG-6
RT-7
LE-14
RE-11
DT-20
LOLB-7
MLB-15
ROLB-7
CB-15
FS-5
SS-11
K-13
P-4
 
# 460 buckeye02 @ 09/08/10 12:45 AM
Quote:
Originally Posted by DiSaStAx94
The team ratings don't actually look that bad there. A few dominant teams, a wide a middle, and a few lower tams. Though I'd prefer those 12 D's be spread into 9 D+es 7 D's and 5 D-es, it looks alright,

the players over 90 however looks like it could be a little on the low side.
Yeah thats default. Compare those with my post above.
 


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