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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.

Game: NCAA Football 11Reader Score: 8/10 - Vote Now
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Member Comments
# 461 SecretAgentManCU @ 09/07/10 11:45 PM
Wow, compared to the ones I posted Block-O it looks like there is a massive massive shift downward in talent as the years go by from the default rosters.
 
# 462 mjarz02 @ 09/07/10 11:45 PM
Well I hope we hear something tomorrow.
 
# 463 l3ulvl @ 09/07/10 11:46 PM
Quote:
Originally Posted by doriangray
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
Maybe that 81 running back was recruited as an athlete and thrust into the role of RB out of necessity? Check his other attributes maybe he has high defensive ratings and the CPU logic was to assign him a position that badly needed a body.
 
# 464 mavfan21 @ 09/07/10 11:47 PM
Quote:
Originally Posted by Block-O

Anything else, anyone wants to know???
Just this:
http://www.operationsports.com/forum...asty-mode.html

Seeing all this makes me hope they delay the 360 patch/tuner until they actually FIX THE GAME.
 
# 465 yoda43 @ 09/07/10 11:47 PM
another thing i would like to point out. I went back to read the blog on EA to make sure i didnt miss anything. Something i found very interesting is that EA chose to reduce the number of B+ through B- rated teams and increase the A teams (lol) and increase the C teams with this new patch. I thought to myself, wait WHAT THE ****. Why on earth would you want to add more good great teams reduce the good teams and increase the average teams. That doesnt make any sense. If this past weekend showed us anything its that more than ever in the history of college football there is massive parity. More good teams less great teams and less average teams. Examples, Texas vs. Rice closer than it should be, Florida vs. Miami (ohio) closer than it should be.....and my SOONERS puking down there leg, hanging on for dear life against UTAH freakin STATE. And the culmination of all this BOISE ST. (even though they are ranked higher) beating VA TECH. So like i said guys.......more good teams (B rated) Less average teams (C Rated) less ELITE teams (A rated).

ohhh yeah here is the EA blog
http://ncaafootball.easports.com/blo...?blogId=Patch3
 
# 466 BoomerSooner420 @ 09/07/10 11:51 PM
Honestly, I think the WR elusiveness ratings are low on purpose. Alot of people cried about it so they upped it some, but DB's are not the best tacklers on the field to begin with, so boosting elusiveness up to the standards of a HB would likely mean your WR's would torch DB's much too often. I mean, afterall, there's probably a reason why they play WR and not HB in the 1st place. Jerry Rice is no Barry Sanders when it comes to agility and elusiveness. He couldn't duck and dodge defenders like a HB. Maybe quick enough on his toes to make 1 or 2 DB's miss, once in awhile, but not a 7 man front with a run blitz called, so make sure you use the right reference point. I've actually been thinking that yac yards are way too easy, my 5'6" freshman WR is averaging over 15 yac, and i have a long pass of 99 yards in the current season because i pressed circle with Ryan Broyles.
 
# 467 buckeye02 @ 09/07/10 11:58 PM
Something isnt right. Did they release the wrong patch and package.

Everything they said would be tuned, literally isnt any different than before. Its actually worse. Now your 1 and 2 star guys are just as high if not higher than most 3 stars.

My comparison shows it all, its still busted. Its been like this on next gen since the start. Im afraid this series' dynasty mode needs to be extinct if its going to be like this.

This isnt a game killer, but it is a dynasty killer. This is terrible.

EDIT: All in all, everything is fixable. But how progression should work, how high recruits should come in rated, and how a positions attributes should be rated is stumping these guys. 2 years now.
 
# 468 rhombic21 @ 09/07/10 11:59 PM
Man was beatable after the second patch, it didn't need to be toned down even further. And I'm not even so much complaining about man to man coverage, but with zones being so ridiculously ineffective, the defense really needed over-effective man to man in order to have a fighting chance.
 
# 469 Starfleeter @ 09/08/10 12:02 AM
It looks to me from what I've read on all these posts is that the problem lies with the low end of recruits still. The 3* recruits come in at a huge range from 60ish-78, loaded toward the low-mid end and the 1 and 2* recruits are coming in slightly higher than pre-patch but are still low.

Combine that with bad CPU recruiting AI and the teams aren't able to get the talent they need to sustain their high level of talent in the first 1-3 years of the game. What they need to do is raise the 3* recruits lower end of the range so that progression pushes them to be decent/good players in their senior years. Also, they could increase the amount of 2* recruits and decrease the amount of 1* recruits (since most would go to FCS schools or really bad FBS schools). As long as they get the CPU to recruit based on needs and current talent level from year to year and the recruit AI changes so recruits want to go where they will actually have a chance to play, it should fix everything.

I'm not sure if they'll be able to tune all of this with recruits and CPU recruiting but I doubt we'll see another patch since it has to be paid for out of EA's pocket from now on so I hope it's something they can work out with tuner sets.
 
# 470 gigem @ 09/08/10 12:04 AM
What I do is create 25, 80+ recruits each year, which helps balance out where recruits go. So 3-4* teams are going to get more 4* recruits than usual and the 3* recruits that the 3-4* teams would have got will go to 2-3* teams and so on.
 
# 471 DiSaStAx94 @ 09/08/10 12:07 AM
I've simmed through 3 seasons and am going through a fourth right now, but judging by just glancing at my true freshmen between seasons Block-O's sim looks spot on. 3 stars and 1 or 2 stars are pretty much indistinguishable on the lower teams, I didn't look at whether they come in higher on the powerhouses, I will after this year. I figure my fifth year will be done in 40 mins or so, so if you care for a second set of results, lets say top of the hour. Expect more of the same though, looks like Block-O nailed it.
 
# 472 jbdeuce @ 09/08/10 12:08 AM
Quote:
Originally Posted by Block-O
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
I personally like this curve. Now A+ means that that particular team is really good "IF" one develops and an F rated team is just plain trash. A+ teams, 99 rated overall players, and 99/98 speed guys were overdone to me in the past.
 
# 473 gigem @ 09/08/10 12:09 AM
I just thought of this but maybe we don't have the patch yet (360 users) because EA hasn't paid up. Microsoft wants money up front lol
 
# 474 mgoblue678 @ 09/08/10 12:13 AM
Quote:
Originally Posted by DiSaStAx94
I've simmed through 3 seasons and am going through a fourth right now, but judging by just glancing at my true freshmen between seasons Block-O's sim looks spot on. 3 stars and 1 or 2 stars are pretty much indistinguishable on the lower teams, I didn't look at whether they come in higher on the powerhouses, I will after this year. I figure my fifth year will be done in 40 mins or so, so if you care for a second set of results, lets say top of the hour. Expect more of the same though, looks like Block-O nailed it.
Well, that doesn't sound very good at all. There should be some cases here and there where a high 2 * does end up better than a low 3* but on average there should be some separation between 3* players compared to 1 and 2* players
 
# 475 sluggbugg @ 09/08/10 12:19 AM
EA should just get rid of the stupid *** rating system. Quit showing us the ratings of the players and the teams and nobody would no the difference. I swear just because there are more teams "rated" D than C everybody gets pissed. If they just didn't show that damn rating....no one would know or care.
 
# 476 ThumbsBruised @ 09/08/10 12:20 AM
Quote:
Originally Posted by gigem
What I do is create 25, 80+ recruits each year, which helps balance out where recruits go. So 3-4* teams are going to get more 4* recruits than usual and the 3* recruits that the 3-4* teams would have got will go to 2-3* teams and so on.
i do tha same but bama takes em all.. an they(bama) have 7 qbs and 3 of them are 90+... its wack!! and none are redshirted... i think in a real life situation few of em would end up transferring...
 
# 477 Heyuimintojsus @ 09/08/10 12:21 AM
So, this is my take of gameplay.

I am Mississippi State. I just played LSU in my one Heisman dynasty. I won my first two games against FCS opponents 35-16 and 38-24. They passed like crazy on me and I couldn't do anything with it.

So, I beat LSU 36-29. LSU kickers missed two extra points. I actually led 21-16 at the half and 28-16 before the cpu came back and took a 29-28 lead. The verticals, especially over the middle, still work pretty easily. I had a receiver with over 200 yards. The passing seemed better - with touch - but it seems like a couple might have been lofted too much.

Blocking was much better. I don't think I was sacked at all, if I was not more than twice. I had time to pass, and when I scrambled the DEs didn't seem to catch my QB as usual. The CPU QB, he has time, time, time, and he either found someone at the last second to throw to or stood there and didn't scramble when he had wide open space in front of him.

They ran the ball more than normal and got just over 100 yards; the CPU rarely runs it against me, especially. The still had 398 total yards and about 285 or so through the air or so. I intercepted a pass in the end zone with just under 2 minutes to go to seal the win. The CPU wide receivers caught more passes on the sideline or in the corner of the end zone.

Defense, the zone, they still found openings. Man - at least the guy was there to make the tackle most of the time.

But for me to win on Heisman and beat LSU in Baton Rouge, throw for 421 yards, there's something wrong with that.
 
# 478 NDAlum @ 09/08/10 12:26 AM
Oh man...I don't want this patch/tuner set!

In my online dynasty with Arizona I'm 5-4 on Heisman and having a tough time and the sliders play awesome!

This thread sucks!
 
# 479 eraserx13 @ 09/08/10 12:48 AM
Quote:
Originally Posted by Block-O
Something isnt right. Did they release the wrong patch and package.

Everything they said would be tuned, literally isnt any different than before. Its actually worse. Now your 1 and 2 star guys are just as high if not higher than most 3 stars.

My comparison shows it all, its still busted. Its been like this on next gen since the start. Im afraid this series' dynasty mode needs to be extinct if its going to be like this.

This isnt a game killer, but it is a dynasty killer. This is terrible.

EDIT: All in all, everything is fixable. But how progression should work, how high recruits should come in rated, and how a positions attributes should be rated is stumping these guys. 2 years now.
Block-O, Thanks for your testing. I am wondering if the total number of 4 and 5 star players entering the recruiting pool has anything to do with the decline in overall talent. Any chance that you were checking those? I know there is some variability as to the number that comes in each year and its somewhat random. I am doing some testing at the moment to see if getting more 5 star talent than the average will result in mitigating part of the decline that you are seeing. I'll come back with my results when I am done and hopefully we can come up with some workarounds that offset some of EA's faulty programing.
 
# 480 buckeye02 @ 09/08/10 12:49 AM
EA needs to get rid of ratings all together. Show us
-40 times, cone drills
-Bench reps
-verticals
-the players size, height and weight
-give us tips on what the player is good at and bad at
For example, sure tackler or lacks man coverage ability
-Give us a players recruit rating like 1-5* or rating system like ESPN150 uses
-Maybe some high school stats to show what kind of player he is.

Thats the problem, we have to judge everything by numbers. Make a players hot streak and momentum matter more. The same goes for teams in general. FIND A WAY TO MAKE THIS REALISTIC!!!

Show us a meter for each attribute such as awareness, tackling, etc, and watch the meter go up as the player improves at doing certain things. Dont show us numbers. Make it where players can improve faster, which would make some lower prestiged teams have some breakout and suprising years every now and then. With all these numbers, everything is too stale and predictable

when the ohio state recruiting staff is recruiting a player, they dont say "Man that guy has a 95 speed rating, lets get him"

Make a players hometown matter more in his choices, especially for the non 5 star guys. Have every team get the same kind of players that they do in real life. Low tier schools can snag a 5 star guy every now and then.

DO AWAY WITH RATINGS, OR AT THE LEAST DO AWAY WITH OVERALLS!!!!! Same goes for Madden.

On a side note, the way teams gradually get worse over time does nothing to help the imported draft classes you will take over to Madden. These two development teams need to get together and perfect imported classes and how they import and what the players look like when they get there. OR ATLEAST GIVE US THE ABILITY TO EDIT EVERYTHING ABOUT THE PLAYER AND HOW THEY WILL COME INTO MADDEN.

Madden 98 didnt have player overalls, remember that. Lamar Lathon was a beast!!
 


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