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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
# 501 novadolla @ 09/08/10 04:58 AM
Quote:
Originally Posted by TXHusker25
The CB only attempted to make a play when I user clicked on him after the ball was in the air. That is the flail you see, me trying to get lucky.

As for the other two being a play calling issue, are you kidding me? A 3 deep shell vs a wheel route is about as good of a play call as you can get. The problem was that I had 3 guys covering the same area and my deep third on that side was running with his back to the play (seriously, why?).

The one after after that was a perfect play call, a CB blitz forcing him out of the pocket and man to man coverage vs. Stick. My LB was sitting on the quick curl just like he was supposed to until he just leaves for no reason. What else can I do?

Looks like the corner was trying to get deep to keep the inside guy running the streak in front of him. But he should be bailing rather than running with his back to the ball. But against cv3 the flats wil be open and wheels will be open because the corner is bailing out of there. some one else should of went to the flats.

it looked like the QB broke contain and the LB was gonna try to stop the scramble. Was your QB contain on aggressive?
 
# 502 eraserx13 @ 09/08/10 05:05 AM
The goal of the progression tweak in the latest patch is to have a similar amount of high quality players and talent level of the default rosters. Following what Block-O did earlier, I simmed to the beginning of season 2015 in order to clear out all the players from the original roster. So the only thing left are game generated recruits. The only thing differently is that I monitored the amount of 5 star players that went into the recruiting pool at the beginning of each season and made sure I got the maximum amount of high quality players in each season. So by making sure I am close to the maximum amount, any shortfall in quality players stems from lack of progression.

Prior to my test, I ran 10 recruiting batches. I saved a dynasty file at the beginning of the season and hit "skip to recruiting" in the preseason menu. From there, I counted the number of star players. On average there are about 28 5 star players and about 228 4 star recruits. The range on 5 star were 18-39 while the range on the number of 4 star players were at 220-234. So the goal was to establish the high end and shoot for that in each and every season leading upto 2015. This could also serve as a way of establishing a benchmark for doing a dynasty assuming EA doesn't patch their patch.

So in the first year of my simulation, there were 233 and 39 4 and 5 star players, respectively. In the second year, there were 236 and 35. In the third year, there were 39 and 222 players. In the fourth year, I added 235 and 37 players with 4 and 5 star ratings, respectively. Then I simmed to the beginnng of 2015 and here is what I came up in terms of number of players with 90+ ratings in comparison to the default roster.

90+ Players: 2015 vs Original (Change in Parenthesis)

QB: 17 vs 19 (Change of -2)
HB: 10 vs 28 (-18)
FB: 6 vs 3 (+3)
WR: 10 vs 31 (-21)
TE: 1 vs 3 (-2)
T: 14 vs 25 (-11)
G: 14 vs 15 (-1)
C: 12 vs 16 (-4)

DE: 18 vs 25 (-7)
DT: 15 vs 20 (-5)
OLB: 12 vs 14 (-2)
MLB: 6 vs 15 (-9)
CB: 7 vs 15 (-8)
FS: 5 vs 5 (+0)
SS: 6 vs 11 (-5)
K: 6 vs 13 (-7)
P: 1 vs 4 (-3)

Total: 160 vs 262 (-102)


# of 99 OVR: 8

# of Players with 90+ AWR: 60

Teams: 2015 vs Original (Difference)

A+: 1 vs 1 (+0)
A: 0 vs 2 (-2)
A-: 5 vs 9 (-4)
B+: 3 vs 17 (-14)
B: 14 vs 14 (+0)
B-: 11 vs 19 (-8)
C+: 18 vs 19 (-1)
C: 16 vs 12 (+4)
C-: 13 vs 7 (+6)
D+: 17 vs 7 (+10)
D: 12 vs 12 (+0)
D-: 10 vs 1 (+9)
F: 0 vs 0 (+0)

So as you can see, there is some massive degredation in talent level. The number of elite players decline, especially at RB, WR, T. Furthermore, on a team level it seems that the talent level with the exception of Alabama drops down a full letter grade.

To sum up and even with attemping to get the maximum number of high quality players in the game, the overall talent level STILL declines. This speaks of either the latest patch on progression is either not working as intended or if it is, does not come anywhere close to the stated goals of EA. In either case, EA needs to get their act together since they say one thing and do something that is completely different.
 
# 503 novadolla @ 09/08/10 05:08 AM
Quote:
Originally Posted by Segagendude
So, all day at work I've been reading all these posts about how the game has no defense after patch #3. (Not sure if it pertained to online play, but anyway)

So I get home, d/l the patch, and continue my dynasty OSU against Penn State, expecting the worst.

What'd I get? Oh nothing, just an ESPN Classic worth 1870 points!

Score was tied 10-10 at the half. In the third, I finally got a long sustained drive to go up 17-10. PSU kicks a FG, making it 17-13, as we head to the fourth.

I kick a FG after I'm stopped short of the goal line, now 20-13.

PSU has the ball, 2+ minutes left in the game, and they start airing it out.......they get the TD on a bomb since I'm on one-on-one coverage along the right sideline...

I go three and out, giving them the ball back with about 1+ minute left in the game. They hit ANOTHER long pass play for a TD!

Now I'm down. I hit a hail mary that gets me close, now about 6 seconds left, I hit a slant, and get tackled just shy of the goal line. (Think Super Bowl Titans/Rams)

Final: PSU 27. OSU 20.

What I saw was outstanding run blocking on both sides......the CPU qb actually overthrew his receivers three times. I sacked the CPU 4 times. They sacked me twice.

I also saw IMO some great pass coverage on both sides, and one of the CPU's int's was all my fault,throwing as I got hit......

Bottomline, this was one of the best games I've played thus far. I was actually standing with sweaty palms towards the end.

Allllllll these issues I've read about----didn't see em, sorry. The final score wasn't 55-52.......My qb threw for 232 yds, and PSU's threw for 353. (Not bad...)


BTW, my difficulty is on Varsity, with some tweaked sliders of my own.


I think the best just got better, is all I'm saying. I don't even miss Madden right now.....

Peace.
Yep i'm having fun with this game both in on/off line dynasty and lobby games
 
# 504 novadolla @ 09/08/10 05:16 AM
Quote:
Originally Posted by TXHusker25
No, my QB Contain is always on Conservative for this very reason, I hated having guys come up against scramblers online only to have them pull up and throw over. If I am facing a scrambler like that, I will just use DE Contain plus a spy if necessary.

I wouldn't really have a problem with that wheel play if it weren't for all of my zones on that side guarding basically the same piece of real estate. I was in conservative zones since I was playing somewhat prevent D at this point in the game, the two hook zones were guarding the same area and then the CB over there was guarding basically the same thing. I guess my complaint on that play is that there is no common sense when it comes to the zones, that and my CB inexplicably bailing with his back to the ball, which I had never seen before.
Ihear ya man, but you gotta admit. The game is playing pretty well. I thought it would be wide open passing all over but this is not the case.
 
# 505 LambertandHam @ 09/08/10 06:54 AM
For posters smarter than myself, are the messed up recruits something that is the fault of the tuner, or the patch itself? Hopping the tuner, then it's an easy fix.
 
# 506 buckeye02 @ 09/08/10 07:12 AM
Quote:
Originally Posted by eraserx13
The goal of the progression tweak in the latest patch is to have a similar amount of high quality players and talent level of the default rosters. Following what Block-O did earlier, I simmed to the beginning of season 2015 in order to clear out all the players from the original roster. So the only thing left are game generated recruits. The only thing differently is that I monitored the amount of 5 star players that went into the recruiting pool at the beginning of each season and made sure I got the maximum amount of high quality players in each season. So by making sure I am close to the maximum amount, any shortfall in quality players stems from lack of progression.

Prior to my test, I ran 10 recruiting batches. I saved a dynasty file at the beginning of the season and hit "skip to recruiting" in the preseason menu. From there, I counted the number of star players. On average there are about 28 5 star players and about 228 4 star recruits. The range on 5 star were 18-39 while the range on the number of 4 star players were at 220-234. So the goal was to establish the high end and shoot for that in each and every season leading upto 2015. This could also serve as a way of establishing a benchmark for doing a dynasty assuming EA doesn't patch their patch.

So in the first year of my simulation, there were 233 and 39 4 and 5 star players, respectively. In the second year, there were 236 and 35. In the third year, there were 39 and 222 players. In the fourth year, I added 235 and 37 players with 4 and 5 star ratings, respectively. Then I simmed to the beginnng of 2015 and here is what I came up in terms of number of players with 90+ ratings in comparison to the default roster.

90+ Players: 2015 vs Original (Change in Parenthesis)

QB: 17 vs 19 (Change of -2)
HB: 10 vs 28 (-18)
FB: 6 vs 3 (+3)
WR: 10 vs 31 (-21)
TE: 1 vs 3 (-2)
T: 14 vs 25 (-11)
G: 14 vs 15 (-1)
C: 12 vs 16 (-4)

DE: 18 vs 25 (-7)
DT: 15 vs 20 (-5)
OLB: 12 vs 14 (-2)
MLB: 6 vs 15 (-9)
CB: 7 vs 15 (-8)
FS: 5 vs 5 (+0)
SS: 6 vs 11 (-5)
K: 6 vs 13 (-7)
P: 1 vs 4 (-3)

Total: 160 vs 262 (-102)


# of 99 OVR: 8

# of Players with 90+ AWR: 60

Teams: 2015 vs Original (Difference)

A+: 1 vs 1 (+0)
A: 0 vs 2 (-2)
A-: 5 vs 9 (-4)
B+: 3 vs 17 (-14)
B: 14 vs 14 (+0)
B-: 11 vs 19 (-8)
C+: 18 vs 19 (-1)
C: 16 vs 12 (+4)
C-: 13 vs 7 (+6)
D+: 17 vs 7 (+10)
D: 12 vs 12 (+0)
D-: 10 vs 1 (+9)
F: 0 vs 0 (+0)

So as you can see, there is some massive degredation in talent level. The number of elite players decline, especially at RB, WR, T. Furthermore, on a team level it seems that the talent level with the exception of Alabama drops down a full letter grade.

To sum up and even with attemping to get the maximum number of high quality players in the game, the overall talent level STILL declines. This speaks of either the latest patch on progression is either not working as intended or if it is, does not come anywhere close to the stated goals of EA. In either case, EA needs to get their act together since they say one thing and do something that is completely different.
Agreed. When I did my simming earlier, I was completely disappointed. The game has barely changed in this area, if at all. They are hyping up these tuners, but I really see no difference. None.
 
# 507 bnoe1023 @ 09/08/10 07:28 AM
Quote:
Originally Posted by Block-O
Agreed. When I did my simming earlier, I was completely disappointed. The game has barely changed in this area, if at all. They are hyping up these tuners, but I really see no difference. None.
Wow, that is ridiculous. Do they even test these before they put them out? What a bunch of bullsh--. I payed $60 for this game, and all I do is play offline Dynasty, and it doesn't even work. I want my money back.
 
# 508 sportyguyfl31 @ 09/08/10 08:05 AM
Quote:
Originally Posted by TXHusker25
As for the other two being a play calling issue, are you kidding me? A 3 deep shell vs a wheel route is about as good of a play call as you can get. The problem was that I had 3 guys covering the same area and my deep third on that side was running with his back to the play (seriously, why?).

Not really.

Your zone got flooded.

There are 2 guys running into the CBs area and he is caught split between them.

That's exactly what should happen.

I checked the man coverage ratings of Boise State's LBs

LOLB: Derrell Acrey- 58
MLB: Daron MAckey: 63
ROLB: Aaron Tevis: 77

You shouldnt be asking your MLBs to man up on people, unless you have Tevis in the game, subbed in that spot.

Dont blame EA, just because your player's man coverage ratings come into play and you are asking him to do something he cant.

The over effectiveness of man coverage prepatch has made people lazy, IMO.
 
# 509 Buckeyes_Doc @ 09/08/10 08:31 AM
Quote:
Originally Posted by Gotmadskillzson
I remember the time when players had composure meter. And that meter went up and down through out the game depending how that player played. When that player got rattled, their compsure was low and they would mess up bad. Then you had to call a time out to calm him down.

I remember they gave you a choice during the time out to either calm down an individual player, offense only, defense only or whole team. Why EA went away from that I don't know.

I also remember a lot of teams were rated F, D and -C Very few schools were rated an A. About half the schools were C or -B. Now too many schools are rated A and +B
.
I remember this as well, but this is not how NCAA 11 was intended to be. In dynasty you're suppose to build your team, not decline slower then the other teams.

Out of the box if we saw the same rankings we are seeing in year 2015, that wouldn't be an issue.
 
# 510 bailey4mvp @ 09/08/10 08:50 AM
So basically the USC and Hawaii thing is still not fixed and recruiting was not touched to much?

WTF EA????
 
# 511 Mtneer08 @ 09/08/10 08:58 AM
This game has become nearly unplayable because of there being way too many 90+ rated players now.

I do think pass defense and cpu run game improved but Its hard to enjoy when i see how easy it is to get 90+ rated players..
 
# 512 GHUGHES @ 09/08/10 09:08 AM
Quote:
Originally Posted by HeebieJeebie
GUYS XBOX HAS THE PATCH!!!!!!!!!!!!!

it just didnt promt you to download it. try the backwards pumpfake and see that it doesnt work anymore!!!!!!!!!!!!!!!!!!!!!!!!
Jump the gun much
 
# 513 imalive1459 @ 09/08/10 09:11 AM
Quote:
Originally Posted by sportyguyfl31
I checked the man coverage ratings of Boise State's LBs

LOLB: Derrell Acrey- 58
MLB: Daron MAckey: 63
ROLB: Aaron Tevis: 77

You shouldnt be asking your MLBs to man up on people, unless you have Tevis in the game, subbed in that spot.

Dont blame EA, just because your player's man coverage ratings come into play and you are asking him to do something he cant.

The over effectiveness of man coverage prepatch has made people lazy, IMO.
IRL, I couldn't imagine the stupidest of LB's running the wrong direction on that particular play. Hell, If I told my 8 year old nephew to cover the guy, he'd at the very least run in the same general direction as the guy. He might take a bad angle, but that wouldn't include running the opposite direction. Blame EA. Man coverage is more about athletic ability. Yes, there's technique involved, but there's no reason for the LB to run the wrong way. If that's the solution to making a LB play poor man coverage, no wonder there's so many problems in this game.

 
# 514 rudyjuly2 @ 09/08/10 09:20 AM
I think we need two separate threads for this. One for actual gameplay discussion and one for dynasty/progression/ratings discussion. This thread is getting too cluttered.
 
# 515 sportyguyfl31 @ 09/08/10 09:50 AM
Quote:
Originally Posted by imalive1459
IRL, I couldn't imagine the stupidest of LB's running the wrong direction on that particular play. Hell, If I told my 8 year old nephew to cover the guy, he'd at the very least run in the same general direction as the guy. He might take a bad angle, but that wouldn't include running the opposite direction. Blame EA. Man coverage is more about athletic ability. Yes, there's technique involved, but there's no reason for the LB to run the wrong way. If that's the solution to making a LB play poor man coverage, no wonder there's so many problems in this game.


Not true.

If you have poor technique all of the athleticism in the world, isnt going to make you a good man to man coverage defender.

If that was the case, any joker who can run a sub 4.4 forty and do a 20 yard shuttle in 4.0 would make a good corner.

There are plenty of fast, agile defensive backs, who cant man cover worth a damn.


Now, if i see video of good man coverage and press coverage rated defenders getting lost in space, consitently, then I'll say we have a issue.

But I'm not going to a shed a tear over a horrible man coverage linebacker getting lost, when he has no buisness being in that position to begin with.
 
# 516 GOBLUE_08 @ 09/08/10 10:22 AM
Lol @ some of ya'll man, this game is far from being unplayable, I didn't touch my AA sliders in my dynasty and the game still plays great. The CPU will definitely run on you now, I don't know about some but there is nothing wrong with zone or man coverage. I control my FS so I don't know. I wonder sometimes if folks on here just wanna complain for hell of it. I'm only in my second season in my dynasty so I can't speak on the recruiting. As far as gameplay though. The game is fine
 
# 517 youALREADYknow @ 09/08/10 10:26 AM
Quote:
Originally Posted by cgrierwv75
As far as in season progression.. i can bet $1000 that you actually have to PLAY the games to see it. B/c your players need to perform and put up big numbers to actually progress. If you are simming and players are getting their normal numbers nothing should happen. But i bet if you play a few weeks with a low 80s HB and put up 200+ yds games with mad TDs for a few weeks i bet you'll see the +1's. Russ please school these fools.
School us fools?

Newsflash Walter Cronkite: That is not how in-season progression has worked in ANY EA Sports game to date and goes against all sound logic.

There are 120 teams in a Dynasty mode. Are you honestly saying that only ONE team (or up to 12 in an Online Dynasty) should receive in-season progression?

Let's just call it what it is. EA released a game with broken in-season progression and obviously had no clue how to put it back together in one piece. A feature that has worked correctly for a decade suddenly got lobotomized and we're supposed to embrace it?

I'm not going to sit here and say that the entire game is broken because of this, but it's obviously a feature that is not working as intended. We're now over two months after release and three patches deep into this game and a core dynasty feature is not working. It's likely not going to work until NCAA 12. I would have rather lived completely without it rather than being given what amounts to a "cheat" or "boost" similar to the paid nonsense that already exists in Dynasty mode.

The last thing Dynasty mode needed was another User advantage over an already crippled CPU opponent. Luckily the advantage is rather small, but still will amount to 2-4 OVR rating points over the course of a player's career. That's enough of a difference to move a team up 1/2 a grade as a Dynasty progresses.
 
# 518 GHUGHES @ 09/08/10 10:26 AM
Quote:
Originally Posted by GOBLUE_08
Lol @ some of ya'll man, this game is far from being unplayable, I didn't touch my AA sliders in my dynasty and the game still plays great. The CPU will definitely run on you now, I don't know about some but there is nothing wrong with zone or man coverage. I control my FS so I don't know. I wonder sometimes if folks on here just wanna complain for hell of it. I'm only in my second season in my dynasty so I can't speak on the recruiting. As far as gameplay though. The game is fine
That's the thing some people get so caught up in ratings and progression they forget the game play aspect of it. Me personally I could care lees if every team was a rated D- if the game plays fine who cares to each his own though
 
# 519 Bumble14 @ 09/08/10 10:28 AM
Quote:
Originally Posted by cgrierwv75
So far i am very impressed with the patch and tuner. Played 2 games last night and here are my thoughts.

1. Man coverage is definitely a tad looser, but it's not as loose as people are describing. If the corner has better ratings than the WR then it's still pretty tight, but not as crazy as the mirroring as before. I think it's now just right.

2. Zone coverage is indeed a tad better but nothing drastic.

3. Pass Blocking is much better now even on PA. I noticed my HB actually helping on DE's after his fake and the Tackles doing a much better job on the DE's. Only times i got hurried when i ran it over and over in practice mode was when the CPU brought more than i could block, especially through the A gap. But most of the time i could STILL get the pass off to the flat. MUCH MUCH BETTER!

I think the gameplay now is almost perfect. If you think it's too easy now then maybe you should bump up to heisman? I know in years past i never played on anything but heisman but this was the first year i felt heisman was way over powered. But i think i might bump it back up now.

Recruiting. Guys, it seems like most of you were expecting huge changes to the philosophy. It's been the DEV Team's approach from the beginning to balance things out a bit and actually lower the talent level after the initial players graduate. It looks like they made players a tad better but it's nothing drastic. I like it that way personally... My advice for some of you... stop worrying about the darn ratings and play the game!

As far as in season progression.. i can bet $1000 that you actually have to PLAY the games to see it. B/c your players need to perform and put up big numbers to actually progress. If you are simming and players are getting their normal numbers nothing should happen. But i bet if you play a few weeks with a low 80s HB and put up 200+ yds games with mad TDs for a few weeks i bet you'll see the +1's. Russ please school these fools.
Amen Brother!

I want someone to actually play 5-7 years into the future with the new patch and then come back and start complaining. If anything that will give all of our eyes a rest from the complaints for a few weeks.

There is a tremendous amount of time and energy being spent on simulations right now to point out the games flaws- you all are missing out on one of the best playing NCAA games we've ever had.

Again guys, just play the game and let's see the stats we get and how teams progress. You all do realize that the game was made to be played and not simmed correct? Perhaps there is some error in the sim logic when a users games are not being played.

Take a deep breath...........
 
# 520 youALREADYknow @ 09/08/10 10:31 AM
Quote:
Originally Posted by Bumble14
Again guys, just play the game and let's see the stats we get and how teams progress. You all do realize that the game was made to be played and not simmed correct? Perhaps there is some error in the sim logic when a users games are not being played.
99% of the games in Dynasty mode are simulated...
 


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