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 Changes from Demo to retail of NCAA 2011

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luvtotha9s

luvtotha9s


Posts : 2666
Join date : 2009-12-09

Changes from Demo to retail of NCAA 2011 Empty
PostSubject: Changes from Demo to retail of NCAA 2011   Changes from Demo to retail of NCAA 2011 EmptyMon 21 Jun 2010, 11:47 pm

The real game is gonna be alot different than that broke ass demo....check it out!
Per- Gaming Tailgate
http://www.thegamingtailgate.com/for...Demo-to-Retail

* On Xbox 360, the Reese's Perfect Play of the Game will not always be the final play. As some of you have already speculated, we temporarily save off highlights to the hard drive during the game so you can view them later, however this is not something we are able to do in the demo.

* The CPU team will now decline penalties.

* Front four defensive linemen will generate a better pass rush. There are many contributing factors to this that have been tweaked. CPU defensive linemen will rush the pass more aggressively and will not get thrown to the ground as often when "losing" to the blocker. Defensive ends will also do a better job of getting off their blocks at more appropriate angles to help contain a scrambling quarterback. Additionally, you can always tune the pass rush to your liking using the AI sliders if you still feel it is lacking (or overpowered) in the final product.

* A major issue was fixed where the sound would cut out and eventually cause the game to freeze.

* Pass defense has been greatly improved, both in man and zone coverage assignments. They will do a better job defending crosses, slants, and the flats in man coverage. Also, deep zone assignments have been improved to defend against the deep pass. Like the pass rush, you can further tune this to your liking using AI sliders.

* Improved lead blocking by pulling linemen and fullbacks on tosses and sweeps.

* Fixed an issue where place kickers were getting subbed out for (usually) quarterbacks on kicks.

* Fixed issue where the commentary would occasionally sound garbled on Xbox 360.

* Dual Stick Ballcarrier Control has been improved, making R-Stick moves look and feel more responsive. Also made some visual improvements with turning and leaning animations.

* Fixed some issues that caused receivers to drop catches they should have made. Again, this is also something that can be tuned further using AI Sliders.

* Quarterbacks will no longer stutter when scrambling and crossing the line of scrimmage.

* Fixed several situations where the wrong team was celebrating after a big play.

* Playcall will not suggest going for a 2 point conversion when it shouldn't.

* In general, we made defenders a little better at getting off blocks. This helps in defending against outside runs and quarterback scrambles as mentioned before.

* Fixed several camera issues on kickoffs, including the one where the camera would not follow the ball on the ground.

* Fixed a broken play where the quarterback would get stuck in his handoff animation and just run backwards away from the line of scrimmage.

* Fixed FB Fake HB Toss play so the quarterback will not toss the ball behind the running back.

* Improved head tracking for ball carriers, receivers and defenders.

* Fixed some issues with auto replay cameras where it was too low to the ground and was not focusing on the correct targets.

* More general tuning was done on option plays to make them run smoother.

* Fixed an issue with playcall where it was not remembering the last formation you called.

* Fixed an issue where receivers couldn't make a tackle quickly after an interception.

* Removed an exploit that would allow for "Rocket Catches".

* Fixed an issue where the CPU Ballcarrier would continue to cover the ball during long runs, even if no defenders were near.

* Defenders will now be able to press receivers when they are in preplay motion.

See the rest at....
http://www.thegamingtailgate.com/for...Demo-to-Retail
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