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 New Patch and Tuning update to come on 9/7

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BucNutts

BucNutts


Posts : 2931
Join date : 2009-11-19
Location : Oklahoma

New Patch and Tuning update to come on 9/7 Empty
PostSubject: New Patch and Tuning update to come on 9/7   New Patch and Tuning update to come on 9/7 EmptySun 05 Sep 2010, 11:16 am

Wonder how this affect current OD's?? I hope that this stuff applies to what we have going on now...








Hi NCAA Football Fans,

Ready for some more NCAA Football news? Well this blog has exactly what you are looking for. More fixes, tweaks, and tuning in the form of another Title Update and the release of Live Tuning Pack 3, to continue and improve NCAA Football 11. Both of these items will be coming to you on Tuesday (9/7). Now the details:

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.

While tuning Dynasty this year, I've received a lot of help along the way from Jordan Peterson, who recently joined the Design team. Since he has been focusing on all the details of the latest Live Tuning Pack I'm going to have him pass along the information of what you are going to see going forward. So Jordan... How do all of these changes impact Dynasty?

Thanks for the introduction, Russ. The most obvious adjustment is that the recruits are now in line with the freshmen on the default rosters. This allows for progression in line to our original objectives, without creating too many high rated players in the first three years or, conversely, too few in later years of dynasty.

Below is a count of the number of players at each Overall rating. The top graph displays results from ship, the second from LTP2 and the third is from TU3/LTP3. The red line indicates the default roster, while the remaining blue and green lines represent subsequent years. Most importantly you can see that number of players between 40 and 60 overall have decreased significantly, while the number of players between 60 and 80 has increased.



The table below is a breakdown of the average number of teams at each rating several years into dynasty, compared between ship, post LTP 1 and LTP3. With the increase to the overall ratings for the lower tier of recruits, and tuning progression, we have achieved our target for Team Overall Grades. Based on results from launch, our target was to create an even distribution between B and D rated teams, while slightly increasing the number of A and C rated teams. LTP1 was an improvement, but did not completely achieve our goal, as LTP3 does.



Below is the updated numbers of the Average Overall Chart we showed with LTP1. You can see that on average (this is the result of many simulations) our Average Overalls did not change all that much for most teams from LTP1 to LTP3. We were able to use the new Recruits and integrate them into the Dynasties while keeping a balance between the low and high prestige teams. Please note that depending upon the multitude of factors in dynasty; you may see some significant variance in a team's overall rating.

There are a few things to keep in mind when looking at a team's overall. Most importantly are the factors that influence recruiting. Did the team recruit every position needed? Did they win, or lose, important recruiting battles? What was their record? Did they win or lose any bowl games? Has their team prestige increased or decreased? These are just a handful of questions to ask yourself as you look at the team overalls in your dynasty sims. Because of the significant amount of potential variance, we always tune based upon averages while keeping an eye upon both extremes.



In an earlier Live Tuning Pack, we addressed the low end of the spread for Kickers and Punters by increasing their progression. Now, with the bottom half of the recruits increased to be in line with rosters, we were able to tune Kicker/Punter progression with greater accuracy. The table below displays the average Kick Power for Kickers and Punters for Recruits on the shipped disc (top section), compared to Recruits in LTP 3 (bottom section).



That wraps up the Dynasty summary for the Title Update and Live Tuning Pack 3. Thanks once again for your continued support and feedback.

Thanks for the details, Jordan. Most of these changes come directly from community feedback. Our goal is to continue and improve NCAA 11 Football as much as possible for you, the fan. Please continue to post and let us know what you think on our forums. I'll be lurking around there, and other fan sites, to see what you think about the latest updates, so don't be shy. Thanks again for your support and we hope you are enjoying the start of the College Football Season. Go Canes!

-Russ Kiniry
Designer
NCAA Football
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BucNutts

BucNutts


Posts : 2931
Join date : 2009-11-19
Location : Oklahoma

New Patch and Tuning update to come on 9/7 Empty
PostSubject: Re: New Patch and Tuning update to come on 9/7   New Patch and Tuning update to come on 9/7 EmptyWed 08 Sep 2010, 5:23 am

Looks like the patch is out for ps3...

Some first impressions have been mentioned about zone coverages actually seem to be working...


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Coach Gruden

Coach Gruden


Posts : 4402
Join date : 2009-11-17
Location : coeur d alene-idaho

New Patch and Tuning update to come on 9/7 Empty
PostSubject: Re: New Patch and Tuning update to come on 9/7   New Patch and Tuning update to come on 9/7 EmptyFri 10 Sep 2010, 5:06 am

I didn't really think about it, but I beleive the patch was for both my WSU and WISC Bowl game, and maybe It's just my imagination, but the game seemed more fluid, realistic, and fun...was actually able to run the ball, got some sacks...and RB weren't so unstopable....both O were able to move down the field, but on key 3rd down if you mixed it up were able to get stops....and zone coverage was much better,,,,it could have just been me, but for my skill set and style, patch 3 seems like a big improvment...
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New Patch and Tuning update to come on 9/7 Empty
PostSubject: Re: New Patch and Tuning update to come on 9/7   New Patch and Tuning update to come on 9/7 Empty

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