Live Tuning Pack 3 Info (Patch)

Discussion in 'Locker Room' started by Hova, Sep 3, 2010.

  1. Hova

    Hova Live Action. YiYiYi!

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    Live Tuning Pack 3 Info (Patch)

    http://ncaafootball.easports.com/blog.action?blogId=Patch3



    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
     
  2. Drifterbub

    Drifterbub Help me hide a body?

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    I'll take it...
     
  3. JerzeyReign

    JerzeyReign #BeatOhio

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    I thought the purpose of the LTP was so that it could be tweaked without needing a patch... oh well glad their addressing the current issues... guess I can throw out this new slider set I've been working on..
     
  4. Hova

    Hova Live Action. YiYiYi!

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    It's an LTP update plus a patch separate.

    Sounds like good stuff
     
  5. Mogriffjr

    Mogriffjr Walk On

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    I'm impressed with how quickly they are getting these updates and such pumped out...good stuff!
     
  6. Drifterbub

    Drifterbub Help me hide a body?

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    Yeah they tune what they can with the LTP and then patch what they can't.
     
  7. Big Suge Knight

    Big Suge Knight Walk On

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    I've got to give them props for the product they put out and the commitment to making it better. This time the last couple years ago we'd be frustrated that the game did not play right but this year they are addressing the concerns. Let's keep this going.
     
  8. Papa Perry

    Papa Perry Leeroy Jenkins!!!

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    Hell yeah. In-season progression
     
  9. JerzeyReign

    JerzeyReign #BeatOhio

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    This may have saved my personal 0 slider set. Tuesday? Hopefully my life will change on Tuesday:)
     
  10. DreSmithJr

    DreSmithJr It Be So EMPTY, WITHOUT ME...

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    In-Season Progression is great.. now i can make my guys better/worse based on how i play with them..
     
  11. Nautica

    Nautica #whatisdrugs?

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    Based on how you play they will likely get worse, GO UB!!
     
  12. JFunk34

    JFunk34 Friends may come and go, but enemies accumulate.

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    Good stuff.
     
  13. Hova

    Hova Live Action. YiYiYi!

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    Season progression sounds awesome
     
  14. Bamaboiking

    Bamaboiking Walk On

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    i see they still didnt fix play action, or tweaked outside runs
     
  15. GSUtiger

    GSUtiger GEAUX TIGERS!!

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    This should help all my 3* players turn into nice players
     
  16. GoGators

    GoGators GT: KSherm

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    This is all amazing news. Thank you EA!!! My favorite, and I hope it works correctly, is the tuning of the jumping of routes with man coverage. Maybe we'll actually be able to throw a deep comeback route for the first time in the title's history.
     
  17. MaxATX34

    MaxATX34 Texas Football

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    So recruits are going to come in like they did at release, but progression will be improved and in-season progression will be in effect...

    EA said they did a bunch of simulations?
    I love this year's game. I really do. This just seems like something that could have been done pre-shipment.
     
  18. Mogriffjr

    Mogriffjr Walk On

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    I been able to throw the deep comeback route even before this patch gators. Get ya weight up ;)
     
  19. BucNutts

    BucNutts Walk On

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    Can anyone answer this question..

    With this new stuff coming out, how or what will affect our current OD's?
     
  20. fordtuff504

    fordtuff504 Walk On

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    oooooh, in season progression is back, and why was this ommitted in the first place????... gotta get my ps3 fixed asap lol
     
  21. Gabeastmode

    Gabeastmode Walk On

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    pump fake still not fixed just played a lobby game guess how I lost? pump fake lobby games suck
     
  22. Dru50

    Dru50 Still Chicago's #1 son

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    I thought I read that the tuning patch/update doesn't come out until Tuesday?
     
  23. Drifterbub

    Drifterbub Help me hide a body?

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    Yeah I thought it came out Tues.
     
  24. Hova

    Hova Live Action. YiYiYi!

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    It's not out yet
     
  25. Mogriffjr

    Mogriffjr Walk On

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    no it's coming out tuesday, 9/7.
     

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