NCAA Football 11 Catch-All

Are you talking about when the QB fails to hand-off, but then run 30 yards in reverse before you can control him? I've seen it, but it was supposed to be fixed. I'm not sure they have, but I also have stopped seeing it in the last several games.

If it is just not getting the ball to the FB, I think you have to hit A, and time it pretty well, to get the ball to the FB. I do not seem to have the ability to pull off the triple option at this point. I'd kind of like to spend some time working on it, because the rest of the option game is pretty well done (as firesloth can attest). I've had enough trouble trying to stop the CPU running the triple option that I think it might be fun to really learn to read the defense and pull it off. But it will take some serious time to get down, and I'm enjoying figuring out how to turn Kansas into a powerhouse.

One of the things I am liking about the game is the ability to key on pass, or runs up the middle or to the left or right. While these can really help you, it can also be exploited. In addition, from the playcall screen, hit X, and you will be taken to the Gameplan menu. Here you can set your teammates as aggressively or conservative as you need.

You can go for more strips to generate fumbles, but you risk big runs. You can go conservative, and not generate fumbles, but make more solid tackles. the same thing applies to pass defense. You can emphisize taking the QB or pitch man on option plays. You can set zones to prevent long gains at the risk of more short completions, or take away the short game, but risk getting beat deep. You can set the DL to aggressively jump the snap and get better penetration, but that comes with offsides penalties.

You have also have a lot of choices to make on offense. Hold blocks for longer, and risk penalties. Go for bigger runs, but risk fumbles. Up you ability to catch the ball, but your man won't break that first tackle.

So far, it seems like the risk/reward system is pretty well done. I prefer to keep it balanced for the most part, but get aggressive when behind, and conservative while ahead. This actually makes for fairly realistic gameplay. By the same token, I think guys that want to go full tilt will find that they will pay for it.

Got 'em.

Thanks guys!

Are you talking about when the QB fails to hand-off, but then run 30 yards in reverse before you can control him? I've seen it, but it was supposed to be fixed. I'm not sure they have, but I also have stopped seeing it in the last several games.

I actually saw this happen to the CPU in one of my games. Pretty freaky.

I'll echo the comments on the game's quality. I'm also 0-2 online, but had fun both games. I also let a guy friendly quit when I was up by two scores in the second (and going in for a third) because he sent me a message saying he had to take care of his kids.

Yeah, I'm probably a sucker.

I've started up a couple different Road to Glory (HB, MLB and DE) but that hasn't really stuck, surprising since I absolutely love Road to the Show in Sony's MLB.

I played the Apple Cup (UW vs WSU) at Huskies stadium in pretty much white out conditions. Seeing foot prints left in the snow was cool, but watching a WSU receiver slip and fall when trying to cut on an out route was priceless.

Animations are so very cool, my only graphical complaint is that the skin on the players seems to be shinny.

I'm plugging along in my UNC dynasty. Won a close game versus LSU in Death Valley thanks to a pick six. We got blown out vs Georgia Tech at home with a slight comeback at the end, got two consecutive on-side kicks. Had to come back against Rutgers in the final minutes for a tight road victory.

I've got at least 8 recruits coming in for the game against East Carolina, so hoping for a big win.

So anyone have any tips and tricks yet for recruiting?

Road to Glory is a huge disappointment, in my opinion. I really wish they had a mode similar to NHL's "Be a Pro". Not sure why it's so hard.

Redhwk wrote:

So anyone have any tips and tricks yet for recruiting?

Don't mess with recruiting 35 guys at once. That's a recipe for disaster. Pick the highest ranked guys you really want and get them first. The highest rated players tend to get scooped up earliest. At least that's been my experience. I typically pick about 12 players to focus on per week.

firesloth wrote:
Redhwk wrote:

So anyone have any tips and tricks yet for recruiting?

Don't mess with recruiting 35 guys at once. That's a recipe for disaster. Pick the highest ranked guys you really want and get them first. The highest rated players tend to get scooped up earliest. At least that's been my experience. I typically pick about 12 players to focus on per week.

Heavily invest in recruits that are:
A) Interested in your school
B) In your pipeline

If they fit both those categories, you should be able to convince a good percentage of them to sign. Sprinkle some 4-5 star prospects in there that don't fit in those categories, but during the season, if they move into the Top 3 phase of their recruiting, and you're not on their Top 10, get rid of them, chances are you'll never sign them.

Only downplay areas a prospect wants the Most or Very High, and only do it if your school has a A, and your rival has a C+ or lower.

DSGamer wrote:

Road to Glory is a huge disappointment, in my opinion. I really wish they had a mode similar to NHL's "Be a Pro". Not sure why it's so hard.

Seems to be a lot of that going around. Kotaku article the other day mentioned something like only 15% of users play the mode, while 80% play dynasty. And so they didn't really do any work on Road to Glory this year.

Which is why I go back to sports games needed to be on a 2-year cycle. Most of the best games out there get 12-18 months of development. Each years' sports iteration can at most get 9 or so, after they fix up bugs with the previous release. If they cycled the actual games every 2 years and just continued roster updates, every game they released would be stronger, likely to sell better, and also have much more sustained value. Don't see anybody buying NCAA '09 this week, but on a 2 year thing it would still be selling strong.

They could have Madden and NCAA on alternate odd/even years. Same with NBA/NCAAB, and so on. Pick odd/even for baseball/hockey, golf, and even year for soccer to coincide with world cup every 4. And suddenly all their games could have the time they deserve, and people wouldn't have to shell out every year as well. Maybe their extra online purchases would actually be worth buying sometimes as well, since you'd be holding the game for 2 years instead of one. There's a lot of positives on both company and consumer side to the 2-year cycle.

Sadly I don't work at EA or 2K, so nobody is going to listen to me.

And for NBA 2k10, I have played 3 full seasons of "My Player" mode. One version (2 seasons) is me as a SG, one is me as a C. I still haven't touched association mode, offline or online. The My Player is so well done. All I used to do with NBA2k/Live was create a player like me on my Pacers squad anyway, and then play through a couple seasons with myself being awesome. Now with the My Player I get to do that, but always be on player lock, improve my skills with drills, and really feel like I'm part of the team, instead of just another player. It's the most fun I've had with a sports game in several years.

Stele wrote:

They could have Madden and NCAA on alternate odd/even years. Same with NBA/NCAAB, and so on. Pick odd/even for baseball/hockey, golf, and even year for soccer to coincide with world cup every 4. And suddenly all their games could have the time they deserve, and people wouldn't have to shell out every year as well.

And that's why the idea will never old. The bean counters will never be convinced that the $120 a game gets in 2 years can be made up in one year. I don't doubt that they could sell some move copies. No way they could sell twice as many copies. And since you are still asking EA or whoever to foot the bill for two years worth of development, that's what they would need.

I think it would make for better versions. But it wold also give your competition a year to lure your customers away. I'm afraid that we are stuck with this development cycle, because the alternatives cost the publishers money.

I think phoning in unpopular modes in order to spend more time improving them is an acceptable way to solve the problem. Not only was Road to Glory left alone, but EA also chose not to touch the franchise mode in Madden. They decided that what needed to be done to fix it was a complete overhaul. So while they began that overhaul, they left the old version in Madden 11.

Jayhawker and I were talking about this during our game -- it seems to me that EA Sports has done an amazing job over the last few years of improving most of their sports games to be very, very good. While I'm not a huge Madden fan, last year's version was very good. It improved on so many things and made the game feel pretty good on the whole. FIFA 10 and NHL 10 were both excellent and highly praised. (I won't get into review or metacritic-type scores here, since most reviewers have essentially always given these games 8s and 9s, regardless of how well they play.) I can't say much about NBA Live, Cricket, etc. (do they still produce cricket and rugby games?).

This NCAA game is just great. Road to Glory? Eh. The Dynasty mode is very, very good. The online Dynasty seems to have a lot of options for arranging schedules and such to fit a variety of thoughts on how the online version should play. The on the field game is excellent.

So, I'm tipping my hat to them. I've not always been a fan, but they've done enough to convince me that they're no longer the evil empire of old content with just cranking out the somewhat distasteful sausage. I wonder how much of this is Peter Moore's impact? While there are certainly individual directors/producers for these products that are doing a fantastic job, he's responsible for hiring them and providing them with the company's expectations for their work.

firesloth wrote:

Jayhawker and I were talking about this during our game...........................

Just curious, was this the game you came back to beat him in OT? Just trying to get all the facts straight

Kush15 wrote:
firesloth wrote:

Jayhawker and I were talking about this during our game...........................

Just curious, was this the game you came back to beat him in OT? Just trying to get all the facts straight :-)

I let him win...

Jayhawker wrote:
Kush15 wrote:
firesloth wrote:

Jayhawker and I were talking about this during our game...........................

Just curious, was this the game you came back to beat him in OT? Just trying to get all the facts straight :-)

I let him win... ;-)

I hope you are just as magnanimous when we play!

IMAGE(http://cdn.content.easports.com/media2011/ncaa11/17299309/662A0001_2_JPEG_SCREENSHOT_gCY.jpg)

While he did have a stud freshman WR (see above catching a 59 yard TD pass) and a good running game, he also allowed me to tie the game on the following play with only a few seconds left... (BTW, the hitch in the WR's running is when I took control because I through the ball beyond the CB.)

Incidentally, I bumped up to playing Heisman level. I lost my first game to Purdue (as ND) and then went down 21-0 to Michigan in the second quarter of my second game. I thought I was out of my league, but I sent that game into OT with a TD in the last 0:20. Michigan had the ball first, and one of my D-linemen (who had dropped into zone) intercepted a tipped pass on third down. I played for the FG and won! It felt awesome!

And, I got to try out some of the online dynasty tools. I decided to play this one as an online dynasty just to see what the recruiting was like, but you can check out some of the media in my very thin summary of this victory. (The first video shows how lucky one can get... )

Redhwk wrote:

So anyone have any tips and tricks yet for recruiting?

I'll second most of what's already been said and throw in a little more.

-I also employ the "focus on 12-15 guys" strategy.

-Pipeline adds nice bonuses, though I have noticed that the game doesn't always add the two numbers together correctly.

-I spend the first 2-3 weeks of recruiting finding out what they think about the random topics so that I know what to focus on when they make their visits. My first dynasty attempt I never asked once, then when it came to their visits I was completely clueless what to choose.

HansomB1derful wrote:

-I spend the first 2-3 weeks of recruiting finding out what they think about the random topics so that I know what to focus on when they make their visits. My first dynasty attempt I never asked once, then when it came to their visits I was completely clueless what to choose.

I've made this mistake in my current OD. When we restart i in a week or two, I will have much better strategies for deal ing with recruitment.

And I can wipe the stench of my 51-8 spanking at the hand of K-State from my mind. It was a rainy day, and suddenly I had fumblelitis. That, and my defense was non-existent.

Has anyone noticed if the recruits are affected by the ranking you have them on your boards?

I know they claimed that it mattered in the past. That it would be hard to sign the top QB if you had him ranked 35 on your boards.

Did they ditch that? There are so many ways to rearrange the board now I can't tell how I have them ranked officially sometimes.

Things I like:

1.) The new running game. Wunderbar.

2.) The new blocking AI. Thank god.

Things I do not like:

1.) QB-ESP. I'm about to hit hi... oh he threw it away. Perfectly. For a 1st down.

2.) EA's not going to give coverage the loving attention they've given running until the next generation of consoles, are they?

3.) Why can't I make my own custom playbook from scratch?

Really though, for sh*ts and giggles, to test #1 I created a perfect RE, and we (Syracuse) played Eastern Michigan. Total sacks for the perfect RE? 0. Total sacks for the 75-rated DT he was playing along with? 3. So... I guess it's kind of okay?

There are still some vacuum blocks that suck in your LBs, in particular. That's become a bit frustrating, because you feel like you have the right pursuit angle, only to find the O-lineman grabs on to you from 3 yards away. And, coverage is still sometimes a bit goofy. One CB guarding the side line, and he stays in position 5 yards from the line as the WR runs past him to catch a ball with his toes on the line? Ugh.

Still, it is a very good game. Sometimes the coverage is fantastic, sometimes not so much. Sometimes the blocking feels right, sometimes there are some small issues. But, they've tuned things up a lot.

Now, if I could only stop the run...

Well, whatever thoughts that I understood this game have disappeared. Since blowing that game against firesloth, my Jayhawks have lost their next three games by a combined score of 112-8. I thought the close game against TCU and the road win at Baylor were signs I was could compete on Heisman. Apparently, not so much.

Frankie's Aggie's took me down 27-0 last night. Heck, earlier I had played Ruthlessmuffin's Hurricane to a 14-7 game. But somehow, I have forgot how to play defense.

I did save some highlights from the game with Frankie, because there were either interesting or hilarious. His DL falling flat on his face after an INT was hilarious. The fact that I neglected to challenge a 36 yard TD catch was depressing. And finally, I made one reception on a ball that was nearly intercepted by two other players before bobbling into my receiver's hands. I have two angles of each of the last two plays.

Sorry to have crushed your spirit...

Interesting glitch, playing with OK State against Navy, Navy has the ball on OK 35, 4th down, FG attempt. Kicker hits the crossbar to fall just short. So naturally, I have the ball.

Wrong.

Navy gets the ball back, on their 35 yard line. WTF? Anyone else get this?

It's all about the Navy.

What was the down and distance after the FG attempt?

ETA: http://forum.ea.com/eaforum/posts/li...

Crazy games last night. Had 103 yard kick off return do TD in one. In the other I threw an INT in the end zone. The defender didn't go down immediately. One of my WRs smacked the ball out of his hand, and another jumped on it for a TD!!

Kush15 wrote:

Interesting glitch, playing with OK State against Navy, Navy has the ball on OK 35, 4th down, FG attempt. Kicker hits the crossbar to fall just short. So naturally, I have the ball.

Wrong.

Navy gets the ball back, on their 35 yard line. WTF? Anyone else get this?

I had that bug last night. The guy got it back, first and ten to go. He even sent me a message asking why he got the ball back.

TheCounselor wrote:
Kush15 wrote:

Interesting glitch, playing with OK State against Navy, Navy has the ball on OK 35, 4th down, FG attempt. Kicker hits the crossbar to fall just short. So naturally, I have the ball.

Wrong.

Navy gets the ball back, on their 35 yard line. WTF? Anyone else get this?

I had that bug last night. The guy got it back, first and ten to go. He even sent me a message asking why he got the ball back.

That could be a nasty bug in online play. I also have seen the 50 yd QB drop back several times. Pretty comical.

Booooo Nasty NCAA 11 bugs.

HOORAY BEER!!!!!!!

IMAGE(http://www.neonsign.com/eng_tackers/images/redstripetin.jpg)

I want a game where the bug is that it gives you beer.