NCAA Football 2012 game catch-all

Jayhawker wrote:
firesloth wrote:

Since Mr. Green isn't here, I'll do the honors:

CONFORM!!!

+1

You know I'd like to play with you guys but I can't get a 3rd system right now.

Jayhawker wrote:

Punt returns are an are ton better. It ereally felt like you getthe ball with time to read blocks and make a play. Alabama ran a kickoff back for a TD on me. It didn't feel cheap. The kick game just feels better overall.

Good. I don't think I ever saw a kick/punt return TD in 5 or 6 seasons of dynasty last year. A couple in simmed games, but never live. Should be at least 1 a year for a lot of teams, if not 3-5 or so for some of the better teams.

Jayhawker wrote:

I think it looks good, and plays like I want it to. It is an easy day one purchase. It's going to make a Madden a very iffy proposal. With the improvements to gameplay and recruits, customizable conferences, and coaching carousel, this feels like a legitimate upgrade and worth the $60.

Wish there was an Amazon $10-20 credit going. I've never been a day 1 $60 person, for anything, especially not sports. I waited for NBA 2k11 to be on sale for $30 and it's probably the best basketball game of all time.

There's no reason to buy a sports game on day one of you are getting it for the PS3. Who are you going to play with?

You know I'd like to play with you guys but I can't get a 3rd system right now.

Solution: sell your others.

firesloth wrote:
You know I'd like to play with you guys but I can't get a 3rd system right now.

Solution: sell your others.

+2

You know you want to join us, Stele. Stop pretending like you watch Blu-rays. We all know steaming has taken over for disc based entertainment. Plus, you can get a cheap Blu-ray player if you really think you need Blu-ray (you don't!).

Man it's been downloading for like 3 hours. Must have stopped at some point while I was playing RB3 with the wife. At this rate maybe I'll play tomorrow.

EDIT: Finished super quick after I stopped playing that. So, I beat Oregon with Texas 14-10. Could have been more but I killed the clock late in the 3rd and the whole 4th. Got a huge first down out of the shotgun with a run on 3rd and 9 to seal it. Yeah the blocking looks improved, maybe too much. I only had one carry for loss. And thanks to an 80 yard ran I broke for my 2nd TD, my RB averaged 14 yards per carry.

Anyway, something else I had missed in the game previews but saw in the demo... custom playbooks! That alone is almost enough to make me buy this game. I spent a whole lot of hours last year looking at playbooks, practice mode, and going back and forth until I finally found a team playbook that I liked. But they still weren't perfect. And I had to change up between different dynasties. I had one season with a QB I had recruited that was actually higher rated at RB. Ended up running a lot of wildcat stuff with him, but once he was graduated I didn't really have a need for that package.

I guess I shouldn't be so excited about a feature that was in College Hoops 2k8 (yes, 2008 :D) but whatever. Better late than never EA.

Between that and the custom conferences though, 2012 seems like a version with legs, that could last more than a season. Of course the gameplay will ultimately decide. My first taste was pretty fun though.

My son was impressed with the demo as well. I definitely like the custom playbook concept and expect to see some amazingly diverse groupings. Looking forward to playing around.

What I worry about is people just finding versions of every money play in every formation. I think the restricted playbooks were much better, and I worry about what we are going to see. That said, APFB had custom playbooks, and that seemed to work well.

But it really is a cheeser's wet dream. Now we can have Pro style offenses sub in a WR at QB and have full access to the triple option and spread. I much prefer forcing a team to pick an offensive style. At the very least, the number of plays and formations should be in the same realm as what you see n standard playbooks. But that doesn't seem to be the case.

It would be really cool if EA stopped worrying about half-assed implementations of grass and focused on the engine long enough to get something like that right, Jayhawker.

I can imagine a scenario where if you make your playbook too large and if you choose too many disparate plays then your players make more mistakes based on this + say their INT rating. That would be kind of cool. So it wasn't outright outlawed to have a crazy-diverse playbook. You could, say, have 8 base plays that were all different, but due to the overall complexity of the playbook being small your players could run them perfectly. However if you selected 90 plays from random playbooks and expected your WR to execute the triple option perfectly you'd be penalized by playbook complexity and by the INT rating of the QB.

Just finished up my first game in the demo, lost in OT to Texas using Oregon on AA.

They scored a FG with 20 seconds left in the half and I returned the kick for a TD, haven't done that in a while.

They scored a TD to take the lead with about 1:15 left in the 2nd half and I nearly broke that kickoff for a TD. Only had two guys left to beat juked the one but the 2nd got me. I worked down inside the 5 and kicked a FG as time expired to force OT.

Texas got the ball first got down inside the 5 in 2 plays and then I stuffed them on third and inches to force the FG. I then proceeded to get a couple yards and then had a safety sitting back in a 3 deep zone pick off a post route by the TE to preserve the win for Texas.

Bad things I saw, I too hate the grass in the replays that goes away when you look beyond 10 yards from the ball. I pitched a ball on option and it hit the ground, they called it incomplete, that could be really bad. The pick by the safety was almost a super jump, but he had such great position and a horrible read by me I'll let it slide.

The good, man things just felt good when I was running the ball. Like folks were mentioning earlier the run blocking feels crisper. While playing the defensive line I didn't feel like I was being sucked into blocks, or if I wanted to release from an engagement with an OLman by stepping backwards I felt I could do that reasonably well. Tackling animations looked really good, I like look of folks changing directions do to hard hits. I haven't seen the animation yet where you hit someone hard from behind and they carry you for an extra 5 yards instead of you piling them into the turf. I actually had that happen on the 3rd and inches in OT. My LE came in from behind the HB on a run to the left he got hung up trying to find a hole and I drilled him straight into the ground. Last year the HB would've stumbled into endzone with me on his back. I saw a couple great side steps by the QB when he was under pressure, that was pure awesomeness.

Definitely going to put my preorder in and re-up Live for some dynasty action.

I threw a lot of picks as well, but I wasn't really trying to win, just checking out the linebackers/safeties. I agree that the field looked murky, but overall, it was really fun and felt a bit more realistic. I saw some hits that I liked.

Once we can figure out some good sliders, it will be awesome.

I think the ball is way to bouncy. It seems to rocket all over the place on incomplete passes. It's kind of like it is coated in Flubber.

Jayhawker wrote:

I think the ball is way to bouncy. It seems to rocket all over the place on incomplete passes. It's kind of like it is coated in Flubber.

I love that comment.

Jayhawker wrote:

I think the ball is way to bouncy. It seems to rocket all over the place on incomplete passes. It's kind of like it is coated in Flubber.

What about the blue goo in Portals 2?
(Like how I went all Dr Seuss on ya?)

You'd think with all of the work EA has done, they could avoid glitches like this:

LMFAO!!! Kudos to that QB for getting the hell away from that

Well, now they have an excuse for glitches -- it's in the game!

Wow. Just wow.

Ugh. Just read the news that EA added more pay features.

Soon NCAA is going to be sold completely a la carte. After you pay $60 for the base game, of course.

Too much of Madden's focus has shifted to Ultimate Team. Is that true here? Are we still getting the buggiest football game on the planet?

Sweet. Amazon finally put up the $20 credit. Guess I will pre-order after all.

DSGamer wrote:

Ugh. Just read the news that EA added more pay features.

Soon NCAA is going to be sold completely a la carte. After you pay $60 for the base game, of course.

Bill Harris I think had it spot on a while ago. The game itself will be $30-$45, and come with exhibition mode and basic online play. And then SP Franchise mode, online franchise mode, and a number of other features (I wouldn't put roster and slider sharing outside of that window either) will be monetized DLC. I hate agreeing with it, but I feel like it's looming, just over the horizon.

garion333 wrote:

Too much of Madden's focus has shifted to Ultimate Team. Is that true here? Are we still getting the buggiest football game on the planet?

Ultimate Team was a hit, and so was the equivalent version for FIFA. I'm not sure if it's in NHL yet, but they've done nothing but make serious money off of it. And people love it. So people are already used to the idea of paying an extra $2.99 here, an extra $2.99 there for more stuff. They already have done it with their Dynasty Accelerators, or whatever they were.*

* - Honestly, as far as i'm concerned, if i'm going to pay $4.99, I don't want "accelerators", I was the ability to blatantly cheat/change the game to my liking.

I don't know what to make of this game. I just played another game of the demo. In this game the game went into overtime. The CPU had the ball at my 10 after I failed to score on the first possession of overtime. The CPU kept going for it instead of just taking the chip shot 27 yard FG. A couple penalties and loss of yardage later the computer is taking a 42 yard field goal. Still won, but I don't understand that AI.

Other oddities.

1 - I don't see how the coverage has been improved. It's still impossible to throw to the outside receivers and easy to throw down the seams. There is better coverage on slants, but it feels like it's kind of contrived. Slider-y. The corners suddenly take the inside even though the WR should be breaking first.

1b - I've thrown at least 4 80-yard basket catches for touchdowns to receivers streaking up the middle. So a cornerback will still frequently jump up and pick up passes four feet above his head while running full speed down the field looking at the WR. And yet there are times where they do nothing and the receiver is able to catch it over the shoulder.

1c - I can't throw high and outside to WRs still. Only slot receivers. Coverage never breaks down. This is kind of like the problem with penalties or bad calls by the refs. They seem to hoppen in really obvious and lame ways. Why is there never a time when my WR on the outside just gets a step on the CB and gets open? I don't understand.

2 - The hit stick seems to be gone (good), but how do I jar the ball loose now?

3 - The grass looks great on replays. It looks worse than NCAA 11 during gameplay. Not sure why that's a feature.

4 - Play calling still makes no sense to me. Can I call plays by formation in the full game?

I was probably out this year on this game, even for SP. Just not spending that kind of time in front of consoles right now. I think Bill Harris said it really well on Dubious Quality.

It hasn't even come out yet, but I think I know how this is going to go.

Here's a list of "announced new features" on the EB web page for the game:
- HDR rendering
- Three rendered grass on the field surface
- An even higher resolution crowd
- Customizable team entrance music
- Dynamic pylon physics
- Dreadlocks hair option for player selection
- Fog
- Player/Fan interaction

Dreadlocks? Fog? PYLON physics?

Speechless.

http://dubiousquality.blogspot.com/2011/07/ncaa-12.html

I'm not seeing any of the gameplay issues you are talking about. Is is perfect? No. Is it improved over NCAA 11. Quite a bit.

I'm not seeing cheap INTs, even though I am throwing a lot. I'm throwing into coverage.

I have no problem throwing to my outside receivers, but I also spent most of NCAA 11 working on that becasue completing 80% of my passes to my #3 and #4 receivers kind of blew. What I found was that there are ways to complete passes to my outside guys. But it just never bothered me that I couldn't match what I could do to my inside guys, because that was fubar. And playing head-to-head allows me to defend that, so it wasn't a huge deal there either.

And overall, I think the gameplay is fulfills even more of what I want out of a sports game. Risk versus Reward. What breaks most games is the lack of risk involved in aggressive play. My hope is that the game is just balancing this out even more.

But then, my issues are different. The custom playbooks eliminated the risk vs. reward system of picking a playbook. The extra boost for using the sway pitch means it is just another tool that you use to build points not think about why you would use it and when. So I think they are breaking some stuff I like in this game, but it is not the gameplay on the field.

As ofr other issues:

Instead of the hit stick, you use A to deliver a hard hit.

You can can still call plays by formation in the demo, you just have to hit B to choose a playcall mode, and then choose formations. I see know reason they had to introduce extra steps to bounce between playcall styles. I bounce between the CPU calling a set of plays for me to choose and formation all of the time. I think the playcalling UI has been really screwed up when it was pretty close to perfect in the last game.

3D grass is completely a non-issue. It could look better or worse, and it would have no impact on my decision to buy or play the game. It is just another feature in the long line of sports games, of all sports from all developers, that publishers love to put on the box, but most of us know are meaningless.

Jayhawker wrote:

I'm not seeing any of the gameplay issues you are talking about. Is is perfect? No. Is it improved over NCAA 11. Quite a bit.

We should do getto co-op someday. Put together a party and play the demo. I'm not seeing the improvements, honestly. I don't think it's a worse game. Don't get me wrong. I just still see bad coverage in the middle and difficult coverage on the outside, but we should talk about that below.

Jayhawker wrote:

I'm not seeing cheap INTs, even though I am throwing a lot. I'm throwing into coverage.

To be clear, it's not so much that I'm seeing cheap INTs, because I'm not really. I've had a couple linebackers leap and make a pick, but for the most part that's improved. I just wish they could get to the level 2k was with players having situational awareness. They're not cheap, it's just incongruous and strange when a WR who isn't looking at the ball jumps up and makes a pick. I know this isn't so much about the stats or the coverage as it is about the animation. I feel like when those picks happen he should look back for the ball first. And this should give me a small window to throw over the top. It did in 2k. This is a good example of what I'm talking about in terms of what 2k does better.

Jayhawker wrote:

I have no problem throwing to my outside receivers, but I also spent most of NCAA 11 working on that becasue completing 80% of my passes to my #3 and #4 receivers kind of blew. What I found was that there are ways to complete passes to my outside guys. But it just never bothered me that I couldn't match what I could do to my inside guys, because that was fubar. And playing head-to-head allows me to defend that, so it wasn't a huge deal there either.

I'd love to get together and play a game sometime when NCAA 12 comes out. Assuming I buy it or at least rent it I'd be curious how you throw to the outside receivers. Video on this is welcome as well. I trust you, honestly, I do. When you told me I was exaggerating the issues running the ball and someone found a video of the bug with hitting the turbo button I laid off the turbo button and suddenly holes opened left and right. So I don't doubt that it's possible to throw to the outside receivers. Just impossible for me so far. I'd love to know what you're doing different, assuming you're not talking about out patterns.

Jayhawker wrote:

But then, my issues are different. The custom playbooks eliminated the risk vs. reward system of picking a playbook. The extra boost for using the sway pitch means it is just another tool that you use to build points not think about why you would use it and when. So I think they are breaking some stuff I like in this game, but it is not the gameplay on the field.

I agree regarding the playbooks. I think if they're going to go so deep into simulation there should be a penalty in switching playbooks frequently. I like the idea of players having a rating where if they have practiced or played with the same playbook they become better at timing or running crisper routes or blocking better. They need to find a way (at least during a dynasty) to make it non-trivial to change playbooks if you choose to run league that way.

Jayhawker wrote:

As ofr other issues:

Instead of the hit stick, you use A to deliver a hard hit.

You can can still call plays by formation in the demo, you just have to hit B to choose a playcall mode, and then choose formations. I see know reason they had to introduce extra steps to bounce between playcall styles. I bounce between the CPU calling a set of plays for me to choose and formation all of the time. I think the playcalling UI has been really screwed up when it was pretty close to perfect in the last game.

I'll take a look at those. Thanks.

Jayhawker wrote:

3D grass is completely a non-issue. It could look better or worse, and it would have no impact on my decision to buy or play the game. It is just another feature in the long line of sports games, of all sports from all developers, that publishers love to put on the box, but most of us know are meaningless.

Of course it has no bearing on the game. That's why their decision to even spend time on it seems silly. Especially when I believe they still have pressing AI/animation issues.

Been firing up NCAA 11 over the weekend. Partially wanted to finish up some trophies, partially just to get my head back in football mode, learning where plays are and refreshing myself for tomorrow.

Finished up my junior season in Road To Glory as a RB. Heisman trophy, check. National Championship (back-to-back), check. And somehow got the trophy for all time leaderboard too. So that's all the RtG trophies possible.

I still have a lot of little ones that I could pick up. Stuff like "gain 300 yards passing in an option offense" and so on. Not sure if it's worth playing a few exhibition games for that stuff. Thinking that I want to polish off 11 though, as Amazon is still offering $13 trade-in for that. Once NCAA 12 gets here tomorrow, I can't see myself going back to 11 very often, if at all. Between that and the pre-order gift card I'd be getting NCAA 12 for half-price.

DSGamer wrote:

Ugh. Just read the news that EA added more pay features.

Soon NCAA is going to be sold completely a la carte. After you pay $60 for the base game, of course.

I was considering picking this up after a 6 year hiatus but this pretty much just changed my mine. And, if this is going to be the way they do things now I'm probably completely done with EA Sports games.

iaintgotnopants wrote:
DSGamer wrote:

Ugh. Just read the news that EA added more pay features.

Soon NCAA is going to be sold completely a la carte. After you pay $60 for the base game, of course.

I was considering picking this up after a 6 year hiatus but this pretty much just changed my mine. And, if this is going to be the way they do things now I'm probably completely done with EA Sports games.

To be fair, there is really nothing worth paying for in NCAA DLC. I think the DLC has ruined some of the gameplay of the NHL and Tiger Woods series. Both of those games feature strong modes where you level up a single player. On order to sell more DLC, they have consistently made it harder and more of a grind to level up your guy. This is what ruined EASHL, since online is now filled with kids that have bought their way to stars. And even if you just want to avoid them, the grind of leveling up is ridiculously cumbersome. They basically broke the mode that made NHL 09 so perfect.

But NCAA really doesn't have that. You can buy cheats so that it is easier to recruit and train players. But their benefit is kind of weak, and I turned off all the "time savers" in the league I ran here.

And while the Be a Pro mode is broke in the NHL game, I still find that the Season and Play Now to give me ridiculously many hours of fun.

Got my shipping alert from Amazon. UPS usually here around 10am.

Game Informer review up. Basically says it's better than last year, but there's still some small animation/AI discrepancies. Some complaints about recruiting too, but I really enjoyed last year, I'm not sure what more he wants.

Metacritic has a few more up as well. Low is 85 so far.

Just got back from the midnight release with my son. He is getting ready for an all night session and I am getting ready for bed. Ain't old age grand :).