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NCAA 2010 News
Topic Started: Jan 26 2009, 01:08 PM (5,408 Views)
Rudy
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Dan Marino

This week's blog is about stadium updates. I can't view it and this probably isn't that interesting to me. http://insideblog.easports.com/archive/2009/04/16/ncaa-football-10-stadium-updates.aspx

I really wish I would hear more community day updates. I guess CDJ has been doing them in his podcasts on NCAA Strategies so I'll have to check those out although I like reading reports better myself.
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CaptainZombie
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Rudy
Mar 27 2009, 10:41 AM
This is great. I really hope this game turns out better than last years.
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Rudy
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Dan Marino

Here is a bunch of NCAA Community Day news from the OS main page as posted by two guys on NCAA Strategies. CDJ does a podcast on the site that is supposed to have more info as well. I wish some guys from OS were invited to give more detailed reports.

CDJ on Pursuit Angles and Depth of Field -
http://www.ncaastrategies.com/utopia/showpost.php?p=1930845&postcount=37

- Pursuit Angles: I'll echo what JB said. I tried bouncing runs outside and didn't have any go to the house (playing on AA). I think the longest I saw was a 15-20 yard run. I used Nebraska and neither RB had breakaway speed, but every time the defense took a solid route and tried to stretch the play out.

- Depth of Field: Very cool addition. You'll notice it most on the new 'dramatic camera angles' that Greg talked about in his blog on camera presentation updates and that Mike talked about in his blog yesterday talking about the Madden screenshot. It really does make the game look more realistic and TV like with the bokeh during these 'dramatic camera angles.'

JB on Pursuit Angles – http://www.ncaastrategies.com/utopia/showpost.php?p=1930833&postcount=36

We definitely have an okay to talk strictly about pursuit angles.

During the dinner break, I played a game with Texas Tech going up against Georgia Tech. There was a specific play where the TT QB hit the WR to the far left on a 10-15 yd fly route. A tackle was missed and the WR took off. In 09 the CPU FS or CB would typically be slower than the WR and would take such a horrible angle to where they would end up being a hair late and then simply just follow them as they hit end zone.

On NCAA 10, this particular play started close to midfield, and the WR was taken down near the 20 resulting in only about 15 yards after the missed tackle (or a 30 yard gain) as compared to a 55-60 yd TD pass.


CDJ on Camera Angle - http://www.ncaastrategies.com/utopia/showpost.php?p=1930857&postcount=68

I was pretty impressed with the new gameplay cameras that Greg & crew added in.

They are somewhat like the Madden cam from last year in that they move around to let you see most/all of the field & your WR. However, with Madden 09 I sometimes felt like I lost my sense of depth and had the inability to tell who was or was not open. In NCAA 10, I didn't have that issue. I could tell who was or wasn't open and I really didn't feel like there was much of an adjustment curve with it.

The cameras weren't quite finalized when we played, but they were pretty close. Greg did a great job of walking around and asking us how we liked them, if there was anything we'd like to see changed with it, etc. I'd say they are a vast improvement over NCAA 09 and IMO they are better than what Madden 09 had as well. Playing on the HD screen, I never had an issue where the angle zoomed too far out - maybe that would happen on SD, but talking with Greg he said he was working to keep the standard def. guys in mind as he worked on the cameras.

JB on Camera angle - http://www.ncaastrategies.com/utopia/showpost.php?p=1930824&postcount=67

This specific part of the game, we definitely have an okay to talk about, as long as we just stick to this topic only.

The dynamic gameplay camera will take some time to get used to, but probably only 3 or 4 games I'd say. The most memorable aspect of this new feature comes from running slip screen plays. The camera moves to the specific side in a way where you can see this type of play develop more so than 09.

The neat thing about this, it puts the focus mainly on the part of the field where the play is unfolding within the slip screen, making it harder to see the WR's, this is good considering these type of plays are either to that HB, a QB keeper, or simply the pass thrown away.

Obviously this is a work in progress, so the collaborative opinions of the seven of us are going to be taken into account, and what we saw last week could change slightly by July.


CDJ on Player Lock - http://www.ncaastrategies.com/utopia/showpost.php?p=1938245&postcount=33


In response to some of the questions above....
IIRC, the Player Lock is in the Pre-Snap Controls.

Also, I believe that the Defensive Assist isn't just just 'hitting A/X,' it's holding down A/X.

I'll be honest, I did not use either much at the Community Event as I focused on some other items (that have yet to be disclosed). I did watch some other guys play using the Player Lock and it is actually pretty cool to see/play from that view.

JB on Player Lock - http://www.ncaastrategies.com/utopia/showpost.php?p=1938180&postcount=22

In trying out the player lock, I thought it was cool with a WR (especially if you have a good one) where you can call for the ball if you get open.

I tried it with the DL and of course once you lock and the ball is snapped, you're locked in for the whole play....so you could be somewhat handicapped on a deep throw or a run to the other side. And I believe when I was talking to Russ or Jeff about this, they used the words "risk/reward" for choosing to lock on.

All in all, I like the feature, but am not so sure I will use it in my games without a good deal of practice mode. Most of all I'm really happy that this helps out the coach mode guys, and I may delve into coach mode myself this year.


CDJ on Adaptive AI - http://www.ncaastrategies.com/utopia/showpost.php?p=1945310&postcount=13


Like you said, it was still a WIP but it was pretty effective.

There is more to this feature (at least in NCAA), so I still have to stay somewhat tight-lipped. There is also something else that humans can do to help combat some frequently called plays, so now gamers have themselves plus the CPU AI to help them out.

While the blog may not say it, I was under the impression that it will combat frequently called plays even not in order.

I liked what I saw of this feature but will note that as well as it worked, I asked the team to ratchet it up even more on AA & Heisman since most of our 'hardcore' guys play on those levels and have been wanting more of a challenge.


CDJ on Adaptive AI, specifically if it learns plays or specific routes – http://www.ncaastrategies.com/utopia/showpost.php?p=1946028&postcount=58


This is a good question and you may want to place it in Russ' thread as well. I am not 100% on that and don't want to give a wrong answer.

To answer a question I saw posted a few times already: One of the guys at the event asked what would happen if users were using the same play over and over but hot routing WRs (maybe constantly changing one WR to a streak) and IIRC they said it would recognize the same hot routes for WRs.

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Rudy
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Dan Marino

I like that if you lock on a player you stay as the player the whole time. I never switch while on defense. I stay the same guy and rely on my 10 teammates to make plays. I've always just played like that.
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TedDXZeke
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Rudy
Apr 17 2009, 06:09 PM
I like that if you lock on a player you stay as the player the whole time. I never switch while on defense. I stay the same guy and rely on my 10 teammates to make plays. I've always just played like that.
That's how I play 90% of the time as well especially when I've played online....
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