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Bucky Katt;2194267; said:
Difficulty turning a blind eye? Maybe you should play as Penn State more often.

I set myself up for that one.

137663195_extra_large.jpg


Here's the dropped ball by the runningback I mentioned.

http://www.easports.com/media/play/video/131918819
 
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fanaticbuckeye;2194259; said:
The freeze issue hasn't plagued me this year (yet), but I've seen it happen. The other two items, I havent seen at all (yet).

Me either, the only issue I had was one night that my internet connection was sloppy and lost connection a couple times during the night.

Other than that, no freezes or issues you speak of.

From this sample size I can only say it must be a crappy XBox issue :sneaky:
 
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ditto on not having seen any of those issues. it has some bugs but this years version is actually pretty good from what ive seen. I havent played many games against other users so maybe thats where the issues come up. my biggest problem is having a 17 month old daughter that knows how to turn off an Xbox
 
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Patch #2 coming tomorrow.

Link

Hello NCAA Football fans, I'm Jason French, lead producer for NCAA Football 13. I'm here to give you some additional information on the post-release updates that we are currently working on.
Once the game was released, we started watching the forums and talking to our EA SPORTS Game Changers community to see what areas needed to be addressed. It came to our attention that there were two big issues that we were facing with the game and I commissioned a quick title update in order to get those two issues fixed as soon as possible. The first issue was a loss of functionality on the Playcall screen, which created a situation where you couldn't change the formation without pausing the game. The second issue was a random crash in our Dynasty mode while loading into a Dynasty game. Once we became aware of these issues, we got fixes in and submitted a title update to Microsoft and Sony. The first title update in order to fix these two issues was released on July 31st.
Our second update, which will be released by Sony and Microsoft on August 15th, will address the following issues that we have seen from our telemetry and heard about from our community:

  • Gameplay
    • Zone Defense has been updated.
      • We improved receiver leverage logic as well as predicting when a receiver will be in or out of their zone.
      • Improved Deep Half Zone decision making about when to split between uncovered receivers. Also, allow more zone overlapping in deep half to cover more area.
      • Deep half defenders were dropping too close to the sideline or dropping outside when no receiver was outside of their position.
    • No-Huddle QB Spy bug fixed. Defenders will no longer go into spy assignments while in man coverage.
    • Receivers weren?t looking for hot-read passes.
    • CPU QBs passing during the drop would get set passes instead of on-the-run inaccurate passes.
    • Change the logic of man defenders so they don't run into the backfield and past the receiver they are covering.
    • Route running near sideline was causing issues especially on comeback routes.
    • Fixed players not respecting global show blitz/press/back off coverage after handing off a receiver.
    • Fixed sideline streak routes so they don't get clamped in a way that the route would end after 10 or 15 yards.
    • Drive summaries should now reset after each scoring drive.
    • Fixed HB stretch play issue where TE?s would be frozen in place during certain blocking animations.
    • Fixed an issue where if a defender made an interception in the end zone and fumbled the ball before his feet touched the ground, it was being counted as a fumble and not an incomplete pass.
    • Resolved an alignment issue where DB on HB would pick up FB instead of HB when HB was put in motion
    • Removed exploit that allowed users to create slant routes to the sideline by motioning a WR and flipping the play.
    • QB Rushing up the middle from under center effectiveness has been balanced.
    • FG holders are no longer downed by contact.
    • Increased frequency of AI using ball carrier special moves.
    • AI play call tuning: No 4th and long run calls; less draws and screens.
    • Ball Hawk feature implemented for user pass defense.
    • Fixed frozen players after celebration dives.
    • Fixed wildcat Play Action exploit.
    • Fixed Defenders not reacting to the QB on read option and option plays when the users defensive adjustment vs. option is set to Aggressive.
    • Fixed shake blitz exploit.
    • Fixed exploit that allowed kicking team to recover squib kicks using low rated kickers.
    • Fixed defensive hot routes after offensive play flip.
    • Fixed issue where waiting for the defense to make their adjustments before picking a play when running ho huddle/hurry up offense caused the defense to reset their play back to the original play.
    • Fixed ?Jump the Snap? blitz exploit.
    • Resolved issue where defenders would not react or would be stuck in read and react behavior vs. the option.

  • Dynasty
    • Once a promise becomes active, it was duplicating after each week advance.
    • Recruit Reports & Advisory options remained even after the "Allow Time Savers" setting was turned off.
    • Schools with a D+ Program Tradition could not get their grade increased through wins and championships.
    • In the off-season, post season games were not shown to have been played.
    • Fixed an issue where walk-on players were not appearing on the Online Dynasty Web Site.
    • You will now get your points back if a recruit instantly commits during a phone call.
    • Fixed an issue where swayed pitches and grades weren?t being displayed correctly.

  • Custom Playbooks
    • Fixed an issue where if CPU coaches were given a custom playbook, the players were occasionally lining up close to the ball.
    • Fixed an issue where the user was unable to create an offensive playbook that consisted of 1 of every formation.
    • Fixed an issue where the user was sometimes losing functionality after the UI disappears in Custom Playbooks.
    • Increased the stability of the product by fixing various crashes.

In addition, you will see a "Uniform Store" added to the menu. In the past, we have had a cut off of mid-April for uniform submissions from schools in order to get them onto our disc in time. Sometimes those came in after the deadline and we would have to wait until the following year in order to get those default uniforms in. The "Uniform Store" will allow us to give you updated uniforms during the season. If it's an update to a team's default uniform, you will get those uniforms at no additional charge, via download in the store if and when available. The first uniforms will be available in the store beginning next month.
After these title updates are released, we will continue to monitor forums and look at our internal telemetry to see if there are additional updates we should release. The NCAA Football Development Team is committed to releasing a fun and stable product for all of its fans.
 
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Bucknut24;2194355; said:
I love the Zone fix..

and most of all the 4th down and long draw runs or screens...man that pissed me off...took away any excitement..so pumped now


Will these patches work for people in mid online dynasty? or will we have to start over?

I was okay with SOME 4th and long runs from the CPU. They just happened almost every time. Certain situations do call for the Dave
 
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Considering they put out basically the same exact game year after year, you'd think they would be able to get most of that stuff sorted out without the need of massive patches every month after the release.

In my opinion, these patches are just another example of the laziness that has come to characterize these games each year.
 
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Buckeneye;2186100; said:
Says I'm 37 - 15 online. I was up 24-0. Kid quit. I just realized
I was tagged with the loss. Wonder how many times this has happened
Without me paying notice.

Late on the reply, but Im having the same issue with RBs wearing down quickly, but mostly just the starter.

My first season Jordan Hall would constantly get injured and "worn down", in went Carlos Hyde. I could run him 5 plays in a row with no change really to his speed or conditioning. Next season, Carlos Hyde is the starter and he then starts having nagging injuries and wears down just like Hall did.

Seems that the designated starter is the one prone to injuries and what-not.

Some issues I have had:

-1 freeze, post game vs Ball State - a great Heisman campaigning game. Restarted the system and all of a sudden Ball State is now as good as Bama? WTF? lol
-I will do a kick off into the end zone, and the team will then get the ball sometimes at the 25, sometimes at the 20.
 
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Finally had a lunch break this week, so I played my user online dynasty game.

The connection was lost.

Understandable, the servers must be swamped at 1:35 on a Thursday :roll1:
 
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