Posted by kannc6 on 8/29/2010 12:13:00 PM (view original):
Isack.. My point is directly relayed to yours. If it hasn't been tested. No one knows...
OK, of course it has been tested.
seble doesn't just jump on the production server and knock out code changes by editing them there and seeing if the code works.
He posted a couple of weeks ago what had been changed.
He ran simulations of hundreds (probably of tens of thousands) of games and looked at the results.
Do you question how code is written for NCAA 2011 or Madden 2011 when they supply a patch to change the logic of their games. Do you ask how they tested it? I turned on my PS-3 game the other day and there was a 2nd patch that did the following things:
- Player Lock in Online Games will now move the camera behind the locked player (like Offline games)
- Greatly increased the quality of uploaded videos
- Fixed an issue with penalties on a change of possession in Overtime
- Fixed an issue where you would sometimes lose control of your player going offsides in no huddle situations
- Tuned holding chances on Field Goals and Extra Points
- Fixed a couple pass coverage issues with Wild Cat plays
- Tuned the chuck success chances to favor more neutral results. Wins and Losses are extreme and should occur less for both the offense and defense
- AI Tackle slider is now more effective
- Lead Blocking tweaks to fix some cases of pulling lineman ignoring defenders
- Fixed a few rare cases that would cause players in pursuit to run away from the ball carrier
- Tuned the CPU ball carrier to make some smarter choices
- Fixed a bug where the CPU would high step at inappropriate times
- Tuned player switching logic to give a more appropriate player
- Fixed an issue with Punts being spotted incorrectly when the punt went out of bounce
- Corrected an issue where pressing in man coverage would cause the CPU to throw the ball too early
- If the receiver caught a pass during a slip, rarely would he be ruled down after the catch (even if he got up before making the catch). This has been fixed.
- Fixed a bug where sometimes the clock would continue to run after hold on an extra point
- Forward pitches are now correctly tracked as passing and receiving yards for the players involved
- Receivers will now try and release to the appropriate side of the defender based on their route
- Fixed some problems that were causing defensive players to not always get back in time during hurry up plays
- Reduced the effect of the Run Block Slider on special teams plays
- Tuned how effective the slant route for running backs out of the backfield was
- Tuned how far away diving sacks will start from
- Fixed an online grieve with pausing the game
- Fixed a bug where using a TeamBuilder team as the away team would cause the team colors to be incorrect
- Fixed an issue where some Dynasty teams were only able to offer 15 scholarships. You will not have to restart your dynasty for this to take effect, the fix is for offline and online dynasties.
- Certain TeamBuilder teams were incorrectly being blocked by the profanity filter and showing up as XXXX, this has been corrected
- Fixed and issue where Punt was not the default selection on 4th down and punting distance
- Off-centered single digit jersey numbers are now centered correctly
- Fixed a crash in Custom Stadium Sounds when the list of files was too long
- TeamBuilder teams with & in the name can now be searched properly
- Fixed an issue where the “Online Dynasty Servers are Down” pop-up was showing up incorrectly
They not only push updates, they have Live Tuning Packages that change game play:
NEW FOR NCAA FOOTBALL 11 -- LIVE TUNING PACKAGES
A number of you have already noticed that we do a check for "Online Gameplay Tuning" when connecting to our online servers. Some of you may also have found a new "Tuning" category in the Files menu. This is a new technology for NCAA Football 11 that allows us to not only live update and tune core gameplay parameters -- like fumbles, throw accuracy, and juke success ratings -- but it also allows us to rebalance certain core features such as recruiting logic, blocking, even control the intensity of shadows cast by the football on a sunny day!
These new Live Tuning Packages (LTPs) contain literally 1000's of key parameters which drive the heart of our game; parameters that live well below the level of specific player or team ratings. With our new LTPs we can often turn changes around in a few days. It can't solve everything, and some issues will still require a traditional client update, but for many items it's definitely a more powerful and faster strategy for tuning throughout the season.
Our first LTP should be arriving next week along with detailed notes on what the update contains. I can tell you that based on the collective feedback we've received, we will be carefully down-tuning the athleticism of defensive lineman and reduce the number of impressive picks by the big guys. We're also looking to address a few important dynasty progression and recruiting issues.
How come no one is asking for a detailed accounting of what they are changing and exactly how they changed it?