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NCAA Football 13 Video - No More Psychic DB's, 25 Different Pass Trajectory Zones

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Old 04-13-2012, 01:18 PM   #137
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Re: NCAA Football 13 Video - No More Psychic DB's, 25 Different Pass Trajectory Zones

Also people tend to forget but NCAA 11 fixed 99% of the physic DB AI after all the patches were in. It played a much better game than 2012 did. This was a video I did for The Sim Standard a while back. Focus on the pass plays and you will notice the DB's don't react till after the throw. They don't immediately react to the ball.

It is still physic to the degree that them having to see it with their eyes is not needed. But they don't react like in Madden 12 and NCAA 12 the very instant you press the button they snap towards the ball.



Go back and play NCAA 11, tell me it is not better than NCAA 12 right now.
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Old 04-13-2012, 01:19 PM   #138
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Re: NCAA Football 13 Video - No More Psychic DB's, 25 Different Pass Trajectory Zones

takes with grain of salt...
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Old 04-13-2012, 01:19 PM   #139
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Re: NCAA Football 13 Video - No More Psychic DB's, 25 Different Pass Trajectory Zones

I like what I'm hearing. It seems like the NCAA team is definitely listening to us. I'd love to see more lengthy videos because it's hard for me to really judge from the clips they showed.
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Old 04-13-2012, 01:22 PM   #140
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Great stuff...

BUT PLEASE PLEASE tell me you upgraded the helmets/facemasks. matt barkley is still wearing that ******** face mask. UPGRADE the revo single that most qbs wear. if these new facemasks aren't in the game like they are in madden, i'm not buying!!!
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Old 04-13-2012, 01:24 PM   #141
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Re: NCAA Football 13 Video - No More Psychic DB's, 25 Different Pass Trajectory Zones

Quote:
Originally Posted by Phobia

Go back and play NCAA 11, tell me it is not better than NCAA 12 right now.
It's certainly not in my opinion. The fact that the flats aren't open on every play and zone coverage actually working make NCAA 12 head and shoulders above 11.

As for the videos you posted, you can do that with in yearly release this gen. No sports game has made a huge leap forward from one iteration to the next.
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Old 04-13-2012, 01:27 PM   #142
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Originally Posted by raquelraul12
umm ben said so?
and footage you can clearly see that the logos on the walls are big east which means old footage.......
correct me if i'm wrong, but oklahoma st had the new unis, so how is that old footage?
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Old 04-13-2012, 01:27 PM   #143
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Re: NCAA Football 13 Video - No More Psychic DB's, 25 Different Pass Trajectory Zones

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Originally Posted by LBzrule
As I said in another thread. Why is it that just because we are disappointed with what we see, we then give them more credit by saying they are capable but not willing. What if the actual fact is that they are willing and not capable? I'm not going to say either way, but I think the question has to be entertained. People always say, well they are just not trying. If they had competition this game would be x, y and z. I used to say that stuff too, but now, I am starting to entertain the other position. What if having competition is not going to mean a hill of beans and the game that you get from them now would actually be the game you get even if they had competition. The decisions they made with tech and what to do with it are the decisions they made. Competition would probably not change that.
Competition would change things, competition is the reason why products get to upper levels of quality, you can alter price and marketing only so much to cover a product, without competition there is no bar to strive past. Yes you can go out planning to improve your product with iteration but even then those steps are miniscule. If for example, there was a 2K football game out that excelled in presentation, chances are EA would start to ramp up their presentation, where as it took them several years to go from thirty people yelling in a garage to actually sound capturing stadiums.

It is a possibility, maybe not with the current engine, but it's their job to make an engine in place that can do with what they desire, they own their own engine they have unlimited ability to alter coding and such, it's not as if they are using someone's elses engines that carry restrictions on editting.

If they wanted to, it could be done.

Not saying every single Tiburon employee doesn't want to, but its a minority or it would've been communicated to upper level and given the go ahead or denial.

From a business standpoint, Tiburon has largely been resting on their laurels. 2K did that with their MLB franchise after taking out MVP with the license and look where it's at now in comparison to their NBA franchise which had competition up until last season?
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Old 04-13-2012, 01:28 PM   #144
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Re: NCAA 13 Gameplay preview this Friday (GTTV)

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Originally Posted by LBzrule
As I said, I think this is a valid conclusion. They've never been great with animations and on the new systems that is more visible than it was last gen. Last gen, they could not match 2k's OL vs DL animations, tackling/break tackle, CB technique in terms of riding the WR's hip ect. And now with their emphasis on short branching animations I think as guys who play these games we are stuck with what we have. The way they do mo-cap also plays a role into how some of this stuff looks. The decisions that have been made are playing a big role in what we see now.
I was watching a vid on youtube of Meagatron going up against a Dolphins DB in a goal line situation and my jaw dropped just to see the DB/WR animations. The scary part about it, is that it was NFL 2K5!!!

For anyone who has the game, just look at the mo-cap talent they had for that game and you can see why their animations are so...so... so, REAL! I remember watching a brief mo-cap video for NCAA '12, and I'm sorry but the guy they had running around in the mo-cap suit looked like the only time he ever played football was in his dreams.
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