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EA NCAA Football Blog: Thank You! Info on tuner sets, patch #2, etc. Rate Topic: -----

#1 User is offline   admin 

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Posted 28 July 2010 - 06:00 PM

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#2 User is offline   stevedrumsdw 

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Posted 29 July 2010 - 02:41 PM

Thank You!
It's been a while since my last blog (see: A New Game Plan - March 2010) where I outlined our philosophy for the game and the new approach our team took in developing NCAA Football 11. An approach centered on three key elements, Core Gameplay, Collegiate Presentation, and Innovation. Based on the response to the game so far, it seems like we're on the right track. Your response has been fantastic and it certainly wouldn't have been possible without all the great feedback, suggestions, and support from you, our community of passionate college football fans. I want to personally thank everyone who's taken time to send us an email, complete a survey, or post their feedback on the various game forums. The input we receive, both positive and negative, helps us continually improve the game experience today and moving forward.

IT'S THE SOUND YOU'VE WAITED DAYS TO HEAR... ;-)

With a nod to my favorite NCAA Football intro video, first things first... I'm happy to report that a title update is coming soon. Look for this in about two-to-three weeks or so (currently estimating mid-August). We'll communicate the official dates as soon as they're locked in.

This new update covers a variety of fixes and improvements. The team will release more details in the coming days, but I wanted to provide a few highlights as well as discuss one final game "feature" that we have yet to formally announce. First some background...

WHY BAD THINGS HAPPEN TO GOOD FOOTBALL GAMES

Some of you may wonder, and rightfully so, "how did they miss that bug?!!" The same thing goes on here at the studio, "HOW DID WE MISS THAT BUG!!" usually with some colorful expletives thrown in for good measure.

But why does this happen? To start with, software development is a complex science and this is why nearly every game and software company on the planet is continually challenged and often frustrated in the pursuit of software perfection. Windows Service Packs, multiple iPhone O/S and application updates, etc. You get the picture...

Now let's consider video games. Sports games are some of the most complex video games in existence today, and I'd argue that the logic and sophistication of football rivals them all. The real-world game of college football is complicated enough with its massive and constantly evolving rulebook, schedules, and even conference realignments*. Now try to imagine the complexity of a video game in full HD running at 60 frames-per-second while attempting to mimic not only visual photorealism in 5.1 stereo but believable simulated behavior of 22 individual players, refs, coaching staff, broadcasters, and fans. And now connect that same experience to hundreds of thousands of players through a broad array of servers and databases across the country all in real-time over a far-less-than-perfect Internet. This is also why features that seemed almost trivial in the last generation of consoles, seem to be advancing slower with this new generation. Hardware, connectivity, and the scale of "HD" just make everything much more complex to properly develop and execute. To give you some perspective, the NCAA Football 11 codebase contains more than 10 million lines of source code and script combined with over 350 gigabytes of graphics, sound, and data files. This all then gets compiled, compressed, and packaged into what you'll find on your game disk.

Over the past year we logged tens-of-thousands of hours of QA on the game in addition to tens-of-thousands of hours more in scripted game testing through networks of automated game consoles here at the studio. And even for all that testing, anomalies, exploits, and bugs can still happen. Consider that within days of game launch, more than 1,000,000 games will be played - more games than can be possibly exercised by an army of testers in a single year.

This isn't an excuse for not getting things right the first time, but I did want to provide some context. Sometimes the problems are edge-cases; sometimes it's an issue of massive online scale that can't be reproduced in a lab, or simply plain old human error. But when problems are discovered please know that we as developers, and true longtime fans of the game, also share your frustration. We take bugs very seriously. Our number one goal is to always deliver the highest quality and most enjoyable game of simulated college football possible. Which brings me to the last unannounced feature you'll find in NCAA Football 11... One way in which we've been working to improve the game experience for everyone this year.

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.

NCAA FOOTBALL 11 ONLINE SERVER UPDATES

The NCAA Football Live Team, a group dedicated to server-side health and maintenance, has been very busy over the last two weeks since launch. We apologize for any issues you may have experienced in recent days. The team has been upgrading hardware, tuning databases, and fixing web issues as they arise. Most of these changes happen behind-the-scenes on a daily and nightly basis. Here a few of the most visible fixes so far:

-- Fixed online leaderboard exploit
-- Fixed potential crash at online team-select screen
-- Fixed post-game email formatting
-- Optimized various database queries
-- Various hardware upgrades and backend optimizations

Work will continue on server optimizations throughout the season to ensure a fast and enjoyable online experience for everyone. We're also working to do a better job of communicating upcoming fixes and outages so that everyone has a better handle on what's happening. And by the way, just to dispel a common myth, if you have lag issues when playing an online opponent, it's unlikely to be an EA Server issue. Our matchmaking system works by telling your consoles to directly connect to each other for the game and then report back the results. The network traffic doesn't go through our servers like an MMO. If you have problems or disconnects, it could be your ISP, local networking gear, or simply someone unhappy about the way the game is going and pulling the cord. It happens. ;-)

NCAA FOOTBALL 11 CLIENT UPDATE 2

More details on the client update to come, but here are three of the big ones we've solved:

-- RANDOM PLAY ACTION CRAZINESS - Sure it looks funny, but annoying as heck when it costs you a drive or a game. We're sorry we missed this one as well and apologize for the issue.

-- SEASON SHOWDOWN STATS REPORTING - The season showdown warning is harmless right now and this issue and related lobby problems ultimately get fixed with the update.

-- UNIFORMS THAT NEVER NEED WASHING - This is one of the more painful ones for us given all the work on visuals this year. The game actually does degrade uniforms; unfortunately we broke something in a final build that made the impact way too subtle. Consider this one solved with the update. And we want you to know that we've really been enjoying the great "Art of NCAA Football" threads. It's clear we have some incredible photographic talent in our community! So I expect things will go next-level when the update rolls out. For example, this shot comes straight out of the updated game


LOOKING AHEAD

My apologies to longtime fans like ODogg who can't find peace without dreadlocks. ;-) Or others who've been aggressively petitioning for broadcast cameras or bowl patches. We just weren't able to get them into NCAA Football 11 given all the other work we had to take care of this year. And unfortunately, these aren't things that we can simply "patch in". I can tell you they're on our wishlists as well and we hope to get to them in a future version. Look for a link to a new Satisfaction and Feature Request Survey in my next blog.

Thanks again for the great support!

Roy
NCAA Football 11
Executive Producer

PS -- You can still email me at NCAAFootballFeedback@ea.com. As always, given the incredible amount of email I get daily, I don't always have time to reply, but I do promise I'll read everything you send. Please keep it civil and spam free ;-)

* Conference changes for next year's real-world NCAA College Football season didn't officially happen until after our game was completed and off to manufacturing
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#3 User is online   solidpit 

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Posted 29 July 2010 - 02:46 PM

Quote

We're also looking to address a few important dynasty progression and recruiting issues.


Victory

View Postkella, on 20 May 2010 - 06:08 PM, said:

Solidpit, you are young but you show promise. Good catch [laugh]
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#4 User is offline   MaizeNBlue2 

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Posted 29 July 2010 - 02:49 PM

Sounds like there's hope for this game yet. I'm enjoying the heck out of the gameplay, in spite of a few bugs, so if they can get this corrected and fix some of the other stuff, we might have a great game.
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#5 User is offline   vertigho 

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Posted 29 July 2010 - 02:49 PM

So he basically told us stuff that we already knew, and filled in the blanks with "tech" information regarding the stuff that we already knew? In other words, he caused me to give 1 less shit, and then followed that up by emptying my body of all it's shit, and have me give none of it. Cool.... [wow]


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#6 User is online   BearDownUofA 

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Posted 29 July 2010 - 02:49 PM

At least they're doing something.
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#7 User is online   BearDownUofA 

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Posted 29 July 2010 - 02:50 PM

Please, for the love of God, don't let the dynasty fixes mean my brother and I will have to restart our online dynasty.

Also, holy crap yes!

Posted Image

This post has been edited by BearDownUofA: 29 July 2010 - 02:51 PM

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#8 User is offline   stevedrumsdw 

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Posted 29 July 2010 - 02:50 PM

Heres the link:

http://ncaafootball....blogId=ThankYou
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#9 User is offline   fsucrazy30 

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Posted 29 July 2010 - 02:58 PM

So is this in game tuning just for online or will it work for offline too? Hope they fix player progression and recruiting.
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#10 User is offline   hayvis 

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Posted 29 July 2010 - 03:02 PM

I love the way he gives a massive pile of excuses, treating us like retards that haven't played other complicated video games that work perfectly well, minus a few minor issues. What a cock. :keith_SHN
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#11 User is online   BearDownUofA 

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Posted 29 July 2010 - 03:07 PM

View Posthayvis, on 29 July 2010 - 03:02 PM, said:

I love the way he gives a massive pile of excuses, treating us like retards that haven't played other complicated video games that work perfectly well, minus a few minor issues. What a cock. :keith_SHN

Are you the least bit surprised?
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#12 User is offline   keyser soze 

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Posted 29 July 2010 - 03:10 PM

So 2 more weeks before a possible PLAYABLE version of the game comes out then? Glad the beta testing is almost over....
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#13 User is offline   GR8 2 B FL G8R 

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Posted 29 July 2010 - 03:11 PM

I'm as happy as I was for mascot mashup
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#14 User is offline   Irishman 

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Posted 29 July 2010 - 03:13 PM

Merged the two threads.
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#15 User is offline   dirt 

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Posted 29 July 2010 - 03:15 PM

did that horrible bootleg glitch get fixed yet? Makes the game unplayable really.
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#16 User is offline   ZackMills 

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Posted 29 July 2010 - 03:20 PM

View Postkeyser soze, on 29 July 2010 - 03:10 PM, said:

So 2 more weeks before a possible PLAYABLE version of the game comes out then? Glad the beta testing is almost over....


Yep...and I'll be waiting 2 weeks after that patch comes out to make sure the game isn't still fucked.
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#17 User is offline   Irishman 

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Posted 29 July 2010 - 03:21 PM

View Posthayvis, on 29 July 2010 - 03:02 PM, said:

I love the way he gives a massive pile of excuses, treating us like retards that haven't played other complicated video games that work perfectly well, minus a few minor issues. What a cock. :keith_SHN

Let's face it. This guy is just the poor guy with the thankless job of making excuses for a company that refuses to give him the required resources to produce the type of game we want. It's not actually his fault that he has to be a bullshit PR guy. (He's just a higher level Tyrone.) Ignoring the excuses, I am actually pleased with what they have chosen to address in the tuners and the 2nd patch. I am also glad that they are scheduled to be out before the actual season starts.
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#18 User is offline   rhombic21 

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Posted 29 July 2010 - 03:28 PM

I'm glad that they're talking about having a patch and tuner sets out soon, but past experience indicates that post-release EA fixes have tended to be minor in comparison to the problems that people experienced with the game. Last year people were complaining about the over-effectiveness of run commit almost within a week or two of the game being out, and EA never did anything to address the issue.
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#19 User is offline   GTster 

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Posted 29 July 2010 - 03:28 PM

View Postkeyser soze, on 29 July 2010 - 03:10 PM, said:

Glad the beta testing is almost over....


So our checks should be in the mail right?
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#20 User is offline   hayvis 

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Posted 29 July 2010 - 03:28 PM

View PostIrishman, on 29 July 2010 - 03:21 PM, said:

Let's face it. This guy is just the poor guy with the thankless job of making excuses for a company that refuses to give him the required resources to produce the type of game we want. It's not actually his fault that he has to be a bullshit PR guy. (He's just a higher level Tyrone.) Ignoring the excuses, I am actually pleased with what they have chosen to address in the tuners and the 2nd patch. I am also glad that they are scheduled to be out before the actual season starts.


I'd love it if he came out and told us the truth. I can't help getting wound up by these. I hit the link hoping for immediate good news, and got hit in the face by a brick wall of PR bullshit. It's like the pre-release blogs. But yes, overall a nice set of things that we have to put our Dynasties on hold for another month for. [laugh]
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