Injury Timeout or Lack Thereof
Re: Injury Timeout or Lack Thereof
If it's an offensive player down, clock doesn't stop; as soon as the ball is spotted ready for play the clock goes. In the game, you have to call a play and break the huddle, so it costs you time. You can't line up and be waiting for when the ref blows ready for play.
So you really have nothing that went the way it shouldn't have.
So you really have nothing that went the way it shouldn't have.

S14: N Texas 7-1
S15: Wake 8-5
S16-21: Washington 9-4, 10-3, 8-5, 9-4, 7-6, 6-7
S22: Ohio 8-5
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Re: Injury Timeout or Lack Thereof
So an injury doesnt stop the clock?! Yeah right.jsence2 wrote:If it's an offensive player down, clock doesn't stop; as soon as the ball is spotted ready for play the clock goes. In the game, you have to call a play and break the huddle, so it costs you time. You can't line up and be waiting for when the ref blows ready for play.
So you really have nothing that went the way it shouldn't have.
Re: Injury Timeout or Lack Thereof
swellvermin wrote:So an injury doesnt stop the clock?! Yeah right.jsence2 wrote:If it's an offensive player down, clock doesn't stop; as soon as the ball is spotted ready for play the clock goes. In the game, you have to call a play and break the huddle, so it costs you time. You can't line up and be waiting for when the ref blows ready for play.
So you really have nothing that went the way it shouldn't have.
The injury stops the clock but it doesn't keep it stopped until you come up and snap the ball.
This rule is in place to prevent fake injuries when a team is out of timeouts. It will stop but when you get to the playcall screen it will resume again unless (as stated earlier) you had an incedent that would normally stop it (first down, out of bounds, etc).
Manage your timeouts better.

S14: N Texas 7-1
S15: Wake 8-5
S16-21: Washington 9-4, 10-3, 8-5, 9-4, 7-6, 6-7
S22: Ohio 8-5
S23: ECU 12-2
S24-26: Kentucky 8-5, 5-7, 5-7
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Re: Injury Timeout or Lack Thereof
jsence2 wrote:swellvermin wrote:So an injury doesnt stop the clock?! Yeah right.jsence2 wrote:If it's an offensive player down, clock doesn't stop; as soon as the ball is spotted ready for play the clock goes. In the game, you have to call a play and break the huddle, so it costs you time. You can't line up and be waiting for when the ref blows ready for play.
So you really have nothing that went the way it shouldn't have.
The injury stops the clock but it doesn't keep it stopped until you come up and snap the ball.
This rule is in place to prevent fake injuries when a team is out of timeouts. It will stop but when you get to the playcall screen it will resume again unless (as stated earlier) you had an incedent that would normally stop it (first down, out of bounds, etc).
Manage your timeouts better.
The clock NEVER STOPPED, period. Dude is on his back when im calling no huddle and the clock is running and the playcall screen never came up. The playcall screen came up after 7 seconds ticked off the clock and the no huddle never happened. As if it were a regular play.It will stop but when you get to the playcall screen it will resume again unless (as stated earlier) you had an incedent that would normally stop it (first down, out of bounds, etc).
I had a time out.
I burn my last time out and am so pissed that i say fuck it and try to pass it in for the TD with :03 seconds left and I get picked.
Last edited by swellvermin on Wed Jul 18, 2012 8:33 pm, edited 2 times in total.
Re: Injury Timeout or Lack Thereof
swellvermin wrote:jsence2 wrote:swellvermin wrote:So an injury doesnt stop the clock?! Yeah right.jsence2 wrote:If it's an offensive player down, clock doesn't stop; as soon as the ball is spotted ready for play the clock goes. In the game, you have to call a play and break the huddle, so it costs you time. You can't line up and be waiting for when the ref blows ready for play.
So you really have nothing that went the way it shouldn't have.
The injury stops the clock but it doesn't keep it stopped until you come up and snap the ball.
This rule is in place to prevent fake injuries when a team is out of timeouts. It will stop but when you get to the playcall screen it will resume again unless (as stated earlier) you had an incedent that would normally stop it (first down, out of bounds, etc).
Manage your timeouts better.
I had a time out.
Then it should've been used--either by you or (IRL) automatically used to deal w the injury, if inside two minutes.

S14: N Texas 7-1
S15: Wake 8-5
S16-21: Washington 9-4, 10-3, 8-5, 9-4, 7-6, 6-7
S22: Ohio 8-5
S23: ECU 12-2
S24-26: Kentucky 8-5, 5-7, 5-7
Career: 102-61
Re: Injury Timeout or Lack Thereof
So get this. I was playing an OD game and had a lead. Gave up a late TD and the team went for an onside kick. They had an illegal touch, I'm not sure that that I recovered it, but the ref signals the illegal procedure and says "still first down" and THEY GOT THE FUCKING BALL BACK! It just about cost me the game, but I ended up with the win.


PSN: Cougnix
Re: Injury Timeout or Lack Thereof
The clock does not stop on injuries at any point. it's a flaw in the game

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Re: Injury Timeout or Lack Thereof
Like I said, there were 10 seconds left in the game. No auto timeout was taken.jsence2 wrote:swellvermin wrote:jsence2 wrote:swellvermin wrote:So an injury doesnt stop the clock?! Yeah right.jsence2 wrote:If it's an offensive player down, clock doesn't stop; as soon as the ball is spotted ready for play the clock goes. In the game, you have to call a play and break the huddle, so it costs you time. You can't line up and be waiting for when the ref blows ready for play.
So you really have nothing that went the way it shouldn't have.
The injury stops the clock but it doesn't keep it stopped until you come up and snap the ball.
This rule is in place to prevent fake injuries when a team is out of timeouts. It will stop but when you get to the playcall screen it will resume again unless (as stated earlier) you had an incedent that would normally stop it (first down, out of bounds, etc).
Manage your timeouts better.
I had a time out.
Then it should've been used--either by you or (IRL) automatically used to deal w the injury, if inside two minutes.
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Re: Injury Timeout or Lack Thereof
AGREED.Matt90210 wrote:The clock does not stop on injuries at any point. it's a flaw in the game
Re: Injury Timeout or Lack Thereof
And this is why FIFA >>>>>>>>>> NCAA
A flaw like this would be addressed with a patch before the game even came out.
A flaw like this would be addressed with a patch before the game even came out.

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S15: Wake 8-5
S16-21: Washington 9-4, 10-3, 8-5, 9-4, 7-6, 6-7
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Re: Injury Timeout or Lack Thereof
so much for a football simulation league
conyo!

conyo!
Re: Injury Timeout or Lack Thereof
Again you make a comment about "the league" when it is a flaw in the game. The league doesn't control it doesn't make the league any less than it is...DAMN...swellvermin wrote:so much for a football simulation league![]()
conyo!


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Re: Injury Timeout or Lack Thereof
this guy...I said so much for a simulation league. Maybe I should have added "thanks to EA." at the end of that sentence. I have no probs with NDL.cougnix wrote:Again you make a comment about "the league" when it is a flaw in the game. The league doesn't control it doesn't make the league any less than it is...DAMN...swellvermin wrote:so much for a football simulation league![]()
conyo!
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Re: Injury Timeout or Lack Thereof
Oh, and that scenario about the onside kick sounds crazy. WTF happened?!
Re: Injury Timeout or Lack Thereof
When I hear the phrase "so much for a ..." The insinuation is that there is something flawed, wrong, or bad about the "..."
Yes, poor choice of phrase I guess.
Yes, poor choice of phrase I guess.


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Re: Injury Timeout or Lack Thereof
cougnix wrote:Again you make a comment about "the league" when it is a flaw in the game. The league doesn't control it doesn't make the league any less than it is...DAMN...swellvermin wrote:so much for a football simulation league![]()
conyo!
We all know and agree the game would be built much better if the NDL was behind it!
The issue would be that only people like us, that play the game, for the love of college football, would enjoy it.
The general masses would not have fun playing it, so they keep it a little arcade like to try and keep the masses happy.
And I am not disagreeing with you coug, I thought the same thing when I read what swelly wrote.
No disrespect swelly, but it did make it sound like you were complaining about our league.
We see your post that you were not, just clarifying that cougnix was not the only one that thought that.
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Re: Injury Timeout or Lack Thereof
Those who know me, and know how I speak, understand perfectly. I just find it hard to have a simulation league when the PRODUCT we purchase and use to have said league is INCOMPLETE and flawed. Also, it is sometimes a challenge to convey tone, context and frame of mind in writing and posting on message boards, and if anyone took offense to my words, I apologize.The_Niddler wrote:cougnix wrote:Again you make a comment about "the league" when it is a flaw in the game. The league doesn't control it doesn't make the league any less than it is...DAMN...swellvermin wrote:so much for a football simulation league![]()
conyo!
We all know and agree the game would be built much better if the NDL was behind it!
The issue would be that only people like us, that play the game, for the love of college football, would enjoy it.
The general masses would not have fun playing it, so they keep it a little arcade like to try and keep the masses happy.
And I am not disagreeing with you coug, I thought the same thing when I read what swelly wrote.
No disrespect swelly, but it did make it sound like you were complaining about our league.
We see your post that you were not, just clarifying that cougnix was not the only one that thought that.
I agree with you wholeheartedly that EA makes this game for many others, rather than just a small percentage of true football heads. It's a shame, but it is what it is, I suppose. When EA gives us lemons, we shall make lemonade

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Re: Injury Timeout or Lack Thereof
No need to apologize, it is all good.swellvermin wrote:Those who know me, and know how I speak, understand perfectly. I just find it hard to have a simulation league when the PRODUCT we purchase and use to have said league is INCOMPLETE and flawed. Also, it is sometimes a challenge to convey tone, context and frame of mind in writing and posting on message boards, and if anyone took offense to my words, I apologize.
I agree with you wholeheartedly that EA makes this game for many others, rather than just a small percentage of true football heads. It's a shame, but it is what it is, I suppose. When EA gives us lemons, we shall make lemonade
And I hear you about the product we purchase, but with EA having exclusive rights, we have no other alternatives for NCAA and NFL Football!
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Re: Injury Timeout or Lack Thereof
Hard?swellvermin wrote:I just find it hard to have a simulation league when the PRODUCT we purchase and use to have said league is INCOMPLETE and flawed.
NDL makes that shit look easy.

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Re: Injury Timeout or Lack Thereof
Anyone see the injury timeout fix? I don't.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.
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.
- 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, we will be adding a "Uniform Store" to the game. 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.
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.