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canes21 College Football 25 Sliders

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Old 07-17-2024, 11:16 PM   #81
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Re: canes21 College Football 25 Sliders

Weigman finished 80% completion and over 340 yards. They also averaged 7.2 a carry.

FWIW I had 659 yards and still lost. Seems like it’s kinda just broken on offense in general.
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Old 07-17-2024, 11:43 PM   #82
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Re: canes21 College Football 25 Sliders

Holding penalties gotta go down. Sheesh I had like 12 in one game
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Old 07-18-2024, 01:03 AM   #83
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Re: canes21 College Football 25 Sliders

10 games are in. All 10 were vs P4 teams + Notre Dame. Overall, a great variety of games that were all fun and felt unique. The games all had ebbs and flows to them that felt realistic. Momentum would switch sides. I'd be unstoppable one quarter and dead the next. Real time coaching kicked my *** multiple times over.

It was honestly fun to get this sample in. Normally it can feel like a grind when trying to hone the sliders in, but this game is done so well and v1.0 was solid enough to where it was never an issue to get these 10 games in.

Going to spoiler below because it's going to get a bit lengthy as we look at the numbers.

Spoiler


1.0 was extremely fun to play with, so I am excited to see how 1.1 plays. I will likely aim for a similar sample size for 1.1, but given we have 1.0 to look back on, it will be easier to see how each area of the game is impacted by the slider adjustments I will be making. We will have a baseline to work with, so if something is off with 1.1 from the start, we can adjust it and not have to wait for 10 games to be up.

I'll be posting 1.1 soon. I will make another post for that and update the first post in the thread. I can't wait to see how it plays.
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Old 07-18-2024, 01:59 AM   #84
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Re: canes21 College Football 25 Sliders

I forgot to include a few stats.

6.5 penalties a game for Miami for 59 yards on average
4.5 a game for the opponents at 38 yards on average

Both very close to real life numbers. Only issue is the penalty variety, but that has more to do with how EA has built the game. DPI doesn't really occur, defensive holding isn't even in the game, targeting and hands to the face aren't in the game. I would like to see a roughing the passer called each game to be more realistic, but simply going to 55 makes that penalty go crazy. Facemasks need to happen more, I saw 2 the entire 10 games, so that will get raised.

User FG accuracy 57%
CPU FG accuracy 81%

It was nice to see the CPU finally miss, but they were nailing a few too many 40+ yard FG's in this sample and not all the kickers I faced were exactly high tier. Likely will be lowering their FG accuracy and increasing their punt accuracy in 1.1 along with the kickoff and punt power changes.
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Old 07-18-2024, 02:30 AM   #85
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Re: canes21 College Football 25 Sliders

I've had to quit two games today because my RB is just missing for the whole 4th quarter. It was not a blowout in either direction and he was only on 18 and 20 carries in the games. What is causing that? It's very annoying.
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Old 07-18-2024, 02:58 AM   #86
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Re: canes21 College Football 25 Sliders

Quote:
Originally Posted by D Tom
I've had to quit two games today because my RB is just missing for the whole 4th quarter. It was not a blowout in either direction and he was only on 18 and 20 carries in the games. What is causing that? It's very annoying.
I haven't seen this. You're positive he's not hurt?

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Old 07-18-2024, 10:22 AM   #87
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Re: canes21 College Football 25 Sliders

I think the only thing I'm going to go ahead and adjust is removing roughing the kicker. I've played two games so far, and there's been 3 roughing the kicker. Madden was horrible about it too, the AI just can't help themselves. Lol

Seem pretty dang solid overall though. Thanks for the work here!

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Old 07-18-2024, 11:17 AM   #88
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Re: canes21 College Football 25 Sliders

v1.1 is here. A lot of changes, many small, some big. v1.0 was playing well, so we have a great base we're working from. The stats showed we were pretty close, but not quite there. I am hopeful v1.1 can get us there, but I have a few key areas I really want to focus on.

I lowered the coverage for both sides as well as the reaction time. Coverage did feel too sticky, but the numbers weren't terrible before. College is a bit sloppier of a game, so coverage shouldn't feel very sticky unless you have an elite defense. I am hoping these minor reductions will open up coverage a bit to get it to be more authentic and that in combination with the lower QB accuracy values will lead to more throws that aren't perfectly on target, so it will be more true to life. If I am seeing passing is too easy for either side, we'll be quick to raise the coverage sliders back up to where it was since it was solid, and we'll focus more on getting accuracy where it needs to be.

Tackling is being lowered quite a bit, but that is because neither side was really missing tackles in the open field and that's not close to being true to life. I'm keeping an eye on this because I don't want it to turn into every other play being an explosive play. Tackles need to be broken more than they were, so it's going to be a fine line in this area, imo.

Special teams have been broken out because punts and kickoffs were simply too short compared to real life numbers, and kickoffs need to be deeper just for gameplay purposes as the CPU is wanting to return everything and they aren't good at it. I'd rather see touchbacks all the time vs the CPU constantly starting around their own 15. The CPU also needs help with coffin corners, so their punt accuracy is getting a significant raise in hopes of that happening.

Fumbles and interceptions were changed by significant amounts. Defensive players essentially had no hands at all, drop rates were far too high, and fumbles weren't close to realistic rates. Same can be said for WR drops. Everyone had glue on their hands and weren't dropping a thing. This is college, passes get dropped quite often, especially in traffic, so we're just trying to get this area of the game closer to real life.

Unlike my other sliders sets in the past, this time I am putting a number next to each slider value to show how much it changed from the prior version. I also have a little note explaining why the change was made.

I am excited to try v1.1 and see how it does over a sample, but I'm also a bit nervous because so much changed and v1.0 was honestly one of the best base slider sets I've ever made at a game's release. v1.0 wasn't perfect but was playing so well it feels like it will be hard to top, but these changes I've made feel like the right moves based off what the data said, so we can only try them out and see.

v1.1
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