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Old 06-24-2008, 02:34 PM   #33
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Re: Online Cheese

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Originally Posted by russell05
Thats fine and all but the root source of the problem is the speed at which QB's drop back in the game. Its just to damn fast the pressure just doesn't get there when its supposed to and jonny little hotsticks can just continue to drop back and avoid the rush every single time.

Once Tiburon fixes the speed of the QB drop back this issue shouldn't be a problem.
If they slow down the speed of the QB then it should help but that still doesn't address the DE's, who help contribute to the problem.

They don't run at the QB around the ends they go right after him. This allows the QB to get out of the pocket with ease as well.
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Old 06-24-2008, 03:27 PM   #34
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Re: Online Cheese

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Originally Posted by VWarrior
I agree something at least somewhat significant has to be threatened to truly effectively discourage quitting, but I highly doubt there is any chance of convincing Microsoft to allow someone to force a subscriber to put money up for collateral to play a game. Oh yeah, i'm sure it'll work at least to an extent, but thats not gonna happen.

What I feel is a much safer, more likely to be allowed, yet still effective method is to force each player to have their reputation floating over there heads no matter where they go. I'm not sure if this is done currently now not, but every player should have an easily accessible history of the number of games they've played to completion and as well the number of games they've quit. the more games you quit, the worse your reputation gets. That way, if you're about to hook up with someone, and you see his/her reputation for reliable match-ups is poor, look elsewhere. If you're hosting a game and someone joins with a reputation too poor for you standards, boot the player. Heck, you could even just set some minimum reputation "level" for someone to be able to connect to you in the first place.

That would definitely discourage quitting, IMO. That way, a player knows every time they quit a game, it will become that much harder to play another. If they quit too many, they may find themselves unable to play online at all. I think thats harsh enough to establish the proper fear/risk of quitting, while being very fair at the same time.
i somewhat agree with that the only problem is for those who get disconected from the internet. Sometimes people don't have any control if their internet provider wants to act up and lose conection, i know for a fact in a baseball game a couple of years ago i had a corrupted file that would disconect me from every online game i tried to play and it took me calling the tech guys over 3 days to figure it out and that would have killed my rep if that system was implemented, i just believe that with the technology they have the online system should be able to determine the difference of a quit or discon.
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Old 06-24-2008, 03:46 PM   #35
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Re: Online Cheese

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Originally Posted by JoshCA916
i somewhat agree with that the only problem is for those who get disconected from the internet. Sometimes people don't have any control if their internet provider wants to act up and lose conection, i know for a fact in a baseball game a couple of years ago i had a corrupted file that would disconect me from every online game i tried to play and it took me calling the tech guys over 3 days to figure it out and that would have killed my rep if that system was implemented, i just believe that with the technology they have the online system should be able to determine the difference of a quit or discon.
I agree. There should definitely be some way to tell how many times a player has quit, or at least what percentage. That being said, there should also be a percentage mark on disconnects. If someone has 0% in the quitting column, but over 50% in the disconnect column, you will still be able to figure them out.
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Old 06-24-2008, 03:52 PM   #36
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Re: Online Cheese

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Originally Posted by capp34
Cheese = Abusing exploits,
7. sub RB in for FB= CHEESE

The fullback dive play is cheesy and exploitation of the line. You can run this play every down and win easily.

Option glitch...when running the option if the QB gets taken down or wrapped up he can still pitch even if he is on the ground...WHats up with that.

i dont really consider that cheese. I havent seen it done in real life college football but in the nfl back in 06 i remember us running a 2 back set with with ricky williams as FB and ronnie as the HB
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Old 06-24-2008, 04:09 PM   #37
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Re: Online Cheese

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Originally Posted by Ronnie brown23
i dont really consider that cheese. I havent seen it done in real life college football but in the nfl back in 06 i remember us running a 2 back set with with ricky williams as FB and ronnie as the HB
That was more based on running the fullback dive as a offense.
But if you want to sub in rb for fb its fine.
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Old 06-24-2008, 04:34 PM   #38
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Re: Online Cheese

I think that penalties should increase the longer the QB has the ball. So if a QB drops back 15-20 yards it increases the chance for a penalty.

I also think dropped pitches and fumbled exchanges would help. Also if runners slipped/stumbled ( like Choops2K8) more when they did spin moves or jukes and it increased if the player was using turbo, that would improve gameplay as well.

Last edited by mike1409; 06-24-2008 at 06:06 PM.
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Old 06-24-2008, 05:13 PM   #39
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Re: Online Cheese

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Originally Posted by Moostache
I have often thought that another way to control or eliminate that (at least on XBL) would be to force players to put up "credits" to play online...as long as they finish the games, those XBL points or credits woul dbe returned to their account and not be charged, BUT if they quit a match early and attempted to start another match before the results of the first one are official, they would be charged the credits/XBL points....probably WAAAAAAAAAAAAAY too many hurdles for THAT to ever work, but I would love to see it nonetheless!!!
one of the best ideas i've ever heard. seriously!
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Old 06-24-2008, 06:15 PM   #40
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Re: Online Cheese

SIGH.....another year of college football...another year of the same cheese.

I cant stand those that do the loop end rushers where the OTs never can compensate for someone pushing the ends 10yards from the ball. That...on top of the Nano blitzing is just aggravating. The slide protection should help....SOME...but I see see this being a problem.

I would like to talk about the RBs at QB....Arkansas was not the only team to run a form of the Wildcat (WildHog) formation. Clemson ran it too....and when run sparingly...I do not think it is cheese. It is just putting your best rushers on the field at the same time. Though I never used to throw....only to do the option rush plays like McFadden did last year. I can see how people can people abuse the system...and then the RBs complete a unrealistically high % of passes.

Jet packing and not calling Offensive pass interference looks to be returning for another year. I wonder if EA knows any other penalties besides holding and off sides.

Heres to staying in a clean league and not playing in any lobby...
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