The Ratings Matter Slider Project (CFB 26 Edition)

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  • kstater555
    Rookie
    • Oct 2021
    • 5

    #121
    I just can't stop robo QB in this game. It doesn't even matter if it's heisman or all American. The QBs seem to be incompetent or prime Peyton Manning. Rocco becht just threw for 468 yards on me with 78% completion LMAO. He had a 228 QBR with 14 yards a pass. Have you had robo QB for the CPU? I don't play defense and just allow my CPU players to play and it was horrible lol. Been my issue with the game that and cpu run game. But honestly cpu run game has been better of late for me

    Comment

    • bucknut7
      Pro
      • Jul 2007
      • 962

      #122
      Curious to know what you’re seeing with W&T here

      Comment

      • kstater555
        Rookie
        • Oct 2021
        • 5

        #123
        With default sliders I've seen W&T have much more effect on the user than the CPU. Im not sure how we can change how much the career W&T goes down because with lowering it it works really well to reduce the season pool usage but then it just take more of the career pool instead. That was my experience at least. Have you been able to reduce the career pool use?

        Comment

        • MassChaos
          Rookie
          • Jan 2010
          • 448

          #124
          Originally posted by kstater555
          With default sliders I've seen W&T have much more effect on the user than the CPU. Im not sure how we can change how much the career W&T goes down because with lowering it it works really well to reduce the season pool usage but then it just take more of the career pool instead. That was my experience at least. Have you been able to reduce the career pool use?
          I haven’t had time to actually play several seasons which is what it will take to know for sure. My overall philosophy with W&T is to lower the individual game to game effects, to try and make it only truly impact teams that have played a long stretch without a bye and/or playoff teams.
          minimizing the amount of both impact and recovery should help with the career pool. CPU/CPU games seem to use their own settings, but those teams sort of revert to a wear and tear level based on your sliders when you actually play them (probably to cut down on what the sim engine has to keep track of) so it shouldn’t really matter what happens with a player on a cpu only team. They should revert back to a normal level if you get them in the portal, but I haven’t tested that so EA might’ve overlooked that aspect.

          I wish I could just turn W&T off because it seems like a good idea/poor execution situation, but I want to see injuries.
          Twitch - https://www.twitch.tv/archanthony
          The Ratings Matter Project - https://discord.gg/ZaffAQRPqq

          Comment

          • MassChaos
            Rookie
            • Jan 2010
            • 448

            #125
            The v3 set still works fine after the patch. I’m going to post a “raised threshold” set if anyone wants to test it out. I just don’t like some of the animations I’m seeing with the threshold lower than 40..

            “Raised Threshold WIP Set - 8/24

            User
            QB Accuracy - 34
            Pass Blocking - 70
            WR Catching - 39
            Run Blocking - 5
            Ball Security - 52
            Pass Defense Reaction Time - 60
            Interceptions - 35
            Pass Coverage - 35
            Tackling - 20

            CPU
            QB Accuracy - 34
            Pass Blocking - 65
            WR Catching - 39
            Run Blocking - 77
            Ball Security - 52
            Pass Defense Reaction Time - 60
            Interceptions - 35
            Pass Coverage - 35
            Tackling - 40

            Special Teams
            Supersim all special teams plays.
            (CPU still unaffected by sliders, will kick 59+ yarders if played, so sim all kicks)

            Game Options
            Injuries - 15 (testing, will probably change as the W&T settings get finalized)
            Fatigue - 92
            Min Player Speed Threshold - 57


            Penalties
            Offside - 75
            False Start - 65
            Holding - 55
            Face Mask - 45
            DPI - 75
            Illegal Block in the Back - 25 (credit to Matt10)
            Roughing the Passer - 47
            Turn OFF Illegal Contact and Offensive Pass Interference
            All Other Penalties are ON

            League Settings
            Quarter Length - 12
            Minimum Play Clock Time - 17

            Wear and Tear (Still WIP)
            Normal Tackle Impact - 10
            Catch Tackle Impact - 10
            Hit Stick Impact - 15
            Cut Stick Impact - 13
            Defender Tack Advantage Impact - 10
            Sack Impact - 7
            Block Impact - 10
            Impact Block Impact - 15
            Play Recovery - 2
            Timeout Recovery - 5
            Quarter Recovery - 5
            Halftime Recovery - 15
            Week to Week Recovery - 25 (This is the one I'm most focused on right now, I want players to be a little banged up if the team is on a long stretch without a bye/deep in the playoffs)
            In-Game Recovery Pool - 30
            Twitch - https://www.twitch.tv/archanthony
            The Ratings Matter Project - https://discord.gg/ZaffAQRPqq

            Comment

            • Heyuimintojsus
              Pro
              • Nov 2004
              • 759

              #126
              Originally posted by MassChaos
              The Ratings Matter Slider Project (CFB 26 Edition)













              01jj33fmhhp0m66ba76q.webp











              The reason I enjoy college football way more than the NFL is because of the large gap in talent between the different players on the field. Even the best college football teams have players that will be going pro in something other than football. While I understand that some gamers just want a "fun" game where the players do not make the types of mistakes that real life players make, I prefer to see those mistakes take place within the game. With this set I will try to introduce things like missed tackles, poorly thrown balls, broken coverages, and penalties into the game. The overall goal is a realistic experience, where having an elite player matters because bad players play poorly. Upsets can and should still happen, but only when the underdog plays exceptionally well, and the favored team, uncharacteristically, struggles.



              I've struggled a bit finalizing a set for the current state of the game. Even with the patch, I'm finding the running game to be way too easy for the user, and way too difficult for the CPU. So I highly recommend playing "No Switch" on defense, at least on running plays, as well as trying your best to avoid certain running plays that often lead to 10+ yard runs without any contact.

              Also, a few settings have been set at values that are not exactly where I'd ideally have them, but where I believe they need to be to give the CPU a better chance on the offensive end.

              USER Tackling at 8 does help the CPU establish some semblance of a run game, however there are a few issues it creates. 1. QBs are more likely to break sacks, this can lead to some pretty bad looking animations. 2. Broken tackle animations can chain together in a way that not only looks terribly unrealistic, but occasionally actually leads to the CPU losing more yards than they would have if the first tackle was successful. 3. The game looks wildly different from an animation stand point depending on which team has the ball. The user run game might actually benefit from increasing tackling a little more, but I don't want the discrepancy between broken tackles to be even worse than it already is.

              WR Catching at 44 does help the receivers gain a little more separation, which I believe helps the CPU "force" balls into tighter spots, leading to more incompletions, however it does lead to some pretty wonky catching through contact animations. I have it set the same for both User/CPU because I don't want an advantage either way when it comes to the ability to catch in traffic.

              Speed Threshold at 37 allows the typically speedier RBs to have a speed advantage over most of the defense (except against some CBs) again the goal is to help out the CPU without giving too much of a boost to the user. I think the game "feels" better in the 45-55 range, but the running game feels too congested for the CPU to manage when it's that high imo.


              Wear and Tear and the injury settings are still a WIP. I'm trying to find a balance to where in game wear and tear is low enough that the Season and Career pools are drained for a lot of QB/RBs while also having players feel the effects of a long stretch of games without a bye.

              here is a WIP alternative set with a raised threshold and without some of those concessions. I haven’t played enough to make it a “final” set though. Please note which set you’re using when providing feedback.
              Spoiler

              8/17 V3

              All-American
              Classic Passing
              No Switch on defense

              User
              QB Accuracy - 32
              Pass Blocking - 75
              WR Catching - 44
              Run Blocking - 5
              Ball Security - 52
              Pass Defense Reaction Time - 65
              Interceptions - 40
              Pass Coverage - 42
              Tackling - 8

              CPU
              QB Accuracy - 37
              Pass Blocking - 75
              WR Catching - 44
              Run Blocking - 100
              Ball Security - 52
              Pass Defense Reaction Time - 65
              Interceptions - 40
              Pass Coverage - 42
              Tackling - 37

              Special Teams
              Supersim all special teams plays.
              (CPU field goals are still unaffected by sliders, will make 59+ yarders if played, so sim all kicks)

              Game Options
              Injuries - 15 (testing, will probably change as the W&T settings get finalized)
              Fatigue - 92
              Min Player Speed Threshold - 37


              Penalties
              Offside - 55
              False Start - 60
              Holding - 45
              Face Mask - 37
              DPI - 75
              Illegal Block in the Back - 80
              Roughing the Passer - 50
              Turn OFF Illegal Contact and Offensive Pass Interference
              All Other Penalties are ON

              League Settings
              Quarter Length - 12
              Minimum Play Clock Time - 17

              Wear and Tear (Still WIP)
              Normal Tackle Impact - 10
              Catch Tackle Impact - 10
              Hit Stick Impact - 15
              Cut Stick Impact - 13
              Defender Tack Advantage Impact - 10
              Sack Impact - 7
              Block Impact - 10
              Impact Block Impact - 15
              Play Recovery - 2
              Timeout Recovery - 5
              Quarter Recovery - 5
              Halftime Recovery - 15
              Week to Week Recovery - 25 (This is the one I'm most focused on right now, I want players to be a little banged up if the team is on a long stretch without a bye/deep in the playoffs)
              In-Game Recovery Pool - 30

              8/8 WIP set
              Spoiler


              7/31 WIP set
              Spoiler





              Launch Day V1 set
              Spoiler




              Spoiler


              End of Day 2 WIP set

              Spoiler


              (XP sliders, as well as Wear and Tear sliders will be worked on as well, but will probably be completed after the gameplay set.)
              How would these do with bad teams for like a rebuild dynasty and only using small/bad teams?

              Comment

              • kaos
                Rookie
                • Sep 2021
                • 134

                #127
                Any adjustments?

                Comment

                • MassChaos
                  Rookie
                  • Jan 2010
                  • 448

                  #128
                  User
                  QB Accuracy - 30
                  Pass Blocking - 70
                  WR Catching - 39
                  Run Blocking - 5
                  Ball Security - 52
                  Pass Defense Reaction Time - 62
                  Interceptions - 35
                  Pass Coverage - 37
                  Tackling - 20

                  CPU
                  QB Accuracy - 30
                  Pass Blocking - 65
                  WR Catching - 39
                  Run Blocking - 77
                  Ball Security - 52
                  Pass Defense Reaction Time - 62
                  Interceptions - 35
                  Pass Coverage - 37
                  Tackling - 40

                  Game Options
                  Injuries - 15 (testing, will probably change as the W&T settings get finalized)
                  Fatigue - 92
                  Min Player Speed Threshold - 57


                  Penalties
                  Offside - 75
                  False Start - 65
                  Holding - 55
                  Face Mask - 45
                  DPI - 75
                  Illegal Block in the Back - 25 (credit to Matt10)
                  Roughing the Passer - 47
                  Turn OFF Illegal Contact and Offensive Pass Interference
                  All Other Penalties are ON

                  Still tweaking W&T

                  Twitch - https://www.twitch.tv/archanthony
                  The Ratings Matter Project - https://discord.gg/ZaffAQRPqq

                  Comment

                  • MassChaos
                    Rookie
                    • Jan 2010
                    • 448

                    #129
                    Originally posted by kaos
                    Any adjustments?
                    I've been using these tweaks to the "Raised Threshold" set and have been seeing good things.
                    Twitch - https://www.twitch.tv/archanthony
                    The Ratings Matter Project - https://discord.gg/ZaffAQRPqq

                    Comment

                    • Footballjunki3
                      Rookie
                      • Aug 2025
                      • 11

                      #130
                      Originally posted by MassChaos

                      I've been using these tweaks to the "Raised Threshold" set and have been seeing good things.
                      Can you elaborate on the speed threshold? From what I can see using practice mode, 57 doesn't really allow for any WR separation, even if the WR is exponetionally quicker than the DB. 17 seems to create proper separation.

                      Comment

                      • AustinWolv
                        Rookie
                        • Jun 2003
                        • 68

                        #131
                        CPU Qba can't be higher than 20 as RoboQB will live on, been true for any slider set I've tried across Heisman or AA.
                        Ideal number in Heisman is 10-12 to avoid RoboQB.
                        I'll have to experiment with AA but already seen it with the QBA used above that is 20+.

                        Comment

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