50(ish) Threshold-based Slider Set for NCAA 14
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Re: 50(ish) Threshold-based Slider Set for NCAA 14
For example, let's say that the CPU has either an impact player or top rated FB or WR. Is there any way to make the CPU use these players more since they are the best on the team...or is the game not that smart? The CPU might already do this, but I just haven't played enough games to tell.
I've actually gone back to testing some things on this game. I'm taking another long look at the autosub settings plus a couple of other things which I am keeping under wraps for now. I'm not trying to be a tease, but I literally do not know right now if I am dealing with legit improvements or if it is a placebo. Stay tuned.Play the games you love, not the games you want to love.Comment
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Re: 50(ish) Threshold-based Slider Set for NCAA 14
This is a tricky balance and the major reason I went back to default gameplay sliders. I flat out got sick and tired of watching the CPU throw to the TEs over and over. It's way better, but even now, it still isn't where I want it. The main issue with the CPU QB play on nearly every EA game is that the CPU QBs don't read a receiver who has a step on a defender as "open", even if he is the top-rated guy who is the primary on the play.
I've actually gone back to testing some things on this game. I'm taking another long look at the autosub settings plus a couple of other things which I am keeping under wraps for now. I'm not trying to be a tease, but I literally do not know right now if I am dealing with legit improvements or if it is a placebo. Stay tuned.
speaking of auto subs im trying something i edited all players to 80 stam 50 injury and have been playing around with 60/80 70/80 and few others im trying to get a good rotation of backs and or i want to have that real life feel where by the 3rd quarter your oline stamina bar should be half red used energy or close to and by 4th it should almost full so oline stays in but are really tired and same for dline so u get that real live feel where a tired oline can come into play or tired dline same affect or like sub in a fresh dline player and he gets a good push on online cuz he tired kind of thing but even with all players at 80 ive yet to find a auto sub that works the way i guess what im looking for where the energy used on player bar is actually half red or more but ive never seen the online that tired or energy used they regen too fast it feels hopefully i can find something that works close to what im lookingComment
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Re: 50(ish) Threshold-based Slider Set for NCAA 14
This is a tricky balance and the major reason I went back to default gameplay sliders. I flat out got sick and tired of watching the CPU throw to the TEs over and over. It's way better, but even now, it still isn't where I want it. The main issue with the CPU QB play on nearly every EA game is that the CPU QBs don't read a receiver who has a step on a defender as "open", even if he is the top-rated guy who is the primary on the play.
I've actually gone back to testing some things on this game. I'm taking another long look at the autosub settings plus a couple of other things which I am keeping under wraps for now. I'm not trying to be a tease, but I literally do not know right now if I am dealing with legit improvements or if it is a placebo. Stay tuned.Comment
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Re: 50(ish) Threshold-based Slider Set for NCAA 14
I wanted to make a thread, but I cant, so I'll just ask here.
Matt, your sliders have become my favorite in this game, so I really wanted to know if you, or anyone else, had ever created a roster set in which every player's max rating, for any attribute, can be no greater than 50? In other words, every attribute falls somewhere between 0 and 50. And then, taken said rosters and formed a slider set off of them? I wonder if you might see new/different animations. I wonder if it might have an impact on issues such as auto-subs, fatigue, and injury regularity. Even the penalties, or lack thereof.
Originally posted this in the OS Community thread, but would love to know what you think, Josh.Comment
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Re: 50(ish) Threshold-based Slider Set for NCAA 14
The closest thing you’re going to find is this wonderful project, https://forums.operationsports.com/f...roster-42.html
Sent from my iPhone using TapatalkComment
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Re: 50(ish) Threshold-based Slider Set for NCAA 14
The closest thing you’re going to find is this wonderful project, https://forums.operationsports.com/f...roster-42.html
Sent from my iPhone using Tapatalk
Thanks, man. Most of that is way outside of my knowledge for this game, but from what I could make out of it, it does look similar to what I had in mind. Only I was thinking a max of 50 (maybe less), which I hypothesize and hope would then require slightly higher sliders than the usual zeros and fives, and hopefully yield new results.Comment
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Re: 50(ish) Threshold-based Slider Set for NCAA 14
This is a tricky balance and the major reason I went back to default gameplay sliders. I flat out got sick and tired of watching the CPU throw to the TEs over and over. It's way better, but even now, it still isn't where I want it. The main issue with the CPU QB play on nearly every EA game is that the CPU QBs don't read a receiver who has a step on a defender as "open", even if he is the top-rated guy who is the primary on the play.
I've actually gone back to testing some things on this game. I'm taking another long look at the autosub settings plus a couple of other things which I am keeping under wraps for now. I'm not trying to be a tease, but I literally do not know right now if I am dealing with legit improvements or if it is a placebo. Stay tuned.Comment
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Re: 50(ish) Threshold-based Slider Set for NCAA 14
I am by no means an expert or anywhere close to being as knowledgeable on the subject of sliders as Josh or Matt, but I am pretty sure it is a combination of things like PCV, and IG. I have my IG at 54, and the computer QB regularly targets his stud receivers.Comment
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Re: 50(ish) Threshold-based Slider Set for NCAA 14
This is impossible, the software does not read anything below 40 it reverts to 40. 0-39 in any rating (at least in practice) plays as 40.Comment
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Re: 50(ish) Threshold-based Slider Set for NCAA 14
I tried these sliders out a while back ago but I don't think I had all of the settings right, so I figured I'd test them again, which I'm glad I did. I really like these as you'll actually see big plays happen as well as some defensive battles. I do think it was a little too easy on offense and saw a lot of dropped passes from the CPU. I even played a second game as kent st vs Penn St just to test the difficulty and it was clear that Penn st was the better team but I still think I did a lot better than I should've. I know that you want to keep everything at default but could I just change some of the CPU sliders to even things out?Last edited by VTHokie525; 11-05-2017, 11:50 AM.Comment
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Re: 50(ish) Threshold-based Slider Set for NCAA 14
I tried these sliders out a while back ago but I don't think I had all of the settings right, so I figured I'd test them again, which I'm glad I did. I really like these as you'll actually see big plays happen as well as some defensive battles. I do think it was a little too easy on offense and saw a lot of dropped passes from the CPU. I even played a second game as kent st vs Penn St just to test the difficulty and it was clear that Penn st was the better team but I still think I did a lot better than I should've. I know that you want to keep everything at default but could I just change some of the CPU sliders to even things out?
Playing 'Sim'
The most important element in getting sim results is playing sim yourself. A lot of people believe that they 'play sim' but they may do things which they don't consider to be "un-sim"...they just always play a certain way and unwittingly hurt their own experiences. Below is a list of a few things I included in my OP for my Madden sliders about how I play; it's very applicable here too:
- No run/pass commit. Even Madden developer Clint Oldenberg (an ex-player) has stated on Twitter that this is more of a "video game feature". My biggest peeve is that this is something the CPU has not historically used and I'm looking to not abuse the game's programming.
- "Hot Route Abuse". I see people calling 3-4 hot routes on nearly every play. Now, a) I don't see how that is "sim" and b) the CPU doesn't use this functionality. So, I don't use them....period. If you want to use them, go for it...but it is building you an advantage the CPU doesn't have.
- Pocket play....dropping back 10-15 yards every pass or rolling to the right every pass....ummm....not sim AT ALL. Step UP in the pocket. This makes coverage and passing lanes far more realistic. It's one thing to be flushed out of the pocket but doing this constantly...well, you're going to give yourself too much time to throw and will distort the passing windows and coverage windows.
- I will not dump-off every pass. One step on a defender is considered "open" in the NFL. If I see my primary has a step, I throw it to him (unless I see help coming).
- Team-building. With a true ratings-based and balanced setup; if you build a "power team", you SHOULD win, A LOT. So....you want a challenge? Be realistic in how you build your squads. I'm not here to make things unrealistically hard just to accommodate someone who has some stacked 99 overall team. (Note: this ties into recruiting for NCAA)
I strongly recommend doing a self-assessment of your own play style and determine if you're doing something a little "un-sim". But, if these things reflect how you play and you still want more challenge without impacting things, a couple of other things might work.
Adjusting aggression sliders
You can adjust your team's coach aggression sliders. Lower your offensive aggression to 50 or below. Keep your defensive aggression at or above 50 (they will make more mistakes)
Adjusting your team's Sub Frequency
Raise the sub frequency sliders for YOUR team. Your team will tire more quickly and will have less energy to break long plays. Start will a value of around 60 or so and give it 4-5 games.
Hope something here helps you.Play the games you love, not the games you want to love.Comment
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Re: 50(ish) Threshold-based Slider Set for NCAA 14
Josh, not really a slider question per se, but any tips on improving myself in the passing game? I'm an INT throwing machine!
Sent from my SM-G920P using Operation Sports mobile appComment
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Re: 50(ish) Threshold-based Slider Set for NCAA 14
This is all on the money. Basically, you need to play by the same rules the CPU was coded in.
One of my old habits that had to die hard was constant audibling at the line. If you've ever noticed, any time you audible, 8/10 times the CPU DB's will come up to the line and play press, which you could obviously abuse to no end.
Yeah, obviously in real life, audibling at the line is a very common thing, and most offenses run by it specifically. But in this game, the CPU doesn't have the same luxury. So now I pick my play, and commit to it. No exploiting the CPU coding.Comment
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Re: 50(ish) Threshold-based Slider Set for NCAA 14
I don't recommend it, not at all. A few areas to consider:
Playing 'Sim'
The most important element in getting sim results is playing sim yourself. A lot of people believe that they 'play sim' but they may do things which they don't consider to be "un-sim"...they just always play a certain way and unwittingly hurt their own experiences. Below is a list of a few things I included in my OP for my Madden sliders about how I play; it's very applicable here too:
- No run/pass commit. Even Madden developer Clint Oldenberg (an ex-player) has stated on Twitter that this is more of a "video game feature". My biggest peeve is that this is something the CPU has not historically used and I'm looking to not abuse the game's programming.
- "Hot Route Abuse". I see people calling 3-4 hot routes on nearly every play. Now, a) I don't see how that is "sim" and b) the CPU doesn't use this functionality. So, I don't use them....period. If you want to use them, go for it...but it is building you an advantage the CPU doesn't have.
- Pocket play....dropping back 10-15 yards every pass or rolling to the right every pass....ummm....not sim AT ALL. Step UP in the pocket. This makes coverage and passing lanes far more realistic. It's one thing to be flushed out of the pocket but doing this constantly...well, you're going to give yourself too much time to throw and will distort the passing windows and coverage windows.
- I will not dump-off every pass. One step on a defender is considered "open" in the NFL. If I see my primary has a step, I throw it to him (unless I see help coming).
- Team-building. With a true ratings-based and balanced setup; if you build a "power team", you SHOULD win, A LOT. So....you want a challenge? Be realistic in how you build your squads. I'm not here to make things unrealistically hard just to accommodate someone who has some stacked 99 overall team. (Note: this ties into recruiting for NCAA)
I strongly recommend doing a self-assessment of your own play style and determine if you're doing something a little "un-sim". But, if these things reflect how you play and you still want more challenge without impacting things, a couple of other things might work.
Adjusting aggression sliders
You can adjust your team's coach aggression sliders. Lower your offensive aggression to 50 or below. Keep your defensive aggression at or above 50 (they will make more mistakes)
Adjusting your team's Sub Frequency
Raise the sub frequency sliders for YOUR team. Your team will tire more quickly and will have less energy to break long plays. Start will a value of around 60 or so and give it 4-5 games.
Hope something here helps you.Last edited by VTHokie525; 11-06-2017, 03:26 PM.Comment
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