Speed up clock

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  • Blue_Monkey
    MVP
    • Oct 2002
    • 1107

    #46
    Re: Speed up clock

    </font><blockquote><font class="small">Quote:</font><hr />
    Dark_Lord_Vader said:
    Actually, this would DETRACT from realistic clock management. The clock does not all of a sudden change pace in the NFL just because you are walking from the huddle to the LOS. Why should it be so in an NFL video game?

    <hr /></blockquote><font class="post">

    </font><blockquote><font class="small">Quote:</font><hr />
    Dark_Lord_Vader said:
    But that is how long a real NFL game is supposed to last. This is why I play 5-minute Regular Season, 10-minute Playoffs and a 15-minute Super Bowl. Regular Season games take me about an hour each. Playoffs are about an hour and a half since they should be more involved, and then my Super Bowl is about 2 to 2.5 hours to make it as close to a real Super Bowl as possible.

    <hr /></blockquote><font class="post">




    just..














    OH..MY..DEAR..LORD!

    I..I..just..I can't even laugh. I want to but I'm so stunned I can't. If someone ran into my house right now and destroyed everything I wouldn't even know it. I'm just sitting wondering how the hell is this possible. I think I'm paralyzed for at least this day.

    Comment

    • ddonnelly19
      Rookie
      • Aug 2002
      • 19

      #47
      Re: Speed up clock

      I see pros and cons to an accelerated clock. It does allow the game to mirror events in an actual NFL game, where most teams break out of the huddle with 15-20 seconds left on the game clock. You figure 20 seconds of dead time * 60 plays per game = 20 minutes of dead time for the entire game. By automatically skipping though that time, you can play 15-minute quarters and not have much delay in the game.

      However, if you like to run a no-huddle offense, the accelerated clock does you no good, because no matter how fast you select your play, there's still going to be 15-20 seconds run off instead of immediately going to a huddle.

      What I would like to see is an option for the user to control the accelerated clock; he/she can hold down a button to accelerate the clock, release it to bring the clock back to normal. That way the user can control the tempo of the game, whether it be ball control or hurry-up, without forcing everyone to waste 20 seconds per play regardless.

      Another consideration -- how does fatigue/stanima impact time between plays? You'd figure the longer you stay in the huddle the more stanima your players are going to get back; if you run a hurry-up offense, your players can't recover from fatigue. Is this incorporated in any game, where stanima is regained based on time in huddle, or does it just rejuvenate your players based on whether or not you go to a huddle after a play?

      Comment

      • ddonnelly19
        Rookie
        • Aug 2002
        • 19

        #48
        Re: Speed up clock

        I see pros and cons to an accelerated clock. It does allow the game to mirror events in an actual NFL game, where most teams break out of the huddle with 15-20 seconds left on the game clock. You figure 20 seconds of dead time * 60 plays per game = 20 minutes of dead time for the entire game. By automatically skipping though that time, you can play 15-minute quarters and not have much delay in the game.

        However, if you like to run a no-huddle offense, the accelerated clock does you no good, because no matter how fast you select your play, there's still going to be 15-20 seconds run off instead of immediately going to a huddle.

        What I would like to see is an option for the user to control the accelerated clock; he/she can hold down a button to accelerate the clock, release it to bring the clock back to normal. That way the user can control the tempo of the game, whether it be ball control or hurry-up, without forcing everyone to waste 20 seconds per play regardless.

        Another consideration -- how does fatigue/stanima impact time between plays? You'd figure the longer you stay in the huddle the more stanima your players are going to get back; if you run a hurry-up offense, your players can't recover from fatigue. Is this incorporated in any game, where stanima is regained based on time in huddle, or does it just rejuvenate your players based on whether or not you go to a huddle after a play?

        Comment

        • ddonnelly19
          Rookie
          • Aug 2002
          • 19

          #49
          Re: Speed up clock

          I see pros and cons to an accelerated clock. It does allow the game to mirror events in an actual NFL game, where most teams break out of the huddle with 15-20 seconds left on the game clock. You figure 20 seconds of dead time * 60 plays per game = 20 minutes of dead time for the entire game. By automatically skipping though that time, you can play 15-minute quarters and not have much delay in the game.

          However, if you like to run a no-huddle offense, the accelerated clock does you no good, because no matter how fast you select your play, there's still going to be 15-20 seconds run off instead of immediately going to a huddle.

          What I would like to see is an option for the user to control the accelerated clock; he/she can hold down a button to accelerate the clock, release it to bring the clock back to normal. That way the user can control the tempo of the game, whether it be ball control or hurry-up, without forcing everyone to waste 20 seconds per play regardless.

          Another consideration -- how does fatigue/stanima impact time between plays? You'd figure the longer you stay in the huddle the more stanima your players are going to get back; if you run a hurry-up offense, your players can't recover from fatigue. Is this incorporated in any game, where stanima is regained based on time in huddle, or does it just rejuvenate your players based on whether or not you go to a huddle after a play?

          Comment

          • coogrfan
            In Fritz We Trust
            • Jul 2002
            • 15645

            #50
            Re: Speed up clock

            </font><blockquote><font class="small">Quote:</font><hr />
            Dark_Lord_Vader said:
            </font><blockquote><font class="small">Quote:</font><hr />
            GoodyBucs said:
            A facet of Madden 2004 that I really liked was how the clock would speed up as the players went from the huddle to the line of scrimmage. To me it allowed for more realistic clock management without standing around. Is this going to be in ESPN this year?

            <hr /></blockquote><font class="post">

            Actually, this would DETRACT from realistic clock management. The clock does not all of a sudden change pace in the NFL just because you are walking from the huddle to the LOS. Why should it be so in an NFL video game?

            <hr /></blockquote><font class="post">

            Two reasons. One, because in video games it is possible to call plays much faster than in real life. With full 15 min qtrs, you can wind up with 200-250 snaps per game. This results in screwed up stats and scores. Two, with Madden's acclerated clock, even if you call a play with 35 seconds left on the play clock, you only have at most 20 seconds to make adjustments and call audibles. This more accurately represents the real world time constraints teams operate under.

            As for your statement concerning shifting time, ESPN already has a form of it, specifically the way in which players warp to the line when you run a a no-huddle offense. Combine that with a detailed play-calling scheme and you have a serious handicap for defenses. This is one of the weakest parts of the 2k series, and hopefully will be addressed soon.

            Comment

            • coogrfan
              In Fritz We Trust
              • Jul 2002
              • 15645

              #51
              Re: Speed up clock

              </font><blockquote><font class="small">Quote:</font><hr />
              Dark_Lord_Vader said:
              </font><blockquote><font class="small">Quote:</font><hr />
              GoodyBucs said:
              A facet of Madden 2004 that I really liked was how the clock would speed up as the players went from the huddle to the line of scrimmage. To me it allowed for more realistic clock management without standing around. Is this going to be in ESPN this year?

              <hr /></blockquote><font class="post">

              Actually, this would DETRACT from realistic clock management. The clock does not all of a sudden change pace in the NFL just because you are walking from the huddle to the LOS. Why should it be so in an NFL video game?

              <hr /></blockquote><font class="post">

              Two reasons. One, because in video games it is possible to call plays much faster than in real life. With full 15 min qtrs, you can wind up with 200-250 snaps per game. This results in screwed up stats and scores. Two, with Madden's acclerated clock, even if you call a play with 35 seconds left on the play clock, you only have at most 20 seconds to make adjustments and call audibles. This more accurately represents the real world time constraints teams operate under.

              As for your statement concerning shifting time, ESPN already has a form of it, specifically the way in which players warp to the line when you run a a no-huddle offense. Combine that with a detailed play-calling scheme and you have a serious handicap for defenses. This is one of the weakest parts of the 2k series, and hopefully will be addressed soon.

              Comment

              • coogrfan
                In Fritz We Trust
                • Jul 2002
                • 15645

                #52
                Re: Speed up clock

                </font><blockquote><font class="small">Quote:</font><hr />
                Dark_Lord_Vader said:
                </font><blockquote><font class="small">Quote:</font><hr />
                GoodyBucs said:
                A facet of Madden 2004 that I really liked was how the clock would speed up as the players went from the huddle to the line of scrimmage. To me it allowed for more realistic clock management without standing around. Is this going to be in ESPN this year?

                <hr /></blockquote><font class="post">

                Actually, this would DETRACT from realistic clock management. The clock does not all of a sudden change pace in the NFL just because you are walking from the huddle to the LOS. Why should it be so in an NFL video game?

                <hr /></blockquote><font class="post">

                Two reasons. One, because in video games it is possible to call plays much faster than in real life. With full 15 min qtrs, you can wind up with 200-250 snaps per game. This results in screwed up stats and scores. Two, with Madden's acclerated clock, even if you call a play with 35 seconds left on the play clock, you only have at most 20 seconds to make adjustments and call audibles. This more accurately represents the real world time constraints teams operate under.

                As for your statement concerning shifting time, ESPN already has a form of it, specifically the way in which players warp to the line when you run a a no-huddle offense. Combine that with a detailed play-calling scheme and you have a serious handicap for defenses. This is one of the weakest parts of the 2k series, and hopefully will be addressed soon.

                Comment

                • coogrfan
                  In Fritz We Trust
                  • Jul 2002
                  • 15645

                  #53
                  Re: Speed up clock

                  </font><blockquote><font class="small">Quote:</font><hr />
                  ddonnelly19 said:
                  I see pros and cons to an accelerated clock. It does allow the game to mirror events in an actual NFL game, where most teams break out of the huddle with 15-20 seconds left on the game clock. You figure 20 seconds of dead time * 60 plays per game = 20 minutes of dead time for the entire game. By automatically skipping though that time, you can play 15-minute quarters and not have much delay in the game.

                  However, if you like to run a no-huddle offense, the accelerated clock does you no good, because no matter how fast you select your play, there's still going to be 15-20 seconds run off instead of immediately going to a huddle.

                  What I would like to see is an option for the user to control the accelerated clock; he/she can hold down a button to accelerate the clock, release it to bring the clock back to normal. That way the user can control the tempo of the game, whether it be ball control or hurry-up, without forcing everyone to waste 20 seconds per play regardless.

                  Another consideration -- how does fatigue/stanima impact time between plays? You'd figure the longer you stay in the huddle the more stanima your players are going to get back; if you run a hurry-up offense, your players can't recover from fatigue. Is this incorporated in any game, where stanima is regained based on time in huddle, or does it just rejuvenate your players based on whether or not you go to a huddle after a play?

                  <hr /></blockquote><font class="post">

                  Interesting idea. One thing though, in Madden the accelerated clock does not apply when you run a no-huddle, the only limit there is waiting for everyone to get set(the players move at a realistic pace, so it's almost impossible to get a play off before the 25 second mark on the play clock). But I like the sound of making it a user controlled option(that would certainly be in keeping with VC's general design philosophy), maybe next year we'll see something along these lines.

                  Comment

                  • coogrfan
                    In Fritz We Trust
                    • Jul 2002
                    • 15645

                    #54
                    Re: Speed up clock

                    </font><blockquote><font class="small">Quote:</font><hr />
                    ddonnelly19 said:
                    I see pros and cons to an accelerated clock. It does allow the game to mirror events in an actual NFL game, where most teams break out of the huddle with 15-20 seconds left on the game clock. You figure 20 seconds of dead time * 60 plays per game = 20 minutes of dead time for the entire game. By automatically skipping though that time, you can play 15-minute quarters and not have much delay in the game.

                    However, if you like to run a no-huddle offense, the accelerated clock does you no good, because no matter how fast you select your play, there's still going to be 15-20 seconds run off instead of immediately going to a huddle.

                    What I would like to see is an option for the user to control the accelerated clock; he/she can hold down a button to accelerate the clock, release it to bring the clock back to normal. That way the user can control the tempo of the game, whether it be ball control or hurry-up, without forcing everyone to waste 20 seconds per play regardless.

                    Another consideration -- how does fatigue/stanima impact time between plays? You'd figure the longer you stay in the huddle the more stanima your players are going to get back; if you run a hurry-up offense, your players can't recover from fatigue. Is this incorporated in any game, where stanima is regained based on time in huddle, or does it just rejuvenate your players based on whether or not you go to a huddle after a play?

                    <hr /></blockquote><font class="post">

                    Interesting idea. One thing though, in Madden the accelerated clock does not apply when you run a no-huddle, the only limit there is waiting for everyone to get set(the players move at a realistic pace, so it's almost impossible to get a play off before the 25 second mark on the play clock). But I like the sound of making it a user controlled option(that would certainly be in keeping with VC's general design philosophy), maybe next year we'll see something along these lines.

                    Comment

                    • coogrfan
                      In Fritz We Trust
                      • Jul 2002
                      • 15645

                      #55
                      Re: Speed up clock

                      </font><blockquote><font class="small">Quote:</font><hr />
                      ddonnelly19 said:
                      I see pros and cons to an accelerated clock. It does allow the game to mirror events in an actual NFL game, where most teams break out of the huddle with 15-20 seconds left on the game clock. You figure 20 seconds of dead time * 60 plays per game = 20 minutes of dead time for the entire game. By automatically skipping though that time, you can play 15-minute quarters and not have much delay in the game.

                      However, if you like to run a no-huddle offense, the accelerated clock does you no good, because no matter how fast you select your play, there's still going to be 15-20 seconds run off instead of immediately going to a huddle.

                      What I would like to see is an option for the user to control the accelerated clock; he/she can hold down a button to accelerate the clock, release it to bring the clock back to normal. That way the user can control the tempo of the game, whether it be ball control or hurry-up, without forcing everyone to waste 20 seconds per play regardless.

                      Another consideration -- how does fatigue/stanima impact time between plays? You'd figure the longer you stay in the huddle the more stanima your players are going to get back; if you run a hurry-up offense, your players can't recover from fatigue. Is this incorporated in any game, where stanima is regained based on time in huddle, or does it just rejuvenate your players based on whether or not you go to a huddle after a play?

                      <hr /></blockquote><font class="post">

                      Interesting idea. One thing though, in Madden the accelerated clock does not apply when you run a no-huddle, the only limit there is waiting for everyone to get set(the players move at a realistic pace, so it's almost impossible to get a play off before the 25 second mark on the play clock). But I like the sound of making it a user controlled option(that would certainly be in keeping with VC's general design philosophy), maybe next year we'll see something along these lines.

                      Comment

                      • schel
                        Rookie
                        • Aug 2003
                        • 79

                        #56
                        Re: Speed up clock

                        </font><blockquote><font class="small">Quote:</font><hr />
                        ddonnelly19 said:However, if you like to run a no-huddle offense, the accelerated clock does you no good, because no matter how fast you select your play, there's still going to be 15-20 seconds run off instead of immediately going to a huddle.

                        <hr /></blockquote><font class="post">
                        Actually shouldn't accelerated clock just help this? The clock wouldn't run down automatically (at least it should be implemented that way) when you're in the no-huddle. It actually gives you a reason to go into the no-huddle (other than giving your defense no time to adjust). The way it is now without accelerated clock, the no-huddle doesn't give you any advantage as far as clock management goes. You could just pick a play from the play calling menu in 1-2 seconds and get lined up. It's actually faster to pick a play from the menu than it is to call a no-huddle then audible.

                        Another reason why I like accelerated clock is because the fatigue system would make more sense since time is represented like the real NFL. It's not realistic when people run no-huddles the entire game... it just can't happen because of fatigue.

                        And the last reason why we need accelerated clock, especially online, is because time is proportial! With 5 minute quarters, it's possible for a team to hold the ball for the entire half just by running all the time... So once somebody gets a lead, they just milk out the clock. It stinks. Accelerated clock would fix this.

                        Comment

                        • schel
                          Rookie
                          • Aug 2003
                          • 79

                          #57
                          Re: Speed up clock

                          </font><blockquote><font class="small">Quote:</font><hr />
                          ddonnelly19 said:However, if you like to run a no-huddle offense, the accelerated clock does you no good, because no matter how fast you select your play, there's still going to be 15-20 seconds run off instead of immediately going to a huddle.

                          <hr /></blockquote><font class="post">
                          Actually shouldn't accelerated clock just help this? The clock wouldn't run down automatically (at least it should be implemented that way) when you're in the no-huddle. It actually gives you a reason to go into the no-huddle (other than giving your defense no time to adjust). The way it is now without accelerated clock, the no-huddle doesn't give you any advantage as far as clock management goes. You could just pick a play from the play calling menu in 1-2 seconds and get lined up. It's actually faster to pick a play from the menu than it is to call a no-huddle then audible.

                          Another reason why I like accelerated clock is because the fatigue system would make more sense since time is represented like the real NFL. It's not realistic when people run no-huddles the entire game... it just can't happen because of fatigue.

                          And the last reason why we need accelerated clock, especially online, is because time is proportial! With 5 minute quarters, it's possible for a team to hold the ball for the entire half just by running all the time... So once somebody gets a lead, they just milk out the clock. It stinks. Accelerated clock would fix this.

                          Comment

                          • schel
                            Rookie
                            • Aug 2003
                            • 79

                            #58
                            Re: Speed up clock

                            </font><blockquote><font class="small">Quote:</font><hr />
                            ddonnelly19 said:However, if you like to run a no-huddle offense, the accelerated clock does you no good, because no matter how fast you select your play, there's still going to be 15-20 seconds run off instead of immediately going to a huddle.

                            <hr /></blockquote><font class="post">
                            Actually shouldn't accelerated clock just help this? The clock wouldn't run down automatically (at least it should be implemented that way) when you're in the no-huddle. It actually gives you a reason to go into the no-huddle (other than giving your defense no time to adjust). The way it is now without accelerated clock, the no-huddle doesn't give you any advantage as far as clock management goes. You could just pick a play from the play calling menu in 1-2 seconds and get lined up. It's actually faster to pick a play from the menu than it is to call a no-huddle then audible.

                            Another reason why I like accelerated clock is because the fatigue system would make more sense since time is represented like the real NFL. It's not realistic when people run no-huddles the entire game... it just can't happen because of fatigue.

                            And the last reason why we need accelerated clock, especially online, is because time is proportial! With 5 minute quarters, it's possible for a team to hold the ball for the entire half just by running all the time... So once somebody gets a lead, they just milk out the clock. It stinks. Accelerated clock would fix this.

                            Comment

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