Can someone tell me why those traits need to be turned off?
Here's iMac's explanation:
Spoiler
High Motor: OFF
The High Motor Trait baffles me. It is described as: ”Players with this trait are more likely to to give "more effort" during plays, and continue to do their jobs, despite obstacles"
This makes sense, but when you analyse who owns this trait, it is applied to almost every player on every roster, which makes it redundant. Strangely, the trait is removed from a number of elite players, but is given to backups rated in their 50's as well. I think this is disastrous to players playing true to their actual rating.
I believe this is where the statement, "ratings don't matter" stems from. If my 85 OVR WR has 'High Motor' off, but a 72 OVR DB has it on, the DB can, in theory, beat the WR to the ball. When you remove High Motor from all the players, the game has a sudden 'calmness' about it. Blocks are generally picked up better, players play more true to their ratings and animations tend to play out better.
One of my most enjoyable moments going from having this trait ON to OFF was playing vs. the Vikings. Griffin racked up 3 sacks in Q1 with the trait ON, and was beating my Tackle with cheesy, Insta-Shed animations.
Turned it OFF, and immediately he started to become engaged with blocks and fighting in the trenches. He didn’t get his first sack until Q2, and when he did, it was a beautiful swim move that completely beat my Tackle off the line and left him for dirt.
It’s a step in the right direction for immersion.
Big Hitter: OFF
This is the most noticeable change.
This year, the new Hit Stick animations are cool, but they look like something out of WWE. I don’t want to see that happen 2 or 3 times in one drive, and I don’t want to see it 8 times in a game. It just doesn’t happen like that in the NFL.
Now, the Big Hitter trait has been removed from the majority of defenders, and kept on for those who are universally known for taking heads off. No longer will you be running through the hole with Zeke, to be taken out WWE style from some no-name, 73 OVR LB.
A huge benefit from gameplay perspective is that we don't have to nerf the tackle slider to see more realistic pursuits or animations. This has been dealt with purely by taking the Big Hitter trait off, which keeps sliders balanced.
Ball Carrier Edits
Fight For Yards - ON
All RB's, WR's, TE's & FB's have now had Fight For Yards turned on. With this trait on, it produces some really nice animations on a regular basis, ball carriers are wrestled to the ground more regularly as opposed to a hit that instantly floors them, and it's good to see them pick up another 2 or so yards when carrying.
Covers The Ball - Brace For All Hits
This seems to also make for nicer animations, but after a bit of testing, it seems to also discourage the ball carrier dodging from left to right as much when they carry. It makes for more head down running and taking the contact when it's incoming.
Make Sideline Catches - ON
All RB's, WR's, TE's & FB's have now had Makes Sideline Catches turned on. This is really nice to see in games and can be the difference maker to keep drives alive. This doesn't mean FB's are making catches like elite WR's. The players' awareness and catch ratings will determine the success of the sideline catch, but it's nice to see as opposed to a player just running out of bounds as they make the catch. I also firmly believe any player on an NFL roster will practice catching balls near the sideline, so it seems silly that some players have the trait and others don't.
RAC Catches - ON
All RB's, WR's, TE's & FB's have now had RAC Catches turned on. This one perplexed me. Firstly, all RB's had this trait turned off, which really hindered their ability to turn up field when catching the ball out of the backfield. But it would also be turned off for a number of WR's. I don't understand the logic on this. Turning up field when making a catch is just a basic part of the game and it makes the transition between catching and running look really smooth.
Defensive Edits
Linebackers
Play Ball In The Air - Conservative
All LB's have had their Play Ball In The Air trait edited to Conservative. The pass defense on M19 is legit this year. But maybe a bit too legit. I found it pretty infuriating to see LB's making crazy picks across the middle, or warping themselves in to position to bat the ball down. With the trait set to conservative, they interact with the ball and the receiver in a much more realistic way. They don't close in on the space between the ball or receiver as quickly, meaning you can squeeze the ball in to tighter windows or over their heads. They also tend to bat the ball down instead of going for the pick, but, don't be fooled, they will still get up there and snag it, it just has to be something legitimately within their reach.
Defensive Backs
Play Ball In The Air - Balanced
All DB's have had their Play Ball In The Air trait edited to Balanced. The WR & DB interactions are beautiful this year. But sometimes they would still leave me with my head scratching because it would seem like the DB would go up and make a pick when it just didn't seem justified. It would also become infuriating when they would constantly jump routes out of nowhere and make a pick, especially on All-Madden. With the trait set at balanced, every interaction seems legitimately justified. It gives receivers a chance to go up and get it, and the DB will now make a judgement on whether they also go up for the pick, or if they will play the receiver and look to bat the ball out. Previously, a huge number of DB's would have the trait set to Aggressive, meaning they are just always on the hunt for the pick, which would override ratings and and the way the play worked out. With it at balanced, there are more contests for the ball and you can see when an elite DB is truly covering their assignment and not just winning battles because of a trait.
The 'Play Ball In The Air' traits have really opened up the passing game in a different way. Similar to turning High Motor off, it has given it a sense of calm, especially on All-Madden, which always felt so stressful because you had no idea when the CPU was going to break on the ball or receiver unusually fast. I've been playing on default All-Madden and it's felt the most balanced it's ever been.
The High Motor Trait baffles me. It is described as: ”Players with this trait are more likely to to give "more effort" during plays, and continue to do their jobs, despite obstacles"
This makes sense, but when you analyse who owns this trait, it is applied to almost every player on every roster, which makes it redundant. Strangely, the trait is removed from a number of elite players, but is given to backups rated in their 50's as well. I think this is disastrous to players playing true to their actual rating.
I believe this is where the statement, "ratings don't matter" stems from. If my 85 OVR WR has 'High Motor' off, but a 72 OVR DB has it on, the DB can, in theory, beat the WR to the ball. When you remove High Motor from all the players, the game has a sudden 'calmness' about it. Blocks are generally picked up better, players play more true to their ratings and animations tend to play out better.
One of my most enjoyable moments going from having this trait ON to OFF was playing vs. the Vikings. Griffin racked up 3 sacks in Q1 with the trait ON, and was beating my Tackle with cheesy, Insta-Shed animations.
Turned it OFF, and immediately he started to become engaged with blocks and fighting in the trenches. He didn’t get his first sack until Q2, and when he did, it was a beautiful swim move that completely beat my Tackle off the line and left him for dirt.
It’s a step in the right direction for immersion.
Big Hitter: OFF
This is the most noticeable change.
This year, the new Hit Stick animations are cool, but they look like something out of WWE. I don’t want to see that happen 2 or 3 times in one drive, and I don’t want to see it 8 times in a game. It just doesn’t happen like that in the NFL.
Now, the Big Hitter trait has been removed from the majority of defenders, and kept on for those who are universally known for taking heads off. No longer will you be running through the hole with Zeke, to be taken out WWE style from some no-name, 73 OVR LB.
A huge benefit from gameplay perspective is that we don't have to nerf the tackle slider to see more realistic pursuits or animations. This has been dealt with purely by taking the Big Hitter trait off, which keeps sliders balanced.
Ball Carrier Edits
Fight For Yards - ON
All RB's, WR's, TE's & FB's have now had Fight For Yards turned on. With this trait on, it produces some really nice animations on a regular basis, ball carriers are wrestled to the ground more regularly as opposed to a hit that instantly floors them, and it's good to see them pick up another 2 or so yards when carrying.
Covers The Ball - Brace For All Hits
This seems to also make for nicer animations, but after a bit of testing, it seems to also discourage the ball carrier dodging from left to right as much when they carry. It makes for more head down running and taking the contact when it's incoming.
Make Sideline Catches - ON
All RB's, WR's, TE's & FB's have now had Makes Sideline Catches turned on. This is really nice to see in games and can be the difference maker to keep drives alive. This doesn't mean FB's are making catches like elite WR's. The players' awareness and catch ratings will determine the success of the sideline catch, but it's nice to see as opposed to a player just running out of bounds as they make the catch. I also firmly believe any player on an NFL roster will practice catching balls near the sideline, so it seems silly that some players have the trait and others don't.
RAC Catches - ON
All RB's, WR's, TE's & FB's have now had RAC Catches turned on. This one perplexed me. Firstly, all RB's had this trait turned off, which really hindered their ability to turn up field when catching the ball out of the backfield. But it would also be turned off for a number of WR's. I don't understand the logic on this. Turning up field when making a catch is just a basic part of the game and it makes the transition between catching and running look really smooth.
Defensive Edits
Linebackers
Play Ball In The Air - Conservative
All LB's have had their Play Ball In The Air trait edited to Conservative. The pass defense on M19 is legit this year. But maybe a bit too legit. I found it pretty infuriating to see LB's making crazy picks across the middle, or warping themselves in to position to bat the ball down. With the trait set to conservative, they interact with the ball and the receiver in a much more realistic way. They don't close in on the space between the ball or receiver as quickly, meaning you can squeeze the ball in to tighter windows or over their heads. They also tend to bat the ball down instead of going for the pick, but, don't be fooled, they will still get up there and snag it, it just has to be something legitimately within their reach.
Defensive Backs
Play Ball In The Air - Balanced
All DB's have had their Play Ball In The Air trait edited to Balanced. The WR & DB interactions are beautiful this year. But sometimes they would still leave me with my head scratching because it would seem like the DB would go up and make a pick when it just didn't seem justified. It would also become infuriating when they would constantly jump routes out of nowhere and make a pick, especially on All-Madden. With the trait set at balanced, every interaction seems legitimately justified. It gives receivers a chance to go up and get it, and the DB will now make a judgement on whether they also go up for the pick, or if they will play the receiver and look to bat the ball out. Previously, a huge number of DB's would have the trait set to Aggressive, meaning they are just always on the hunt for the pick, which would override ratings and and the way the play worked out. With it at balanced, there are more contests for the ball and you can see when an elite DB is truly covering their assignment and not just winning battles because of a trait.
The 'Play Ball In The Air' traits have really opened up the passing game in a different way. Similar to turning High Motor off, it has given it a sense of calm, especially on All-Madden, which always felt so stressful because you had no idea when the CPU was going to break on the ball or receiver unusually fast. I've been playing on default All-Madden and it's felt the most balanced it's ever been.
Hey guys, i'm actually updating the last TFG Roster for PS4 (updated post-trade deadline) with iMac's traits in order to have the best roster possible for a CFM. If someone wants to help is well accepted!
Roster: TFGIMAC
PSN: CelticLG34
+ added all the faces for players with missing portraits
QB, P, K: High motor - OFF HB, FB, WR, TE: High motor - OFF, Fight For Yards - ON, Covers The Ball - Brace For All Hits, Make Sideline Catches - ON, Make Sideline Catches - ON LT, LG, C, RG, RT: High motor - OFF DT, DE: High motor - OFF, Big Hitter - OFF MLB, OLB: High motor - OFF, Big Hitter - OFF, Play Ball In The Air - Conservative CB, SS, FS: High motor - OFF, Big Hitter - OFF, Play Ball In The Air - Balanced
Done:
QB
HB
FB
WR
TE
LT
LG
C
RG
RT
K
P
Excellent work here. Thank you.
Couple more questions:
1. Is this roster for the start of the game? And are you finished?
2. Have you done this for the draft classes as well?
Couple more questions:
1. Is this roster for the start of the game? And are you finished?
2. Have you done this for the draft classes as well?
1. I finished offensive players and K&P. Today i'll start editing defensive players. It's the ideal roster for people who want to start a realistic CFM (and has all the transactions updated post-trade deadline)
2. After i finish editing the roster i'll start editing two real draft classes
1. I finished offensive players and K&P. Today i'll start editing defensive players. It's the ideal roster for people who want to start a realistic CFM (and has all the transactions updated post-trade deadline)
2. After i finish editing the roster i'll start editing two real draft classes
And you’re planning on doing some fictional ones too right? Ur a legend man ur gonna save this game for me thank you sm
1. I finished offensive players and K&P. Today i'll start editing defensive players. It's the ideal roster for people who want to start a realistic CFM (and has all the transactions updated post-trade deadline)
2. After i finish editing the roster i'll start editing two real draft classes
Quote:
Originally Posted by CelticLG
Yessir, couple of them for sure. The plan is 4 classes, 2 real and 2 fictional
Outstanding work. Thank you.
Will you be basing your real draft classes off someone else's?
Will you be basing your real draft classes off someone else's?
I’m using Thomas Draft Classes as a base, I think that they are the most accurate on PS4 (but i’m not the biggest expert of college football so I may have missed some other good creators)