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Originally Posted by gcoons22 |
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I've never seen so many theories on how to get the game to play "well". Just today some of the best slider creators (you, charter, and king) are posting ideas still trying to get consistency from this game. . It's time for me to make a decision. Either put the game away or pick a set and play them out for better or for worse. Accept it for what it is.
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Thanks for the props and I couldn't agree with you more about "Acceptance"...
I have been immersed in my MIN CCM since late November or so, because I only ended up making minor tweaks to QBA / DPI / PCV over the course of one test season and two "keeper" seasons...
I don't do "re-starts", because I just want to build a team and play out multiple seasons too much to let "slider-itis" spoil that party...I tweak and keep going...
That's also one of the reasons I always work as close to default as possible...and since I use more of a "stats based" approach, playing out seasons is essential to the end result...I need the accumulated numbers...
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Originally Posted by JoshC1977 |
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Yeah, EAs built-in slider minigame is set to Hard this year.
It's really frustrating when it is NFL Draft season and we are still working on sliders (although I have to give king credit on his set...it is solid, but as you said, he is still looking at things). I'm probably going to start with a higher threshold, set QBA and penalties to defined levels and then keep everything at default and see what I see.
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Thanks for the compliment!
The sack issue and the removal of the former slider interface have made sliders tougher than they should be for a couple years now...
Level: Hard, indeed!
Anyway:
Thresh is a funny thing...I think it's "accurate" at 45 or possibly 40, but decided to keep it at default because that move is relatively "small" compared to what the unintended consequences of moving it may lead to...
I'd be curious if something around 55 / 60 would bring the relative speeds of the OL and DL closer, thereby helping with the main issue (sacks) and then work out from there?
I did that with an early build of NCAA 14 and liked how it made the game play a more "defensive" game of football...it seems to me that lower values make the game more of a shootout and the higher lead to more ground and pound...
Overall, anything too extreme with any of the sliders or options is like trying to "re-code" the game (IMHO) and that sets the "slider bar" higher than "Hard"...
Big Ups to anyone who can pull that off, but I'm NOT putting that kind of time in...gots to play ball...
Lastly:
One of the main issues with the game this year is the relative disparity in ratings for the defensive front seven versus the offensive line...the CPU roster building AI values the former and does not value the latter...can't tell you how many times I face a team with about 3 of the 5 O Line guys being rated at FA levels or below...hard to account for that...
FWIW: I tried the "menu trick" with AM in the Main Menu and AP in CCM and it played more like AP than AM...
I usually prefer AP, but this year I agree with Trojan Man...the CPU QB AI / Pocket Presence is a no go / wheel spinner on AP...
There was NO way on AP that I could strike a balance that could sustain keeping the sack issue at bay...
The rest of the game played better than AM, but that one thing was a "Level Killer" for me this year...
Oh well, once again...perhaps it can be done, but I'm going to continue to roll with what I've got and make minor moves as needed...
Regards gents!