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Some slider info from devs via SimFBcritic

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Old 07-12-2016, 03:27 PM   #1
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Some slider info from devs via SimFBcritic

https://www.youtube.com/watch?v=Z8Q5WUvvZ_c

It's not a ton of info but, some nice nuggets.

Cpu side of the sliders only affect cpu team.

User side only affect user team.

-Some thought the CPU may affect all cpu players. not so.

Each slider raises or lowers the dice role. nothing else.

They don't affect tendencies or effort.

Take all this or leave it. I'm just putting the info out there.

What do you guys think?

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Old 07-12-2016, 04:55 PM   #2
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Re: Some slider info from devs via SimFBcritic

I don't think I've seen it explicitly stated that sliders only affect dice rolls as opposed to player awareness, etc. That's fairly useful to know, if you trust this source anyway.
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Old 07-12-2016, 10:15 PM   #3
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Re: Some slider info from devs via SimFBcritic

I'll buy the slider/dice-roll thing as a primary effect.

Example 1:

I lower the user pass coverage slider and wide receivers are open more. The secondary effect is that the CPU attempts more deep balls as they 'read' more wide open receivers. So, the secondary effect is, in essence, a tendency.

Example 2:
I raise the holding slider and more holding occurs. Secondary effect - more 'sticky' lineplay.

Here's the thing...many sliders affect more than one attribute. WRC for example, affects the 'dice roll' for both route running and catching (and probably others). Some sliders have been rolled into another over the years...simply observing changing the fumble slider tells me that it is affecting more than the fumble dice roll....it affects other running back traits too (i.e. the old RBA slider). As you add more primary effects, you get more secondary effects and as such, the possible permutations become endless. Thus, slideritis becomes a thing.....
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Old 07-16-2016, 10:47 AM   #4
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Re: Some slider info from devs via SimFBcritic

Quote:
Originally Posted by JoshC1977
I'll buy the slider/dice-roll thing as a primary effect.

Example 1:

I lower the user pass coverage slider and wide receivers are open more. The secondary effect is that the CPU attempts more deep balls as they 'read' more wide open receivers. So, the secondary effect is, in essence, a tendency.

Example 2:
I raise the holding slider and more holding occurs. Secondary effect - more 'sticky' lineplay.

Here's the thing...many sliders affect more than one attribute. WRC for example, affects the 'dice roll' for both route running and catching (and probably others). Some sliders have been rolled into another over the years...simply observing changing the fumble slider tells me that it is affecting more than the fumble dice roll....it affects other running back traits too (i.e. the old RBA slider). As you add more primary effects, you get more secondary effects and as such, the possible permutations become endless. Thus, slideritis becomes a thing.....


Right, and I'll add this to the dice roll thing. Changing the dice roll can change the animations seen as well, as well as their frequency. Best example, crank up facemask, now every tackle is a facemask animation instead of a normal tackle. So, it's still tricky, imo ☹️. From a dev perspective, it changes the dice roll, and that actually is great information to base things off of. But, there are going to be 'secondary' effects as said in this post, and what I am mentioning as well. For me, I always look at what animations are getting triggered (for sliders that u can see this effect best - (facemask, fumble, tackle, wr catch). When u increase the dice roll of these types of categories, u change the frequency of certain animations. This can dictate seeing a good/real game of football or not. And, the extra tricky thing here, of course, is that ALL of these things can be triggered on any play, or all of these dice rolls happen. That is why when u change one slider, u may disrupt some other function in the game that u had perfect, hence the slideritis that occurs for some every year. Now, I like where M16 was, and I didn't change sliders much, and am playing fantastic games, so I'm hoping for more of the same in M17. But, again, I like hearing this about the dice roll effect which totally makes sense from a programmatic standpoint, but if u mess with sliders, u gotta understand the secondary effects that will happen.


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Old 07-16-2016, 01:39 PM   #5
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Re: Some slider info from devs via SimFBcritic

Quote:
Originally Posted by charter04
https://www.youtube.com/watch?v=Z8Q5WUvvZ_c

Cpu side of the sliders only affect cpu team.

User side only affect user team.

-What do you guys think?
I thinks it's great to hear....

In years past this forum became a scientific experiment do to the uncertainties of sliders LOL!

One guy would say the CPU QBA slider effects FG kicking and another guy would say Run Blocking effects Catching LOL!

So it's good to hear something about stability in the sliders for a change...

The only thing I would add to it is that I do believe sliders effect animations doing gameplay based on how high they are increased or reduced...

One of these years maybe EA will lock a few guys in a room and have them specifically create a set of sliders intended for SIM style play right out of the box kind of what 2K does with their basketball game gives you an option to SIM or Arcade.

Old heads like myself just refuse to spend months and hundreds of hours fiddling around with sliders anymore
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Old 07-16-2016, 01:44 PM   #6
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Re: Some slider info from devs via SimFBcritic

Quote:
Originally Posted by Playmakers
I thinks it's great to hear....

In years past this forum became a scientific experiment do to the uncertainties of sliders LOL!

One guy would say the CPU QBA slider effects FG kicking and another guy would say Run Blocking effects Catching LOL!

So it's good to hear something about stability in the sliders for a change...

The only thing I would add to it is that I do believe sliders effect animations doing gameplay based on how high they are increased or reduced...

One of these years maybe EA will lock a few guys in a room and have them specifically create a set of sliders intended for SIM style play right out of the box kind of what 2K does with their basketball game gives you an option to SIM or Arcade.

Old heads like myself just refuse to spend months and hundreds of hours fiddling around with sliders anymore

There is probably still going to be a science to sliders...but the paradigm has shifted (and did so on M16) from adjusting the sliders to fix gameplay issues on default to tweaking the default sliders using other modifiers (autosubs, "assists", and penalty sliders) to tighten-up things.
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Old 07-16-2016, 01:59 PM   #7
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Re: Some slider info from devs via SimFBcritic

Quote:
Originally Posted by Playmakers

One of these years maybe EA will lock a few guys in a room and have them specifically create a set of sliders intended for SIM style play right out of the box kind of what 2K does with their basketball game gives you an option to SIM or Arcade.

That would be incredible



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