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EA DEV franchise settings

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Old 11-18-2016, 04:00 PM   #17
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Re: EA DEV franchise settings

Quote:
Originally Posted by KingV2k3
I'm pretty sure the assists are "off" at default...



Good call on those CFM subs, but I don't know that they're playing inside CFM...



Prob head to head / Play Now?



Anyway:



Looking forward to hearing about what you see, if you plug and play...





They are only off on All Madden.


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Old 11-18-2016, 04:02 PM   #18
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Re: EA DEV franchise settings

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Originally Posted by KingV2k3
HA!



Well, "played on" and "tested with" are two different things...



I'd be curious about the exact nature and process of this alleged "testing"...





If you read the post I made at the top I was asking them about their DEV CFM that they were taking about. This are the settings they use in it


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Old 11-18-2016, 04:08 PM   #19
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Re: EA DEV franchise settings

Quote:
Originally Posted by KingV2k3
HA!

Well, "played on" and "tested with" are two different things...

I'd be curious about the exact nature and process of this alleged "testing"...

QA in AAA gaming is more than you could handle. It is one of the most trying, strenuous, thankless, and important roles in building a video game.

People who work Quality Assurance jobs in AAA - including at Tiburon, a AAA studio - work tirelessly to report, prioritize, and track bugs internally. They also ensure built features the dev team builds for the new game are working as intended and attempt replicate issues reported by users playing the retail product. QA personnel in AAA typically work 50 hours a week at minimum, and that's not accounting for crunch (short weeks-long bursts before a major deadline or development milestone where 80 hour work-weeks and 16-hour work days are not uncommon).

QA is one of the most thankless jobs in gaming because if the QA team is doing its job 100% perfectly, the end user will never know. Thanks to QA, the worst bugs that ever exist in a video game are never seen by the public; not in retail, not on an E3 floor build, not in a hype video, nowhere and never.

QA is basically invisible to the consumer, but absolutely vital to the process of completing a video game. If you are insinuating that the QA staff at Tiburon doesn't work hard or doesn't work effectively, you fundamentally do not understand the nature of AAA game development.

Sources: my own first-hand knowledge from on my own experience performing QA during crunch as an independent game developer, supplemented by second-hand knowledge from my current supervisor, whose first video game industry jobs were QA positions at Blizzard and Sony San Diego.
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Old 11-18-2016, 04:54 PM   #20
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Re: EA DEV franchise settings

Quote:
Originally Posted by KingV2k3
HA!

Well, "played on" and "tested with" are two different things...
This is true....I misread the original post. We can't assume that what they are playing on is how the game was actually calibrated....two totally different animals.
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Old 11-18-2016, 05:40 PM   #21
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Re: EA DEV franchise settings

Also would like add they probably play most games user v user.

I have found the game to be much more balance and just better in user v user then v CPU.

I know they spend time on v CPU because they have said they do. Also MUT solo's are v CPU.

Overall this game is geared toward user v user though.


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Old 11-18-2016, 05:55 PM   #22
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Re: EA DEV franchise settings

Quote:
Originally Posted by CM Hooe
QA in AAA gaming is more than you could handle. It is one of the most trying, strenuous, thankless, and important roles in building a video game.

People who work Quality Assurance jobs in AAA - including at Tiburon, a AAA studio - work tirelessly to report, prioritize, and track bugs internally. They also ensure built features the dev team builds for the new game are working as intended and attempt replicate issues reported by users playing the retail product. QA personnel in AAA typically work 50 hours a week at minimum, and that's not accounting for crunch (short weeks-long bursts before a major deadline or development milestone where 80 hour work-weeks and 16-hour work days are not uncommon).

QA is one of the most thankless jobs in gaming because if the QA team is doing its job 100% perfectly, the end user will never know. Thanks to QA, the worst bugs that ever exist in a video game are never seen by the public; not in retail, not on an E3 floor build, not in a hype video, nowhere and never.

QA is basically invisible to the consumer, but absolutely vital to the process of completing a video game. If you are insinuating that the QA staff at Tiburon doesn't work hard or doesn't work effectively, you fundamentally do not understand the nature of AAA game development.

Sources: my own first-hand knowledge from on my own experience performing QA during crunch as an independent game developer, supplemented by second-hand knowledge from my current supervisor, whose first video game industry jobs were QA positions at Blizzard and Sony San Diego.

Um, since you don't know me or what I do for a living, it's more than presumptuous to assume that "QA in AAA gaming is more than I can handle"...

Secondly, I'm not "insinuating" anything...

The OP "insinuates" that they are playing the game...not (currently) testing it...

I like it here, so I'll refrain from commenting on your post any further...
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Old 11-19-2016, 02:20 PM   #23
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Re: EA DEV franchise settings

I had to quit Madden because its not playable for me and my brother. It's just not a well made game period and never has been. We used Charters all Madden sliders and we were scoring 50+ points a game without being cheesy. My bro who is not as good as me was dropping 80 point games. I deleted our online cfm and said Madden is not playable for us.

Can thank MuT for making people break a poorly made game to begin with when playing.

Anyways if we played on all pro I could beat the cpu with my eyes closed.

For example NBA 2k and MLB can kick our butts on higher settings. You don't ever have to worry about being too good to break the game.
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Old 11-19-2016, 03:09 PM   #24
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Re: EA DEV franchise settings

Quote:
Originally Posted by CM Hooe
QA in AAA gaming is more than you could handle. It is one of the most trying, strenuous, thankless, and important roles in building a video game.

People who work Quality Assurance jobs in AAA - including at Tiburon, a AAA studio - work tirelessly to report, prioritize, and track bugs internally. They also ensure built features the dev team builds for the new game are working as intended and attempt replicate issues reported by users playing the retail product. QA personnel in AAA typically work 50 hours a week at minimum, and that's not accounting for crunch (short weeks-long bursts before a major deadline or development milestone where 80 hour work-weeks and 16-hour work days are not uncommon).

QA is one of the most thankless jobs in gaming because if the QA team is doing its job 100% perfectly, the end user will never know. Thanks to QA, the worst bugs that ever exist in a video game are never seen by the public; not in retail, not on an E3 floor build, not in a hype video, nowhere and never.

QA is basically invisible to the consumer, but absolutely vital to the process of completing a video game. If you are insinuating that the QA staff at Tiburon doesn't work hard or doesn't work effectively, you fundamentally do not understand the nature of AAA game development.

Sources: my own first-hand knowledge from on my own experience performing QA during crunch as an independent game developer, supplemented by second-hand knowledge from my current supervisor, whose first video game industry jobs were QA positions at Blizzard and Sony San Diego.
Not trying to be a dick here but as a layman it is very hard to understand how they do a patch that messes up the game and nobody notices it or they just don't care. Take punting for example. How does that pass the whole qa process when I notice it in a few hours of game time? After they are done with the patch it then is still awhile before it gets released because it has to go through sony/Microsoft certification. Do they still not notice? It seems to me it had to be and they released the patch anyway. I think they should take the approach of do no harm and that patch should have never been released with that big a flaw.
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