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Originally Posted by KingV2k3 |
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Good stuff Khalib:
Here's a few things I've noticed over the years:
1) You can "meld" levels by using different combinations in the profile you set in the Opening Sequence / Main Menu and CFM...for instance AP / AP / AP plays differently than AM / AP / AP, etc...
2) Penalty sliders set outside CFM in the main menu "influence" the animations to the setting you can use in CFM to actually get the penalties called
3) Sliders:
QBA has nothing to do with accuracy...they are deadly accurate from 0-100...it's an "overall modifier of offensive success and influences how the CPU calls defensive plays against you...the only thing that makes them "less accurate" is getting the timing in the pocket to the extent that they can complete the proper passes under the right amount of pressure...not enough or too much are both a mess...
PBK is somewhat "duration and strength" of block, but it's primary function is "total point for passing" in relation to the CPU...QBs will also be less accurate by dropping THIS slider, more so than QBA
CTH is catching, but is AWR / route running driven and also a "total points modifier"...
FUM is the old Running Back Ability slider folded into the Fumble slider...it's also a BTK slider for the runners
RBK is strength / duration, but also mostly a "total points modifier"...
PRC is the pass reaction and run reaction sliders combined...lower than 50 is run reaction / more than 50 is pass reaction is SUPPOSED to be "balanced"...
INT is the "universal modifier" of ball / ball carrier / receiver "awareness"...
PCV is exactly like PRC...more focus on run defense to the left and more focus on the pass to the right
TAK is pass rush / pursuit and tackling
Also:
1) There's a TON of the "MySkill" era slider system left in the code...
2) There's a TON of past iteration slider relationships which were once as you described (25 / 50 / 75), but in later years only one value was used in that manner and the other was set at 50...
3) "Subcategory Relationships / Math" are how you "Balance" sliders...there is no "more or less"...
4) On AP you're balancing HUM v CPU...on AM you have to balance HUM v CPU "divided by boosts"
I'm out of time, but if I can, tomorrow I'll chime in with which penalty sliders work in consort with which gameplay sliders...
Like the "relationship" between TAK and Facemask and how DPI is the "universal modifier of separation"...holding is not only related to the blocking sliders, but is the quickest and most efficient way perfecting timing in the pocket that are the "universal modifier of completion percentage"...
Game is a lot simpler than people make it out to be...
It's never been an "essay question" it's a "math problem" based on 1 / 0 coding...
The "backflips" come in to play in the "code pile" of past iterations...
Lastly: There's the scheme menu which was FINALLY confirmed by EA as having the effect I've been touting on this board for years...when you match the player to the right style (not always the one on their player card, BTW) certain attributes are enhanced..."West Coast" passers get a SAC bump, as an example...
Funny game, indeed!
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Nice Summary. The issue is for the critical ratings QB Accuracy, Catching, Fumbles, Tackling, interceptions, etc. There should be a slider that just effects that particular trait. If I want the QB to throw more passes off the mark, that slider should only affect getting the ball from point A to a desired point B. The catch slider should only affect the ability to catch the pass. Fumble should only be the ability to hang onto the ball when tackled.
It's ridiculous how handcuffed we are at the current moment. I can make a pretty good set of sliders right now, but I can either have effective juke moves and broken tackles, or fumbles, but I can't have both because the stupid fumble slider is the running back ability slider.
And I bet my bottom dollar if you asked the developers what the fumble sliders does, they'd say it affects the probability of a fumble (duh), next question......