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Let's talk sim; designing mechanics for the realism fan

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Old 07-11-2017, 10:13 AM   #41
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Re: Let's talk sim; designing mechanics for the realism fan

Quote:
Originally Posted by adembroski
Meters are terrible. Just terrible. There's a reason Fallout modders make all the meters invisible. Meters are just bad. It's pretty much the same as making passing a QTE.
I don't like a visible meter much either, but if you can switch the visibility of it off, the mechanic could be good

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Old 07-11-2017, 02:18 PM   #42
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Re: Let's talk sim; designing mechanics for the realism fan

I feel like I did everything a meter could do in a much more realistic and immersive way with my initial idea for this thread.

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Old 07-15-2017, 09:51 PM   #43
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Re: Let's talk sim; designing mechanics for the realism fan

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Originally Posted by Trick13
There can be no SIM anything until EA fixes the pass rush and removes both, the blockers and defensive pursuit, from being completely "tethered" to the ball carrier.

Blockers need to "seek and destroy", STR needs a serious tone down from its current impact on "holding blocks" - str should only be used for movement of engaged participants, block ratings vs shed/moves should be determing how long blocks are held...

Pursuit needs a complete overhaul, i am so tired of turning the ball carrier in a direction only to watch 7 defenders completely and perfectly mirror that direction change like they are all mind melded together in some sort of "hive mind"!

Same with blockers, and even more so here, because there is no way a guy who cant see the ball carrier should perfectly mirror what turns he makes...

You can put in any passing mechanixs you want, as of right now, because the pass rush is non-existent. Bunch of paddy cake animations, no "struggle" or even attempt at faking a struggle...looks horrible and plays even worse...

Not to mention that blockers who are beaten never even bother to "chase" the man that gets by them, they just squat down and stay motionless as if they are now blocking air which leaves you feeling irritated - and looks like dawg poo.

No passing system can insert any "sim" feeling while these few issues remain...
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Old 07-16-2017, 09:51 AM   #44
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Re: Let's talk sim; designing mechanics for the realism fan

Really good post. The Sim Standard
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