05-11-2019, 11:57 AM
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#25
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MVP
OVR: 0
Join Date: Sep 2016
Location: Las Vegas, NV
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Re: Removed game speeds?
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Originally Posted by Jimbo12308 |
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I see a lot of people discuss game speed in relation to animations, but did anyone else use it for difficulty purposes?
I play on all-madden and have always struggled to get a realistic challenge out of the game, mostly due to poor decision-making by the CPU. I felt like if the sliders were set in a way to make the game play fairly and realistically, then I’d win 95% of games. In order to lose I had to make ridiculous adjustments to sliders like absurdly quick CPU block sheds, or insanely high CPU completion percentages (if their QB completed under like 85% of their passes, I’d win every time), or adjust my WR catching or CPU coverage so that I can’t hit deep strikes. (I have never, even once, completed a contested catch more than 30-40 yards down the field in M19, and I play with the Eagles and Alshon Jeffrey. Also, my receivers only ever outrun the coverage if they have an advantage of 8-10 speed on the DB. If my receiver is 95 speed and their defender is 89, my receiver is smothered on go routes.)
I design it that way because that’s the only way I’ll ever lose. However, game speeds have been something that I could use to retain some “fairness” while also making the game much harder. I would play on very fast almost exclusively so that I had much less time to react and make decisions. That way, I could have a game where my runner only has 2YPC and it was because I missed the holes, not because the CPU insta-shedded every block. The cpu would rip off big runs not because my defenders tackled like limp rags due to sliders, but because I missed a key tackle because it happened in the blink of an eye. The biggest change was for my passing game. If the game speed was on normal, I’d have to have my QB sail every other throw or the CPU defenders be running my receivers routes for them or my OLINE just falling out of the way of blocks in order to prevent me from just marching down the field. When everything speeds up to very fast I could have normal amounts of accuracy, normal amounts of separation, and normal blocking abilities and it would still be hard to pass because everything is happening insanely quickly. My decision to go first read or second read had to happen almost immediately after the snap based on the initial movements of the defense because I literally wouldn’t have the time to move my eyes from 1 side of the screen to the other before the window was gone or the pass rush got to me.
Very fast game speed was a game saver for me because it leveled the playing field between the very poor decision making CPU and myself, and it did so without me feeling like I was playing with highschoolers against a bunch of gods with the power to see into the future.
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Yes I don't get the animation comments. It would drive me nuts to have things moving so slowly just to see a animation that I can see in a instant replay and slow it down. But, to each their own.
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