12-24-2011, 04:27 PM
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#2
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Hall Of Fame
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Re: How to test sliders?
First is knowing what they impact. That way I know which one(s) to change when I see something suspect or outright wrong.
Once that's done, it's a matter of picking a starting point. That could be default (say default All-Pro) or it can be someone's set. I tyink I started from default All-Pro back in M10. My M12 sets started from what I did in M10.
After that, I play out some games, ideally with various teams or at least different types of players (I love fantasy drafting for this, I can focus on what kind of players I want and get some guys and combos I can't easily get in normal franchise mode, barring controlling 32 teams and then just trading a lot).
Once I've played some games and made observations, both of game play and production (stats, scores, and who's doing what), I start coming up with "why" for what I'm seeing. So if I'm throwing for 75% and 4 TDs just about every game, I try to see why I'm doing that well. Is it the CPU coverage is too bad? Too much time in the pocket (up pass rush)? Am I not being punished enough for mistakes (lower QB Acc/WR Catching)?
The answer to the "why" comes from game play. When I'm playing and looking for the "why", I try to see how the play is playing out.
Then I make changes. I try to follow the Rule of Double It or Cut It In Half (Sid Meier) or I try to split differences. Let's say I had a slider on 40 and that was too good. So I put it on 20, and now that's too weak. So next I'll try 30. From there, if it's too strong, 25 is next, too weak - then 35.
Of course, you can't double 60 - so for that, I'd just go to 100 and see. Then 80, then 70 or 90, 65 or 85, etc.
From there it's a lot of trial and error to see what I have and if it looks like I want it to look while still getting the production I want.
That's how I do it anyway. Just like with making sliders, there's tons of ways to test them.
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"Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18
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