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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME
Slick589: Thanks for your interest. The base set does work on SLOW games speed, and according to some posters in this thread, they work even better on SLOW game speed. That having been said, it's a matter of preference.
On the issue of speed threshold making everybody run the same speed, this is an URBAN MYTH. Speed threshold DOES NOT make every player run the same!!! SPEEDTHRESH impacts the makeup distance between the two players who are making a play on the ball.
What SPEEDTHRESH does is make the faster player, in a particular kinda play "run in place," allowing the slower player to "catch up" by closing the distance and then causing the game logic to be able to start an interaction (ie. tackle, force a juke, re-direct the runner, etc). It is something that you have to see visually on replay mode to have it make sense.
The best way I can communicate it is, that the player "runs in place" as if in quick sand for a split second. For example. Say you are Usain Bolt. And you are being covered by a DB with an 87 speed attribute. And let's say that you call a Z Streak for Usain Bolt and the DB is playing tight Man to Man, with one safety back. This means that the DB will have to "jam" Bolt with a stiff arm within 5 yards of the LOS to slow him down and disrupt the timing of the play. Now, let's say that Bolt is an elite receiver and "knows/is programmed" to beat the "forearm shiver/mugging" and gets by the DB. At this point, Bolt will have at least a 3 to 4 yard advantage over the DB, who at this point is trying to recover from being run past, by Bolt. Now when the QB throws the ball to Bolt, who is now WIDE OPEN, as the ball approaches Bolt, the game will cause him to "run-in-place as if in quicksand" allowing the DB to make up the distance between himself and Bolt. Where the DB makes up the distance is in the sequence of animations as Bolt extends his hands and arms to make the catch and then subsequently brings the ball back to his body. Let's say this sequence of events is three frames. Well in these three frames, since Bolt is "running-in-place as if in quicksand", the DB closes the separation distance, and as Bolt "re-engages", and get's out of the "quicksand effect" and begins to start running normally again, the DB has now closed the distance and can make a play on Bolt. Realistic? Hardly.
Soooooo, the question that now begs to be answered is, why is the SPEEDTHRESH set to 100 in this slider set? Why would you want a slider set where the "quicksand" effect could influence the natural speed of the game? Ahhhhh, kimo-sabi, here-in lies the rub...
As I have said COUNTLESS of times before, its about the business model for Madden. Madden IS NOT DESIGNED for SIMMERS like you and I that have to think about when to use a Cover 2 or Cover 3, versus rushing a safety, yada, yada, yada. It is designed for those inpatient, speed freaks, the same blokes that fall victim to receiving a quick yank and then suddenly cannot hold their excitement in. These blokes need lots of offense and they need it FAST. They need to throw 50 yard darts to their wide outs and hit pay dirt more often than not. They need get a pitch/sweep to the outside and leave Wile E. Coyote in the dust. In other words, the game is tuned to be on 'roids so that touchdowns can become as common as a politician telling lies. I have spoken with more than my fair share of NCAA RB's and WR's and they all laugh about how "fast" they are represented in Madden's NCAA title. They have told me that NFL players also gush about how fast they play on Madden. Bottom line is that Madden is skewed towards scoring points. The rating attributes ARE NOT ACCURATE for any of the video game version of the athletes that play in the NFL.
Why else would all true simmers be bummed that All-Madden is broken?!?!?! Because serious simmers all know that at least on All-Madden, the CPU defense cheats just enough and coyly enough, to make it harder to put up big scores and still accept the experience as "realistic". We all pout when a particular Madden title overly cheats because then it is just too "unrealistic" to buy the outcome of a loss.
Recently in the past couple of years, I have started my Madden slider tuning and testing journey with SPEEDTHRESH set at 100. This accomplishes two things: (1) It neutralizes to some degree the unrealistic roster attributes, hence "leveling the playing field" for testing purposes of how the HUM and CPU interaction animations play out. Because after all, slider geeks like myself, tune to find that balance that brings us realism (2) A higher SPEEDTHRESH delivers a more realistic feel and stat line. It's as if the SPEEDTHRESH neutralizes the "over-clocked/frenetic cocaine powered" speed of a Madden title that comes right out of the wrapper. This is why so many simmers migrate to All-Madden difficulty. They know that the game right out of its wrapper is geared to be able to score in bunches without to much Defense from the CPU. By having a higher SPEEDTHRESH rather than a lower one, you get a better feeling of realism, less of those ridiculous, arcade game big plays. I must be onto something since this "realism factor" that a HIGHER SPEEDTHRESH delivers, have many on this thread talking it up, and many other slider creators, have since changed their philosophy's to reflect (will not mention any names, but those of you who follow these OS forums can figure out which slider tuners I am referring too, who are now singing the praises of having a higher SPEEDTHRESH rather than a lower one!).
Will I change my mind regarding tuning the SPEEDTHRESH to say 50 or below? Not until EA, or someone, can deliver a roster set that EXACTLY reflects the attributes that the athletes that play the actual game for a living exhibit. If this were to happen, then the "over-clocked/frenetic cocaine powered" speed of a Madden should be neutralized, hence mitigating the need to futz with SPEEDTHRESH. Then the only issue left would be how to PROPERLY apply fatigue. Meaning, fatigue should impact how your attributes CHANGE over the course of the game. So the better conditioned athletes would see their attributes change LESS as the game wears on, and the unconditioned athletes would see their attributes change MORE as the game wears on. Capiche'?
Just sayin'
Last edited by MarketingWiz; 09-08-2012 at 09:54 PM.
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