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Acceleration Edit: Attribute Edit That Works

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Old 08-22-2011, 08:34 PM   #1
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Exclamation Acceleration Edit: Attribute Edit That Works(Updates Throughout Thread)

UPDATE: MADDEN 11 Settings at the bottom of first post

If acceleration is EVER above a players top speed you are going to have warping, time travel like gameplay from all players. You will have players trying to tackle from 20 yards out. Step overs will turn into big leaps over players. Gang tackling will look like it crumples-meaning it will look like it jitters.

Ratings wise this might not be right, but I believe top speed is all you need.

say for example(and I've tested this except I'm not like Versuz2 where I'll show you a baby spoon fed vid)

If a RB top speed is at 90. never should his acceleration be above 70. harsh I know but it makes WORLD of diff when you see this in-game.

You basically make sure the top speed is 20 less than the speed

If you start applying this to all players (of course based off of ratings of the top speed meaning say if their 93 then they're 73)

RB 90 70
FB 84 64
LB 76 56
and so on and so forth

The game engine plays absolutely beautifully then. It's truly amazing. It kills all the hesitation animations all the post play hurry ups and get up and gos etc. It works.
Madden 11 Settings
All Line backers offensive and defensive lineman
Strength down by 30 from whatever the player already has
Example: 84 = 54

All Players

Acceleration down by 30 from whatever the speed of the player is
Example 94 speed = 64 acceleration

All of the offensive and defensive lineman,linebackers,cornerbacks and safeties

Agility down by 30

Game Speed Slow

60 Threshold
Tackling Sliders 60/70 (Human/CPU)


Running Ability Slider needs to be tweaked to your liking.


List of Fixes this does:
1) Kick offs are better spaced. meaning players are not all rushing to the middle to get a kick punt returner. Defenders no longer run by or jump by piles because they no longer try from 20 yards out to tackle. Players realistically get 'stuck' or guard better at the line and don't make it down field so easily.

Also and this is true after every play is stopped. SOMEHOW players no longer jump up and run off they just casually move away instead of the super fast getting back to the sideline action we've been used to.

2) Pitch out run plays look more realistic and are guard like they should be. Good pitch out now happen 1 out of every 4 or 3 plays like they should.

3)Tackling in general is better looking. No more hiccups when players collide

4)Sideline catches are made better and over the top catches are reduced and catches in general happen at the knees at the shoulders etc. really cool stuff

4) Goaline play is actually slow! I mean you can throw and defenders are wondering what you're gonna do. They wait for the throw or for the motion to develop. looks better.

5) players no longer have that annoying hunchback look. they stand up straight.

6)NO one accelerates or warps onto plays anymore. everything is handled depending on how close you are to the play. Nobody's flying in any more on plays and getting tripped up..This is in part due to strength and acceleration NOT being so high as well

7) Eliminates, or cuts down on defensive backs skating and shifting into position for interceptions and tips they don't JUMP anymore into int and swats. it looks normal now

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Last edited by Tomba; 08-24-2011 at 12:29 AM.
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Old 08-22-2011, 08:43 PM   #2
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Re: Acceleration Edit: Attribute Edit That Works

Interesting idea, wish we had a roster download feature to share edited rosters that showcase ratings changes that affect gameplay. This is great for offline but, franchise it's a no go unless you take the time to edit an entire rookie class.
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Old 08-22-2011, 09:03 PM   #3
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Re: Acceleration Edit: Attribute Edit That Works

Quote:
Originally Posted by s38s38s
Interesting idea, wish we had a roster download feature to share edited rosters that showcase ratings changes that affect gameplay. This is great for offline but, franchise it's a no go unless you take the time to edit an entire rookie class.

Actually you can share rosters thru injecting rosters into a pre existing roster folder. It's a painless process except for the authenticating which makes you have to resign a roster file so that it can be used.

This edit I've timed takes about 10 minutes per team. Which isn't that bad. So I'm up for actually doing it. And depending on how big the draft class is ect. That shouldn't be an issue.

This edit is like literally me getting the game code and adjusting how fast the players react to everything.

It's like patching it...

So...EA if you're listening look into how much your acceleration is affecting the gameplay as a smooth experience.
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Old 08-22-2011, 09:43 PM   #4
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Re: Acceleration Edit: Attribute Edit That Works

This is a very interesting post.
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Old 08-22-2011, 10:32 PM   #5
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Re: Acceleration Edit: Attribute Edit That Works

I found that the strength attribute rating affects the animations of the blocking and tackling. Most players with high strengths have either highs in tackling or blocking. making it so that when these players collide they collide at a diff strength. Some of those strengths overpower and some of those strengths can not match up and then some of those strengths just stick to each other.

I' m trying out leveling out the strength attribute now as well.

i should state that I'm working with speed at normal and threshold at 75. As i want the game to run at a normal clip but have the player speed be only slightly not important.

The acceleration keeps all players at bay which i like and removes many of the annoying hunchback animations many players should not have at all. But i'm trying to see now where this strength attribute can take us ...
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Old 08-22-2011, 10:40 PM   #6
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Re: Acceleration Edit: Attribute Edit That Works

Why disrespect another mans work? (versuz2). sounds like a little jealousy.
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Old 08-22-2011, 10:59 PM   #7
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Re: Acceleration Edit: Attribute Edit That Works

Quote:
Originally Posted by Tomba
TIP: (and if you know my previous edit work you know I try to figure this stuff out to a tee)


If acceleration is EVER above a players top speed you are going to have warping, time travel like gameplay from all players. You will have players trying to tackle from 20 yards out. Step overs will turn into big leaps over players. Gang tackling will look like it crumples-meaning it will look like it jitters.

Ratings wise this might not be right, but I believe top speed is all you need.

say for example(and I've tested this except I'm not like Versuz2 where I'll show you a baby spoon fed vid)

If a RB top speed is at 90. never should his acceleration be above 70. harsh I know but it makes WORLD of diff when you see this in-game.

You basically make sure the top speed is 20 less than the speed

If you start applying this to all players (of course based off of ratings of the top speed meaning say if their 93 then they're 73)

RB 90 70
FB 84 64
LB 76 56
and so on and so forth

The game engine plays absolutely beautifully then. It's truly amazing. It kills all the hesitation animations all the post play hurry ups and get up and gos etc. It works.

is this a proven thing for M12?.....or M11?
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Old 08-22-2011, 11:04 PM   #8
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Re: Acceleration Edit: Attribute Edit That Works

Quote:
Originally Posted by Jay19
Why disrespect another mans work? (versuz2). sounds like a little jealousy.
I don't think he was disrespecting versuz2's work. Tomba has done some great things in the past...so I am interested to see what this is all about.
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