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Breaking Down Sliders... How They Really Work
This is a discussion on Breaking Down Sliders... How They Really Work within the Madden NFL Old Gen Sliders forums.
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08-19-2009, 12:17 PM | #33 |
MVP
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Re: Breaking Down Sliders... How They Really Work
Sounds good Bill...I'm using speed threshold of 30 with my current sliders, and I haven't really seen anything out of place speed wise. I'll bump it up to 65 as per your recommendation, and I'll see if I see any significant difference.
My thing is, I felt that on a higher number the fast wideouts, like Desean Jackson, weren't getting any real separation on linebackers in coverage. I want slower guys to get burned by speedy wide receivers, I hate to see a 260 lbs linebacker keep up with a faster guy. I also didn't like seeing the fast guys get caught by slow players on returns. I don't know, I'll play around with the settings and see if we can come up with a fair compromise. When I get home tonight, I'll test the speeds with Hester. I'll try him vs a fast corner, and then against a slow LB and see what kind of separation he gets. I'll adjust from there. Thanks for your advice btw.
__________________
"I'll die before I lose, cuz I was born to win."- Drake |
08-19-2009, 12:19 PM | #34 | ||||||||||||||||||||||||
Banned
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Re: Breaking Down Sliders... How They Really Work
now that might be necessary to a degree because the cpu isnt good enough for even gameplay... but things like 100 reaction time for cpu do not make realistic gameplay I like that he lowered QB acc and raised WR catching since I last checked (WR Catching could turn out to be a hugely important slider that we actually want up high) both run and pass blocking also seem high again i'm mostly working on theory here right now based purely on what the sliders actually effect... there will w/out a doubt have to be some sacrifices to realistic gameplay interactions made in order to produce more realistic results and make up for less than stellar AI... but I hope that those sacrifices will be less extreme if the "meat and potatoes" of the sliders, if set right (aka get blocking as realistic as possible, get CB/WR interactions to work better) will reduce the fudging of sliders in the AI's favor (ex: upping CPU reaction time because its too easy to pass, because the core interactions between the players just arnt right, so now the CPU DB's act unrealistically, but the stats are better)... get the "core" right, and while I know fudging of realism will still have to occur, hopefully it can be reduced right now playmakers sliders seem decent, but some things just seem quite a bit off, which in turn seems like he has to move other things around to make up for it |
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08-19-2009, 12:22 PM | #35 | ||||||||||||||||||||||||
Banned
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Re: Breaking Down Sliders... How They Really Work
hell, I may just put it to 50 to keep it as standard as possible when i actually attempt to make my slider set... either way the rules of how the sliders work will remain the same, the final numbers may just have to be changed slightly based on what threshold each person is using hopefully in time this is something i'll get a chance to play around with more... its certainly a great slider... unfortunately it is also a very hard one to predict because it changes every aspect of every other part of the game and how they interact with each other |
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08-19-2009, 12:27 PM | #36 | ||||||||||||||||||||||||
MVP
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Re: Breaking Down Sliders... How They Really Work
I'll be testing it further to see if I can come up with fairly accurate numbers. Hopefully, I can get a "scientific" breakdown like you did with the blocking. I also hope you'll be testing that as well down the line. I can't wait to see what your sliders look like.
__________________
"I'll die before I lose, cuz I was born to win."- Drake |
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08-19-2009, 12:29 PM | #37 |
Banned
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Re: Breaking Down Sliders... How They Really Work
I think one thing we'll see is that with blocking low (in both the pass and run games), it will just look/feel more like football because in order for an animation to be triggered the conditions have to be more exact... it will be much harder for an o-lineman to randomly engage a guy 3 yards away in a block... meaning the animation that is triggered will seem more natural with what is going on in the game
most slider sets i'm seeing out there now have in the 40-80 range with blocking sliders... and i'm thinking that will have to come down more to the 10-25 range to produce initial animations that fit with the flow of the game the thing to be careful about is that go too low and the blockers are just pathetic and can't engage anyone well |
08-19-2009, 12:29 PM | #38 | ||||||||||||||||||||||||
Rookie
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Re: Breaking Down Sliders... How They Really Work
G2, will you post your slider work-up that you said you created from bill's theory? would love to see em... |
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08-19-2009, 12:31 PM | #39 | ||||||||||||||||||||||||
Banned
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Re: Breaking Down Sliders... How They Really Work
Yes, I like to keep the User/CPU sliders as close to possible. I usually focus on CPU first to get them to play right, and then adjust User if I have to. Reason I had Run Block so high was because the CPU seems to need a lot of help with running. It seems too easy to stuff them on just about every play.....but the suction blocks would suck. I'll drop it down then and see how it plays out. //edited the post with the sliders |
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08-19-2009, 12:31 PM | #40 | ||||||||||||||||||||||||
Banned
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Re: Breaking Down Sliders... How They Really Work
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