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Sliders that take into account Player ratings

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Old 08-20-2009, 06:30 PM   #33
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Re: Sliders that take into account Player ratings

You guys are doing a great job!
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Old 08-20-2009, 07:50 PM   #34
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Re: Sliders that take into account Player ratings

Quote:
Originally Posted by slayter
It's actually not that bad. I'm able to complete passes with Kyle Orton and that was with the reaction time at 100. Now with a QBA of 10 I couldn't get the ball anywhere near the receiver.
Interesting, whats your qb acc avg around? I played one game at w/ slider at 15, and I finished w/ a qb acc of 30% qb rating was terrible (18 rating). I was playing against the Skins D.
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Old 08-20-2009, 10:11 PM   #35
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Re: Sliders that take into account Player ratings

Quote:
Originally Posted by dfos81
Interesting, whats your qb acc avg around? I played one game at w/ slider at 15, and I finished w/ a qb acc of 30% qb rating was terrible (18 rating). I was playing against the Skins D.
Remember on QBA I used the ratings of QB's, RB's and WR's. The reason why RB's and WR's were included was because teams are starting to use the Wildcat offense and we all know you can run or pass out of that formation.

There are 5 passing ratings assigned to the game.

Accuarcy
Short Passing Accuarcy
Medium Passing Accuarcy
Deep Throw Accuarcy
Throw on the run

The actual overall avg of the lowest rated players were 17. I chose the lowest the rated because it allows the top players to have better chance at succeeding more.

You don't don't really see much seperation in player ratings or skill when the sliders are set up high. Every guy can run, pass and tackle just as equal as the next guy.

But then when you drop a guy with a 95+ accuarcy he'll still compete much better than the guy who was at 60+ accuarcy.

I know reducing accuarcy isn't a very popular thing to do for most people because it could cause you to struggle more than you ever did before. If you've been playing with QBA at 40 or higher then it's like night and day IMO because you actually have to focus a little more.

It doesn't effect the deep ball power anymore. In fact I'd say I like it much better being able to only complete about 2-3 deep passes per game as opposed to the 6 or 8 I was seeing with QBA up high.

Also, with the avg at 17 you don't have to round down to 15. You can round up to 20 or simply test it at 17 for a game and see if that 2% increase helps you out. It doesn't take that much of a boost to start seeing passes become on target or on the mark again.
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Old 08-21-2009, 01:43 AM   #36
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Re: Sliders that take into account Player ratings

I've spent most the evening stricly playing on Very SLow Speed and using the exact avg ratings of the players and I'm in total shock how the game plays mostly for the cpu because I wanted to see if the ratings would transfer over to the sliders and get them to perform accordingly.

Well I don't post stats very much but this one jumped out at me.

A.Peterson 33 carries for 186 yd's



The guy had an obvious speed advantage over most of my LB's when he got to the edge of my defense. I could see his extra gear when he blew by Anthony Spencer on play.

The reason why I started on Very Slow is because some settings may not work properly depending on the speed level. For instance I'm using the QBA at 17 on Very Slow wit the INT slider at 23.

Tavaris Jackson has had some passes that have been down right terrible but because the game seems to slow down on this level none of defenders were within 3-5 yd's of the pass. So it wasn't even close enough to get picked off.

I also know that right now even though it is tough to get upfield and get a pass rush with speed on this level it definelty allows me to see the the entire play develope. It feels kinda sluggish since I decided to drop Player speed threshold down from 100 to 35 on this level.

The animations are definetly sick on this speed and I wish they could carry over more often to the higher speeds.

This speed level required me to make changes to the sliders to make up for the slower speed. I'm guessing that each speed level will probably need slight modifications to them. The lower ratings of the players on seem to work great on this level for example run block at 65 on this level feels just as effective as run block of 100 on Normal or Fast speed. That might be because it's tougher to get off blocks on this speed and the suction blocking exist more.
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Old 08-21-2009, 02:13 AM   #37
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Re: Sliders that take into account Player ratings

Quote:
Originally Posted by Playmakers
I've spent most the evening stricly playing on Very SLow Speed and using the exact avg ratings of the players and I'm in total shock how the game plays mostly for the cpu because I wanted to see if the ratings would transfer over to the sliders and get them to perform accordingly.

Well I don't post stats very much but this one jumped out at me.

A.Peterson 33 carries for 186 yd's



The guy had an obvious speed advantage over most of my LB's when he got to the edge of my defense. I could see his extra gear when he blew by Anthony Spencer on play.

The reason why I started on Very Slow is because some settings may not work properly depending on the speed level. For instance I'm using the QBA at 17 on Very Slow wit the INT slider at 23.

Tavaris Jackson has had some passes that have been down right terrible but because the game seems to slow down on this level none of defenders were within 3-5 yd's of the pass. So it wasn't even close enough to get picked off.

I also know that right now even though it is tough to get upfield and get a pass rush with speed on this level it definelty allows me to see the the entire play develope. It feels kinda sluggish since I decided to drop Player speed threshold down from 100 to 35 on this level.

The animations are definetly sick on this speed and I wish they could carry over more often to the higher speeds.

This speed level required me to make changes to the sliders to make up for the slower speed. I'm guessing that each speed level will probably need slight modifications to them. The lower ratings of the players on seem to work great on this level for example run block at 65 on this level feels just as effective as run block of 100 on Normal or Fast speed. That might be because it's tougher to get off blocks on this speed and the suction blocking exist more.
Playmakers, have you figured out the Threshold slider yet? It seems when I have it lower (30) I get a better pass rush than when I have it at default (50) or higher.
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Old 08-21-2009, 06:15 AM   #38
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Re: Sliders that take into account Player ratings

Are you going to do the same thing for injury slider?
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Old 08-21-2009, 11:38 AM   #39
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Re: Sliders that take into account Player ratings

I have it at 34 or 35 on Very Slow and 40 on Slow.

It should only go up about 10 clicks with for speed level when going from Very to slow then it was only like 5 clicks up.
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Old 08-21-2009, 12:02 PM   #40
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Re: Sliders that take into account Player ratings

Quote:
Originally Posted by Playmakers
I have it at 34 or 35 on Very Slow and 40 on Slow.

It should only go up about 10 clicks with for speed level when going from Very to slow then it was only like 5 clicks up.
OK, thanks. I've bumped it up to 40 from 30 and am already noticing defenders taking better pursuit angles to the ballcarries, yet the fast guys can still get that separation you'd expect to see.
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