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Originally Posted by tommycoa |
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Really like what you did with my roster set. My favorite thing about this set with its sliders is how unpredictable the special teams gameplay is. Haven't played but one game but the special teams play was some of the most interesting thing I've seen in this game in years. This aspect makes it feel like a completely different game. Good work.
I really think you are own to something.
I noticed other things as well. Like you mentioned with the animations. It was just the fact of the special teams being so different it was hard for me to pay attention to anything else.
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Yes, an especially gratifying result of my edits has been Special Teams play. In 5 games, I have had a Punt Return for a TD, several long Punt Returns, a couple of long Kick Returns and a Kick Return for a TD. The other happy result for me as been a great improvement in the running game for both CPU and User. However, not all runs go for positive yardage - the defenses are also effective in stopping the run at times.
I have also reduced the impact of the "Aggressive Coverage" glitch in Hesiman. Receivers get open on deep routes, but do not always catch the ball.
I'm probably going to experiment next with the rating "PCAR" (Carrying) to see if I can create just a few more fumbles, without having too many.
One interesting glitch I have noticed occurs on most "Toss" running plays. After receiving the pitch, the RB takes a step, then momentarily stops, then starts again. Unfortunately, when the RB stops, the Defense has time to close, resulting in a 2-4 yard loss. This glitch does not occur on Sweep plays, just on Toss plays.
Seeing this glitch demonstrates the complexity of the game software and the unpredictable results from making major changes to elements of the game. People frequently bash EA for not finding what they consider to be obvious mistakes, but in reality, the complexity and interactivity of all the variables in this software would make it very difficult to test all of the multitudes of combinations to find and fix glitches. And, it is likely that fixing one glitch might introduce another glitch somewhere else. I would much rather have the editing flexibility, glitches included, than to have a bullet-proof game that only plays one way.