I have always wondered just how much switching between different difficulty and slider settings affected the ratings of players. Fortunately for NBA 2k fans, they were able to crack that code last year:
Understanding slider coefficients. But the football guys haven't been so lucky.
There is, however, a way to see how different difficulty and slider settings affect some player ratings in NCAA. During a Play Now game (or Dynasty game if your coach has the unlocked matchup view ability), holding the right trigger during presnap and selecting the icon of a WR will show how the WR matches up to his defender. The player matchup view shows the numerical difference between the WR's Speed, Height, Release, and Route Running from that of his defender.
To test how changing difficulties and sliders affected the ratings compared in the matchup view, I chose WR Mike Davis from Texas and DB Aaron Colvin from OU. Here are their relevant ratings:
- WR Davis: 86 SPD, 90 AGI, 92 ACC, 82 RLS, 95 RTE
- DB Colvin: 93 SPD, 90 AGI, 96 ACC, 91 PRS, 89 MCV, 95 ZCV
With the User on offense, Normal game speed, 50 speed threshold, 50 User WR Catching slider, and 50 CPU Pass Coverage, here are the matchup view numbers for WR Davis against DB Colvin across different difficulties (I will ignore Height since this attribute is unaffected by settings):
- (Heisman) Speed: -6, Release: -12, Route Running: -1
- (AA) Speed: -5, Release: -9, Route Running: 3
- (Varsity) Speed: -5, Release: -9, Route Running: 3
- (Freshman) Speed: 8, Release: 4, Route Running: 15
It's interesting to note that the Speed difference shown in the matchup view never corresponds with the difference of the two players' speed ratings (86 - 93 = -7), the Release difference on AA and Varsity does match the difference in Release and Press Coverage ratings, and the Route Running difference on AA and Varsity matches the difference in the Route Running rating of Davis (95) and the average of Colvin's Man and Zone Coverage ratings (92).
So it's clear to see that ratings do get affected by different difficulty settings. But what happens when sliders are adjusted?
With Heisman Offensive difficulty and all prior mentioned settings the same, here are the different matchup numbers when the CPU Pass Coverage slider is adjusted (the only matchup affected was Route Running):
- (PCV at 0) Route Running: 45
- (PCV at 50) Route Running: -1
- (PCV at 100) Route Running: -4
And now with AA Offensive difficulty:
- (PCV at 0) Route Running: 47
- (PCV at 50) Route Running: 3
- (PCV at 100) Route Running: -3
Obviously, there's a pretty wild swing on the lower half of the Pass Coverage slider at either difficulty. But something strange is going on at the upper half of the slider where nearly no difference is shown on Heisman or AA. Perhaps this is contributing to the poor coverage we are seeing in the game, and at the very least provides evidence that the Pass Coverage slider is having no effect at improving the pass coverage past the default setting. This further backs up the findings of ZaPPPa in his
excellent thread that shows this slider, at least at the higher settings, just affects whether a DB will react to the ball in the air if his head is turned.
I'm assuming these differences in ratings across different difficulty and slider setting will also carry over to a reversed situation, where the User is on defense and the CPU is on offense, but if someone would like to check for sure, be my guest. It's a shame we can't see how other positions' ratings are affected by changing settings. The only thing we can see of other positions on the matchup view is the green or red arrows for linemen indicating a favorable or unfavorable matchup with their defender; no numerical values.
I suppose it would have been nice of EA to allow us to see the changes in ratings that are taking place when adjusting these various settings, but that probably would have confused a lot of people. Imagine seeing Mike Davis or Aaron Colvin rated as 92 in the roster view, going into the depth chart during a game on Heisman difficulty, and seeing his rating now being an 88. That probably would have led to mass confusion on why players were rated differently or why ratings were dropping or rising for seemingly no reason.
But now that we can actually see that ratings are affected by settings, hopefully we can use this information to help our approaches to fine tuning sliders and balancing the game as we prefer.