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I Will Say It First: This Game is PROGRAMMED to be Played on Default...

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Old 09-18-2013, 10:20 PM   #97
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Re: I Will Say It First: This Game is PROGRAMMED to be Played on Default...

Cpu run blocking isn't the prob with default. The prob is A) RB's don't run with authority and B) all user players tackle like champs. The fix is lowering user tackle, I recommend 25, and upping cpu RBA, I recommend 90.

Do that and you will see cpu RB run with real authority and you still won't have all that many broken/missed tackles
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Old 09-18-2013, 10:52 PM   #98
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Re: I Will Say It First: This Game is PROGRAMMED to be Played on Default...

Quote:
Originally Posted by Millennium
So, after this long testing default, what are your findings?

I love the idea of default, and looking through your box scores there are some good things. There are also some very odd things, such as lack of a CPU rush game. Also, how are Minnesota's stats versus the nation?
So far, I can only say, that on default, the cpu just does not target their impact players. The only game this has happened was in my game against Penn State. I could not stop their WR A. Robinson. I used man coverage, press, zone, and double teams. He truly shined as an impact player. Then in my next two games, the cpu did not utilize their impact players at all. It just seems that the cpu picks random plays and only audibles if your defensive call is the right one.

In other words, I do not believe, in my honest opinion that any true simulation football will be achieved in the NCAA series unless their is "dynamic" play calling by the cpu. In other words, the cpu analyzes match ups pre game and also during the game to neutralize your weak areas and takes advantage of their strengths.

However, this may just be something developers can not do in a football game with all of the dynamics that go into it.

If the cpu has an impact WR and a decent QB, I want to see the cpu look for mismatches against their receiver. Once I, as the user, shut down their impact player (if possible), then the cpu should adjust and try to exploit other mismatches on the field, or begin to open up the running game.

If the running game is the cpu teams strengths, then they should pound the ball all game in order to weaken the defensive line, adding in play action and draws to keep the defense off balance. Also they should take shots downfield if the run game is consistently stuffed. CPU play calling needs to be "dynamic" and living.

Obviously its not dynamic now, when the cpu consistently calls that dumb screen pass on 3rd down and long situations...

As in real life, recently teams have adjusted their offense to neutralize Jadeveon Clowney and make him ineffective if possible. This should be evidenced in the game and even mentioned by the announcer's. Make me as a user player not want to throw or run to a certain area of the field because I know that impact player is their ready to make a big play. However, do it in a way that I do not feel "cheated" when it happens.

For example, if the cpu player is a MLB, and I chose to run up the middle, or right at their impact player with my halfback, this action on my part, in addition to my halfbacks ball carrying ability, injury rating, etc, should be factored into if I fumble,get injured, gain no yardage etc, from making that decision to go heads up with an impact player as in real life.

How many guys do you know in the NFL would say, "Yea, I intentionally ran right towards Ray Lewis, to see if he really could hit hard." - Not one of them - because they would no longer be breathing that's why...the same should be true of this game...

We ask about certain penalties, penalties should not be factored in with a slider. Penalties such as holding should be dictated upon the rating of the O-Linemen. An O-Linemans hands and footwork, also his stamina should determine how well he will be in blocking and pass protection.

If the O-Lineman has low attributes in this category, that should determine how often he is compelled to hold, clip, whatever, when he has been beaten off the block.

A slider can not do this when you have an O-Lineman rated 98 overall pass block A, Run Block, A...your asking him to do something code wise that the cpu application itself cannot carry out, being that there are contradicting commands being given...hence the introduction of bugs..and glitches...

I'm not taking shots...but I wish some guys on here would just truly watch what is happening on the field of this game, and begin to think about some of the faulty code that is being implemented with regards to how the game carries out commands.

Think about it, once again, you can't raise the penalty slider of holding to 54-99, then ask, proverbially, your 98 overall rated Guard or Tackle to "hold" when he has A in Run Block and A in Pass Block.

It's a contradictory command code, hence introducing the dreaded "breaking the system or bug to enter the game."

Last edited by The_Gaming_Disciple; 09-18-2013 at 11:27 PM.
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Old 09-19-2013, 01:42 AM   #99
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Re: I Will Say It First: This Game is PROGRAMMED to be Played on Default...

The play calling is most definitely not great but I would have to disagree with you about a couple things. I've had the cpu have success with the run and then when I stack 8 in the box they hit me with play action.

I've also had them moving the ball down field really well with the pass and then spread 4 wide and gouge me with a draw play. Or say they are in the red zone and I come out ready to blitz and they hit that corner shot.

I've seen a reduction in the infamous 3rd down screen play. My theory is that if you adjust the sliders so that the cpu can have more success running the ball or with the pass then they don't use the screen as much. In the last 3 games I've seen it less than 10 times, and I use to see it **** tons. I just played Boise and they burned me with the draw 3 or 4 times on 3rd down

I find myself trying to stay away from the cpu impact players on D, especially d lineman I try to run to the opposite side, they be beastin. Corners, LB, and safeties just make better reads on plays. I can't tell you how many times I've had an impact safety or LB blow up a read option like he was the unibomber.

I most certainly agree with you on your holding analysis. Its completely utterly broken in this game. Madden has had the footwork attribute for what a couple years now I think, I know holding worked really well in Madden last year. I haven't played this years yet so Idk how the penalties are.

The game ain't perfect but eh I still think its the best NCAA to date.
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Old 09-19-2013, 08:47 AM   #100
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Re: I Will Say It First: This Game is PROGRAMMED to be Played on Default...

Are you having success with a custom slider set?

I am reporting what I am encountering on default gameplay.
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Old 09-19-2013, 09:22 AM   #101
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Re: I Will Say It First: This Game is PROGRAMMED to be Played on Default...

Quote:
Originally Posted by The_Gaming_Disciple
However, this may just be something developers can not do in a football game with all of the dynamics that go into it.
I think they can, they simply choose to focus on things other than CPU decision making/Play Calling. Look no further that the CPU's inability to call time outs at the correct time that has plagued the series for years. There are a lot complex things to program a football game....but when to call a time out shouldn't be one of them. It just isn't a priority.

One thing that has always baffled me about EA default settings is who they are aimed at? The default quarter length of 5 minutes would suggest it is for the more casual crowd. But at 5 minutes, games are very low scoring...especially in '14 where I am seeing very few big plays. Meh, sorry for the tangeant.
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Old 09-19-2013, 11:06 AM   #102
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Re: I Will Say It First: This Game is PROGRAMMED to be Played on Default...

Quote:
Originally Posted by Cardot
I think they can, they simply choose to focus on things other than CPU decision making/Play Calling. Look no further that the CPU's inability to call time outs at the correct time that has plagued the series for years. There are a lot complex things to program a football game....but when to call a time out shouldn't be one of them. It just isn't a priority.

One thing that has always baffled me about EA default settings is who they are aimed at? The default quarter length of 5 minutes would suggest it is for the more casual crowd. But at 5 minutes, games are very low scoring...especially in '14 where I am seeing very few big plays. Meh, sorry for the tangeant.
I agree with your contention.
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Old 09-19-2013, 11:30 AM   #103
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Re: I Will Say It First: This Game is PROGRAMMED to be Played on Default...

Wisconsin utilized their impact player Corey Clement, HB.

He was unstoppable this game; the cpu AI chose the correct lanes to follow, as well as wait on his blocks to set up.

I will be reverting back to normal speed on my "next season." The entire time on slow speed players are running bogged down after the handoff and catch. This does not happen on normal speed with 0 Threshold.

Minnesota Golden Gophers at Wisconsin Badgers
Nov 22, 20141ST2ND3RD4THSCORE
Minnesota Golden Gophers (7-3 (4-2))370010
#8 Wisconsin Badgers (8-2 (5-1))7173027
Team Stats Comparison
MINNWIS
Total Offense278384
Rushing Yards7277
Passing Yards271107
First Downs1414
Punt Return Yards70
Kick Return Yards1590
Total Yards444384
Turnovers20
3rd Down Converstion8-13 (61%)5-8 (62%)
4th Down Conversion1-2 (50%)0-0 (0%)
2-Point Conversion0-0 (0%)0-0 (0%)
Red Zone Touchdowns/Field Goals2-1-0 (50%)4-1-2 (75%)
Penalties0-01-5
Posession Time19:2812:32
Scoring Summary
FIRST QUARTER SCORINGMINNWIS
5:45(WIS) TD Wisc: C. Clement, 4 Yd run (K. French kick)07
0:39(MINN) FG Minn: R. Santoso, 42 Yd FG37
SECOND QUARTER SCORINGMINNWIS
7:02(WIS) FG Wisc: K. French, 34 Yd FG310
4:26(WIS) TD Wisc: K. Zagzebski, returned fumble 63 Yds (K. French kick)317
2:22(WIS) TD Wisc: C. Clement, 80 Yd (K. French kick)324
0:11(MINN) TD Minn: J. Harbinson, 12 Yd pass from P. Nelson (R. Santoso kick)1024
THIRD QUARTER SCORINGMINNWIS
3:17(WIS) FG Wisc: K. French, 33 Yd FG1027
Minnesota Golden Gophers
PASSINGC/AYDSTDINT
P. Nelson27/34 79%27111
RUSHINGATTYDSAVGTD
D. Kirkwood Jr. 13614.60
RECEIVINGRECYDSAVGTD
D. Wolitarsky1013313.30
BLOCKINGPANCAKESACK
D. Kirkwood Jr.01
L. Plsek01
T. Olson01
J. Campioin01
C. Bak02
DEFENSETACKSACKINTTD
D. Wells5000
Wisconsin Badgers
PASSINGC/AYDSTDINT
J. Stave8/12 66%10700
RUSHINGATTYDSAVGTD
C. Clement2627810.62
RECEIVINGRECYDSAVGTD
C. Clement242.00
S. Arneson2178.50
R. Love24422.00
K. Doe11111.00
J. Fredrick13131.00
DEFENSETACKSACKINTTD
D. Hillary7000
V. Biegel6100
M. Trotter5210
D. Landisch4100
K. Zagzebski3100
B. Gilbert2100
C. Obasih1100
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Old 09-25-2013, 05:58 PM   #104
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Re: I Will Say It First: This Game is PROGRAMMED to be Played on Default...

A great final win at home for our seniors. Ski-U-Mah!

Michigan State Spartans at Minnesota Golden Gophers
Nov 29, 20141ST2ND3RD4THSCORE
#20 Michigan State Spartans (8-3 (5-2))730010
Minnesota Golden Gophers (7-4 (4-3))770014
Team Stats Comparison
MSUMINN
Total Offense222279
Rushing Yards66144
Passing Yards156135
First Downs1417
Punt Return Yards06
Kick Return Yards062
Total Yards222347
Turnovers12
3rd Down Converstion4-8 (50%)6-10 (60%)
4th Down Conversion0-1 (0%)1-1 (100%)
2-Point Conversion0-0 (0%)0-0 (0%)
Red Zone Touchdowns/Field Goals1-0-1 (100%)1-1-0 (100%)
Penalties0-00-0
Posession Time13:1418:46
Scoring Summary
FIRST QUARTER SCORINGMSUMINN
3:49(MINN) TD Minn: K. Maye, 32 Yd pass from P. Nelson (R. Santoso kick)07
2:51(MSU) TD MSU: A. Sims Jr, 50 Yd pass from C. Cook (M. Manning kick)77
SECOND QUARTER SCORINGMSUMINN
6:46(MINN) TD Minn: D. Kirkwood Jr, 3 Yd run (R. Santoso kick)714
3:21(MSU) FG MSU: M. Manning, 35 Yd FG1014
Michigan State Spartans
PASSINGC/AYDSTDINT
Connor Cook15/20 75%15611
RUSHINGATTYDSAVGTD
Nick Hill16754.60
RECEIVINGRECYDSAVGTD
Andre Sims Jr.37926.31
BLOCKINGPANCAKESACK
Skyler Burkland02
Connor Kruse01
DEFENSETACKSACKINTTD
Jon Reschke9100
Shilique Calhoun6200
Damon Knox2100
Arjen Colquhoun0010
Minnesota Golden Gophers
PASSINGC/AYDSTDINT
Philip Nelson12/17 70%13511
RUSHINGATTYDSAVGTD
Donnell Kirkwood Jr. 261264.81
RECEIVINGRECYDSAVGTD
Donnell Kirkwood Jr.33411.30
K. Maye24522.51
BLOCKINGPANCAKESACK
Tommy Olson20
Caleb Bak10
Marek Lenkiewicz02
DEFENSETACKSACKINTTD
Damien Wilson5000
Ben Perry4300
Derrick Wells4010
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