Not enough rushing by any sliders on the board!!!!! here is proof
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Not enough rushing by any sliders on the board!!!!! here is proof
Ok! Everyone on here is giving up on average 120 or so rushing yards some more some less! if you look at the NCAA D1 rushing stats there is 103 teams that aver over 100 yards a game. 32 teams average over 200 yard per game. 5 teams over 300 an Air Force averages 399 per game! So the rushing attack is not where it should be for any sliders! Only 30 teams hold teams under 100 yards rushing. That means that over 90 teams give up over 100 yards agame on the ground an over 60 teams give up 150+ a game so rushing need to be fixed on all sliders! Fistofrages sliders give up the most but still not enough!Last edited by cwilson250733; 09-19-2010, 08:31 PM.Tags: None -
Re: Not enough rushing by any sliders on the board!!!!! here is proof
Just because it happens in real life doesn't mean that it HAS to happen on the game. Just take it game by game man and enjoy your dynasty, as well as the slider set you are using.
If you start thinking with the mindset, that this or that absolutely has to happen or isn't supposed to happen, you will really kill the fun of the game for yourself. I used to do that. Now I try to find some slider settings that make it feel right for me and just go with it. For instance, I am playing 3 teams in an offline dynasty. only one of my teams is undefeated and the other two have two losses.
Find the slider set that works for you and just go with it. -
Re: Not enough rushing by any sliders on the board!!!!! here is proof
Its not that! everyone wants it to be sim like an that is what i was getting at! just dont understand that people giving up 200 yds in a game an the rushing sliders are all wrong! if your a weak team an give up 200+ yds to Alabama on the ground then theres nothing wrong with that! Just saying that alot of teams rush for over 100 yds in real life but if you have a team get over 100 yds on this game then the sliders are all wrong!!Just because it happens in real life doesn't mean that it HAS to happen on the game. Just take it game by game man and enjoy your dynasty, as well as the slider set you are using.
If you start thinking with the mindset, that this or that absolutely has to happen or isn't supposed to happen, you will really kill the fun of the game for yourself. I used to do that. Now I try to find some slider settings that make it feel right for me and just go with it. For instance, I am playing 3 teams in an offline dynasty. only one of my teams is undefeated and the other two have two losses.
Find the slider set that works for you and just go with it.Comment
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Re: Not enough rushing by any sliders on the board!!!!! here is proof
If you can find the slider set that allows CPU to rush 150-250 yards regularly without completely breaking other aspects of gameplay - let me know. I can tell you this much, it's easier said than done. If you go through most slider threads, the #1 complaint is the lack of CPU running game. It's not like they haven't been trying..Its not that! everyone wants it to be sim like an that is what i was getting at! just dont understand that people giving up 200 yds in a game an the rushing sliders are all wrong! if your a weak team an give up 200+ yds to Alabama on the ground then theres nothing wrong with that! Just saying that alot of teams rush for over 100 yds in real life but if you have a team get over 100 yds on this game then the sliders are all wrong!!Comment
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Re: Not enough rushing by any sliders on the board!!!!! here is proof
OP: I hear you, man, I really do. The trouble is getting the CPU to have a great running game like that without creating problems in other areas. The game as constituted needs some tuning work on EA's end before we can really do much in that area.
I have looked at my slider set and realized that it's producing something akin to a tight, defensive struggle in the NFL rather than a wide open college game, and I'm looking for a way to change this. The biggest problem I'm facing at this point is making big runs happen realistically. Creating a balance between broken tackles and defenders out of position.
Its not something we're not aware of or looking into, its that the sliders as they are don't seem to be quite capable of creating the college running game as well as we'd like.
An example of a specific problem I'm facing is that you can make the HBs break a realistic number of tackles, but because the animation locks out other tacklers, it means instead of picking up 1 or 2 more yards after that broken tackle, he picks up an additional 3-4 yards. It's either a realistic number of broken tackles and a high average, or a realistic average and almost no broken tackles. Either way, you can get realistic numbers, but at the cost of realistic gameplay.There are two types of people on OS: Those who disagree with me, and those who agree.
The first kind is wrong. The second is superfluous.
“The only difference between reality and fiction is that fiction needs to be credible.”
-Mark Twain.Comment
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Re: Not enough rushing by any sliders on the board!!!!! here is proof
I have about 5 more games to test, but I am most likely going to open up th erunning game more. I am getting closer to NFL rushing stats than college, so I am going to open that up just a bit.Chalepa Ta Kala.....Comment
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Re: Not enough rushing by any sliders on the board!!!!! here is proof
You know, I think about this thread and I'm honestly somewhat encouraged by this post.
I think I can make this happen to some extent. My fear is that the pro-style running game is going to become unstoppable, but I'll keep an eye on that and see what happens.
THAT SAID: OP, I'm going to change course here and present a case against what you're saying. It's early... very early. Yes, there are a lot of big numbers in the running game this season, but there are also 4 QBs over 190.0 rating, two defenders on pace for 20 sacks, a defender on pace for 16 interceptions. This early in the season a lot of teams are playing cupcakes to prepare for their conference schedule, including FCS teams. As the season goes on, those numbers will come down.Last edited by adembroski; 09-20-2010, 09:44 AM.There are two types of people on OS: Those who disagree with me, and those who agree.
The first kind is wrong. The second is superfluous.
“The only difference between reality and fiction is that fiction needs to be credible.”
-Mark Twain.Comment
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Re: Not enough rushing by any sliders on the board!!!!! here is proof
Yep, basically look at the sample of BCS vs BCS games that we have had this year and look at the stats. I think my sliders are on a bit of the low side from what I have seen so far, but I am still testing a bit. Its an easy fix to open things up a bit.You know, I think about this thread and I'm honestly somewhat encouraged by this post.
I think I can make this happen to some extent. My fear is that the pro-style running game is going to become unstoppable, but I'll keep an eye on that and see what happens.
THAT SAID: OP, I'm going to change course here and present a case against what you're saying. It's early... very early. Yes, there are a lot of big numbers in the running game this season, but there are also 4 QBs over 190.0 rating, two defenders on pace for 20 sacks, a defender on pace for 16 interceptions. This early in the season a lot of teams are playing cupcakes to prepare for their conference schedule, including FCS teams. As the season goes on, those numbers will come down.Chalepa Ta Kala.....Comment
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Re: Not enough rushing by any sliders on the board!!!!! here is proof
As i always says.... you don´t have to match the REAL GAMES stats...Ok! Everyone on here is giving up on average 120 or so rushing yards some more some less! if you look at the NCAA D1 rushing stats there is 103 teams that aver over 100 yards a game. 32 teams average over 200 yard per game. 5 teams over 300 an Air Force averages 399 per game! So the rushing attack is not where it should be for any sliders! Only 30 teams hold teams under 100 yards rushing. That means that over 90 teams give up over 100 yards agame on the ground an over 60 teams give up 150+ a game so rushing need to be fixed on all sliders! Fistofrages sliders give up the most but still not enough!
You have to match IN GAME VIDEO GAME STATS to the SIM ENGINE NCAA VIDEO GAME stats. (not real life stats)
Sorry for the caps, but this is a very common mistake.
In the video game, the Sim games don´t have that many rushing yds.
giving up 120yds per game you will be around 60 of 120 teams.
if you give up 160yds per game, you will be 120/120 in the video game.
So stop comparing Video game NCAA stat with Real games stats because they are not the equally match. At least not this year.
It make sense?English, is not my first language.Comment
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Re: Not enough rushing by any sliders on the board!!!!! here is proof
Yes, I get it, and I do a bit of both.As i always says.... you don´t have to match the REAL GAMES stats...
You have to match IN GAME VIDEO GAME STATS to the SIM ENGINE NCAA VIDEO GAME stats. (not real life stats)
Sorry for the caps, but this is a very common mistake.
In the video game, the Sim games don´t have that many rushing yds.
giving up 120yds per game you will be around 60 of 120 teams.
if you give up 160yds per game, you will be 120/120 in the video game.
So stop comparing Video game NCAA stat with Real games stats because they are not the equally match. At least not this year.
It make sense?
I try to get the primary stats (QB Rating, yardage, etc.) to match real life because the sim engine stats for those things aren't that far off. While there are too many teams and players at the high end, the high end isn't unrealistically high.
But some stats... specifically, unofficial stats, aren't very close. One problem is the way the game tracks them. A few examples; a lot of drops that occur in NCAA wouldn't be counted as drops in real life, and the game differentiates between a 'broken tackle' and a 'missed tackle', and most unsuccessful tackles are scored as missed tackles. This is a very subjective statistic, but when I have seen it listed, college backs tend to break a lot of tackles, but I'd bet at least 60% of those are more rightfully called missed tackles.
Anyways, stat matching is something I do on a secondary basis. It's more important to me to get the play on the field realistic, and then tweak to get stats in line.There are two types of people on OS: Those who disagree with me, and those who agree.
The first kind is wrong. The second is superfluous.
“The only difference between reality and fiction is that fiction needs to be credible.”
-Mark Twain.Comment
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Re: Not enough rushing by any sliders on the board!!!!! here is proof
I do think it's true. It's hard to create truly random sports performances in a video game without potentially creating other problems. The Pro Tak needs a lot of work in NCAA. The tackling engine is too canned.OP: I hear you, man, I really do. The trouble is getting the CPU to have a great running game like that without creating problems in other areas. The game as constituted needs some tuning work on EA's end before we can really do much in that area.
I have looked at my slider set and realized that it's producing something akin to a tight, defensive struggle in the NFL rather than a wide open college game, and I'm looking for a way to change this. The biggest problem I'm facing at this point is making big runs happen realistically. Creating a balance between broken tackles and defenders out of position.
Its not something we're not aware of or looking into, its that the sliders as they are don't seem to be quite capable of creating the college running game as well as we'd like.
An example of a specific problem I'm facing is that you can make the HBs break a realistic number of tackles, but because the animation locks out other tacklers, it means instead of picking up 1 or 2 more yards after that broken tackle, he picks up an additional 3-4 yards. It's either a realistic number of broken tackles and a high average, or a realistic average and almost no broken tackles. Either way, you can get realistic numbers, but at the cost of realistic gameplay.
To me the biggest problem is the disparity between the option running game and the conventional running game. When the cpu uses Alabama they can be very successful against me with slider tweaks. When the cpu uses Oregon they absolutely suck. EA needs to tune the game to make the option runs more effective or give us another slider for option blocking so we can tune it ourselves.Comment
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Re: Not enough rushing by any sliders on the board!!!!! here is proof
It's tough to consider the rushing anywhere near "sim" because the results are so wide ranging. Either you or the CPU could gain 9 on first down, then just as likely get stuffed for no gain. That's two carries right there for nine yards, a decently realistic 4.5 average per carry. In reality it's probably more realistic to run for seven yards then two, or six then three...closer to the middle than to the extreme. One long run in twenty carries makes the average stats look better, when you or the CPU has been getting stuffed all game long. The effectiveness of the run game does impact play calling. It brought about the old Robo CPU QB, the unstoppability of the CPU on third down, and the failure to run the option effectively.
I still enjoy the game, the competition, but I have been drifting away from default AA, and begun tweaking the sliders to mix it up further.Comment
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Re: Not enough rushing by any sliders on the board!!!!! here is proof
The rushing stat engine in the game is frogged up. You won't see other teams averaging over 5 YPC or have many rushes of more than 20. The rushing stats in this game look closer to the NFL. So what do you want, your stats to mirror real life or the stats to mirror the in game NFL like stats?Chalepa Ta Kala.....Comment
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Re: Not enough rushing by any sliders on the board!!!!! here is proof
i agree 100%As i always says.... you don´t have to match the REAL GAMES stats...
You have to match IN GAME VIDEO GAME STATS to the SIM ENGINE NCAA VIDEO GAME stats. (not real life stats)
Sorry for the caps, but this is a very common mistake.
In the video game, the Sim games don´t have that many rushing yds.
giving up 120yds per game you will be around 60 of 120 teams.
if you give up 160yds per game, you will be 120/120 in the video game.
So stop comparing Video game NCAA stat with Real games stats because they are not the equally match. At least not this year.
It make sense?Don't mind me I'm just lurkingComment

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