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Old 04-20-2009, 10:40 PM   #78
Bgamer90
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OVR: 26
Join Date: Jul 2008
Location: Buffalo, NY
Re: twitter hints at improved blocking!

Quote:
Originally Posted by Ian_Cummings_EA
We typically tune "SIM" to All-Pro, and any time we play competitively here we always play on All-Pro. But I was playing the art director today with more of a focus on presentation and cameras and other stuff, so we went for the more casual experience. I'd like to try again on All-Pro and see what kind of experience we have.

It's definitely still in progress, but I can say a few things about why the running game got much more effective as well...

1. [Minor] The game speed makes running inherently a bit easier. You have more vision to hit your holes.

2. [Minor] The changes to turn rates apply to both defense and offense, but user controlled defenders (i.e. Mike) aren't necessarily used to them so they have the tendency to overpursue plays since they're used to being able to always hold sprint and still make a play.

3. [Major] We DRASTICALLY reduced the tolerance (i.e. yards away) for a defender to tackle a ballcarrier. Last year it was upwards of 3 yards, which gives that feeling of 'suction'. This year it's closer to one yard, but it also scales based on the tackle rating of the player...meaning that it will just feel harder to get by the Urlacher's and R. Lewis's.

4. [Major] we also changed pretty much how all of our blocking works, and added all kinds of new animations and technologies (some announced, some not).

So all of these things immediately tip the scale to the offense so we have to tune accordingly.

To re-balance the first few (especially the lower tackle tolerance yardage) we really just need to keep tuning pursuit. If a player could "tackle" you from 3 yards away last year, that hides a lot of pursuit issues that come out when he can't tackle you unless he's within arm's reach. This is still ongoing, and I think you saw it in rough shape at community day. LB's would crash right into the middle and then get hung up and not be able to get back outside. Which leads to the second one...

We have to re-work how our players 'disengage'. We're working on giving them the full ability to tackle while still engaged, which helps a lot, but is also a tough balance because you have to do some pretty complex checks to see if he's "free enough" to tackle a guy, or else the suction problem comes back. The other main thing is just with animation and logic - guys need to be able to shed free of a guy in the opposite direction, and do it FAST. This will not only help outside runs but QB scrambling shenanigans.

Both are high on the list...being tuned as we speak.
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