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Old 10-20-2014, 02:56 PM   #23
MarketingWiz
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Re: Penalties need to be set before gameplay sliders

Quote:
Originally Posted by 4thQtrStre5S
My focus has been on dialing in the pass and run block sliders; and then adjusting the penalty sliders known, or theorized to affect blocking; IE "Offsides," "False Start," "Clipping," and "holding."

Then I work on those penalty sliders that are theorized to have effects on pursuit, "RTK," and "KR/PR Interference."

IMO, the base of football, at any level starts in the trenches, the offensive and defensive lines; thus I start there..

In adjusting offensive and defensive line play, I am just trying to get to a point where the players do the least amount of goofy, illogical moves or miss blocks...You do not have to hold a block, but at least understand who is most important to try and block first....This was an issue that was supposed to highlight the M15 game, adaptive/smarter AI that would go for the biggest threat - still haven't seen it.



In my gameplay experiences, the sliders I am working with do provide plays where you do see kick out blocks on runs to the outside and the occasional RB picking up a blitzer in a blitz package.


But in general, your observation is accurate, M15 HAS NOT delivered the level of adaptive AI that certainly the OS community was anticipating.


You may want to reconsider your approach to setting up your sliders though, since I believe that the proverbial "Band-Aid" that is being sought to address the sack glitch and robo-QB certainly can be addressed by taming the "arcade/cartoonish tendencies" of the underlying AI and watering down the "over-hyped" attributes that Donny's ratings deliver, through the penalty sliders


The Wiz has a working slider brew and is presently playing dozens of games with it. Typically have a couple of bud's come over to my man cave during the evenings and play Madden (have two PS4's to work with) against the CPU until our significant others threaten "dire consequences" if they don't come home.... To date, the stats and metrics are not bad. Good mix of low scoring contests, a few blowouts, the turnovers seem about right based on our skill level and poor decisions throwing the rock, and the sacks and robo-QB glitches are not a "front and center" when playing against the CPU.


Plan to continue testing several more theories that the Wiz has to explore for at least a complete season, or so. One theory that the Wiz did explore and did not work out well, was initially working on getting the OL/DL interaction right. Since a lot of Madden is an animation sequence, I would get the a decent OL/DL interaction but the common identified glitches would still happen, so I did not pursue that line of thought very long. It wasn't until I decided to build the entire brew from the penalties on up, that I started to have breakthroughs on taming the beast.


Just my .02 ....
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