WAYYYYYYYY Too Injuries in Cloud CFM
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WAYYYYYYYY Too Injuries in Cloud CFM
No joke I've had 8 injuries in 8 minutes of gameplay between my team and their team. My friend has had 5 injuries in 8 minutes of his game that he is playing right now. Playing in a cloud CFM so it's impossible to know if they did a patch that caused this but it's awful. Didn't see this at all during EA Access.Tags: None -
Re: WAYYYYYYYY Too Injuries in Cloud CFM
Default injury slider is scaled for six minute quarters. The head CFM developer said to lower injury slider as you increase quarter length. -
Re: WAYYYYYYYY Too Injuries in Cloud CFM
So the default injury slider is at 40 for 6 minute quarters. For 9 minute quarters do you recommend moving it to like 25 because I currently have it at 30 and still a ton of injuries?Comment
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Re: WAYYYYYYYY Too Injuries in Cloud CFM
Pretty sure they were recommending 10.
It's a feature that works really well and lets users define their own injury rate, lets not cry wolf here."Not the victory but the action. Not the goal but the game. In the deed the glory."Comment
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Re: WAYYYYYYYY Too Injuries in Cloud CFM
The frequency was increased this year for minor injuries. You will see a lot of multi quarter and single game injuries, you should see far less season ending injuries. It is a more realistic approach to CFM that I really appreciate. I played a game yesterday and their were six injuries total between two teams, but only two went past that game.Follow me on Twitter @T4VertsComment
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Re: WAYYYYYYYY Too Injuries in Cloud CFM
It's not crying wolf. It's a nice feature, but the common player is not going to mess with sliders. The injury rate should adjust automatically to whatever the player has the quarter limit set to.Comment
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Re: WAYYYYYYYY Too Injuries in Cloud CFM
Then the common user can play Arcade. Sim should specifically give you a true to life football game."Not the victory but the action. Not the goal but the game. In the deed the glory."Comment
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Re: WAYYYYYYYY Too Injuries in Cloud CFM
If you guys don't quit opening threads like this, they're gonna end up neutering injuries and we going to hardly see any.Comment
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Re: WAYYYYYYYY Too Injuries in Cloud CFM
Personally, I don't mind adjusting sliders. I've done it for years. Although, I know around 10 or so close friends that have played Madden for years and they don't touch the sliders. The developers can give us the options to make a customizable experience that we want, but they don't need to be lazy and just expect people to use the sliders to cover up their inability to program the game to recognize what the quarter limit is set to and adjust the injuries accordingly.Comment
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Re: WAYYYYYYYY Too Injuries in Cloud CFM
The common player can play any mode they want to, because they bought the game.
Personally, I don't mind adjusting sliders. I've done it for years. Although, I know around 10 or so close friends that have played Madden for years and they don't touch the sliders. The developers can give us the options to make a customizable experience that we want, but they don't need to be lazy and just expect people to use the sliders to cover up their inability to program the game to recognize what the quarter limit is set to and adjust the injuries accordingly.
So if its to much to handle, play arcade, adjust the sliders or dont complain and ruin it for the people who enjoy the game."Not the victory but the action. Not the goal but the game. In the deed the glory."Comment
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Re: WAYYYYYYYY Too Injuries in Cloud CFM
For clarification I'm playing 4 min quarters with no accel. clock and they mostly aren't minor injuries. At least half are 5+ week injuries.Comment
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Re: WAYYYYYYYY Too Injuries in Cloud CFM
if you are playing with a quarter length/accelerated clock set for a realistic number of plays per game you should put it on 10 I think. thats what I've been using and its been just fine. sounds to me like you have the slider up high and so you're getting high results. there might be nothing to see here.Comment
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Re: WAYYYYYYYY Too Injuries in Cloud CFM
if you are playing with a quarter length/accelerated clock set for a realistic number of plays per game you should put it on 10 I think. thats what I've been using and its been just fine. sounds to me like you have the slider up high and so you're getting high results. there might be nothing to see here.Comment
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Re: WAYYYYYYYY Too Injuries in Cloud CFM
So you're saying that if they recommend injury slider be tuned to 10 for 9 min quarters, fine, however someone is still going to cry wolf that there are to many injuries, sliders this, will have to be adjusted.
So if its to much to handle, play arcade, adjust the sliders or dont complain and ruin it for the people who enjoy the game.
The game should be balanced at the default entry level. The average player should not have to dig into sliders to fix a problem for the development team.Comment
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Re: WAYYYYYYYY Too Injuries in Cloud CFM
Mods,
You guys need to police these type of hyperbole threads a little more this cycle and all future cycles in all the sub forums for the various games people play. I understand being a mod is tough and a thankless duty here. Trust me....I don't envy you guys. But we need some help with this kind of stuff.
There is a bugs and glitches thread. That is where a concern like this can go.
This is pure "screaming" in the thread title that can lead to unwanted patches. The developers are far from perfect, but they gave us a far better tuned injury system this year with off ball injuries and length of injuries far more dynamic (in game, 1-4 week etc). They even communicated proper injury settings for longer quarter lengths and it has been repeated on several threads all over this general forum and we talk about it at length in the sliders sub forum and give people plenty advice on how to set up their game if they want to play on the simulation setting.
I am tiring of the outright panic threads screaming about things that are working as intended and are adjustable with the tools the game has.
It's nonsense guys. Please help.Now Playing on PS5:
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