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  • khaliib
    MVP
    • Jan 2005
    • 2884

    #1

    Ratings/Abilities Driven Gameplay

    In a nutshell, with this setup gameplay will be driven by Player Ratings/Abilities.

    You will have to know the skillset of your players because if you try and play away from what they are best at, the struggle will be very tangible.

    Focus on Skillset and not OVR's and Star Ratings

    Setup:
    Difficulty Level:
    - All-American

    ***Heisman makes players too sticky and removes dynamic outcomes
    ***Varsity works, but will not get the same type AI challenge

    Passing Setting:
    Revamped
    - removes God mode and your ability to override player skillset/ratings

    Pass Lead Increase = Large
    - creates overthrows

    - impacts CPU as well

    ***you can try other Pass settings but gameplay experience will be different

    Gameplay Sliders:
    QB Accuracy = controls Throw Power Velocity/Distance
    - 40 (above 40 may make passing too easy for you)

    - bullet passes without the arm strength can trigger grounders

    All other CPU/User Sliders
    - 100

    Kicking Sliders
    - Default ***Do Not edit

    Injuries
    - Default ***Do Not edit

    Fatigue
    - 100

    Speed Parity
    - Default ***Do Not edit

    Penalty Sliders:
    - Default ***Do Not edit

    Sub In/Out Sliders:
    RB/WR
    - Out = 98
    - In = 100

    All other positions
    - Out = 99
    - In = 100


    Some gameplay tidbits with these settings:
    Acceleration
    - unlike Madden, only gives a short burst, not constant acceleration so lay off until needed
    - you also loose ability to COD and perform moves when pressed for a brief second

    Cover Ball Mechanic
    - risk strips/fumbles in traffic, including running into your own teammates triggering a fumble, so use in traffic

    High Pass Mechanic
    - because of the lowered QB Accuracy Throw Power impact, you must use this mechanic to get ball over defenders, esp LB's and smaller DB's

    - can get your WR/TE's killed and possibly injured
    ***player must have the CIT rating skillset


    ***Your players Ratings/Abilities will dictate what you can/can't do with this setup

    Welcome to Simulation College Football!!!

    ***As always, will have to revisit after any EA Updates
    Last edited by khaliib; 07-30-2024, 03:51 AM.
  • CLORPIOUS
    Rookie
    • May 2020
    • 203

    #2
    Re: Ratings/Abilities Driven Gameplay

    This is intriguing I’ll definitely take a look

    Comment

    • damion2721
      Rookie
      • Mar 2013
      • 319

      #3
      Re: Ratings/Abilities Driven Gameplay

      Love the idea. Can you explain the logic behind this?

      Comment

      • Ram209
        MVP
        • Feb 2003
        • 1161

        #4
        Re: Ratings/Abilities Driven Gameplay

        Well I have used these in the last 3 games in my Dynasty and they have been the best 3 games to date!

        Comment

        • damion2721
          Rookie
          • Mar 2013
          • 319

          #5
          Re: Ratings/Abilities Driven Gameplay

          Yep. Same here. Only adjustment I made was dropping QB acc to 5.

          Comment

          • Ram209
            MVP
            • Feb 2003
            • 1161

            #6
            Re: Ratings/Abilities Driven Gameplay

            You know its wierd its almost like the players play more to ratings with these. All I know is the game has not played as well as it has since I have done this

            Comment

            • PalmettoBugg005
              Just started!
              • Jul 2024
              • 3

              #7
              Re: Ratings/Abilities Driven Gameplay

              Does 100 catching not make the receivers too sticky?

              Comment

              • NightOwl
                Rookie
                • Sep 2013
                • 332

                #8
                Re: Ratings/Abilities Driven Gameplay

                I tried this one year in Madden and it made the game a lot tighter but it still felt like the offenses dominated the defenses but I am intrigued by this and want to give it another go. I've modified my own set a smidge away from default sliders and maxed out speed parity instead to make the game tighter and it's played well. Few things I'm curious about though when trying this:

                1. Penalties, are you getting any at default 50? I set them all to 55 and am liking the amount.

                2. Fatigue and auto subs, are players not disappearing in your dynasties with them set so high?

                Comment

                • khaliib
                  MVP
                  • Jan 2005
                  • 2884

                  #9
                  Re: Ratings/Abilities Driven Gameplay

                  Finally had a chance to get a couple games in post-Update & pretty much same experience TBH

                  For questions about what is/isn’t impacts, best thing I can say is run a couple game against differently rated teams as far as skillset on the roster, not the displayed Team OVR’s

                  I did a test with San Diego St and experience a difference when I played against a lower tier FCS, then an evenly matched back-n-forth game with a similar roster makeup San Jose St, then frustratedly lost by 3TD’s & less than 200 total yrds to Penn St

                  Ratings/Abilities play out & I’m getting 3RB rotation due to player Stamina ratings on the team

                  Pretty much most everything we see happening IRL college football, happens with these settings

                  With that I’m satisfied & choosing not to chase the fantom perfection ghost down the rabbit hole of constant Slider Tweaking

                  Sliders have predetermined triggering threshold data points just like ratings, so real quickly Slideritis becomes redundant/futile when Slider impacts consist of only 4-5 impact formulas attached to the slider

                  With that have fun, I’m off to just play the game now.

                  Comment

                  • NightOwl
                    Rookie
                    • Sep 2013
                    • 332

                    #10
                    Re: Ratings/Abilities Driven Gameplay

                    To add to my curiosities, does INTs at 100 and Ball Protection at 100 cause way too many picks and no fumbles during a full season? Or have these only been tested in Play Now?

                    Comment

                    • khaliib
                      MVP
                      • Jan 2005
                      • 2884

                      #11
                      Re: Ratings/Abilities Driven Gameplay

                      Originally posted by NightOwl
                      To add to my curiosities, does INTs at 100 and Ball Protection at 100 cause way too many picks and no fumbles during a full season? Or have these only been tested in Play Now?
                      This is all done in actual Dynasty games, not even in Practice Mode within Dynasty

                      This issue I noted before the game came out & am consistently seeing in notations, is a lot of notations/ideas/Slider edits based off of what was done in Madden with all its legacy issues impacting what was perceived to be happening

                      “Way too many & No fumbles” are subjective from gamer to gamer so it always will go back to playing the game with whatever Slider idea and take it from there

                      Comment

                      • Ram209
                        MVP
                        • Feb 2003
                        • 1161

                        #12
                        Re: Ratings/Abilities Driven Gameplay

                        Originally posted by PalmettoBugg005
                        Does 100 catching not make the receivers too sticky?
                        Not at all, in fact in the first game I played with these my WR dropped the first 3 passes and I had to go back and check if I changed the slider to a 100 and it was. Like I said I cant explain it but like khaliib said this makes the teams play to the ratings!

                        Comment

                        • RogueHominid
                          Hall Of Fame
                          • Aug 2006
                          • 10903

                          #13
                          Re: Ratings/Abilities Driven Gameplay

                          Is the QBA 40 just for the HUM or for the HUM and CPU?

                          And is anyone streaming and archiving games using this set? I’d be curious to check in on those if so.

                          Comment

                          • Ram209
                            MVP
                            • Feb 2003
                            • 1161

                            #14
                            Re: Ratings/Abilities Driven Gameplay

                            Originally posted by RogueHominid
                            Is the QBA 40 just for the HUM or for the HUM and CPU?

                            And is anyone streaming and archiving games using this set? I’d be curious to check in on those if so.
                            Its for both Human and CPU

                            Comment

                            • RogueHominid
                              Hall Of Fame
                              • Aug 2006
                              • 10903

                              #15
                              Re: Ratings/Abilities Driven Gameplay

                              Originally posted by Ram209
                              Its for both Human and CPU
                              I’ll try it out and stream it later today.

                              Comment

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