End of the Year Discoveries, because why not

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  • Gotmadskillzson
    Live your life
    • Apr 2008
    • 23440

    #1

    End of the Year Discoveries, because why not

    Alright lets get to it.

    Illegal Block in the Back Penalty Slider- From my experience with testing it, it seem to act like more like an impact block slider. As in WRs, TEs, OLs look to seal their block more and look to block the next level of defenders. The higher it is, the better they block. You will also notice improved blocking on punt and kick off returns.

    Trade off is obvious, you will get flagged from time to time.

    Fatigue - This is a tricky setting. On default 50, the CPU AI plays better with their decision making, especially with running the ball and QB scrambling. When you raise it, you lose it. I think EA tied a lot of the decision making and abilities to fatigue level. Also notice more wear and tear on default then having it raised as well.

    Face Mask - The penalty that is never called. One thing it does though like it did in years past is control how violent tackling is. The higher it is, the more hit stick style tackles and fumbles you will see. The lower I wouldn't say more wrap style, but more regular tackles with way less of a fumble chance.

    Ball Security - Now this slider surprised me. You put it at zero and the CPU can run the ball and run it well. Even more surprising is, even at zero and User tackle at 50, you don't see a lot of fumbles what so ever. I thought for sure it would be a fumble fest, but nope it is not.

    I didn't have to raise run block slider what so ever nor lower user tackle slider. Just put Ball security at 0 for the CPU.

    But anyway, those 4 things is all I had to move around to have good games on All American against the CPU.
  • Collegefbfan
    MVP
    • Dec 2016
    • 1199

    #2
    Re: End of the Year Discoveries, because why not

    I have noticed in my last few dynasty games against CPU that block in the back is called a lot. I have been meaning to dial it down a bit but keep forgetting.

    Comment

    • Gotmadskillzson
      Live your life
      • Apr 2008
      • 23440

      #3
      Re: End of the Year Discoveries, because why not

      I have block in the back at 85. The benefits of it outweighs the few flags I might get from it.

      Comment

      • TarHeelPhenom
        All Star
        • Jul 2002
        • 7116

        #4
        Re: End of the Year Discoveries, because why not

        Speed Parity Slider

        On earlier builds you could adjust this slider to higher numbers and the game still felt great. You could still outrun people if you were faster and/or had a step on someone. You could still beat defenders to the sideline, while your passing windows were tighter all at the same time. I play/still play with the slider at 95 on the earlier builds.

        Current build, since EA has been tuning the game, it's better left at default 50. Higher slider settings produce major warping, also makes the running game feel unnatural, and affects RAC.
        "Dunks are tough, but when a 35 footer come rainin out the sky...it'll wire you up"

        Comment

        • jello1717
          All Star
          • Feb 2006
          • 5714

          #5
          Re: End of the Year Discoveries, because why not

          Originally posted by Gotmadskillzson
          I have block in the back at 85. The benefits of it outweighs the few flags I might get from it.

          Wow!
          85!
          I had both holding and block in the back @ 53 and had to turn it down to 52 because 50% (this isn’t an exaggeration) of my runs outside the tackles (usually speed options or triple options) were called back for either holding or block in the back. It seemed to be about an even split so probably 25% of my outside runs had a block in the back called (I kept it @ 53 for about 4 seasons, so we’re not talking about a 2 or 2 game sample size, but rather 50 or so games).
          Favorite Teams:
          College #1: Michigan Wolverines
          College #2: Michigan State Spartans (my alma mater)
          College #3: North Carolina Tar Heels
          NHL: Detroit Redwings

          Comment

          • Gotmadskillzson
            Live your life
            • Apr 2008
            • 23440

            #6
            Re: End of the Year Discoveries, because why not

            No a discovery or anything but personal preference for me is to put kickoff power to 40 and punt power to 63. Punt power is mainly get the punt average distance to around real life for college, which is around 48 or 49 yards a punt. Also to give them room to return. Game by default has way too many fair catches. Same thing for kick off power, at 40, it keeps you from kicking into the end zone majority of the time and you actually get to see returns. IRL players would just run it out, even 7 yards deep. In the game however, if it is beyond a yard deep, they will never run it out.

            Comment

            • jello1717
              All Star
              • Feb 2006
              • 5714

              #7
              Re: End of the Year Discoveries, because why not

              Originally posted by Gotmadskillzson
              No a discovery or anything but personal preference for me is to put kickoff power to 40 and punt power to 63. Punt power is mainly get the punt average distance to around real life for college, which is around 48 or 49 yards a punt. Also to give them room to return. Game by default has way too many fair catches. Same thing for kick off power, at 40, it keeps you from kicking into the end zone majority of the time and you actually get to see returns. IRL players would just run it out, even 7 yards deep. In the game however, if it is beyond a yard deep, they will never run it out.

              I do the opposite with kickoffs as I wanna kick it into the end zone more often than on default as that makes it more realistic.

              I’m not sure what teams you’re watching that return kickoffs from 7 yards deep, but that’s pretty rare. I checked the kickoff stats from 2024 and 50% of kickoffs are touchbacks and only 37% of kickoffs are even returned at all.
              Favorite Teams:
              College #1: Michigan Wolverines
              College #2: Michigan State Spartans (my alma mater)
              College #3: North Carolina Tar Heels
              NHL: Detroit Redwings

              Comment

              • Gotmadskillzson
                Live your life
                • Apr 2008
                • 23440

                #8
                Re: End of the Year Discoveries, because why not

                This season you had over a dozen players who averaged over 20 yards per a kick off return. So yeah I want to see returns. Touchbacks are just so boring to me. Like why even bother kicking it off, just give it to them at the 25.

                Comment

                • ehh
                  Hall Of Fame
                  • Mar 2003
                  • 28962

                  #9
                  Re: End of the Year Discoveries, because why not

                  Having fatigue at 50 is pretty crazy. I went from 85 (MassChaos') slider set and put it at 50 and it was a huge change for the CPU offense. They hit two bombs for TDs against me in the first quarter! I can't remember the last time I'd given up a bomb for six; it was probably 20+ games.

                  I imagine I'll have to tweak everything else at this point to counter the changes from having fatigue at 50.
                  "You make your name in the regular season, and your fame in the postseason." - Clyde Frazier

                  "Beware of geeks bearing formulas." - Warren Buffet

                  Comment

                  • _-King-_
                    Pro
                    • Oct 2010
                    • 726

                    #10
                    Re: End of the Year Discoveries, because why not

                    Reading the replies here concerns me. I understand any time you're adjusting variables you'll have some chain reactions, but they shouldn't be so cryptic. For the most part, sliders should do what they say and as users we should be able to easily interpret them.

                    Even the way sliders are labeled is confusing. "Ball security" is called "Fumbles" depending which menu you open sliders from, which makes me think OP may have been experimenting the wrong direction where Ball security at 100 would actually be more fumbles.

                    Comment

                    • khaliib
                      MVP
                      • Jan 2005
                      • 2884

                      #11
                      Re: End of the Year Discoveries, because why not

                      Originally posted by Gotmadskillzson
                      Alright lets get to it.

                      Illegal Block in the Back Penalty Slider- From my experience with testing it, it seem to act like more like an impact block slider. As in WRs, TEs, OLs look to seal their block more and look to block the next level of defenders. The higher it is, the better they block. You will also notice improved blocking on punt and kick off returns.

                      Trade off is obvious, you will get flagged from time to time.

                      Fatigue - This is a tricky setting. On default 50, the CPU AI plays better with their decision making, especially with running the ball and QB scrambling. When you raise it, you lose it. I think EA tied a lot of the decision making and abilities to fatigue level. Also notice more wear and tear on default then having it raised as well.

                      Face Mask - The penalty that is never called. One thing it does though like it did in years past is control how violent tackling is. The higher it is, the more hit stick style tackles and fumbles you will see. The lower I wouldn't say more wrap style, but more regular tackles with way less of a fumble chance.

                      Ball Security - Now this slider surprised me. You put it at zero and the CPU can run the ball and run it well. Even more surprising is, even at zero and User tackle at 50, you don't see a lot of fumbles what so ever. I thought for sure it would be a fumble fest, but nope it is not.

                      I didn't have to raise run block slider what so ever nor lower user tackle slider. Just put Ball security at 0 for the CPU.

                      But anyway, those 4 things is all I had to move around to have good games on All American against the CPU.
                      Skillz it's been like what, 10yrs since those NCAA14 days with Xan's editor, man we're some old heads around here

                      I was going to do a thread about leveraging AI (I use Google Gemini) to help with the game as there's a lot of useful info output that really helps with understanding surrounding the nature of this thread.

                      Foundationally, CFB 25 is just Madden as it relates to how player ratings/formulas/sliders etc function during gameplay
                      (variables under-the-hood may be different, but principle applications still remain the same)

                      I forgot what Madden is was where Dev's noted (using an RB as example) that as a player Fatigued, their on-field play would tangibly be seen as their positional ratings would drop down as they progressed hitting the different Fatigue thresholds

                      RB example used:
                      - an RB with Break Tackle/Speed ratings in 90's would drop down to 80's to give/show Fatigued impacts from player interaction

                      Recently in a Madden Deep Dive, they noted that this feature was extended to All-22 players that as they interacted with each other, they to would suffer the same decrease in performance due to Fatigued impacts (ie ratings reductions)

                      Using Google Gemini, it really highlighted some information surrounding how Fatigue is a key component that drives both the on-field and off-field experience

                      It noted that as an AI QB Fatigue's, their Scrambling Logic will become secondary to their Passing Logic, even if they have Scrambling Tendency because certain SPD/Acceleration/Agility rating thresholds are built into the Scrambling Logic to trigger scrambling past LOS

                      - As they become Fatigued, just like with RB's their needed ratings will fall below the min Scrambling Threshold and force the Scrambling AI QB to use Passing Logic (ie constant drop back into a sack)

                      *** this applies also to the AI QB AWR as it's critical towards their decision making (min 80 AWR threshold is needed for better AI QB play), such as Play Audible rate, recognition of their Star players to get the ball to etc)

                      So much more, but in a nutshell, Fatigue is the #1 thing that's driving why we're doing any player ratings edits/Gameplay Sliders to correct/improve an on-field gameplay aspect

                      I also agree in not touching the Fatigue Slider and leaving at default is because we have no clue what % weight impact is being applied when we edit it and it just makes gameplay go wonky as players interact with such unknown Fatigue % hits

                      Conclusion:
                      1) Each interaction/move applies EA's default weighted % Fatigue impact to players involved
                      2) In-game performance is impacted as Fatigue reduces ratings
                      3) Stamina rating dictates rate of refueling between plays/breaks/games


                      *** Every position is coded to a default Fatigue Floor that still allows a Fatigued player the ability to operate during gameplay before the Auto-Sub out is applied
                      - RB's and WR's are currently the only positions that show an actual Fatigued Floor (ie heavy breathing) animation

                      I have a several other discoveries that I'll just drop in individual post to keep notations/discussions individualized
                      Attached Files

                      Comment

                      • khaliib
                        MVP
                        • Jan 2005
                        • 2884

                        #12
                        Re: End of the Year Discoveries, because why not

                        ***Google AI info may not be 100% accurate, but it can lead to other questions to ask that could possibly lead to a better understanding/clarification surrounding the researched issue***
                        *

                        You can change generated Coaches profile and the changes will save within the Dynasty

                        A) must use generated coach and "ONLY" change teams choosing Create a New Character, not Retire from College Football

                        ***created coaches will not work do to when you leave the team, the vacated team will default back to original pre-set Dynasty coach profile you never edited


                        Pro's:
                        1) you can tailor AI teams/coaches Aggressiveness Behavior settings to play more like their irl counterparts

                        - most of the defensive playbooks have plays/schemes pulled over from Madden (ie Pro game) that most Colleges simply don't run at this level and create an unrealistic presentation of College level defenses as a whole

                        2) can force teams/coaches with lower skill level players to run very vanilla style offenses/defenses we see irl and not have Akron running all these exotic NFL level defensive plays/schemes


                        Con's:
                        1) User can change the settings based upon their wanted AI behavior, possibly removing an replication of the team behavior that would play out irl

                        - can lead to over/under representing the AI team for the sake of pushing for a certain challenge without respect to the actual team talent level


                        The Adaptive AI setting for the User coach was useful towards clearing up some theories tossed around as it relates to it's impact

                        - I change this each game dependent upon the team I'm playing against, again I don't want to over/under represent an gameplay experience against a certain team, so this is ongoing until another methodology comes about
                        Attached Files

                        Comment

                        • TarHeelPhenom
                          All Star
                          • Jul 2002
                          • 7116

                          #13
                          Re: End of the Year Discoveries, because why not

                          Originally posted by khaliib
                          Skillz it's been like what, 10yrs since those NCAA14 days with Xan's editor, man we're some old heads around here

                          I was going to do a thread about leveraging AI (I use Google Gemini) to help with the game as there's a lot of useful info output that really helps with understanding surrounding the nature of this thread.

                          Foundationally, CFB 25 is just Madden as it relates to how player ratings/formulas/sliders etc function during gameplay
                          (variables under-the-hood may be different, but principle applications still remain the same)

                          I forgot what Madden is was where Dev's noted (using an RB as example) that as a player Fatigued, their on-field play would tangibly be seen as their positional ratings would drop down as they progressed hitting the different Fatigue thresholds

                          RB example used:
                          - an RB with Break Tackle/Speed ratings in 90's would drop down to 80's to give/show Fatigued impacts from player interaction

                          Recently in a Madden Deep Dive, they noted that this feature was extended to All-22 players that as they interacted with each other, they to would suffer the same decrease in performance due to Fatigued impacts (ie ratings reductions)

                          Using Google Gemini, it really highlighted some information surrounding how Fatigue is a key component that drives both the on-field and off-field experience

                          It noted that as an AI QB Fatigue's, their Scrambling Logic will become secondary to their Passing Logic, even if they have Scrambling Tendency because certain SPD/Acceleration/Agility rating thresholds are built into the Scrambling Logic to trigger scrambling past LOS

                          - As they become Fatigued, just like with RB's their needed ratings will fall below the min Scrambling Threshold and force the Scrambling AI QB to use Passing Logic (ie constant drop back into a sack)

                          *** this applies also to the AI QB AWR as it's critical towards their decision making (min 80 AWR threshold is needed for better AI QB play), such as Play Audible rate, recognition of their Star players to get the ball to etc)

                          So much more, but in a nutshell, Fatigue is the #1 thing that's driving why we're doing any player ratings edits/Gameplay Sliders to correct/improve an on-field gameplay aspect

                          I also agree in not touching the Fatigue Slider and leaving at default is because we have no clue what % weight impact is being applied when we edit it and it just makes gameplay go wonky as players interact with such unknown Fatigue % hits

                          Conclusion:
                          1) Each interaction/move applies EA's default weighted % Fatigue impact to players involved
                          2) In-game performance is impacted as Fatigue reduces ratings
                          3) Stamina rating dictates rate of refueling between plays/breaks/games


                          *** Every position is coded to a default Fatigue Floor that still allows a Fatigued player the ability to operate during gameplay before the Auto-Sub out is applied
                          - RB's and WR's are currently the only positions that show an actual Fatigued Floor (ie heavy breathing) animation

                          I have a several other discoveries that I'll just drop in individual post to keep notations/discussions individualized


                          1) Not being able to edit NIL player ratings have actually been a blessing in disguise because I've actually PLAYED on the sticks more in this game than I ever did NCAA 14. However, being able to edit non-NIL player ratings, I may look at individual stamina ratings and see if they are too high, low, balanced...like do an experiment where I sim a Dynasty 5 years out until all NIL players are gone and see.

                          2) With the Fatigue slider on Default, then Auto-Sub becomes the key to getting the second and third string guys on the field. Can anyone point to any goof Auto-Sub sliders?
                          "Dunks are tough, but when a 35 footer come rainin out the sky...it'll wire you up"

                          Comment

                          • Gotmadskillzson
                            Live your life
                            • Apr 2008
                            • 23440

                            #14
                            Re: End of the Year Discoveries, because why not

                            I simmed all the way to year 2031. Wanted to make sure all the red shirt freshmen NIL players were gone LOL. Editing the ratings fix so many things. I mean by default that far out, the game plays better because the ratings are more widely spread out.

                            Editing it just eliminates some nagging issues that EA for some reason love to do. Like I like to power backs more stiff arm strength and truck rating. I noticed on the default rosters, stiff arms don't work like they should because so many are rated too low. I also like to lower the tackle and hit power for CBs and some LBs. But like I said that far out, it isn't too many you have to adjust because new players come in much lower.

                            Stamina and toughness I lower. Those 2 things are simply rated too high for too many players. Just so many things you can do. Once you edit the ratings, it makes the default ratings game play so bad.

                            Pursuit and change of direction is another thing I lower on defense. This is college, the entire defense shouldn't be that good at those 2 things. At least at 99% of the schools anyway. Being that it is my own little universe, I do like to build my own little storylines, diamond in the roughs playing for smaller programs but really have the skills to be at a bigger school type of stuff.

                            Throw under pressure I lower as well. Once again this is college, shouldn't be that high. Catch in traffic is another one, too high.

                            This weekend I shall work on zones and man coverages. But I already got RBs spinning way more than they do on default, cutting back, QBs rolling out and throwing on the run, even made an Aaron Donald type of player who pushes the offensive linemen backwards into the QB face for a sack. That was cool.

                            Comment

                            • TarHeelPhenom
                              All Star
                              • Jul 2002
                              • 7116

                              #15
                              Re: End of the Year Discoveries, because why not

                              Originally posted by Gotmadskillzson
                              I simmed all the way to year 2031. Wanted to make sure all the red shirt freshmen NIL players were gone LOL. Editing the ratings fix so many things. I mean by default that far out, the game plays better because the ratings are more widely spread out.

                              Editing it just eliminates some nagging issues that EA for some reason love to do. Like I like to power backs more stiff arm strength and truck rating. I noticed on the default rosters, stiff arms don't work like they should because so many are rated too low. I also like to lower the tackle and hit power for CBs and some LBs. But like I said that far out, it isn't too many you have to adjust because new players come in much lower.

                              Stamina and toughness I lower. Those 2 things are simply rated too high for too many players. Just so many things you can do. Once you edit the ratings, it makes the default ratings game play so bad.

                              Pursuit and change of direction is another thing I lower on defense. This is college, the entire defense shouldn't be that good at those 2 things. At least at 99% of the schools anyway. Being that it is my own little universe, I do like to build my own little storylines, diamond in the roughs playing for smaller programs but really have the skills to be at a bigger school type of stuff.

                              Throw under pressure I lower as well. Once again this is college, shouldn't be that high. Catch in traffic is another one, too high.

                              This weekend I shall work on zones and man coverages. But I already got RBs spinning way more than they do on default, cutting back, QBs rolling out and throwing on the run, even made an Aaron Donald type of player who pushes the offensive linemen backwards into the QB face for a sack. That was cool.

                              Two questions for you if you don't mind...because my wheels are spinning now lol...

                              1) Are you doing your edits in relation to the sliders being at default?

                              2) You kind of answered my second question but...how impactful are the dits? For example, if I were to edit a QB's SAC, MAC, and DAC to 5, I would expect that QB's accuracy to be all over the place. I tried doing this with Madden 25 during the 10 hour trial when every QB in the game was basically completing 80-90% of their passes and it had no effect whatsoever. So, I'd love to know how effective it is in CFB before I dive in?

                              It's a positive knowing that Stiff Arm and Spins work better when edited higher. I also figured that Stamina ratings were probably too high across the board as well. That would be one of the first things I dive into.
                              "Dunks are tough, but when a 35 footer come rainin out the sky...it'll wire you up"

                              Comment

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