Man I still don't know how to double quote. 6 yrs on a message board and you would think I would have figured it out.
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I always use my own sliders but I take a look at others to see how they handle certain issues some times. Plus I know some guys are similar to me. J-Unit40 on OS sliders are usually pretty close to mine although I like more broken tackles and better pass protection. He gets the game early so I will look at what he does to help me get a start on mine.
The key is really to know when to stop adjusting and a lot of that has to do with the ability to recognize you can't fix everything. I don't think NCAA 11 will need as many changes as I've had to do in the past. NCAA 09 was really hard that way. I ended up trying three different difficulty levels and constant tweaking to finally come up with something I was pretty happy with for myself. However, for my baseball games I can usually come up with a good base set within 10 games and just tweak a little from there. For the Show 09 I must have played about 75 games without touching a slider once I was happy. For MLB 2K10 (that required more work since the default was pretty bad) I probably played about 20 games, made a couple small tweaks, and have played another 15 games without touching a slider.
One thing that has bothered me a little throughout the years are guys who think their slider set is perfect or their roster editing fixes everything. With so many gamers with different abilities, expectations, etc. there is NO such thing as a perfect slider set. Even the guy who releases the perfect slider set is eventually releasing perfect slider set 4.32. What works for me might be awful for someone else. You just have to find a set that's compatible for your playing style - a perfect set only exists for individuals and not a mass audience.
I'm still seeing a TON of fumbles. In a Clemson Mizzou game there were 6 combined. Also, the CPU seems to be insanely aggressive with the amount of blitzes being called.
I'm actually seeing less fumbles lately although the QB really seems to cough up the ball. I don't mind the sack-fumble plays but a scrambling QB like Pryor shouldn't be dropping the ball all over the place when he's getting hit at the end of a run.
I've been doing a lot of thinking (scary, I know) about the coverage issues. My concern is if they fix the deep stuff by raising awareness or whatever, is it going to make other passes too tough? Maybe they can tune by short zone, med zone, deep zone?? ...I don't know. I'm wondering if the ball speed could be adjusted. If they can slow down the speed of the ball that would help the reaction time of the DB's w/o really affecting the short passing game. Also, I've heard people mention the pass rush. If you pay close attention in real football there is a guy that's open pretty much every play. The difference is the QB can only truly see 1 to 2 receivers at a time while we (user QB) can see all 5. Maybe they have something like this already in the game but I think adding a 'pocket confidence' attribute to QB's might help. Basically create an invisible halo around the QB and the closer a def player gets to that halo the more his accuracy drops. (How many times do we see wide open receivers missed b/c of pressure in real life?...quite a few) This would make moving around in the pocket a lot more important. They would also need to tweak how the dline plays. Not necessarily increasing sacks but pushing the OL towards the QB...simply put, more pressure w/o more sacks. On the other hand though, how would they fix people running out of the pocket? Would users just call rollout plays every time? I get there is really no way to stop people from taking advantage of the AI (other people need to realize this as well) but I think there are some things they can do to help.
I know nothing about programming or how the engine works but hopefully this spurs some more thoughts on things that can be done to help. What do you guys think?
One interesting observation about the demo. If you went to the "On-Demand" section of the demo (I think it's under Latest News) on Tuesday, and you go today, it has changed. Don't know how they did this, or really why, but it's pretty cool to note. No significant changes, but I think an extra video was loaded and they also changed the menu structure inside the section.
The videos are likely streamed, I agree. But they changed the menu to include it. Even if it's retrieving that menu from an outside source, that's impressive. It's also something I wouldn't really expect from a demo.
If you look at the bottom of every post, there's "Reply", "Reply with Quote" and a quote box with a plus next to it. Hit the one with the plus on multiple posts, and when you hit Reply to Thread at the end of the page (or, I think, Reply With Quote on a later post), all the posts you've clicked on will be quoted.
I really, really like the "confidence/halo" concept that deuce suggested. Although it seems like something similar is already enveloped in the qb play. The announcers will talk about pressure even when there's little to no contact and on several of those occasions the qb has overthrown his wr substantially. So to me it seems like it's there, but a rating to give an idea of how much that will affect said qb, would be nice.
I don't think a pocket rating is the way to go. It would end up looking a lot like the AWR rating, in that the older players automatically would have high ratings. Even Ricky Stanzi would probably earn a high enough rating, and I think we can all agree that his pocket composure isn't great.
Deuce, Jayrah, I think this would interest you, along these subject lines: http://www.thegamingtailgate.com/for...ecision-Making
I think the design of the controls is such that we're supposed to be "hurried" into throwing a not-so-precise pass ... that's why bullet passes take longer than lob passes. The reality is that the bullets are still incredibly quick to throw, so you end up being accurate more times than you probably should be.
Yeah Jeff, I saw that on Utopia. It sounded kinda cool, but there's a lot of numbers. I'm not a "deep" numbers guy, though I like a limited amount :). I just can't think that far.
CD guys, any comment?
Quote:
Originally Posted by Art01
That wasn't in our thread, actually. It's been posted a handful of times (by the same guy) on another forum. Figured I'd give him some help.
Here's one worth passing along ... in Oklahoma's 5WR Trips formation, there's a play called Inside Smash. The right-side Slot receiver runs a double-move that turns into a streak. However ... you can't throw to him. He comes up pre-play as L1. But you can't actually use that button to throw to him, and he doesn't display a button during the play.
I've had a couple of unique things happen in the last few games I've played. First of all, I am a stickler for ST sliders. I spend alot of time each year in Practice Mode using the best and worst kickers getting them right. Because of that, in 10, if I wasnt really accurate I would shank extra points. To combat that I developed a habit of kicking PATs with the lowest tragectory to reduce the distance the ball has to travel which, in turn, reduces the need to be as accurate.
I carried this habit into the 11 demo and a few days ago I had a PAT partially blocked but it was still good. I thought that was pretty cool and it gives some hope that at least low kicks may blocked this year. It was blocked by a lineman jumping at the LOS, btw.
Today I played as UT and, using a DT, I wrapped up the OU HB in the backfield. I was holding the Strip Ball button so I didn't take him down, I just stood him up. Soon, Pro-Tak kicked in and I had several team mates joining in. We stopped his forward progress and the whistle blew ending the play without the HB going to the ground.
I didn't play Madden 10 so I don't know if this is somewhat common with Pro-Tak but I thought it was pretty nice to see.
Have any of you been looking at any of the Dynasties on DynastyWire? I spent some time on looking at the one that Ben Haumiller is in. I am a bit disappointed to see highlights of receivers running wide open and averaging 30+ YPC. Also, I noticed that there have been some turnover fests (saw a game with 8). It appears they are using 6 minute quarters, though it's tough to say for sure since I see that the TOP has not been fixed (still has TOP adding up to uneven amounts).
I'm still looking forward to the game, don't get me wrong, I just hoped to see better things than I have.
Where can you find the Dynasty Wire link that he's in?
Thanks!
Yeah, I've been checking out some of the dynasty wire stuff & there are quite a few things that need some fixing. The rushing totals do not display. The interception ( & maybe fumble) stats don't always match between player stats & team stats. The stories seem to display in a random order & it's tough to tell what teams are user controlled (the "user controlled teams only" check box doesn't work). It's definitely got potential but there are some definite issues to be worked out IMO.
I'm still not very happy with the 3 play call screen. I hope the lag is gone on the retail version because calling defensive plays within 10 seconds will force you to be very quick.
Yeah I don't like the new system either. It's not easy to find plays. Maybe if they had a way to move three plays at a time instead of one then it might be easier. And if you use the stick it's very difficult not to change formations, you have to be darn near perfect side to side.
Three things I noticed tonight.
1. First time I've ever seen a spot reversed correctly to give a first down when I was marked short! This is awesome as it cost me several possessions in the past years.
2. Clean hits in this game are just impressive. I got straight shoulder dropped to the turf tonight and I felt it in my seat! It was awesome.
3. When the cpu goes no huddle (AA and Heisman), they are very tough to stop. This is a great thing. Good base defense is very necessary. And getting pressure somehow in that defense is going to be even more critical. However even with that I don't see scoring fests like in years past. Still high, but that's consistent with college football if you ask me. I get more excited every day I play the demo. Luckily it's almost time for the real thing.
Glitch/bad AI move: Cpu makes PAT, I was offsides, and they decide to kick it again. hmmmm. Makes me wonder their thinking on FG's with this incident. Last season the cpu kept 3 pts on the board against me instead of going first and 10 inside the red zone in a situation where they really could've used 7 pts.
I can not get a handle of Mizoo's offense. I can acclimate to every team's offense in the demo but them. I always suck when playing as Missouri.
Played the demo last night so I could unlock the Pro Combat unis again with the new PS3. I'm not done teasing yet, but I noticed somethings from demo to retail back to the demo :popcorn:
JB, don't tempt Karma.
Didn't you learn anything last weekend? :P