r/NCAAFBseries • u/SomeKidFromPA • 3h ago
The Ratings Matter Slider Project - V3.0 (fixed)
There was a typo in the last post. And for some the image isn't posting unless I double it up so if both show up, they are the same.
No AI was used in the making of this set.
V3.0 is out
Please read before using the sliders.
This Set is intended for users that play in a "Sim" manner. If you are exploiting the CPU with money plays or some of their known issues, obviously you won't get great results.
Post box scores to backup any complaints, the gameplay varies heavily with this game. A weird, bad quarter can happen. But over the course of a game(s) things should feel good.
Sliders are also heavily dependent on the user and their playstyle. If Running is too easy, lower run blocking. QBs getting sacked too often, raise Pass blocking etc.
These are the values that are working for me, adjust to fit your game.
Below are some explanations for the values and how they help reach the goals of the set, and some answers to common questions.
The Passing Game
I want to see 60-70% completion rates for "good" passers, 70-75% occasionally from great passers, and down into the 50%s for poor passers.
This has been accomplished by the following slider changes:
A lower QB Accuracy slider allows for a few more miss thrown balls, even by the more accurate passers.
The Pass blocking has been increased to reward higher rated Offensive lines. Bad lines still get beat often by better defenders, but teams with good lines can actually give their QBs some extra time. Games where each side has 5+ sacks are more rare, but can still happen. 1-3 is much more common.
WR Catching has been slightly decreased, a previous patch actually made this less necessary, but the goal is to have a few drops, and to help defenders break up some more passes than the default gameplay.
Pass coverage is still varied, defenders will fight to break up balls, the cpu is given a small handicap here because they take a little more time to process things.
DPI has been increased slightly so that it can be called more often, but not too high to take away the defenders ability to fight for the ball
The Run Game
While it is a massive improvement over last year's gameplay, the run game on default is still a little too easy for the User to win on offense and defense.
A more balanced run game is achieved through the following changes:
I reworked the Run Game with 2.0 to try and give a more realistic experience for both the User and CPU
For the User, Run Block has been lowered to allow the more passive cpu defense to have a greater change of making plays, to allow plays. The User run game varies greatly based on play style and the CPU defensive play calling. If you are seeing unrealistic results, you can lower this as far down as 28-30. The User also "autobreaks" significantly more tackles than the CPU, and is (in most cases) better at finding lanes and out maneuvering defenders, so the CPU Tackling slider will be much higher than the User's value.
In 1.0, the CPU was getting realistic stats in the run game, but it was doing so in an unrealistic way. Run blocking was too high, resulting in too many long runs. But, when the CPU ball carrier met a defender, the tackle was usually successful. By drastically lowering tackling we can lower CPU run blocking back down to a value that makes it so that a great front seven can hold their ground better while still allowing realistic stats by the running back based on the match up.
Explanations of Other Settings and FAQs
Speed Threshold - 40
In previous games. I raised this because Speed was too overpowered of an attribute, so raising it helped balance things out. With the changes this year, Slower players have some greater advantages vs Speed, and a raised value leads to TEs, Power Backs, and big receivers being too overpowered. Slightly lowering this helps to reward players for being fast.
Difficulty - All American
I know people want to play on Heisman to protect their fragile egos. I'd rather have realistic gameplay. This set is difficult. It's also balanced. You should have a tough time pulling off significant upsets, but when playing as a great team, you should have easier games against bad opponents. Again, if one aspect of the game is too easy, a slider adjustment can help. Heisman is not going to lead to realistic gameplay imo.
Wear and Tear
Removed because I've given up on the testing. I don't think there is a way to salvage the system to make it function how it should.
Classic Passing and Timing based Catching - OFF
I want the most Ratings based results in my gameplay so I don't want my skills to override what happens on the field. Classic Passing makes it so your players ratings control how accurately the ball is thrown. And I of course do not want WRs to make insanely unrealistic catches because I "Greened" a meter.
"Why is my QB missing wide open throws?"
Because QBs miss wide open throws in real life. If you don't want that to happen, raise the QBA, Blocking, Catching values, or just play on Freshman, just don't complain when you are winning every game by multiple TDs. I'm chasing realistic gameplay, that means the good and the bad. QB's throw incompletions roughly 40% of the time. A large percentage of those are bad throws. If anything I wish we could get more of those vs the number of drops. but it is what it is.
PC player Mod recommendations
I recommend using the CPU Game Management Overhaul mod by Deer. It can be found on the modding discord. It helps the CPU make more analytic based decisions.
Final Notes - Sim all Special Teams plays, sliders do little to nothing to help with long punts and FGs.
If importing these from main menu, double check values (DPI/BiB Penalty, Pass Coverage)