Friday, November 10, 2017 – Blog Comments

KingV2k3 on November 10, 2017 at 11:20 PM.
That's generally the case with patches...It's too late in the cycle to rewrite code, so the "fix" usually involves altering the "sliders behind the sliders"...
Like, a previous 45 or 55 value becomes the "new" 50...

kennypowers88 on November 10, 2017 at 07:31 PM.
What's odd is that I tried default to see if I could replicate it, and saw excellent coverage for the most part. So it seems like a patch has messed with one of the sliders.

KingV2k3 on November 10, 2017 at 07:25 PM.
Thanks for the heads up, kp88!THIS is a prime example of why I signed out after 1.04...
"Unintended Consequences" still rife with these patches...

kennypowers88 on November 10, 2017 at 06:15 PM.
Hey King,I've been noticing some really strange behavior from LBs on short zone assignments. Run some stick concepts or any hooks over the middle and you'll probably see what I mean. I tested this against Kuechly and the Panthers to make sure it wasn't a ratings issue and it was no different. I should mention that I'm on the new patch, but thought I'd bring it up.
Sunday, November 5, 2017 – Blog Comments

KingV2k3 on November 5, 2017 at 07:56 PM.
The only reliable way to lessen block shed is by reducing the Facemask slider...Jacking up injury values just makes players "play faster" and more "chaotically", in an effort to trigger more injuries...
Injury also influences fatigue and injury and fatigue (in consort) influence block shed...
Raising False Start will result in linemen firing off the line disproportionately to the defenders that they are supposed to engage...

Raniel3 on November 5, 2017 at 05:59 PM.
Really, DPI influences the run game?? That's crazy. So is there ANY slider / option I can change to improve the run game (basically YPC) for both me and the CPU, without influencing passing? The false start slider maybe? Main problem is block sheds occurring too fast (mostly for the DTs) and therefore a lot of 0 yards runs. I remember Josh stated that a too low injury slider makes the line play too loose. So maybe raising the injury slider to 30 or 40 is an option...? It just seems like with Sabos Playbooks (which I love BTW) the CPU (and me too) uses a greater variety of run plays and therefore also more "broken/ hardly working" run plays

KingV2k3 on November 5, 2017 at 05:38 PM.
Hmmm...I remember you (obviously), but I had no idea we were discussing Play Now, which I've never touched...
Ever...
Anyway:
Raising DPI will decrease separation in coverage, but also will jack up universal pursuit in pass rush and run defense...
Ball Hawk:On makes the defenders overplay the ball and leads to worse coverage, overall...
I hope that helps!

Raniel3 on November 5, 2017 at 02:41 PM.
About play now, we've been discussing that back on M16 if you remember. All in all in my experience it's the same gameplay as in CFM except for the confidence stuff. Sliders sets I've used were working as good or as bad as they work in CFM. So a slider set for CFM that e.g. had WR catching at 40 resulted in a lot more drops in Play Now too. As you pointed out in the beginning, Auto Subs do as much harm in Play Now as in CFM etc.Anyway I changed Facemask to 50, as at 45 it made my and the CPU's passing game too easy, seemed like DBs stopped playing the dreceiver at all, that is every pass that came near a receiver was a completion or an interception. On 50 it is better, even though it might impede the CPU running game (maybe false start at 55 could mitigate that?) Two questions: Would DPI at 55 have any other consequence than improving coverage? (Which I'd like). Secondly, is there a reason you have balk hawk OFF? IIRC most slider gurus think it helps with more pass reflections (I've even read it reduces suction tackling, which should improve the running game...) anyway i am having good balanced and challenging games with your set, keep it uo

KingV2k3 on November 5, 2017 at 10:28 AM.
Just so you guys know:The sliders DON'T work.
At all.
Period.
It was confirmed by Clint from EA and I can most certainly confirm that as well, after TM and I beat our heads against that wall for the first couple months of this iteration.
@michdb88:
The reason you're percentages are high is because when you turn sliders down, the AI tells the CPU "they can't pass the ball" and they "defend against it", like the just don't care.
Coverage and pass rush get soft and the completions mount.
@TheWood56:
Values like 52 aren't going to rock the engine as hard as the previous example, but they still have a negative effect, cumulatively.
We had the QBA slider set as high as 60 for a while, to see what that did and it was a mess.
For some reason, tackles took on an arcade-ish "de-cleater" quality and the CPU suddenly started sucssefully kicking 65+ yard FGs.
Makes ZERO sense, but that's what happened.
I've been making slider sets for this game since 2003, and trust me:
They are mislabeled, entangled and clearly broken.
ZERO functionality.
I'm not going to tell you guys how to play YOUR game, but I would suggest you play this set "as is" and compare to what you're currently using.
I'd be VERY interested in your take(s) on THAT.

Regards!

michdb8 on November 5, 2017 at 05:52 AM.
yes this game is a chaos on CPU , I think they should start a new madden cpu AI gameplay for button because the slider sets and CPU ai it works different for each people, cause even in all pro with 40 % on QB acu, 43 WR catch all QB makes more than 80 % complete, one reason is also cause is have some bug in some zones defenses which makes a lot of receivers always free like cover 2 etc

TheWood56 on November 5, 2017 at 04:19 AM.
Interesting OPI theory. May have to try it myself.It’s funny, I hear everyone complaining about QB’s being too accuracy, completion % being too high, etc. I’m on all-pro and have actaully raised the CPU QB accuracy and WR catch slider. Right now I’ve got them both 52 and I routinely see errant throws, dropped passes, timing between QB-WR off, etc. I’m 10 games into my CFM can’t recall a QB throwing much higher than 70% against me.

KingV2k3 on November 5, 2017 at 12:25 AM.
I'm referring to O and D schemes...Altering them, usually results in inferior play calling by the CPU, even when using custom playbooks...
Player Types in the Team Scheme menu can't be changed for the CPU, unless you do 32 team control...
They don't stick otherwise...
When you "Retire HC" before the game, they revert...whereas Formation Subs stick...
Saturday, November 4, 2017 – Blog Comments

kennypowers88 on November 4, 2017 at 09:53 PM.
Hey King,Just wanted to clear what you meant about schemes. Does that mean tweaking coach schemes causes problems, or were you referring to changing things like player type and QB style?

KingV2k3 on November 4, 2017 at 01:32 PM.
I put the backup HBs in a few formations that make sense for their skill set...For instance, when I play PHI, I put Sproles in some Gun Sets...
If the backup is a Power Back, I put him in a couple / few 2 TE sets...
On defense?
If they have a Speed Rusher on the bench, I put him in some Dime / Quarter sets in place of a slower DE...
And, since the LLOB comes off the field for Nickel sets in Madden, I put him at ROLB in Nickel, if he's replacing a lower rated player...
Good example there is GB / Clay Matthews...
Just set them up as you would your own team, to maximize their talent, get some rotation and keep their best players playing when possible...
Lastly:
I get NFL average stats for yardage and point totals...
Some games are defensive battles and some are higher scoring (like the NFL), but they average out accordingly...

michdb8 on November 4, 2017 at 12:39 PM.
what Formation Subs do you edit on the CPU team before a cfm match? I put the sliders of WR catch at 43 and QB at 40 and coverage at 55 to reduce the yards and point, how many points and yard does the match end on the matches you play?

KingV2k3 on November 4, 2017 at 10:36 AM.
Hey Wood:Turning that off makes the "catch radius" bigger / less precise and leads to more drops / balls knocked out by defenders, etc.
That results in keeping the completion percentages more realistic...
Receiver animations are also more varied and organic...
With it "on", the ball usually hits them in the ideal part of their bodies and at the ideal point in the route...
That less precise ball placement ALSO keeps RAC down, which results in more accurate YPC / Total Yards Passing / Total Yards, etc...
So?
It does a LOT, in a subtle way...

TheWood56 on November 4, 2017 at 05:42 AM.
Great to see you back at it again King.One quick question, what’s the idea behind OPI being turned OFF? Not that it ever gets called when ON anyway.
Friday, November 3, 2017 – Blog Comments

KingV2k3 on November 3, 2017 at 05:02 PM.
Play Now is a VERY different animal that I have ZERO experience with, so your results are not going to mirror mine.All those penalty settings that you have to "round off" to increments of five are going to be a big part that generates that different result.
That being said:
According to adembrowski, who worked at EA when traits were implemented, the "Throw the Ball Away" thing isn't so much "reversed" as it means the opposite of what is commonly thought.
Throw Ball Away: No is actually more likely to make them bail on the play.
I don't recall what thread that's in, but it's from this fall.
Regardless, in my experience, editing ANY trait throws off the "balance" and players play worse.
Traits aren't your issue, having to round off the penalties is.
Everything in this game results in a tradeoff or series of tradeoffs, so...

Raniel3 on November 3, 2017 at 03:58 PM.
Okay played one game, Falcons vs Panthers (me), on Play Now with your suggested settings. It's just one game, but I tend to agree that Auto Subs do more harm than good: The running game was really different for both teams, all in all there were 300 yards of rushing (200 for the falcons, had two big 50+ yards runs with Freeman, other than that they were stopped for 1-2 yard gains most of the time). Rushing really felt more natural than with Auto Subs on, even though outside runs are still not effective at all.I had 130 plays, which is good for me.
Passing was balanced, except for Ryan completing 77% of the passes. But the average yards per pass were on spot, so I will continue monitoring that.
Only thing that stood out stats wise were the 10 sacks combined for both teams (6 against Ryan, 4 against me). Most sacks against Ryan were coverage sacks, so no scrambling seen here. That brings me to another point: I used to edit every QB to "throws ball away YES", which brought down sacks and completion rates for certain QBs, Ryan is one of them who has set this to NO on default. Do you think it would help to set it to YES for every QB, or could this have some negative effect? Most QBs do have this by default, so I don't see a problem changing it for the rest, too.

KingV2k3 on November 3, 2017 at 01:03 PM.
Hey Raniel3:1) 13 "should" be fine?

I get 120 to 125 out of 15, so I'm not sure why that's not the case for you. On offence, I snap below the 5 second mark, so that may be the disconnect.
2) Don't mess with Auto Subs.
For instance, jacking up HB subs turns ALL of them into downhill / straight line runners, who don't use special moves or have decent vision. They tend to hit a less optimal hole at a less optimal point in the play. Use formation subs. Period.
3) Never played Play Now and neither 45 or 50 are going to be ideal, but I'd try 45 first.
At default the block shed and pursuit of defenders is too strong and results in too many sacks and tackles for loss. Also nukes the CPU's ability to run.
I hope this helps!

Raniel3 on November 3, 2017 at 12:53 PM.
Oh yeah, considering how awfully programmed this year's Madden is, I was afraid you wouldn't come up with a set. I'll try that ASAP tonight. Just three quick questions: 1. I was using 13 minutes and 20 secs run off, as with 15 mins you get too many plays and therefore scores and stats go up too much (I am a bit stats-obsessed I admit). You think 13 minutes could destroy that house of cards?
2. I was using Wiz's auto subs (which is basically only changing the RB's autosubs to 96/99 IIRC), as he claimed to have tested that it would not have detrimental sideeffects to the gameplay. Do you have contrary evidence?
3. As I only do Play Now games: Should I put Facemask to 45 or to 50? I suppose 45 increases the amount of broken tackles and decreases the pursuit of the QB, both of which should help with CPU run game and sacks. So you say I should go with 45?
Thanks again for you work!
Thursday, November 2, 2017 – Blog Comments

RoyceDa59 on November 2, 2017 at 10:38 AM.
Nice blog Miggy, could you share your other Celtics edits with me as well.
Thursday, October 26, 2017 – Blog Comments

vannwolfhawk on October 26, 2017 at 01:21 PM.
Thanks Guys! @ataman5 I agree with you man, OS used to be people sharing findings, info, etc. Now everyone keeps a lot of that close to the vest until they release a roster or something. What's the point? I'm all about sharing so others can do the same thing and understand the logic behind what I'm doing. I do look at a few things others might not notice though as a basketball coach as I can't even watch a game without watching everything going on off ball... Glad you appreciate the depth and work! Enjoy!
Wednesday, October 18, 2017 – Blog Comments

ataman5 on October 18, 2017 at 09:50 AM.
As always unbelievable work and dedication thanks for your time and effort and knowledge share, you make me remember what os were and hopefully will stay as like that..
Monday, October 16, 2017 – Blog Comments

Agame on October 16, 2017 at 05:12 AM.
Best READ EVER! In the history of Operation Sports.Love it. Turning on 2k now downloading your labor of Fun.
Wednesday, October 11, 2017 – Blog Comments
Thursday, October 5, 2017 – Blog Comments
Thursday, September 28, 2017 – Blog Comments

WTF on September 28, 2017 at 07:47 AM.
Excellent work on these. Could you try a full Andrew Wiggins sig edit?
Saturday, September 23, 2017 – Blog Comments

drabberplane on September 23, 2017 at 04:28 PM.
Man, that some next level attention to detail! Could you also do breakdown of one of my favorite player D-Wade?
Friday, September 22, 2017 – Blog Comments
Thursday, September 21, 2017 – Blog Comments
Tuesday, September 19, 2017 – Blog Comments

fc155 on September 19, 2017 at 12:21 AM.
Sup man, sorry if no credit was given in the previous ones. I'll make it a point to give em in the NBA 2k18 one. Been noticing your work and really appreciate it man.
Monday, September 18, 2017 – Blog Comments

NBA2K Genius on September 18, 2017 at 10:11 PM.
Hey, great post. I'm actually seeing a lot of forms on here that I've posted on my signature spreadsheet since like 2k16 and no credit given :/, but its all good guess I gotta start posting in the thread every time I find someones Jump shot...
Console: XBOXONE
GamerTag/Twitch: THEREAL2KGENIUS
Roster: ***2KG Official Roster***
________________________________________
NBA 2K17 Signature Shot Edits
Monday, September 11, 2017 – Blog Comments
Friday, September 8, 2017 – Blog Comments
Wednesday, September 6, 2017 – Blog Comments

ebdaal21 on September 6, 2017 at 02:52 PM.
Well organized and fun league. I just joined this year and excited to get the season started.
Thursday, August 24, 2017 – Blog Comments
Monday, August 21, 2017 – Blog Comments
Wednesday, August 16, 2017 – Blog Comments
Tuesday, August 15, 2017 – Blog Comments
Monday, August 14, 2017 – Blog Comments
Sunday, August 13, 2017 – Blog Comments

thescoop on August 13, 2017 at 12:32 PM.
Great feedback. And yes, it is sad this isn't real and I don't have any game programing experience to attempt it myself. All I have is an idea and I hope by sharing, one day I'll run across the right person.
Saturday, August 12, 2017 – Blog Comments
Tuesday, August 8, 2017 – Blog Comments

grabursock55 on August 8, 2017 at 02:50 PM.
Hey Scoop, I gotta tell you...I read this thingall the time starting when you first posted it a few years ago. I love all of your ideas and would love nothing more than a HS Football game. They always have HS FB on ESPN nowadays, you would think that we would see a game sometime.
I have put some thought into HS football games as well and here are a few notes I can remember off the top of my head.
--a "freshman team" consisting of all 9th graders. You could look at their roster and decide if any of them are good enough to suit up and take the field with the varsity team. The risk/reward in this is that if they would get a lot of playing time with 9th grade, but you have them riding the bench for varsity games, they wouldnt progress as fast as they would if you just let them play Freshman football. Alternatively, if they get solid playing time or are a starter on your varsity team, they would progress at a faster rate than if they had just stayed on the 9th grade team
--When creatign your teams, you choose what their "classification" is, based on enrollment. A school with a single A (A) classification would only have maybe 8-11 incoming freshman each season, where a 6A (AAAAAA) school might have a freshman class of 25 or so. This classification system would help separate the large schools from the small schools and make each team feel unique.
--Piggybacking off my last thought, if you only have a freshman class of 8 athletes, you might have to decide if some of those players are capable of playing both ways. Players would need to have ratings for all skills so that the coach can make a decision as to where the player should play and if they should play O and D. Larger Schools likely wouldnt have to make these decisions as frequently since they have a larger pool of players to choose from for each position.
--I like your idea about booster clubs, Of course, larger schools would have a much easier time raising funds for their massive stadiums where smaller schools would have to save money for years for to do something basic like updating their scoreboard or pressbox. Of course, if your team was winning, it might accelerate the fundraising process. Updating uniforms should be an option at the end of each season, but this would dip into the funds as well. You could keep the same uniforms for 10 years to save a buck, but it would reflect poorly on your program IE Town newspaper making a stink about it or players not wanting to go out for the team because they are afraid of being laughed off the field in their dirty old uniforms. I would say the maximum lifespan of a uniform would be about 5 years, where a pressbox could go 10 or more years before it needs to be repaired or replaced.
I might add some more thoughts here later, but I'll leave it at that tonight!
Again, a great read! It just makes me sad that it isnt a real thing!
Monday, August 7, 2017 – Blog Comments
Tuesday, August 1, 2017 – Blog Comments
Friday, July 28, 2017 – Blog Comments

NYCDaFuture on July 28, 2017 at 04:07 AM.
What are yall ideas on how to make MYLeague better online?

