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  • ZaPPPa
    Rookie
    • Sep 2010
    • 36

    #1

    A methodical approach to understanding sliders. Tests & Resuls

    Auto-Pass / Coach mode slider set at bottom of post

    ===

    Having read many of the slider posts on this forum I have seen many different interpretations for how sliders work and what each slider does. I decided to try a methodical approach to isolate each slider and capture what the exact impact is of each individual slider. This post will hopefully help other people in their quest for the perfect slider settings and it may even clear up some of the confusion about how sliders impact the game.

    Being a software engineer of complex systems myself, I have a feeling the individual sliders may not be as complicated as they seem. I figured that if I had to program and balance sliders, I'd make the individual slider pretty straightforward and have the complexity lie in the combination of settings.

    So with that said, this is a breakdown of the testing I have done on the slider settings for NCAA 14 today.

    Test setup

    NCAA 14 with Yukon46 rosters. Practice mode with San Jose State offense vs San Jose State defense

    Offense and Defense All-American
    All sliders at 50
    All penalties at 50
    Threshold at 50
    Ball spot at middle of own 35

    Auto Strafing and Auto Passing are ON
    No user interference during play

    I will post the offense and defense for each play, or at least the one that had the most clear impact so you can verify the results.

    The fundamentals of testing are all based around changing no more than ONE variable at a time and creating a dedicated, reproducable situation for the test. Anybody who tweaks an entire slider set and then makes statements about the functionality of a specific slider is merely guessing. So, to establish a baseline, each play was run at least 10 times on default settings (all sliders 50), then at least 10 times at slider 0 and 10 times at slider 100. In reality I probably ran between 500 and 1000 tests total.

    A '+' means 'more' or 'higher'
    A '-' means 'less', 'fewer' or 'lower'

    Passing

    QB Accuracy

    Off: Shotgun Normal - Strong Sail
    Def: Nickel Normal Man Under

    Code:
    QBA at 0				QBA at 100
    + sacks					+ sacks
    + throw aways				+ catch in traffic
    + short passes				+ into double coverage
    - interceptions				- deflections
    - into traffic
    Notes:
    At a high value, the QB is more willing to take risk and throw into traffic. Oddly enough, this value seems to impact receivers as well, making them much better at completing a catch in traffic. At lower settings, the QB makes more shorter passes to the flat and a lot more throw aways. Overall the QB is more indecisive and sloppy.

    Impact: High

    Sweet Spot: 5-10
    I ran QBA at 15 and above for a while, but passing completion got too high (70%). With QBA at 5 the passing completion ends up averaging in the high 50's, low 60's.

    Pass Blocking

    Off: Shotgun Normal - Strong Sail
    Def: Nickel Normal - Man Under

    Code:
    PBL at 0				PBL at 100
    + sacks					- sacks
    + throw aways				- throw aways
    - time in pocket			- throw into traffic
    					+ time in pocket
    Notes:
    Time in pocket and pocket formation are mainly affected. An indirect result is less interceptions due to less tendency to throw into traffic. Impact of this setting is quite high; at 100 the QB can stay in the pocket almost indefinitely.

    Impact: High

    Sweet Spot: 50

    Wide Receiver Catching

    Off: Shotgun Normal - Curl n' Go
    Def: Nickel Normal - Man Under

    Code:
    WRC at 0				WRC at 100
    Notes:
    Not sure if this slider does anything at all. I tried many different situations such as catch in traffic, easy catches in a screen, but nothing jumped out at me.

    Impact: Minimal

    Pass Coverage

    Off: Shotgun Normal - Outs
    Def: Nickel Normal - Man Under

    Off: Shotgun Normal - FL Flats
    Def: Nickel Normal - Man Under

    Off: Shotgun Normal - Strong Sail
    Def: Nickel Normal - Man Under

    Dedicated test
    Off: Shotgun Normal - Strong Flood (left)
    Def: Dime - 2 Man Under
    Look at slot receiver (Y) and count the times the CB anticipates the route taken.

    Tests:
    PC = 0 vs PC = 100
    9/10 vs. 7/10
    6/10 vs. 6/10


    Code:
    PC at 0				PC at 100
    				+ deflections
    				+ defender looks for ball
    Additional tests performed:

    SJSU vs SJSU
    Ball at own 34, on X

    Off: Shotgun Normal - Four Verticals
    Def: 4-3 Under - Slant Crash Left

    As soon as B receiver crosses the v40 marker, float ball to B. Ball should land on the ^40 marker. If ball is overthrown, ignore attempt.

    Code:
    Test Type:		Look-back	Swat	Int	Catch	Drop
    PC 0, Int 0:		5		5	0	9	6
    PC 100, Int 0: 		19		19	0	0	1
    PC 0, Int 100:		7		0	7	10	3
    PC 100, Int 100:	20		0	20	0	0
    According to these test results the DB look-back is directly related to the Pass Coverage slider and the Interception rate is directly related to the Interception slider. Also, the interception rate is indirectly related to Pass Coverage because a DB needs to look-back to be able to make an interception attempt. At Int 100 all look-backs lead to successful interceptions.

    Notes
    At high values the defenders are more aware of where the ball is in the air and will actively deflect and try to intercept the ball. At low value, a defender who has his back turned to the ball will be completely unaware of where it is. It may have a very slight effect on the speed of the secondary, but this requires more testing. I do not believe this setting impacts the reaction speed of the secondary on pass plays. Also, as far as I can tell after having run the same play at least 100 times on different settings, there is NO difference in how the CB and Safeties approach the WR. I have done a dedicated test to see of CB route anticipation is affected by this value and test results show this is NOT the case. I know people are saying this impacts defensive positioning and tightness of coverage, but I simply do not see it in a methodical test. If someone has a specific play combination that proves otherwise, please let me know.

    This may be one on those settings that seem very complicated, but turn out to be very straight forward: higher = more swats.

    Impact: Medium

    Sweet Spot: 75-90
    This setting reduces catches in double coverage to less than 25%. If the defender is positioned well, he WILL swat the ball. Note that the higher you go with PC, the lower you should go with INT.

    Interceptions

    Off: Shotgun Normal - Strong Sail
    Def: Nickel Normal - Man Under

    Code:
    Int at 0				Int at 100
    - interceptions				+ interceptions
    Notes:
    Looks to be very basic.. Affects the likelyhood of an attempt at defensive catch being succesfull. No apparent side effects

    Impact: Medium

    Sweet Spot: 35
    A lone defensive player WILL intercept a ball if throw right at him. PC at 90 and INT at 35 will lead to about 1 interception per game per QB. Lobbing a ball up into double coverage is asking for trouble.

    Rushing


    Running Back Ability

    Off: Ace Big Close - HB stretch
    Def: 4-3 Stack - 2 Man under

    Off: Shotgun Normal - PA SE screen
    Def: 4-3 Over plus - Engage Eight

    Off: Shotgun Normal - Shark HB Wheel
    Def: 4-3 Over - Cover 3

    Code:
    RBA at 0				RBA at 100
    - Top speed				+ Top speed
    - Acceleration				+ Acceleration
    - Agility				+ Agility
    - Use of special abilities		+ Use of special abilities
    Notes:
    I was always under the impression that RBA also affected WR after the catch, but this is NOT the case. The HB wheel test confirmed that the RB is affected at all times, making him highly ineffective as a WR and a blocker at low settings. Use of special abilities (juke, spin, stiff arm) are announced as 'oompf' sounds during the run. This also impact the amount of stamina left.

    Impact: High

    Sweet Spot: 60
    In NCAA 14 running backs start using their special abilities at below 50. Because this slider only affects the running back, it cannot deviate too much from 50 otherwise it will give the RB an unfair advantage as a WR.

    Run Blocking

    Off: Ace Big - HB Dive
    Def: 4-3 Stack - Man Under

    Off: Ace Big - HB Counter
    Def: 4-3 Stack - Man Under

    Off: Ace Big - HB Stretch
    Def: 4-3 Stack - Man Under

    Code:
    RB at 0					RB at 100
    - Duration of block			+ Duration of block
    Notes: Power and push of block does not seem to be affected at all, only the ability of the OL to deal with defensive moves. Overall impact is fairly low on both HB dives and stretches

    Impact: Low

    Rush Defense

    Off: Pistol H Twins - Strong Power
    Def: 4-3 Stack - Man Under
    Note: Run this play and look at the safety at 0 and 100, take note of his reaction at the instant the HB gets the ball. At zero can take up to 4 seconds for the safety to react to the run play. At 100 he will react immediately without fail.

    Off: Pistol Slot - HB Draw
    Def: Nickel Normal - Cover 3

    Code:
    RD at 0					RD at 100
    - Reaction time LB+sec			+ Reaction time lb+sec
    - Conservative in zone			- Aggressive in zone
    + Bite on PA				- Bite on PA
    Notes:
    Greatly impacts the reaction time of linebackers and secondary for rush defense. Most clearly visible at draw plays where corner backs will be caught flat footed. Line backers are more aggressive at high values, being more forward in their zones. At RD 100 the linebacker will never ever bite on a PA pass. This setting does not seem to have any effect on DL rush defense, only LB and secondary.

    Impact: Med-High

    Sweet Spot: 15-20
    Tested at 10:
    Mediocre safeties will mis-identify running plays 15-25% of the time, allowing for stretch plays to succeed.
    MLB will bite on PA 50% of the time.

    Tested at 15:
    MLB will bite on PA 40% of time

    Tested at 20:
    MLB will bite on PA 30% of time.

    Tackling

    Off: Pistol Ace Twins - Strong Power
    Def: 4-3 Stack - Man Under

    Code:
    Tac at 0				Tac at 100
    + broken tackles			- Broken tackles
    					+ Big hits
    Notes:
    As expected, the ability to successfully complete a tackle

    Impact: Medium

    Sweet Spot: 30
    I want break-away runs and the only way to get them is to lower tackling so tackles from behind fail most of the time. This allows a WR and RB to break through the secondary more easily. Overall I like my games a little sloppy and full of surprises and TAC at 30 gives you exactly that.

    Threshold

    Test performed:
    Off: Pistol H Twins - Strong power
    Def: Goal Line 5-3-3 - Jam Cover 1

    HB has speed of 92. Snap ball and run backwards, have bunch of defense follow you to bottom right corner of field, turn to left corner and run perpendicular to field to get good view of top speeds. Do not use sprint.

    At zero
    Good separation between speed 70 and speed 90
    Noticable top speed difference between 71 and 78
    Stretch/Toss plays to HB ineffective due to OL inability to block OLB

    At 50
    Barely noticable top speed difference between 72 and 76 speed
    Slight top speed difference between 72 and 82 speed

    At 100
    Barely noticable top speed difference between 67 and 82 speed
    OL will beat the HB to the goal line on a 30y stretch play

    Sweet Spot: 25
    Ability for HB to outrun DL and slow LB, but still enough speed for OL to be useful in blocking at the second level.


    Conclusion
    While many sliders were straightforward, a couple were surprising to me such as the Rush Defense and Pass Coverage. One of the most annoying issues i have with the NCAA series is that I cannot seem to simulate breakthroughs for RB's. 70y runs are extremely rare, but now that I have a better understanding of these sliders, I should be able to make it happen.

    I am not done yet. Next up is testing the impact of the threshold (which I kind of did already), game speed and all penalty sliders.

    I may, at the end of all my testing, post a slider set of my own, but that is not the goal of this thread.


    =====================

    Tweaks:

    8/18:
    Been going back and forth with threshold 25-35. Finally settled on 25 because it makes outside runs possible.
    Have played two entire seasons with these sliders.. they have settled until a tuner/patch is released.
    Clipping still at 35. Although this leads to a bunch of uncalled clipping, I pretend it compensates for poor AI offensive blocking.
    Switched to slow mode for testing. I avoid outside pitch runs because of the animation glitch.

    8/7:
    QB completion too high, QBA -5 and PC + 10
    Intentional Grounding -25
    Trying out the Clipping at 35

    8/9:
    Going back to Off: All-American and Def: Heisman
    Increased threshold slightly (35) to allow for slightly slower players to break through further when they pass the last defender
    Offsides and Holding to 99, seems to be more effective than 100 (I hope)
    OPI/DPI to 1, in case 0 causes issues
    RTP to 54 to keep the penalties down
    RTK to 1, for testing

    8/11:
    In an attempt to bring passing completion down, QBA now at 5. Passing Completion percentage is now between 50 and 65%
    Testing player threshold at 22
    OPI set to 50 to improve passing defense.
    Clipping to 50
    WRC catching to 40. Since drops are not used in any stats or calculations, I consider them poor passes and use them to simulate better defense.
    Pass Blocking improved slightly to reduce sacks

    Slider set I am currently using in my Coach Mode (play calling with audibles) offline dynasty:

    Offensive Skill: All-American (8/9)
    Defensive Skill: Heisman (8/9)
    Quarter Length: 9 mins
    Game Speed: Slow (8/18)
    Threshold: 25 (8/18)
    HFA: On
    Ice: On

    Both User/CPU

    QBA: 5 (8/11)
    PB: 50 (8/11)
    WRC: 40 (8/11)
    RBA: 60 (8/11)
    RB: 35 (8/9)
    PC: 90 (8/9)
    Int: 35 (8/11)
    RD: 20
    Tac: 40
    FGP: 40
    FGA: 35
    PP: 45
    PA: 65
    KP: 40

    Offsides: 99 (8/9)
    False Start: 80
    Holding: 99 (8/9)
    Facemask: 55(8/6)
    OPI: 50 (8/11)
    DPI: 1 (8/9)
    KR/PR int: 99 (8/9)
    Clipping: 35 (8/18)
    Int Grounding: 75 (8/7)
    Rough passer: 54 (8/9)
    Rough kicker: 1 (8/9)
    Last edited by ZaPPPa; 08-22-2013, 10:30 PM.
  • The_Gaming_Disciple
    Rookie
    • Jul 2011
    • 367

    #2
    Re: A methodical approach to understanding sliders. Tests & Resuls

    Thank you for all of your hard work. Keep in mind that practice mode plays differently with regards to slider functionality in play now, and dynasty (on, offline).
    "Florida State, the only FBS Division-1 school to finish consecutively in the AP top 5 poll for 14 years. This is a record that no other collegiate football team will ever remotely come close to accomplishing again."

    #Unconquered

    Comment

    • TheBleedingRed21
      Game Dev
      • Oct 2010
      • 5069

      #3
      Re: A methodical approach to understanding sliders. Tests & Resuls

      Very interesting, we play CPU QB ACC at 5 and see all day short routes or throw aways, I see why now. They still are deadly so maybe a higher QB ACC would help the CPU pass better but not be Peyton Manning. Need to find out more about that!
      PSN: TheBleedingRed21
      Twitch: http://www.twitch.tv/TheBleedingRED21_OS

      Comment

      • ZaPPPa
        Rookie
        • Sep 2010
        • 36

        #4
        Re: A methodical approach to understanding sliders. Tests & Resuls

        @The_Gaming_Disciple
        I see what you're saying. It does not seem to affect normal sliders, but it does the penalties... Which is a shame, because it will make testing those so much more difficult.

        @TheBleedingRed21
        I was in the same boat. There are a couple of options:

        Increase Pass Coverage.. Let the QB throw, but have more passes swatted. I am not sure if increasing PC also increases the number of interceptions, but it would not surprise me. If so, lower the INT slider accordingly.

        Decrease Pass Blocking. Give the QB less time and force him to make bad decisions. I have not gotten to testing penalty sliders yet, but I have tried increasing the Intentional Grounding slider to 75 in my dynasty and it seems to encourage throw-away passes. My QB went from 75% passing completion to barely over 50%.

        Comment

        • charter04
          Tecmo Super Bowl = GOAT
          • May 2010
          • 5742

          #5
          Re: A methodical approach to understanding sliders. Tests & Resuls

          Even though practice mode plays slighty different than other modes I still think its usefully for what your doing. All your findings seem similar to what I see in the real games. Keep working its good stuff. I would love to see your threshold results.
          www.twitch.tv/charter04

          https://www.youtube.com/channel/UCPW...59SqVtXXFQVknw

          Comment

          • MRGM420
            Rookie
            • Jul 2010
            • 15

            #6
            Re: A methodical approach to understanding sliders. Tests & Resuls

            Great post and hope to see your future efforts! Appreciate your approach and repping San Jose St in the tests hahah. From nitty gritty san jo city myself lol

            Comment

            • ZaPPPa
              Rookie
              • Sep 2010
              • 36

              #7
              Re: A methodical approach to understanding sliders. Tests & Resuls

              I went to college in Europe, but when I moved to the US and later the Bay Area I kind of adopted SJSU as my college to root for. Really hoping that Fales is going to make a late 1st round pick. He deserves it.


              I looked at threshold settings and will add my initial findings to the first post.

              I also looked at Rush Defense some more and decided to create a 'sweet spot' entry for sliders. This 'sweet spot' is for that specific slider only. For example, for Rush Defense I looked at reasonable mis-reads and reaction times for defensive players. With human reaction time being between 100 and 200 milliseconds and adding another 300ms to identify the play, I figured a reasonable safety would take approximately 500ms to determine whether he has to stay in zone or rush the HB on a stretch rush play. I tweaked the sweet spot to hit that number. Then I did the same for LB biting on PA. I have not checked real-life stats (and if someone has those numbers I would love to see them), but I figure a reasonable MLB will bite on a PA about 25% of the time.
              Obviously EA wouldn't be EA if one slider setting wouldn't get both stats correct, so the end result is a compromise. MLB bite may be a bit high and Safety reaction a little low, but it evens out and gives semi-realistic gameplay.

              Comment

              • gatorsinRENO
                Rookie
                • May 2013
                • 218

                #8
                Re: A methodical approach to understanding sliders. Tests & Resuls

                I think this adds a lot of credibility towards the notion that sliders affect how the players respond and what happens as a result of that. The INT slider is one that I was always afraid to raise because I thought that would automatically give the CPU more ints, but having done testing like this actually proved me wrong and taught me how to be a better player.

                Comment

                • gatorsinRENO
                  Rookie
                  • May 2013
                  • 218

                  #9
                  Re: A methodical approach to understanding sliders. Tests & Resuls

                  I tried doing some stuff with penalties. I though that there was something hidden to them, so I used them at 100, 0, 50, and custom. Face-masking and clipping were the only two that really saw an increase, clipping especially on special team returns. At 100, holding/ offsides/ false start didn't yield increased penalties as expected. Also, some are BETTER at 0 because of how they affect player tendencies; OPI and DPI need to be low for tighter coverage, it gives bump 'n' run a new meaning , and RTK does seem to affect the angles that are taken by defenders as they approach a ballcarrier. I believe that penalty sliders are there for a sweet spot to the guys that have their sliders down, but want just a tad bit more.

                  Comment

                  • ZaPPPa
                    Rookie
                    • Sep 2010
                    • 36

                    #10
                    Re: A methodical approach to understanding sliders. Tests & Resuls

                    Added some more 'sweet spots' to the list. I only have to check Run Blocking when I get home from work to allow people to copy my full slider set. I believe it is set at 30 or so. WRC is at 50.

                    Unfortunately it seems all penalties are disabled in practice mode and I am concerned this also affects the way players behave. I believe this is because (and I agree with a bunch of other people on this forum) penalties affect how often animations are triggered that cause penalties and those animations are disabled in practice mode. For example, the offsides and false start animations are never triggered no matter how often you fake snap. Same goes for facemask and probably holding (need to double check that).
                    If this is true for all penalties, this means there is no way to methodically test penalty sliders and we'll have to go by gameday information which is highly subjective at best. The only way to verify the defense is truly more aggressive on low OPI/DPI is to run the exact same offense/defense a hundred times and count the number of interceptions/completions/catching yards etc...

                    If I were a programmer on NCAA, I would not touch the AI that decides how to approach and angle on a ball carrier based on a slider because it would be nearly impossible to test and balance. I'd instead make the Pass Coverage as simple as higher = more swats, because those are black and white decisions and can be counted and balanced easily.

                    Comment

                    • Fiddy
                      Twitch/YouTube: Fiddy14
                      • Jul 2002
                      • 12581

                      #11
                      Re: A methodical approach to understanding sliders. Tests & Resuls

                      hey man, i appreciate what you are doing here. the write ups etc are great! i like reading different takes on sliders etc.

                      i swear, the more we all tinker with the sliders, the more screwy the game becomes. i just wish EA gave us a better description of the sliders. if you adjust this, this, and this, it effects this, etc. is that to much to ask from these guys? i guess so lol. or, do they work as they intended and we are the ones that dont think so? LOL.
                      Twitch
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                      Comment

                      • The_Gaming_Disciple
                        Rookie
                        • Jul 2011
                        • 367

                        #12
                        Re: A methodical approach to understanding sliders. Tests & Resuls

                        Originally posted by ZaPPPa
                        Added some more 'sweet spots' to the list. I only have to check Run Blocking when I get home from work to allow people to copy my full slider set. I believe it is set at 30 or so. WRC is at 50.

                        Unfortunately it seems all penalties are disabled in practice mode and I am concerned this also affects the way players behave. I believe this is because (and I agree with a bunch of other people on this forum) penalties affect how often animations are triggered that cause penalties and those animations are disabled in practice mode. For example, the offsides and false start animations are never triggered no matter how often you fake snap. Same goes for facemask and probably holding (need to double check that).
                        If this is true for all penalties, this means there is no way to methodically test penalty sliders and we'll have to go by gameday information which is highly subjective at best. The only way to verify the defense is truly more aggressive on low OPI/DPI is to run the exact same offense/defense a hundred times and count the number of interceptions/completions/catching yards etc...

                        If I were a programmer on NCAA, I would not touch the AI that decides how to approach and angle on a ball carrier based on a slider because it would be nearly impossible to test and balance. I'd instead make the Pass Coverage as simple as higher = more swats, because those are black and white decisions and can be counted and balanced easily.
                        Are the sweet spots for both HUM and CPU?
                        "Florida State, the only FBS Division-1 school to finish consecutively in the AP top 5 poll for 14 years. This is a record that no other collegiate football team will ever remotely come close to accomplishing again."

                        #Unconquered

                        Comment

                        • ZaPPPa
                          Rookie
                          • Sep 2010
                          • 36

                          #13
                          Re: A methodical approach to understanding sliders. Tests & Resuls

                          Originally posted by The_Gaming_Disciple
                          Are the sweet spots for both HUM and CPU?
                          I guess I should have made that more clear. Somewhere in the first post it says: "no user interaction/interference during play". This is because I am looking at CPU behavior only. The way I play the game every year is to call the plays, call the audibles and then snap the ball and let it play out. I do not have the m@d stick skillz to play QB myself, so I set the game to auto-passing and let the CPU handle it. I guess this is a variation of coach-mode.

                          So, I set these same values for both User and CPU and set the difficulty to Heisman for my dynasty to make up for my *ahem* superior play calling and give me a challenge.

                          I do believe the CPU settings are pretty good to play against, but you may have to lower some of the User settings to compensate for how good you are at the stick. Take 10 points off RBA would be the first thing to do, then lower everything else by 5 or so. Putting RBA at zero like I see in many slider settings makes no sense to me, because it nerfs your running back into oblivion. It is probably better to take away all turnovers like interceptions because of the bigger impact they have on the game.

                          But, like I said, I play coach mode so can only guess as to what the right settings are for people who actually play themselves.

                          Comment

                          • ZaPPPa
                            Rookie
                            • Sep 2010
                            • 36

                            #14
                            Re: A methodical approach to understanding sliders. Tests & Resuls

                            Updated first post with my current slider set.

                            Comment

                            • Buckeye Country
                              Pro
                              • Sep 2010
                              • 719

                              #15
                              Re: A methodical approach to understanding sliders. Tests & Resuls

                              Nice work man! Just curious why you chose heisman? The beginning of your post says All-American. Did you test on AA then switch to heisman? Thanks

                              Comment

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