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Reflexial
Member since September 2018
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Reflexial
commented on
5 Mar 2019
One thing that is strange on such mid-season adjustments..... I don't really see how it could not affect Franchise play. There are certain sections of parameters that are only for Sim, Arcade, Comp. But, the "sliders" section of the parameters, where everything is on a curve for maximum adjustability, where it seems they do the most tweaking, affects all game modes. Now, it's possible that they can override it somehow but honestly I don't think they do because these are what get tweaked primarily in patches. As far as I can tell, whatever changes in this regard they make will enexorably affect both offline and MUT
Reflexial
commented on
5 Mar 2019
If they increase the ratings to 100, people will struggle to find a different between 99-100. Honestly, from a software dev point of view, they might have to hack it so "100" is the new "99". Really, the way Madden's stats work, everything is on sliding curve scales. So, if you make "100" the new maximum, then it has the same effect as the old "99" for the most part. I do believe that EA adjusts these scales as the year goes on a little, to keep the newest players "fresh" seeming. It's one of those things the community suspects but can't prove. I'm skeptical about those sort of thiings, but, there was a point where it seemed like my 92 Tyreek couldn't burn silver DBs any more, etc.
Reflexial
commented on
1 Mar 2019
I'm sorry that you struggle to understand how software works. Good luck with that.
Reflexial
commented on
1 Mar 2019
Quote from elaurant0 >> your point of 99 stats getting beat still has nothing to do with chems and stats in general. stats never have and probably never will be consistent and are at the mercy of sliders/dda. your argument of chems is not ever going to be known until there is a mode where such sliders and dda do not exist. Do you think that EA communicates its mystical "sliders/dda" to your client using witchcraft or something? You can look at or modify any local memory value at any time. The engine runs on your client. EA does not even "check in" on you during a single player game. Your client pings them every so often, which is what causes you to be disconnected if you lose internet. There is no method for them to adjust sliders midgame. There are some "catch-up" type mechanics, but that's it. And they only apply when you're ahead by a certain amount of points, depending on the quarter.
Reflexial
commented on
1 Mar 2019
As an addendum, I will mess around with any attribute, red chem, or coaching adjustment you guys like in the engine, and make a video comparing the changes. For $60 each. :)
Reflexial
commented on
1 Mar 2019
Some chems do affect thresholds in a roundabout way, like aggressive/conservative ballcarrier changes the breaktackle modifier which I assume there are some thresholds if you want to call them that. Player attributes definitely have an affect on what they intend to. Citing evidence where a gold lineman beats an elite lineman is silly. It's all based on random dice rolls, and statistics definitely go into these rolls. Now, from the EA developers point of view, you're probably right that sometimes they attempt to make changes, and the effect is either too small to notice/placebo/too small sample size to really know (for the developer/QA). But no, EA isn't intentionally trying to lie to you. God I hate the tone of these threads. It's really annoying.
Reflexial
commented on
23 Feb 2019
Quote from Nacaw >> I hope they include D. Watson's RS card in his PU. Two different +3 schemes chem and the +3 team chem on a 97 QB would be a hell of a card. I'm sure it will be that way. Mahomes RS is in his powerup and he has his team slot + 2 chem slots
Reflexial
commented on
22 Feb 2019
Changing on-side kicks to be rocket fast and removing the success/fail dice roll makes them far more entertaining. You either drill a player on the receiving team and the ball flies around for a jump ball, or miss and it shoots out of bounds for a kicking penalty to the 35 yd line.
Reflexial
commented on
22 Feb 2019
Passing Modifiers, Angle / Movement Here are parameters for angle/dominant foot, for your own interpretation. Dominant/nondominant foot is probably if you are moving laterally left or right. I doubt the actual animation timing of the QB foot matters, since it's basically just sliding around out there playing an animation. You should probably be moving slightly right if you're right handed, and left if you're left handed to get better accuracy cones. I assume the accurate/inaccurate/uncontrolled angles are in degrees, or something approximating degrees. This gives you 3 accuracy cones basically, where the center 80 degrees is the most accurate, next 30 degrees is inaccurate, and last 30 degrees are holy-shit random (for dominant foot... nondominant is stricter). Needs testing... Also the red part near the bottom, I just wanted to point out that all these values are the same for all game types, except for that part, to make perfect passes impossible on sim.
Reflexial
commented on
22 Feb 2019
Quote from Fulo >> Can you explain who not to avoid getting penalized by non-dominant foot/bad angle? Does a left-handed QB matter? Yes, left handed matters. You should generally drop back to the right if you're right handed, and left if you're left handed to get better leverage on your throws. Here is the relevant parameters for angle/dominant foot, for your own interpretation. I assume the accurate/inaccurate/uncontrolled angles are in degrees, or something approximating degrees. This gives you 3 accuracy cones basically, where the center 80 degrees is the most accurate, next 30 degrees is inaccurate, and last 30 degrees are holy-shit random (for dominant foot... nondominant is stricter).
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