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The more videos I watch, the less I seem to see the impact of the Infinity engine

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Old 07-18-2012, 09:53 AM   #871
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Re: The more videos I watch, the less I seem to see the impact of the Infinity engine

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Originally Posted by StrawHat Patriot
Don't forget A.I.
Yes, I feel that Infinity Engine will never reach its full potential without a serious AI upgrade. What's the point of them adding it to blocking in the game if when you're running up field guys are STILL turning around to block defenders BEHIND you. The game will never see it's full potential without the proper intelligent football ai.

JerzeyReign had a great post, exactly what I was thinking and most of us have been saying. The game needs an overhaul on all movement and interaction plus ai.
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Old 07-18-2012, 10:17 AM   #872
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Re: The more videos I watch, the less I seem to see the impact of the Infinity engine

Too many "amen" posts to quote, so honorable mention to LBz, Jerzyreign and a special "shout out" to Pared for giving voice to how I think many feel but don't have the "status" to express with impunity.

Now, there is about 40 days or so before M13 drops and the game is officially "what it is" but I feel like there is still time left to push for minor fixes. However, that seems impossible if our community reps are dismissing constructive criticism as negativity, complaining and bitching. Once CC was announced, I made no secret of me being EA/Tiburon's huckleberry again, with yet another Madden purchase. So it's not like I am someone on the sideline heckling the game, I am a paying customer, therefore a madden supporter, that would like to see whatever can be improved before release or with a patch, get done.

I am asking any EAGCs, CE attendees, JPDavis, lurking Madden devs or anyone privy to above average interaction with Tiburon, to find out if things like tuning a later reaction time for looking receivers adjusting to directional passes, a catch ratings hit for players getting their head around late for a catch attempt, making sure DTs are not busting through the line for instant sacks, more triggering of the edge rush animation LBz has pointed out, toning down the swerve/zig zag running capability,can be addressed at all this year OR at least try to see what normally restricted slider/super sliders Tiburon can potentially allow Users access to for M13, so the modders in the Madden community can attempt to address these issues and more for us.
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Old 07-18-2012, 10:25 AM   #873
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Re: The more videos I watch, the less I seem to see the impact of the Infinity engine

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Originally Posted by Big FN Deal
toning down the swerve/zig zag running capability,can be addressed at all this year OR at least try to see what normally restricted slider/super sliders Tiburon can potentially allow Users access to for M13, so the modders in the Madden community can attempt to address these issues and more for us.
I mean I don't know how many people are willing to do this, but I put NCAA 13 on very slow and it helps the feel and control of the running ALOT. Doesn't do much for the animations, but the feel and control is much more weighted and you can't really zig zag. Again I only play offline, but it totally changes the feel of how guys run.
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Old 07-18-2012, 10:33 AM   #874
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Re: The more videos I watch, the less I seem to see the impact of the Infinity engine

Definitely want to see AI fixed. They are not really aware of what is going on the field. The CPU players feels very scripted. They are not open-minded and dont use their instincts. There are plenty on moments where the cpu could be so much better.The only thing CPU ball carriers can do is run forward and break tackles(not truck or stiff arm). They dont run east and west, they dont set up their blockers, they dont use their ratings. You really dont see the wow plays you see alot in College/NFL in Madden/NCAA. Another moment where my HB caught a slip screen. There was a ton of free space in front of me. Instead of going foward blocking the defenders that was heading toward my HB, my OL slowed down to look at my HB.
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Old 07-18-2012, 11:08 AM   #875
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Re: The more videos I watch, the less I seem to see the impact of the Infinity engine

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Originally Posted by SageInfinite
I mean I don't know how many people are willing to do this, but I put NCAA 13 on very slow and it helps the feel and control of the running ALOT. Doesn't do much for the animations, but the feel and control is much more weighted and you can't really zig zag. Again I only play offline, but it totally changes the feel of how guys run.
I haven't gone to very slow, but I did push the speed differential up to about 75. I've found this has cut back on some of the big plays, not just in NCAA 13 but M12 as well.

I'll tell you though, my short time with NCAA has taught me how much I value presentation. If you're playing as a powerhouse, the game has some life with the rawkus crowds and controller vibrations. But man, if you grab one of those nobody-teams, the atmosphere & presentation is dry as a desert bone. I don't expect a small school crowd to sound like LSU, but I do need the TV camera angles, commentary, and what havve you to enhance the experience. I literally turned the game off yesterday playing as one of those small teams... the gameplay is ok but it alone can't keep my attention.
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Old 07-18-2012, 11:13 AM   #876
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Re: The more videos I watch, the less I seem to see the impact of the Infinity engine

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Originally Posted by RGiles36
I haven't gone to very slow, but I did push the speed differential up to about 75. I've found this has cut back on some of the big plays, not just in NCAA 13 but M12 as well.
The speed threshold is always something I'm of mixed-mind about.

On one hand, why is it even necessary? If guys run the speeds they are supposed to and ACC and AGI actually matter along with other technical skills (like RTE, PUR, and PRC), what's the purpose of it?

On the other hand, the fact big plays do drop with a higher threshold setting (typically), makes me wonder just what exactly it does. I know dfos81 had those tests where it seemed to make PUR mean more (as the player's actual speed on defense was more about his PUR rating than his SPD and perhaps ACC meant more too at the cost of tempering top speed differences. Might explain the "slow guy ran down fast guy" if slow guy has a high PUR.

It just seems like one of those things that's there less to give options but more to cover for SOMETHING in the engine, just can't put my finger on what exactly.
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Old 07-18-2012, 11:19 AM   #877
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Re: The more videos I watch, the less I seem to see the impact of the Infinity engine

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Originally Posted by SageInfinite
I mean I don't know how many people are willing to do this, but I put NCAA 13 on very slow and it helps the feel and control of the running ALOT. Doesn't do much for the animations, but the feel and control is much more weighted and you can't really zig zag. Again I only play offline, but it totally changes the feel of how guys run.

If there was a way to put player cuts/momentum on Very Slow, but the rest of the game like does on Very Fast (especially ball velocity on passes and I swear the AI reacts "better" on Very Fast in M12) then I'd probably do that.

But watching a pass take like 2-3 seconds on a curl just...I'm like "hurry up before it's picked off!" Medium routes taking forever to develop - then I'm throwing it and it's like "why wasn't he there yet", but I watch the replay and see that the 'pocket' wasn't even threatened yet...I was just super early LOL

Very Slow is harder than Very Fast for me
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Old 07-18-2012, 11:26 AM   #878
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Re: The more videos I watch, the less I seem to see the impact of the Infinity engine

Quote:
Originally Posted by SageInfinite
I mean I don't know how many people are willing to do this, but I put NCAA 13 on very slow and it helps the feel and control of the running ALOT. Doesn't do much for the animations, but the feel and control is much more weighted and you can't really zig zag. Again I only play offline, but it totally changes the feel of how guys run.
The very slow option is definitely something I want to explore when M13 drops because it seem to have some effectiveness in M12. However, I am not sure if that's just because I am not proficient at zig-zag running.



At around 11:30 until 11:50 in this video, is one of the best visuals examples of the issue with zig-zag running/swerving in the game. If very slow somehow limits this, I will be very pleased.
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Old 07-18-2012, 11:30 AM   #879
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Re: The more videos I watch, the less I seem to see the impact of the Infinity engine

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Originally Posted by illwill10
Definitely want to see AI fixed. They are not really aware of what is going on the field. The CPU players feels very scripted. They are not open-minded and dont use their instincts. There are plenty on moments where the cpu could be so much better.The only thing CPU ball carriers can do is run forward and break tackles(not truck or stiff arm). They dont run east and west, they dont set up their blockers, they dont use their ratings. You really dont see the wow plays you see alot in College/NFL in Madden/NCAA. Another moment where my HB caught a slip screen. There was a ton of free space in front of me. Instead of going foward blocking the defenders that was heading toward my HB, my OL slowed down to look at my HB.
Same thing with me.


The A.I. has to be fixed all around, starting from the CPU decision making (I played against the CPU in franchise mode, who were the Vikings, and AD was running and doing weird ducks inside the hash marks where my players were to tackle, instead of running to the outside when there was space. The CPU QB play is HORRID), to the horrid, horrid, blocking A.I.

Has Curl route logic been fixed? (ex. The the corner will zoom quick and pick it off, while the WR just stand doesn't try to actually catch it). The field needs to be wider too, so that every time I lead a receiver deep in the middle of the field, everybody just doesn't stack there in time when the ball is still in the air.
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Old 07-18-2012, 11:34 AM   #880
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Re: The more videos I watch, the less I seem to see the impact of the Infinity engine

Quote:
Originally Posted by SageInfinite
I mean I don't know how many people are willing to do this, but I put NCAA 13 on very slow and it helps the feel and control of the running ALOT. Doesn't do much for the animations, but the feel and control is much more weighted and you can't really zig zag. Again I only play offline, but it totally changes the feel of how guys run.
The only reason why I don't drop the speed setting and actually raise it to fast, is because of reaction time. I want to experience how quickly I need to make a decision when finding a running lane, or finding that open receiver to beat the blitz or pass rush.

So I sacrifice the feel of the players running movement, so I can make quick decisions on the field.

I actually enjoyed very fast, but I kept running by the player I needed to tackle lol
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