I'm interested in gauging interest based on feedback. If nobody seems interested in this then I'll pass on it and mod some other stuff instead.
Disclaimer: I won't be working on this much, if at all, any time soon. I don't have the time right now. Maybe late-fall and winter. Right now, none. Please don't ask me to post files or explain anything in detail. ATM there are no files, the play testing hasn't really even started, and until I can play test everything there are no additional details for me to explain in-depth.
Rundown:
PLYT tags can break the game. They can turn M08 into a cheese-fest or, even worse, cause glitches. I've posted enough controversial stuff with my Attribute Testing threads already, and trust me the PLYT rabbit hole is much deeper than the attribute one, so I won't be sharing anything about PLYT until there is a release that others can test for themselves, and perhaps some videos on it.
To state plainly, don't start screwing with PLYT. For the most part it is going to do one of the two following.
- 1. cause a glitch
- 2. create cheese plays that suck the fun out of the game.
I've already tested a ton of PLYT stuff a few years ago, I didn't share back then for the above reasons. However, after thinking about the Attribute Testing, I've come to the conclusion that there may be a way to significantly modify M08's gameplay in a positive way. A few examples of what I hope to tweak:
- RT's giving up too many sacks to LE's / RE's not getting enough sacks (despite often having significantly better attributes than their LE counterparts)
- Improbable CPU comebacks (All-Madden)
- 16 carries for 19 yards in the 4th Quarter while trying to ice a game, after having success with 23 carries for 122 yards in Quarters 1-3 (All-Madden) also see: Improbable CPU comebacks
- CPU dink-n-dunk against your Cover 4 play call / CPU play-action deep pass against your Cover 1 play call / CPU consistently running against deep zone play calls while consistently dink-n-dunk passing against man blitz play calls, regardless of how much you switch up your play calling.
- USER offense making short work of CPU defenses by reading whether a defense is playing zone/man pre-snap based on their alignment and/or receiver motion. (This will increase the challenge of you passing against the CPU)
How does it work? The CPU chooses plays based off your PLYT tag. They "know" what you are doing before you break the huddle, and they react accordingly. Not a big deal on Pro or Rookie, but it massively affects gameplay on All-Madden. CPU defenders also react immediately at the start of the snap based on your PLYT tag, the PLF_ value and the PLRD values. I can tweak these without causing glitches as well as without causing cheese; hopefully resulting with more balanced gameplay.
Also I intend to provide a simple list of global roster edits you can do on your own to tweak attributes to provide more realistic on-field gameplay.
This all will require more testing, however, and like I said I don't have time right now to work on it.
Anyone interested in something like this?