i generally play 7-8 minutes with no acceleration.. games take a little under an hour and you get around 110-115 plays if you don't milk the clock.. i would think 10 minutes with a 15-20 second accelerated clock would yield the same results..
15 minute quarters with 25 sec accelerated clock
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I misinterpreted what the threshold represented... I was under the impression that set to 15 seconds, the clock would run down to 15 seconds before the snap. The reality is that that's the number of seconds the clock runs off. I prefer the old way (last gen always ran down to 20 seconds), but this works I guess. I'm working on what the appropriate length is.
I prefer the most possible minutes total. This creates the most realistic game. So the idea is to find the appropriate minutes and accelerated clock combination that'll get you around 120-130 snaps. There are likely several combination that work, I want the one that gives you the longest quarters because it minimizes the amount of time you're NOT under accelerated clock (last two minutes of each half).
Get back to us on this. If you find it out, I'd greatly appreciate it.Comment
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I dont understand the people who say they want realistic stats and don't want to play for over an hour so they'll stick to 7-8 minute quarters w/o acc. clock instead of going with 14-15 min quarters with it.
Shouldn't hypothetically, the same # of plays be run thus not affecting the real time of your game at all?
For the record, I am going 15 minutes with 20 second acc. clock. I may have to chew clock early in the game and snap it at 1 a good portion of the game but I think that's a small sacrifice and is actually more real.Comment
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It's looking very much like 13 minutes w/ 20 second runoff is pretty good. 14 minutes might work too. Understand that I pick plays very quickly, so results may very.
I don't like 25 second run off... you're ticking down on virtually every play. No time for adjustments. I think 15 minutes would be appropriate here though.
15 seconds results in too short a game... about 11 minute quarters... so amount of time spent without accelerated clock makes up too much of the game.Last edited by adembroski; 08-11-2009, 03:18 AM.S.P.Q.A.
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Still wanna know how long these games actually take, I mean I like that we are getting realistic results when it comes to plays called and T.O.P, but I still don't wanna be playing for an hour and a half. Really was set on the last gen model of 10min Qtrs with a 15-20s runoff being the key.
"Weekly Dose of DOOM: All Caps ~ MF DoomComment
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Still wanna know how long these games actually take, I mean I like that we are getting realistic results when it comes to plays called and T.O.P, but I still don't wanna be playing for an hour and a half. Really was set on the last gen model of 10min Qtrs with a 15-20s runoff being the key.Comment
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Shouldn't real time be the same no matter what? You're basically looking to get "realistic stats" whether you are playing on 15 minutes with acc. clock or on 7 or 8 minutes without it. Either way, "realistic stats" means 120-130 plays so no matter what, you are still getting the same amount of plays and real time should not be affected regardless of how many minutes you play on.
With a girlfriend who I'm sure is going to be nagging and bitching all in my ear while I play the game I want these games to be as short as possible, while still remaining "realistic".
"Weekly Dose of DOOM: All Caps ~ MF DoomComment
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Okay, I'm gonna try and sell you guys, because I think accelerated clock is important and if you get the basic concept, I think most people will use it.
Now, the obvious: Accelerated clock simulates the amount of time it takes to call a play without making us sit and stare at the damn screen for 40 seconds. Now, yes, you can play 8 minute quarters and get realistic stats, but where it breaks down is in the simulation of actual football.
Why don't realistic play totals equal realistic gameplay? Go online sometime in '09, and have someone run a 15 play, 80 yard drive in 5:50 on you sometime. That's over half the half... talk about a back breaker, eh? How many times have you seen an NFL team use over an entire quarter on a single possession?
With accelerated clock and 15 minute quarters, that's only 1/3rd of a quarter. Hurts, of course, but to a realistic degree. One drive does not make a game. Shorter quarters doesn't prevent me from running off 40 seconds anyways, 15 minute quarters makes that time I am able to waste realistic.
Also, the CPU uses the same amount of time on play calls as you do with accelerated clock, so you don't have the advantage of being able to milk the shit out of it all game (even if you're not trying, most of us take longer to call a play than the computer does).
I honestly cannot remember a single time in Madden history that I've ever lost the time of possession battle without accelerated clock. That's a huge advantage to the user.
Also, without accelerated clock, it actually takes LONGER to run to the line and run the same play over again than it does to get into the huddle and call a new one.S.P.Q.A.
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