Focus of the Sliders: These sliders are mainly focused on embracing what default Heisman brings to the table, and just give attention to spots where it needs some human-like behavior in gameplay.
The issue with modifying too many sliders is that there is a lot of labbing required to determine which slider value = animation, and in NCAA/CFB/Madden that's not always how it works. Gameplay slider values are one variable, but so are penalty values. But penalty values are layered more depending on which animation you want to see more or less of.
That's why these sliders are very close to default because I don't want to have to compensate and go down rabbit holes. The base game is already so very good, and just some slight tweaks were needed. If there were more ability values like QBA and RBA, it would make customizing the game a whole lot easier, because instead we have values like INT or TAK or PCV that can affect multiple starting and ending animations.
Feel free to try them out. I just want to play my dynasty, so I'm not going to tackle every issue that comes up right away. I tested default for 20 games, then went through and modified values at different ranges, until settling into a good spot.
================================= 9/28/2024 - Two changes for both User and CPU, and one change to overall in fatigue. The game has been playing pretty solid throughout, so there's not much change through the patch updates. We felt the coverage waas a bit too tight at times, which is why PCV was dropped to 55 from 60. The tackling was a bit too good as well on 52, so it's a slight drop to 50. After that, everything gets adjusted all at once with fatigue changed from 50 to 52. This brings just a bit more wear and tear early on, along with subs, but doesn't impact the actual gameplay where on the player starts jogging on higher values because they are gassed. Enjoy!
*edit: highlight for Pass Coverage and Tackling should be for CPU side as well in Heisman set, just clerical error*
All-American set: Same application from the Heisman set. This AA set is still in tip-top shape in my opinion and the addition of fatigue really compliments the wear and tear system. I think it smooths out the animations, especially on AA, a whole lot.
Offsides: 65 False Start: 65 Holding: 55 Facemask: 65 Defensive Pass Interference: 65 Intentional Grounding:Off Roughing the Kicker: Off All other penalties default 50 or On
Offsides: 65 False Start: 65 Holding: 55 Facemask: 65 Defensive Pass Interference:65 Intentional Grounding: Off Roughing the Kicker: Off All other penalties default 50 or On
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================================= 8/22/24 - It took a lot of time to get this right because the feel of holding on 60 as really good, except the OL did start to give up a bit more than their ratings would lead on - not to mention the amount of holding calls per game. However, it allowed me to really get into the depth of the game and how the sliders can address some things that were nagging me. I went with my gut a lot more this go around rather than trying to feel like making everyone happy, if that makes sense. I know what I've seen on this Version 5 is really where I want the game to be. More human like behavior from the CPU QB and receivers (especially in traffic), while not forgetting about what makes college football explosive.
Some significant changes are to the penalty sliders. Offsides and False Start are there to get them called more, while holding is dropped to 55 so there is still a chance of it being called like before - just not as much. Facemask is raised to help with the wrap-up tackling both in tackling the ball carrier and wrapping onto receivers trying to catch the ball. Defensive pass interference is raised to get it called more, even if the specific animation doesn't quite show up as one would hope. Intentional grounding was one I've played with and like it more set to "Off" after seeing what good it does for Madden 25 - which is what it always does to make the CPU QB more dynamic and try to keep plays alive from scrambling in the pocket or out of it, or throwing on the run. Any type of value that helps with pressure to perform is one that needs to be looked at, and IG set to Off has done that for years for me.
The gameplay sliders for the Heisman set are the only ones changed as AA still seems to be in a great spot for me.
The first value of WRC was lowered for both User and CPU as there were just too many great catches in traffic that started to be a theme - and not a welcomed one. I lowered the value for both, and now when outstanding catches happen in traffic, they really are just that.
Run blocking was lowered for the CPU as the compensation for lower Holding. This, along with tackling value, reduces the sticky OL effect. Interceptions were lowered for more brick-hands to appear, especially on bullet throws where some DBs definitely can't handle catching those passes. Pass coverage was raised to help the initial LOS play between the DB/LB/WR, but not so much the QB won't throw downfield.
As mentioned tackling value raised to 52/52 will help the push from the DL/LB with the lower holding value, and the facemask value will level it out with wrap up tackles (that can be broken) while improving the pursuit angles a tick or two.
Values Explained: Main adjustment is to Speed Parity Scale from 45 to 55. This helps players become more in-sync and allows a lot smoother animations to produce from previous 45 and 48.
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Difficulty: Heisman Quarter Length: 11 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds Injuries: 30 Fatigue: 50 Player Speed Parity Scale: 55
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Penalties
Values Explained: Some significant changes are to the penalty sliders. Offsides and False Start are there to get them called more, while holding is dropped to 55 so there is still a chance of it being called like before - just not as much. Facemask is raised to help with the wrap-up tackling both in tackling the ball carrier and wrapping onto receivers trying to catch the ball. Defensive pass interference is raised to get it called more, even if the specific animation doesn't quite show up as one would hope. Intentional grounding was one I've played with and like it more set to "Off" after seeing what good it does for Madden 25 - which is what it always does to make the CPU QB more dynamic and try to keep plays alive from scrambling in the pocket or out of it, or throwing on the run. Any type of value that helps with pressure to perform is one that needs to be looked at, and IG set to Off has done that for years for me.
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Offsides: 65 (Previous: 55) False Start: 65 (Previous: 55) Holding: 55 (Previous: 60) Facemask: 65 Defensive Pass Interference: 65 (Previous: 50) Intentional Grounding: Off (Previous: On) Roughing the Kicker: Off All other penalties default 50 or On
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Gameplay Sliders
Values Explained: The gameplay sliders for the Heisman set are the only ones changed as AA still seems to be in a great spot for me.
The first value of WRC was lowered for both User and CPU as there were just too many great catches in traffic that started to be a theme - and not a welcomed one. I lowered the value for both, and now when outstanding catches happen in traffic, they really are just that.
Run blocking was lowered for the CPU as the compensation for lower Holding. This, along with tackling value, reduces the sticky OL effect. Interceptions were lowered for more brick-hands to appear, especially on bullet throws where some DBs definitely can't handle catching those passes. Pass coverage was raised to help the initial LOS play between the DB/LB/WR, but not so much the QB won't throw downfield.
As mentioned tackling value raised to 52/52 will help the push from the DL/LB with the lower holding value, and the facemask value will level it out with wrap up tackles (that can be broken) while improving the pursuit angles a tick or two.
Values Explained: No changes to the All-American set as the penalty slider changes should help compliment the existing gameplay slider values.
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Difficulty: All-American Quarter Length: 11 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds Injuries: 30 Fatigue: 50 Player Speed Parity Scale: 55
=================================
Penalties
Values Explained: Some significant changes are to the penalty sliders. Offsides and False Start are there to get them called more, while holding is dropped to 55 so there is still a chance of it being called like before - just not as much. Facemask is raised to help with the wrap-up tackling both in tackling the ball carrier and wrapping onto receivers trying to catch the ball. Defensive pass interference is raised to get it called more, even if the specific animation doesn't quite show up as one would hope. Intentional grounding was one I've played with and like it more set to "Off" after seeing what good it does for Madden 25 - which is what it always does to make the CPU QB more dynamic and try to keep plays alive from scrambling in the pocket or out of it, or throwing on the run. Any type of value that helps with pressure to perform is one that needs to be looked at, and IG set to Off has done that for years for me.
=================================
Offsides: 65 (Previous: 55) False Start: 65 (Previous: 55) Holding: 55 (Previous: 60) Facemask: 65 Defensive Pass Interference: 65 (Previous: 50) Intentional Grounding: Off (Previous: On) Roughing the Kicker: Off All other penalties default 50 or On
=================================
Gameplay Sliders
Values Explained: These are slight adjustments for the All-American set. I think the penalty adjustments compliment it in a positive direction, so there's not as much gameplay sliders needed to be modified with the threshold change. The main adjustment is to QBA for the user to just get a bit more feel out of the throws and bring some difficulty in performing some passes throughout the different QB caliber. I hadn't felt much of a difference throwing into coverage with a 70 ovr QB to a 90 ovr QB. The CPU Pass Blocking is to compliment the change in the holding penalty that can bring the DL pressure a bit earlier, then the Pass Coverage for the CPU is to increase some difficulty downfield for the user.
FG Power: 50/50 FG Accuracy: 45/45 Punt Power: 50/50 Punt Accuracy: 50/50 Kickoff Power: 50/50
8/17/24 - I'm working on lowering holding, but making sure we don't lose the current feel of the OL/DL. At least some of the OL play just letting players through at time is suspect that the change may actually be warranted for that alone. Stay tuned.
8/13/24 - A good round of testing has been done, and the game is in a really good spot now. The main focus is raising threshold to 55 to sync up the players onto what's happening on the field. On 45, while great in separating players, there were too many times that they were just running into each other with no awareness of what was happening. It made for some clunky animations a lot of the time, and I was just getting tired of it. What stemmed the change as well was how often holding started to get called on 45 threshold. It makes sense because the players/entities were separated more, so it's easier for the referees to acknowledge. However, the gameplay was good enough on that setting because the increase in hold brought in some great OL/DL interactions.
From there it was a matter of using that as a base and finding the right threshold that maintains the OL/DL interactions, but also addressed some other areas such as DBs stopping on routes when the receiver would make a quick change of direction. In addition, once threshold was raised to 55, the CPU RB started to showcase more of their skills. This makes sense because on the lower threshold there just isn't enough time for them to process what is in front of them, which is why they'd run into their OL instead of performing a skill or change of direction.
Overall, yeah, just happy with this right now. Have had some low scoring games, and some blow-outs. Testers have had some variety in their experience as well, so I know it's on the right track when that happens. Content enough to post this now. Thanks for the patience. Enjoy!
Values Explained: Main adjustment is to Speed Parity Scale from 45 to 55. This helps players become more in-sync and allows a lot smoother animations to produce from previous 45 and 48.
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Difficulty: Heisman Quarter Length: 11 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds Injuries: 30 Fatigue: 50 Player Speed Parity Scale: 55 (Previous: 55)
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Penalties
Values Explained: The adjustment to Holding from default 50 to 60 sparked the changes primarily because of how much better the OL/DL interaction was. Unfortunately, the threshold/parity didn't combine well with it. Now that part is good to go, the other adjustments here were to get some additional penalties called, but not to the point it's a common occurrence. Holding will still be called more than the other penalties, but it will not be at the crazy amounts called previously. Facemask bumped to 65 is significant because it improves the tackling animations to go from big hit-sticks, to wrap-up and momentum based. This helps with both tackling the runner and disrupting receivers' play on the ball.
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Offsides: 55 (Previous: 50) False Start: 55 (Previous: 50) Holding: 60 Facemask: 65 (Previous: 50) Roughing the Kicker: Off All other penalties default 50 or On
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Gameplay Sliders
Values Explained: The main change here is the CPU's WR Catching value changing from 45 to 40. This basically humanizes their catches much more and feels just how the user's catching is where not every catch is maintained, especially in traffic. That is left for the outstanding receivers, but of course it's college football and anything can happen - it's just a matter of how often. The other adjustment of significance is for Pass Coverage being increased to 55 for both User and CPU. It's a subtle change, but one that buys time for the defense to get in better position to make plays on the ball, depending on their ratings. The threshold bump helps with the connection of DB/WR initially, and the PCV will take it the rest of the way, which should help to bring more variety in the passing game.
Values Explained: Adjustment to speed parity/threshold to 45 from 48 helps reduce the effect of defensive players from running into each other as much.
=================================
Difficulty: All-American Quarter Length: 11 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds Injuries: 30 Fatigue: 50 Player Speed Parity Scale: 55 (Previous: 55)
=================================
Penalties
Values Explained: The adjustment to Holding from default 50 to 60 sparked the changes primarily because of how much better the OL/DL interaction was. Unfortunately, the threshold/parity didn't combine well with it. Now that part is good to go, the other adjustments here were to get some additional penalties called, but not to the point it's a common occurrence. Holding will still be called more than the other penalties, but it will not be at the crazy amounts called previously. Facemask bumped to 65 is significant because it improves the tackling animations to go from big hit-sticks, to wrap-up and momentum based. This helps with both tackling the runner and disrupting receivers' play on the ball.
=================================
Offsides: 55 (Previous: 50) False Start: 55 (Previous: 50) Holding: 60 Facemask: 65 (Previous: 50) Roughing the Kicker: Off All other penalties default 50 or On
=================================
Gameplay Sliders
Values Explained: These are slight adjustments for the All-American set. I think the penalty adjustments compliment it in a positive direction, so there's not as much gameplay sliders needed to be modified with the threshold change. The main adjustment is to QBA for the user to just get a bit more feel out of the throws and bring some difficulty in performing some passes throughout the different QB caliber. I hadn't felt much of a difference throwing into coverage with a 70 ovr QB to a 90 ovr QB. The CPU Pass Blocking is to compliment the change in the holding penalty that can bring the DL pressure a bit earlier, then the Pass Coverage for the CPU is to increase some difficulty downfield for the user.
FG Power: 50/50 FG Accuracy: 45/45 Punt Power: 50/50 Punt Accuracy: 50/50 Kickoff Power: 50/50
8/12/24 - Will be posting update to set today/tonight as I'm not happy with the current set relative to the penalties, in particular holding, and threshold. Main issue is the lower threshold, while nice separation of entities, is causing players to run blindly into eachother and thus not being acknowledged of their existence at times. This is why at times the CPU RBs just run into their OL instead of performing a type of skill/juke to evade their own OL or oncoming defenders.
New set is on the right track and should take care of some of these issues, in particular holding. Holding operates a lot different on a lower threshold than it does on a higher one. Because entities are separated out more, it's more clear to the referees on when holding occurs - which is why it is called so often. This further validates the reasoning to go up in threshold. Stay tuned!
8/10/24 - Game is playing well after the title-update. Defensive pursuit seems improved, and that's allowed for some changes back to default like RTP and TAK for the Heisman set. Most notable change is dropping the speed parity/threshold to 45 as it should help reduce defenders running into eachother. Raising holding should help reduce the sticky feel on some blocks for both user and CPU. Other than that, the Heisman set just needed adjusting in the QBA department so we can see a bit more human-like behavior from the CPU QB, and bring in a bit more feel to both the User and CPU QB. Overall, a good solid update, subtle tweaks needed.
7/27/24 - My personal approach to having two difficulties is now I can play AA for home games and Heisman for away games. It's a bit of a makeshift homefield advantage in a way. Totally optional, but thought I'd mention it.
Key value: Player Speed Parity Scale = 45.
This is what holds the set together. Some say lowering this value makes the game more wide open, but it really just releases the players from each other a little bit sooner. This means less running into each other, less getting stuck in instant two-man animations, and more room to basically breathe and perform.
Values Explained: Adjustment to speed parity/threshold to 45 from 48 helps reduce the effect of defensive players from running into each other as much.
=================================
Difficulty: Heisman Quarter Length: 11 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds Injuries: 30 Fatigue: 50 Player Speed Parity Scale: 45 (Previous: 48)
Values Explained: The
Penalties
Values Explained: The title update improved the defensive pursuit angles, so RTP can go back to default 50, while Holding is adjusted to remove the sticky blocking that would be present. Raising this value helps a lot with the OL/DL interaction, but also the blocks upfield where the WR/TE were holding on just a bit too long for my liking. In addition, the holding adjustment helps the release point to be more realistic, such as when a running back gets through DL and the defenders are engaged in their blocks instead of trying to release from them to run upfield.
Holding: 60 (Previous: 50) Roughing the Passer: 50 (Previous: 45) Roughing the Kicker: Off All other penalties default 50 or On
Gameplay Sliders
Values Explained: Most notable change here is the QBA values dropped to 40 from 45 for both User and CPU. The goal is just to humanize both to closer within their ratings, but also making the outstanding stand out, whether that be positive or negative. At 45, the teams still seemed to be the same feel with a QB that was a field general, perfectly in-sync with their receivers. It was rare to feel like the CPU QB could win in an ugly fashion, which is what lowering to 40 QBA allows more potential to happen now. There's more ebb and flow to the game, such as an elite QB not able to hit the targets in the third quarter, so they opt for check downs and screens to get confidence - then explode in the 4th. The lowering QBA lets that happen, but it also brings in some good physics to the football when thrown. Not every pass is going to be a perfect spiral, perfect location in the numbers or in stride. This compliments the threshold/parity chosen, and allows a lot more variety to be had.
Along with QBA lowered, the tackle value can now be pulled back to 50's as the defensive pursuit angles are in much better shape. This means we get more forward momentum type of tackles that look really nice in animation, and less of the halting or driving backward momentum type of tackles. Not to mention more gang tackling, which is more like college football.
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FG Power: 50/50 FG Accuracy: 45/45 Punt Power: 50/50 Punt Accuracy: 50/50 Kickoff Power: 50/50
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Difficulty: All-American Quarter Length: 11 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds Injuries: 30 Fatigue: 50 Player Speed Parity Scale: 45 (Previous: 48)
Penalties
Values Explained: The main adjustment here is lowering Roughing the Passer which is going to help with the aggression and directness towards the ball carrier. After that, Roughing the Kicker is turned off as it seems that penalty happens too often.
Holding: 60 (Previous: 50) Roughing the Passer: 50 (Previous: 45) Roughing the Kicker: Off All other penalties default 50 or On
Gameplay Sliders
Values Explained: The approach with All-American was to determine where the issues were. The main issue I found was the ease of the OL push for the User. Along with that the pursuit angles by the CPU needed some help, so the TAK value was increased. As mentioned in the penalties, the Roughing the Passer value was used for the aggression, and for the AA set, this is paramount as it really cleans up the pursuit angles.
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Key value: Player Speed Parity Scale = 48.
This is what holds the set together. Some say lowering this value makes the game more wide open, but it really just releases the players from each other a little bit sooner. This means less running into each other, less getting stuck in instant two-man animations, and more room to basically breathe and perform.
Values Explained: We are still working through the quarter length and play clock settings, but the current set up seems to be on the right track. The goal is to have 110-130 plays to match the amount of simmed plays. Injuries were increased a bit to get more injuries in game - simple enough.
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Difficulty: Heisman Quarter Length: 11 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds Injuries: 30 (Previous: 25) Fatigue: 50 Player Speed Parity Scale: 48
Values Explained: The
Penalties
Values Explained: The main adjustment here is lowering Roughing the Passer which is going to help with the aggression and directness towards the ball carrier. After that, Roughing the Kicker is turned off as it seems that penalty happens too often.
Roughing the Passer: 45 (Previous: 50) Roughing the Kicker: Off (Previous: On) All other penalties default 50 or On
Gameplay Sliders
Values Explained: The first goal was to get the pursuit angles and tackle quality a bit better, which was accomplished by raising the TAK value just slightly. Next was reducing the receiver's catching, but needs to be complimented with lowering the QBA so the location of throws are just as important. The goal with QBA wasn't to just make realistic incompletions (over-throws, under-throws, etc), it's to have QBs play more human like and error prone in regards to something as simple as leading a receiver and throwing behind him could be the difference between a first down or punt.
Dropping the interception value was important to get more brick-hands rather than soft, perfect, catching that tends to happen too often. The defending players can still intercept the ball, but not at the same rate is they were before.
The field goal values bring more pressure for both the User and CPU to time their kicks. A bit more power isn't necessarily always a good thing when a slight move to the right or left can throw the entire attempt wayward.
Pass Blocking was adjusted for Version 2, as was reducing the FG Power. Pass blocking was raised for the User as there just needed to be a bit more time, even half-a-second, in the pocket. The CPU's PBL drops a bit to balance out the OL/DL interactions, as the ratings weren't matching up where the CPU OL was playing 5pts higher than their OVR ratings (70 ovr OL dominating an 70 ovr DL for example).
FG Power was reduced to lessen those super long field goal attempts and conversions.
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FG Power: 50/50 (Previous: 52/52) FG Accuracy: 45/45 Punt Power: 50/50 Punt Accuracy: 50/50 Kickoff Power: 50/50
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Difficulty: All-American Quarter Length: 11 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds Injuries: 30 (Previous: 25) Fatigue: 50 Player Speed Parity Scale: 48
Penalties
Values Explained: The main adjustment here is lowering Roughing the Passer which is going to help with the aggression and directness towards the ball carrier. After that, Roughing the Kicker is turned off as it seems that penalty happens too often.
Roughing the Passer: 45 (Previous: 50) Roughing the Kicker: Off (Previous: On) All other penalties default 50 or On
Gameplay Sliders
Values Explained: The approach with All-American was to determine where the issues were. The main issue I found was the ease of the OL push for the User. Along with that the pursuit angles by the CPU needed some help, so the TAK value was increased. As mentioned in the penalties, the Roughing the Passer value was used for the aggression, and for the AA set, this is paramount as it really cleans up the pursuit angles.
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Good to see you back for this game. Feels nostalgic having a new slider set from you for a college game. Between you, armor, playmaker, jkits, I feel like I'm back in a time machine and I love it.
Between all the names above, just about anyone should be able to find a slider set they enjoy on OS. You guys always do great and always have unique approaches which is what makes it cool as well.
If only we had custom stadium sounds and had Auburn Alumni making packs for all the teams, then it'd be exactly like old times.
Just tried these out. Got to say, I like these sliders alot after 1 game. There were a couple of plays where my defender just stood there and let the ball carrier go by him, but it only happened twice from what I remember. So maybe tweaking the tackling or pass coverage slider up a point or 2 will help that.
Going back to the game. Was playing with ND. Lost 31-28 at USC. First half both offenses were clicking. Went into the half tied at 21. The second half was a barn burner. Took until the 4th quarter for either of us to score. AI definitely makes adjustments to what you are doing. Running and passing felt really good. Overall these are great.