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Sabo's The Revival Gameplay Mod - Madden 20 Edition

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Old 11-06-2019, 03:36 AM   #113
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Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

Wow, really racking up the injuries on 1.4!

I saw a CPU miss a short field goal, and their run game is no joke - they'll keep at it if it's working. Still getting a lot of sacks where it feels my QB should have gotten rid of the ball but the game is playing well overall.
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Old 11-06-2019, 07:19 AM   #114
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Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

I played a few games with the new 1.4 mod and noticed the injuries piling up as well. In one game I had my starting HB get hurt and miss the whole game, two starting WR's go out; one for the game, the other just for a few plays, the slot WR got a serious injury and was out for the year and a couple of defensive players get banged up for a few plays. In that game each team hit a wide open LONG bomb TD. Running was tough sledding for both teams but both put up decent numbers. The qb's both put up mid 80's comp%. I saw the receivers breaking a few initial contacts after the catch, the return game was impacted by the deeper KO's, but when they could return they seemed to do much better.
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Old 11-06-2019, 07:39 AM   #115
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Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

Introducing Eduardo Pena's CPU vs CPU Sabo Mods Experiment!


My Plan:

I intend to take my home team Baltimore Ravens through a full season of CPU vs CPU games. One season will be bone stock Madden, default sliders, no XP slider changes, no auto sub sliders, default rosters (minus the cuts I have to make for roster size), default playbooks and on ALL PRO and with the mod to remove ENFORCER skills from players and replacing them with either SECURE TACKLER or TACKLER SUPREME. The other will be with Sabo's 1.4 mod, the XP sliders he uses, the auto sub sliders he uses, on ALL MADDEN with the same nerfing of ENFORCER role. I will also be turning pre-existing injuries off, will be making no traded for draft picks, and will run the exact same rosters for each season. I will be using 11 minute quarters with no clock run off. I will not be fast simming through FG attempts. I notice in stock Madden kickers with low 90's legs will often attempt 50+ yard FGs they have no chance of making. Even 95+ KPW guys will attempt long ones and come up short often or they will try a long 40 yard one into the wind and miss. I want to see what impact Sabo's sliders have on that area of the game as well.



As a long time veteran of Franchise Modes and HCO9 Franchises for me it is all about the data. My cousin & I developed a lovely spreadsheet tool that will compile season stats for you once you input the weekly numbers. It will work with Madden/NCAA/HCO9. I will be tracking as much information as possible. You will be able to see week by week numbers for all stats and I will be including penalties on OL and Defensive players as well as injuries when they happen and the duration of each one. I will also try to make a separate spreadsheet that will track all of my opponent's data week to week.


The reasons why I am doing this now/again are many. First, when I was testing before I was using an absolutely horrible Miami team stripped of talent to make trades for young talent and draft picks. I feel it wasn't giving me an accurate measure of the mods since my talent was so terrible compared to my opponents. By using my home team Ravens it will keep me interested in the team, give us an idea of how Madden and the Mods handle Lamar's unique scrambling ability, and give me a fairer measure of things since the Ravens are a decent overall team. Madden has gone through a couple of patches recently and also released their mid season ratings/roster adjustments. I feel there really shouldn't be any more updates very soon.


In the end I hope to share all the data with you who like to play the way I do. I am more of a GM. I am not on the field. I want my players making the difference and not my ability on the sticks or to call plays. I want to SEE my talent performing and watch the players develop. I hope to show what kind of numbers you can get playing this way and hopefully show the difference between stock Madden and Sabo's mods. In the end I hope the mods help give me the kind of experience/stats I am looking for. If not, perhaps the data can help me come up with suggestions for some slider tweaks to make this way of playing more realistic.



I am not trying to dump on Sabo. He made these sliders with the intention of having users vs CPU games. Obviously the game might play quite a bit differently if you remove the human component. He's done a terrific job and I salute him.


I am currently looking for a way to share my compiled data other than making an extremely long post on here. I am not very tech savvy so if anyone has any suggestions for a free file sharing site I could post these spreadsheets to that would be awesome. I will be using Libre Office to create these sheets and it should be compatible with Excel. There will really be no compiling you need to do. If you want to use these sheets for yourself you can contact me to make some arrangements. It was designed in Excel and works for both Excel and Libre. You just have to make sure you follow the instructions for opening the file and entering in your data.


This project will obviously take some time to do as watching every single game and then tracking the data will be laborious. Just be patient, stay tuned, and then when all is said and done maybe we can put our heads together and come up with any tweaks we might think we need.

Last edited by Eduardo_Pena; 11-06-2019 at 09:40 AM. Reason: spelling error
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Old 11-06-2019, 08:28 AM   #116
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Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

Quote:
Originally Posted by Nza
Wow, really racking up the injuries on 1.4!

I saw a CPU miss a short field goal, and their run game is no joke - they'll keep at it if it's working. Still getting a lot of sacks where it feels my QB should have gotten rid of the ball but the game is playing well overall.
Just tinker with the injury slider till ur satisfied

The throw out of sacks, we found a fix but it was a major change that had a domino effect on too many things unfortunately
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Old 11-06-2019, 09:13 AM   #117
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Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

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Originally Posted by xSABOx
Just tinker with the injury slider till ur satisfied

The throw out of sacks, we found a fix but it was a major change that had a domino effect on too many things unfortunately

Injuries are part of the game and even a lot of them some of the time. I am a Ravens fan and in back to back seasons I think we led the league in putting guys on the IR. One season it was just over 20 players and the next season it was high teens close to 20. Guys in real life get banged up during a game and miss some plays. To me that's pretty realistic. The only problem I would have is if 15-20 guys are getting knocked out for the season every season. I don't have enough data to go by.


It also adds another element to franchise mode. Do you go with that first round superior athlete talent with the questionable durability score, or do you go with what you know is probably a lesser talent but should stay on the field most of the time?
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Old 11-06-2019, 10:44 AM   #118
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Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

I cannot wait to check this out. I’ll mess with the injury sliders if it’s too much but the game did need injuries done better. But everything sounds great and I should be ready to actually go all in on my Franchise.
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Old 11-08-2019, 09:59 AM   #119
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Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

Sabo, did you get OL injuries figured out? And do you have them getting hurt at more realistic rates than the console version, if so?
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Old 11-08-2019, 03:09 PM   #120
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Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

Two things I might drop a minor update for will be lack of interceptions and very very slightly increasing user coverage by negating the AM boost cpu gets

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Originally Posted by Darth Raider
Sabo, did you get OL injuries figured out? And do you have them getting hurt at more realistic rates than the console version, if so?
Yes we’ve been able to trigger OL injuries on latest version
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