These definitely look interesting, I also enjoyed your All Pro set, so will be giving these a try as well.
When M24 drops I will probably stick to AM anyway, as I feel the game is just a bit more competitive to me (imo)
I really have to commend you for keeping Madden going this late in it's cycle, hell I believe the beta for 24 drops next week, and the game in August, so we're getting close....lol
Are you planning on picking up M24? The reason I ask is with how much work you have been putting into M23 it sounds as though you are going to stick with 23...I'm probably way off base, just curious....lol
People are for reviews if it backs their argument, and against them when they don't.
“I believe the game is designed to reward the ones who hit the hardest – If you can’t take it, you shouldn’t play!” Jack Lambert
These definitely look interesting, I also enjoyed your All Pro set, so will be giving these a try as well.
When M24 drops I will probably stick to AM anyway, as I feel the game is just a bit more competitive to me (imo)
I really have to commend you for keeping Madden going this late in it's cycle, hell I believe the beta for 24 drops next week, and the game in August, so we're getting close....lol
Are you planning on picking up M24? The reason I ask is with how much work you have been putting into M23 it sounds as though you are going to stick with 23...I'm probably way off base, just curious....lol
Thank you for trying my sliders. Defiantly picking up Madden 24. I been using madden 23 as a learning experience when it comes to making sliders. Every time I think I have completed my sliders something else new pops into my head lol.
Like I thought I was done with my All Pro Sliders. However in the process of making these I learned more about what I can do different to my All Pro sliders to make them better.
I plan on being a full time Slider creator when it comes to M24 & beyond on both All Pro and All Madden. Taking what you said about All Madden. I agree this does offer the best play.
Yesterday I started these sliders and I promise yesterday was the very first time that I touched All Madden this year. I tried other All Madden slider sets in the previous years and was turned off by the CPU Play so I have until yesterday stayed away from all madden and just focused on All Pro.
Looking forward to taking what I have learned and applying it to Madden 24.
This was a great first game of the season. Unfortunately due to turnovers I ended up losing by 1 TD. from the first quarter all the way to about the middle of the 2nd quarter I didn't think Brady would ever remember how to throw. It was bad! The CPU up by 14 Points 7-21 then towards the end of the quarter I started to come back and finally took the lead around the end of the 3rd quarter only to cost myself the game with a INT towards the end of the 4 quarter. You will see how much changed through out the game. I went from not being able to throw to doing it decent despite the 4 INT. Was able to come back by slowing DAL down a little towards the 2nd half of the game. All in all it was a great 1st game.
Was finally able to get a game in, and for the most part it felt pretty good. I'm not going to go into a bunch of specifics, I just wanted to point out a quick couple of things.
Playing as the Steelers, I ended up losing 21-20, the losing wasn't that bad although I HATE losing to the Brownies...lol
Just a couple quick observations....
1-QB play was terrible on both sides
Watson- 18/37 207yards 48% 3td and 3int
Pickett-14/37 179yards 37% 1td and 1int
Chubb destroyed my defense..... 25att 206yards 8.2avg
While Najee went for 29att and 70yards 2.4avg
What stood out for me however (and is an easy fix) was there was absolutely no time in the pocket...as soon as the ball was snapped Pickett was under crazy amounts of pressure....I know the Steeler O-line isn't the greatest, but c'mon man....lol
I'm not going into panic mode just yet...lol but I'm definitely going to keep an eye on the hum pass block, as I was in no way able to get any play action game going due to the immediate pass rush.
Overall though, I feel that these will be an amazing set to go with, and with the release of M24 just around the corner, I would be willing to bet that these will be able to be plugged right in and achieve the same results....unless EA/Tiburon does some kind of massive gameplay overhaul...
People are for reviews if it backs their argument, and against them when they don't.
“I believe the game is designed to reward the ones who hit the hardest – If you can’t take it, you shouldn’t play!” Jack Lambert
Was finally able to get a game in, and for the most part it felt pretty good. I'm not going to go into a bunch of specifics, I just wanted to point out a quick couple of things.
Playing as the Steelers, I ended up losing 21-20, the losing wasn't that bad although I HATE losing to the Brownies...lol
Just a couple quick observations....
1-QB play was terrible on both sides
Watson- 18/37 207yards 48% 3td and 3int
Pickett-14/37 179yards 37% 1td and 1int
Chubb destroyed my defense..... 25att 206yards 8.2avg
While Najee went for 29att and 70yards 2.4avg
What stood out for me however (and is an easy fix) was there was absolutely no time in the pocket...as soon as the ball was snapped Pickett was under crazy amounts of pressure....I know the Steeler O-line isn't the greatest, but c'mon man....lol
I'm not going into panic mode just yet...lol but I'm definitely going to keep an eye on the hum pass block, as I was in no way able to get any play action game going due to the immediate pass rush.
Overall though, I feel that these will be an amazing set to go with, and with the release of M24 just around the corner, I would be willing to bet that these will be able to be plugged right in and achieve the same results....unless EA/Tiburon does some kind of massive gameplay overhaul...
Let me know if the pass rush continues being a problem. If it is I will have to tweak the injury fatigue and speed settings
Ok that can be a quick fix. But I will also keep testing different injury fatigue and speed settings to make play action plays more possible for the player. That way the rest of the game stays balanced.
It's tough finding the right values to the 3 sliders I mentioned lol. I settled on the ones I have because it brought me the most balance when it comes to CPU Rushing and Passing abilities.
Going to test with the Steelers on finding new values that will still keep the dynamic play when it comes to CPU run and Pass abilities.
I am going to be retesting INJURY FATIGUE AND SPEED Values to see if I can come up with a better sequence. It will take time, so it maybe a week before I can come out with V2.0. Below is the only possible sequences that I can test for balance purposes. I showed my work how I got to these and at the very bottom is the actual sequences I need to eliminate 1 by 1.
PENALTIES RTP OR ILLEGAL BLOCK IN THE BACK @40 1,790 PENALTY VALUE + AUTO SUB VALUE ÷27 390 PENALTY VALUE
55.71 INJURY VALUE AFTER DIVIDING 66.29 FATIGUE VALUE AFTER DIVIDING
SPEED-FATIGUE THEN FATIGUE-INJURY =3 POINTS BETWEEN INJURY AND SPEED AFTER SUBTRACTING .
EXAMPLE 85-66 =19 66-44 =22 3 POINTS SEPARATE 19 FROM 22
2 ODD THEN EVEN #'S OR 2 EVEN THEN A ODD # OR ALL 3 #'S ARE ODDS
EXAMPLE 44 66 85. 2 EVENS 44 66 THEN 1 ODD 85 THEY NEED TO BE IN PATTERNS.
PENALTIES ILLEGAL BLOCK IN THE BACK & RTP BOTH @40 1,780 PENALTY VALUE + AUTO SUB VALUE ÷27 380 PENALTY VALUE
54.28 INJURY VALUE AFTER DIVIDING 65.92 FATIGUE VALUE AFTER DIVIDING
SEQUENCE 190-50-70 =70 INJURY FATIGUE SPEED
1 OF THE SEQUENCES BELOW WILL BE THE BEST 1. JUST NEED TO ELIMINATE THEM 1 BY 1 UNTIL I REACH THE BEST 1 WITH THE BEST DYNAMIC RUN AND PASS GAME BY THE CPU AND WITH PLAYER BEING ABLE TO RUN AND PASS ALSO.
WHEN IT COMES TO THE 400 PENALTY VALUE. I ALREADY ELIMINATED THOSE SEQUENCES TO ARRIVE AT V1.0. ITS THE PENALTY VALUE AT 390 AND 380 THAT I NEED TO FIND THE BEST ONE
I almost forgot to mention, from what I can remember in my settings that differ from yours are...
1- I use 15min q's with 12 sec runoff
2- my speed parity I use is set at 97...this is just my personnal preference as IMO the game plays better for me at that setting....I don't think it will throw off the balance you have for your sliders, so no worries there.
I will have to check my injury and fatigue sliders though, I only mentioned the 2 I listed as that's all I can remember right now....lol sucks getting old...lol
People are for reviews if it backs their argument, and against them when they don't.
“I believe the game is designed to reward the ones who hit the hardest – If you can’t take it, you shouldn’t play!” Jack Lambert
I almost forgot to mention, from what I can remember in my settings that differ from yours are...
1- I use 15min q's with 12 sec runoff
2- my speed parity I use is set at 97...this is just my personnal preference as IMO the game plays better for me at that setting....I don't think it will throw off the balance you have for your sliders, so no worries there.
I will have to check my injury and fatigue sliders though, I only mentioned the 2 I listed as that's all I can remember right now....lol sucks getting old...lol
You would be surprised on how much those 2 setting will thow off the intended effects of my sliders.
You are right when it comes to Play Actions plays. I was doing some testing with PIT vs CLE and with the current settings the PIT QB is reached to quickly. I have currently got it more manage able with the new settings I am testing.
Right now I am going through the different sequences that I need to test to find which one makes Player Pass Action Plays more do able without always getting sacked or pressured while at the same time not reducing CPU Running or Passing abilities.
These are not Locked in changes yet but if you want to keep up with me in real time then Input the Sliders that are on the first page exactly how I have them and only change the following.
PENALTIES
CHANGE ILLEGAL BLOCK IN THE BACK FROM 50 TO 40
GAME OPTIONS
CHANGE INJURY FROM 43 TO 45
CHANGE FATIGUE FROM 67 TO 66
CHANGE SPEED FROM 90 TO 84
RESULTS AFTER 1 GAME DOING NOTHING BUT PLAY ACTION
PENALTY VALUE 390 SEQUENCE 195 45 66 84 RTP 50 ILLEGAL BLOCK IN BACK @40 TEAM CLE (CPU) PIT (ME) PASS TYPE PASS ACTION
RESULTS OF 1 FULL GAME JUST PASS ACTION INCOMPLETE UNDER PRESSURE =8 INCOMPLETE NO PRESSURE =18 CATCH NO PRESSURE =14 CATCH UNDER PRESSURE =2 CATCH OUT OF SACK =1 SACKED =18 THROW OUT OF SACK =14 RECOVERED FUMBLE 1 TURNOVER ON FUMBLE 1 INTERCEPTION 1
COMPLETIONS =17 IN COMPLETIONS =41 SACKS =18 I never do Play Action Plays unless the show up on the coach suggestion so there for I suck at them lol. Other then me not completing a lot mostly because of my lack of skill on PA Plays. I consider 18 sacks pretty good out of the 58 PA attempts. On top of that my in completions without pressure was 4 points higher then throwing out of sacks and 10 points higher then my in completions with pressure. Unless the other sequences prove to produce better results in a drastic way this maybe what I end up with.
From my experience it looks like the QB plus your skill in PA will determine your completion vs in completion ratio with the newer settings vs being rushed all the time being a factor before the new changes. I am still going to do this with the other sequences to see which ones I get the best results from.
Testing with PIT. I found away to Make Pass Action plays more do able for the Player vs getting pressured or sacked most of the time
ON PENALTIES PUT
ILLEGAL BLOCK IN THE BACK @50
RTP @40 (THIS MAKES PA PLAYS BETTER)
GAME OPTIONS
INJURY @44
(THIS COMBINED WITH RTP @40 HELPS THE PLAYER AND CPU PASS AND RUSHING.)
FATIGUE @66
SPEED @85
IN MADDEN YOU GOT TO GIVE TO GET. THESE NEW CHANGES IMPROVES CPU RUNNING AND PASSING DUE TO LESS PLAYER PRESSURE AND SACKS ON THE CPU UNFORTUNATELY THIS MAKES DEFENSIVE X FACTORS A LITTLE WEAKER.
THIS IS FINE DUE TO THE PLAYER BEING ABLE TO USE PASS PLAY ACTION PLAYS BETTER AND THE CPU BEING ABLE TO PASS AND RUN
THESE CHANGES WILL SLOW THE GAME DOWN AND THE PLAY WILL BE MORE SMOOTH VS V1.0
Just need to test a few more things before releasing a official update
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