Background: Pretty much what I said in Madden 23, in fact I'm just going to post the same thing because nothing has changed. Even though the game is presented to us in a certain fashion and vision, does not mean that we have to accept it in that state. If there is an issue, or something that needs slight improvement, I am a big believer if giving the user the power to address it. Sliders do that, and have done so for years. Many believe that sliders do little to impact the games, and that very well could be true in regards to what that individual wants fixed. I use sliders as the guide towards the balance of what I want vs what I have to sacrifice to get there. Each year, we just have to hope for iterations of our favorite titles to start to get it - and hope that the base they have is good enough to build off of.
Focus of the Sliders: It's all about animations for me, and ensuring that they are logical within the context of what is happening on the field. There's no stat chasing, just enjoy the game and hope that games play competitive enough. Ratings can play out, sure, but just like IRL, that's not always going to be the case. If it were, there'd never be any romance in football.
My aim this year is to keep it really simple. I'll take constructive criticism of course, but I won't just jump in at every issue. As the thread continues, I'll start a suggestion section that will go over how to make things easier/harder, etc.
Thanks as always, take care, and stay tuned.
================================= Slider Update Log
================================= 3/24/2024: Cane and I reviewed the Version 9 set and found that over the course of the patch updates things had started to get a bit too open. The main issue was the threshold of 48 was not keeping everything as close together as before, which was affecting reactions and behaviors on the field. We also found that the errors from the CPU QB seemed to be few and far between, while the CPU struggled to be a challenge in the run game.
The goal was to tighten things up and improve on the variety of play. We wanted that feeling of "anything can happen" on the field, and that's what Version 10 brings to the table. While the threshold/speed disparity gets a big bump, we use the other values of the penalties to still separate players enough so there is realistic reactions to not only the ball in the air, but also on the ground. We did this by reducing the effect of the RTP value, Offside and the tackling. The nice thing about approaching it this way is that we won't just have defensive battles, we can get some barn burners that are rightly deserved when things go haywire like they can on occasion in real games.
The All-Pro set did not get much love in this update, but I did test it a lot with the existing values. The changes to threshold, Offside and RTP alone have helped the AP set by association.
Enjoy Version 10!
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Matt10's Madden 24 Sliders - Version 10 || feat. MrHurriicane
Game Options
*Please see spoilers in the OP for previous version values. Previous version values are noted in parentheses.*
Skill Level: All-Madden and All-Pro Game Style: Simulation Quarter Length: 11 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds System: Current Gen (PS5, XB Series X) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference Home Field Advantage: Off Progressive Fatigue: Off
Gameplay Helpers
Auto Flip Defensive Play Call: On Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Player Sliders
Injuries: 25 Fatigue: 50 (Previous: 75) || 55 is optional to see more subs in same plays, but needs more sample size Speed Disparity Scale: 60 (Previous: 48)
Penalties
Offside: 50 (Previous: 85) False Start: 85 Offensive Holding: 95 Facemask: 40 Illegal Block in the Back: 50 Roughing the Passer: 50 (Previous: 45) Defensive Pass Interference: 40 Ineligible Receiver Downfield: On Offensive Pass Interference: On Kick Catch Interference: On Intentional Grounding: Off Roughing the Kicker: On Running into the Kicker: On Illegal Contact: Off
FG Power: 50/50 FG Accuracy: 35/50 Punt Power: 55/50 Punt Accuracy: 40/50 Kickoff Power: 50/50
================================= Video Archive
=================================
*********************
================================= Slider Log Update - Archive
=================================
Version 1
Spoiler
================================= Slider Update Log
=================================
================================= Slider Update Log
================================= 11/12/2023: The most recent patch update kind of hurt the pass coverage from Versoin 8, so it had to be addressed on both the All-Madden and All-Pro set. Adjusting the RTP value helped this a bit, but the pass coverage for All-Madden and All-Pro had to be manually adjusted. After that, I needed to revisit the Fatigue issue as the Auto-Sub values resulted in too many subs and subs that never allowed the starters to come back in. I know Progressive Fatigue may have been improved, but in general it seems too risky to turn back on at this point. I put *optional* tags for the Fatigue and Auto-Subs though this go-around.
Various other adjustments was to holding so the blocks could be released just a tad sooner, which will improve the timing for both the QB and the defenders, while RTP was raised a bit to reduce the over-aggression that was seen. After that, some adjustments to the reaction for the User in the All-Madden set, but reducing more of the over-aggression by lowering the pass coverage. Normalized the tackle values as well so there's a bit more RAC and less WWE tackles.
The AP set needed a lot of love in receivers holding onto the football for the CPU, while reducing interceptions, but bumping their pass coverage. I also felt like the User QB accuracy was a bit too much, and even on 38 they can still sling it in there pretty good. Reduced the PBL to help with the pressure and timing, while user WRC was lowered to 45 as they were catching a lot in traffic. Significant change is tackling to help CPU pursuit + quality of tackles, while lowered for User to allow just a bit more life in the CPU rather than stonewalling in the open field.
Overall, I am happy with how these adjustments turned out. The All-Pro set feels like more of a challenge than before, while th All-Madden is a lot less pulling out my hair wondering what my corners are doing. Hope you guys enjoy!
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Matt10's Madden 24 Sliders - Version 9 || feat. MrHurriicane
Game Options
*Please see spoilers in the OP for previous version values. Previous version values are noted in parentheses.*
Skill Level: All-Madden and All-Pro Game Style: Simulation Quarter Length: 11 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds System: Current Gen (PS5, XB Series X) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference Home Field Advantage: Off Progressive Fatigue: Off
Gameplay Helpers
Auto Flip Defensive Play Call: On Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 85 False Start: 85 Offensive Holding: 95 (Previous: 85) Facemask: 40 Illegal Block in the Back: 50 Roughing the Passer: 45 (Previous: 40) Defensive Pass Interference: 40 Ineligible Receiver Downfield: On Offensive Pass Interference: On Kick Catch Interference: On Intentional Grounding: Off Roughing the Kicker: On Running into the Kicker: On Illegal Contact: Off
FG Power: 50/50 FG Accuracy: 35/50 Punt Power: 55/50 Punt Accuracy: 40/50 (Previous 30/50) Kickoff Power: 50/50
8/22/2023:
I know most are waiting for a Day 1 patch and are in general chat mode - but I'm moving quick on the base set. Version 2 will be posted tonight as I've got a bit more balance throughout now.
Stay tuned!
8/20/2023:
The main concept is to allow the players more time to react to the ball in the air. To do this, threshold/speed disparity had to be dropped to 45. It separates players from the others so there is cushion to actually react and the correct animation to display as a result. All-Pro set needed a bit more adjustments as the CPU needs a bit of help in some areas, and in some areas the user is just too overpowered such as the run game.
With the penalties, not much has to be done. The goal isn't to get more penalties called necessarily, but to certain animations out of them. In Version 1, only Holding is raised because players don't want to get "caught" holding, so they will let go of their blocks a tad sooner. This will allow more variety in blocking animations to occur, not to mention different angles the blocks can create. With the thresh/disparity at 45, there is more chance of penalties to happen as it separates players out in the right spots.
Overall, M24 has a solid base on default, so the All-Madden set did not need much adjusting at all once the threshold was figured out. Enjoy!
Enjoy version 1!
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Matt10's Madden 24 Sliders - Version 1 || feat. MrHurriicane
Game Options
*Please see spoilers in the OP for previous version values. Previous version values are noted in parentheses.*
Skill Level: All-Madden and All-Pro Game Style: Simulation Quarter Length: 12 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds System: Current Gen (PS5, XB Series X) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference
Gameplay Helpers
Auto Flip Defensive Play Call: Off Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 50 False Start: 50 Offensive Holding: 85 Facemask: 50 Illegal Block in the Back: 50 Roughing the Passer: 50 Defensive Pass Interference: 50 Ineligible Receiver Downfield: On Offensive Pass Interference: On Kick Catch Interference: On Intentional Grounding: On Roughing the Kicker: On Running into the Kicker: On Illegal Contact: On
For Version 2, the focus here is just getting everything solid in the trenches between the OL/DL. I felt that the game was using a lot of the new OL interactions and was positioned too perfectly at times, making for some massive gaps to run through. As a result, the RBL values have been lowered for both User and CPU on the All-Madden set, but also paired up with the usual increase of Offside + False Start, but with a bit more subtle adjustment there.
As I've been testing, the more extreme penalty values, the more the game tries to fight back and it hurts a lot of the good work done from the gameplay sliders. I'm totally fine with this because the more I can keep things closer to default, the much easier it is to manage. The gameplay sliders are definitely working the way they should, but I also haven't even touched some of them like pass coverage and pass defense reaction because I feel they are already on point as is.
Overall, Version 2 is where I feel the base can be, and we'll see what the Day 1 patch will bring from there.
Enjoy version 2!
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Matt10's Madden 24 Sliders - Version 2 || feat. MrHurriicane
Game Options
*Please see spoilers in the OP for previous version values. Previous version values are noted in parentheses.*
Skill Level: All-Madden and All-Pro Game Style: Simulation Quarter Length: 12 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds System: Current Gen (PS5, XB Series X) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference
Gameplay Helpers
Auto Flip Defensive Play Call: Off Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 55 (previous 50) False Start: 55 (previous 50) Offensive Holding: 85 Facemask: 55 (previous 50) Illegal Block in the Back: 50 Roughing the Passer: 55 (previous 50) Defensive Pass Interference: 55 (previous 50) Ineligible Receiver Downfield: On Offensive Pass Interference: On Kick Catch Interference: On Intentional Grounding: On Roughing the Kicker: On Running into the Kicker: On Illegal Contact: On
Version 2 came and gone fairly quick. I had probably released it too early, but I wanted to get a solid base going. I didn't realize, again, how sensitive some of the values are. This is a good and bad thing - but it's all about ensuring the values are relative and can let the gameplay still shine.
So, Version 3 should address the issue with User coverage quite a bit. I may have given my early impressions of the game too much credit, and didn't want to go down the path of modifying the gameplay values, but thankfully they are sensitive in the right spots - as in can be adjusted with subtlety. So, a bump for Pass Def Reaction and Pass Coverage is one, but another to ensure we have no issues is putting DPI back to 50, from 55. This way there is no hesitation in trying to make a play on the ball. The second part of the coverage part is the introduction of Illegal Contact being Off. This is a value that has served well in the past, since it was introduced in previous Madden, and it comes to the rescue again. It allows just a bit more of the DB/WR/TE interaction to take place, and sometimes held onto - which makes for some fun physical occurences.
After addressing the coverage issue, I was able to unlock the CPU QB potential a bit more by turning off Intentional Grounding. Combined with the other changes, this brings the variety we want from the CPU QB. Where they may have constantly dink-dunked perfeclty, now they will try to keep plays alive and even send bombs to keep the defense guessing. There's less frustration as a result because the variety is there, and there's less animation issues from the coverage side.
Once the coverage was adressed, I wanted to get less perfect blocking in the run game, so the RBL value goes down again. Lastly, I had Roughing the Passer too high at 55, so it's now back down to 52.
Enjoy Version 3!
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Matt10's Madden 24 Sliders - Version 3 || feat. MrHurriicane
Game Options
*Please see spoilers in the OP for previous version values. Previous version values are noted in parentheses.*
Skill Level: All-Madden and All-Pro Game Style: Simulation Quarter Length: 12 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds System: Current Gen (PS5, XB Series X) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference
Gameplay Helpers
Auto Flip Defensive Play Call: Off Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 55 False Start: 55 Offensive Holding: 85 Facemask: 55 Illegal Block in the Back: 50 Roughing the Passer: 55 Defensive Pass Interference: 50 (previous 55) Ineligible Receiver Downfield: On Offensive Pass Interference: On Kick Catch Interference: On Intentional Grounding: Off (previous On) Roughing the Kicker: On Running into the Kicker: On Illegal Contact: Off (previous On)
Update to Version 3.5 to address the Roughing the Passer penalty value. It's just way too sensitive, even on 52. Barely touching the QB results in the penalty called. It's just too game impacting to ignore, so I'm putting it back to 50. That's it - that's the update. Enjoy!
8/23/2023:
Version 2 came and gone fairly quick. I had probably released it too early, but I wanted to get a solid base going. I didn't realize, again, how sensitive some of the values are. This is a good and bad thing - but it's all about ensuring the values are relative and can let the gameplay still shine.
So, Version 3 should address the issue with User coverage quite a bit. I may have given my early impressions of the game too much credit, and didn't want to go down the path of modifying the gameplay values, but thankfully they are sensitive in the right spots - as in can be adjusted with subtlety. So, a bump for Pass Def Reaction and Pass Coverage is one, but another to ensure we have no issues is putting DPI back to 50, from 55. This way there is no hesitation in trying to make a play on the ball. The second part of the coverage part is the introduction of Illegal Contact being Off. This is a value that has served well in the past, since it was introduced in previous Madden, and it comes to the rescue again. It allows just a bit more of the DB/WR/TE interaction to take place, and sometimes held onto - which makes for some fun physical occurences.
After addressing the coverage issue, I was able to unlock the CPU QB potential a bit more by turning off Intentional Grounding. Combined with the other changes, this brings the variety we want from the CPU QB. Where they may have constantly dink-dunked perfeclty, now they will try to keep plays alive and even send bombs to keep the defense guessing. There's less frustration as a result because the variety is there, and there's less animation issues from the coverage side.
Once the coverage was adressed, I wanted to get less perfect blocking in the run game, so the RBL value goes down again. Lastly, I had Roughing the Passer too high at 55, so it's now back down to 52.
Enjoy Version 3!
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Matt10's Madden 24 Sliders - Version 3.5 || feat. MrHurriicane
Game Options
*Please see spoilers in the OP for previous version values. Previous version values are noted in parentheses.*
Skill Level: All-Madden and All-Pro Game Style: Simulation Quarter Length: 12 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds System: Current Gen (PS5, XB Series X) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference
Gameplay Helpers
Auto Flip Defensive Play Call: Off Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 55 False Start: 55 Offensive Holding: 85 Facemask: 55 Illegal Block in the Back: 50 Roughing the Passer: 50 (previous 52) Defensive Pass Interference: 50 Ineligible Receiver Downfield: On Offensive Pass Interference: On Kick Catch Interference: On Intentional Grounding: Off Roughing the Kicker: On Running into the Kicker: On Illegal Contact: Off
Version 4 is set up to just "humanize" the CPU on both sides of the ball a bit more for the All-Madden set. Just a slight adjustment to the user's Pass Coverage and Pass Defensive Reaction will allow the CPU QB to play a little less automatic and go through their progressions more. This makes for some really fun battles, and the user isn't left scrambling for presnap adjustments constantly. It's still a necessity majority of the time, but not to the point that it's aimless the way the CPU's pass game has been.
Along wtih that adjustment for the CPU offense is the CPU's defense. They were just a bit too on-point with coverage in all spots, no matter the team, and it started to hurt the immersion. So, dropping PCV for the CPU was an easy choice to get their coverge ability a bit more varied.
Overall, a solid update. The next version will explore fatigue and how it relates to players being subbed with just that value or combined with autosubs.
Enjoy Version 4!
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Matt10's Madden 24 Sliders - Version 3.5 || feat. MrHurriicane
Game Options
*Please see spoilers in the OP for previous version values. Previous version values are noted in parentheses.*
Skill Level: All-Madden and All-Pro Game Style: Simulation Quarter Length: 12 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds System: Current Gen (PS5, XB Series X) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference
Gameplay Helpers
Auto Flip Defensive Play Call: Off Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 55 False Start: 55 Offensive Holding: 85 Facemask: 55 Illegal Block in the Back: 50 Roughing the Passer: 50 Defensive Pass Interference: 50 Ineligible Receiver Downfield: On Offensive Pass Interference: On Kick Catch Interference: On Intentional Grounding: Off Roughing the Kicker: On Running into the Kicker: On Illegal Contact: Off
Version 5 introduces fatigue into the Madden 24 sliders finally. This was a change that I still can't believe works because of the pain of previous years where the animations would always break down no matter what. However, the findings are good, and the best part is we're seeing rotations when players are fatigued, as they should. This is without touching auto-subs as well, so even better.
From there, it was about tweaking the All-Madden set as the CPU was still a bit overpowered. QBA gets dropped mainly to allow more realistic looking throws from the CPU QB. Where they were hitting the numbers or hands perfectly, now some passes may be slightly off target and look more like timing issues than anything. The pressure on the CPU QB is also addressed to make the user's DL feel like they aren't running into a brick wall constantly. CPU RBL was dropped as well to balance the blocking.
Last change was Fumbles to 49 to create more chances of fumbles as there have been low numbers based on sample size.
Fatigue will play a big role overall, as it should, but the adjustments to the CPU values in the All-Madden set will help a lot to balance the set. Enjoy Version 5!
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Matt10's Madden 24 Sliders - Version 5 || feat. MrHurriicane
Game Options
*Please see spoilers in the OP for previous version values. Previous version values are noted in parentheses.*
Skill Level: All-Madden and All-Pro Game Style: Simulation Quarter Length: 12 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds System: Current Gen (PS5, XB Series X) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference
Gameplay Helpers
Auto Flip Defensive Play Call: Off Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 55 False Start: 55 Offensive Holding: 85 Facemask: 55 Illegal Block in the Back: 50 Roughing the Passer: 50 Defensive Pass Interference: 50 Ineligible Receiver Downfield: On Offensive Pass Interference: On Kick Catch Interference: On Intentional Grounding: Off Roughing the Kicker: On Running into the Kicker: On Illegal Contact: Off
Version 6 is a bit of a pivot to get things feeling a bit more smooth and solid. Post-patch, I noticed there have been some coverage and reaction issues, so there are some adjustments done through the gameplay sliders and penalties. The biggest adjustment is threshold adjusted from 45 to 48. This makes a good difference and allows the smooth animations to return, without giving up too much space.
Next, there needed some adjustments to the penalties, the offside and false start just to promote more chances of being called, but roughing the passer and DPI serve as an aggression towards the ball and ball carrier. However, those two values don't work without the adjustment to tackling for the both User/CPU in the All-Madden set + the threshold adjustment. Another bit of an adjustment to tacklling is done via the facemask penalty to allow more wrap up tackles rather than big hits.This combo of change has now ensured the pursuit angles are more realistic and less running right into either an offensive lineman, or running past the ball carrier.
Lastly, adjustments to the RBL values throughout to reduce the sticky blocking and develop more battle in the trenches. More importantly is the change to pass coverage for the User in the All-Madden set. It's a significant bump to go from 55 to 65, but it's necessary to activate more of the defensive reactions.This slider works true to its value, so I'm quite happy overall with raising it.
While there are no auto-subs, the fatigue at 80 works as it should. I am still looking into auto-subs, but there is a big fear of glitches like starters missing the 4th quarter or even entire half. As it is, through much sample size, not touching them has been a better test and letting the fatigue at 80 do its thing. I will look into it though.
Enjoy Version 6!
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Matt10's Madden 24 Sliders - Version 6 || feat. MrHurriicane
Game Options
*Please see spoilers in the OP for previous version values. Previous version values are noted in parentheses.*
Skill Level: All-Madden and All-Pro Game Style: Simulation Quarter Length: 12 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds System: Current Gen (PS5, XB Series X) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference
Gameplay Helpers
Auto Flip Defensive Play Call: Off Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 85 (Previous 55) False Start: 85 (Previous 55) Offensive Holding: 85 Facemask: 65 (Previous 55) Illegal Block in the Back: 50 Roughing the Passer: 40 (Previous 50) Defensive Pass Interference: 40 (Previous 50) Ineligible Receiver Downfield: On Offensive Pass Interference: On Kick Catch Interference: On Intentional Grounding: Off Roughing the Kicker: On Running into the Kicker: On Illegal Contact: Off
Adjustments here are primarily to help the User pass coverage and reaction a bit more, without touching those direct values. By dropping QBA, it naturally allows the CPU QB to throw less missile type passes every down, and actually have some aerial variety with their passes. This also allows the scale to spread among great QBs vs mediocre QBs. I wanted to make sure the CPU QB didn't start going with their first read if the entire time either, but they will also be more visibly hesitant (what looks like progression) rather than immediate quick throws each down. The 85+ short/med rated QBs will still be able to perform how they do, but it won't be impossible to defend against like it is currently. When I tested QBA at 40, there was a significant drop in QB ability, and just not very believable in how bad the CPU QB decision making was overall.
The All-Pro set gets an adjustment to help contain the user's run game a bit more. A higher tackle value will help the pursuit angles, but also get those clean up hits to be more impactful. From my sample size there have not been as many big hits either.
Just these small changes should make a good impact overall for Version 7. Auto-subs are being looked into, but it's a bit bleak as multiple reporting that it doesn't work right and there is always risk of losing the starters in the 4th quarter or even 2nd half. CPU teams are mismanaged with progressive fatigue, so overall the fatigue is just a big issue again. At this point I just hope to see the fatigued animation and the player fatigued get subbed off. I'll spend a lot more time as Version 7 has solidified the base set a lot.
Enjoy!
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Matt10's Madden 24 Sliders - Version 7 || feat. MrHurriicane
Game Options
*Please see spoilers in the OP for previous version values. Previous version values are noted in parentheses.*
Skill Level: All-Madden and All-Pro Game Style: Simulation Quarter Length: 12 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds System: Current Gen (PS5, XB Series X) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference
Gameplay Helpers
Auto Flip Defensive Play Call: Off Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 85 False Start: 85 Offensive Holding: 85 Facemask: 65 Illegal Block in the Back: 50 Roughing the Passer: 40 Defensive Pass Interference: 40 Ineligible Receiver Downfield: On Offensive Pass Interference: On Kick Catch Interference: On Intentional Grounding: Off Roughing the Kicker: On Running into the Kicker: On Illegal Contact: Off
FG Power: 50/50 FG Accuracy: 45/50 Punt Power: 50/50 Punt Accuracy: 50/50 Kickoff Power: 50/50
Version 8
Spoiler
================================= Slider Update Log
================================= 11/6/2023: I've noticed a couple coverage issues, like stopping on routes again. Feels like the game out of the box, so not sure what they did. Exploring the sliders and hope to get something out by end of week if not sooner.
10/20/2023: Apologies no updates from me guys, I've been quite busy coaching soccer along with family stuff, you know how it goes. From what I've played a day or two ago, there wasn't anything that stood out like a sore thumb. The progression issue seems to be sorted, but I haven't had as much time as I want to dig into those scenarios just yet.
I'll get into a bit more the next day or so, but overall enjoying what I've played so far.
9/21/2023:
Version 8 is here and I'm really happy with all the adjustments. I spent a lot of time trying to get the auto-subs working, and am happy to say they are - but they aren't perfect.
First, progressive fatigue skews a lot of the findings, and I'd just recommend turning it off since the CPU do not manage their teams well enough, which makes it easier in the later parts of the season. In general, It does result in raising the fatigue, which isn't an unwelcome change as stamina in the given play drains quicker on cuts and absorbing hits than just flat out sprinting. The recovery of players that just got subbed out though is the biggest issue, they just don't stay tired basically. If I go too high in the auto-sub in value, there is a bit more rotation, but there's a risk of losing the starters in the 2nd half. I tested at 3 different points of the season as well, and found that 95/88 was a good combo to allow the backup to get their time in, but still let the starters take part.
Some may ask why not go to 90 or 95, or even 100 for fatigue? Well, the issue with that is there comes a point in which the stamina hit is so intense that a player that breaks tackles or jukes a couple times, will lose stamina, and within that play, they won't even have the capability to sprint into the open field or down the sidelines - and start jogging. So I wanted to keep that from happening, but still get the rotation in.
As far as the other values, the biggest one to me is Facemask dropping from 65 to 40. This is to compliment for the higher tackle values where it helps with pursuit angles and the tackling of course, but the lowering of facemask promotes more wrap up tackling - which is why you should see a lot more forward momentum at the end of runs. This reduces the stonewall/WWE type of tackling that happens, but when it does, it's done by players that should be able to do that - not small frame DBs against big TEs, etc.
After all that, lowered quarter length to reduce some big scores, but it's all personal preference there. The special teams are a bit of a disappointment that I can't go so low, but punt power needed a bump to actually allow some returns.
Enjoy!
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Matt10's Madden 24 Sliders - Version 8 || feat. MrHurriicane
Game Options
*Please see spoilers in the OP for previous version values. Previous version values are noted in parentheses.*
Skill Level: All-Madden and All-Pro Game Style: Simulation Quarter Length: 11 minutes (Previous: 12 minutes) Accelerated Clock: On Minimum Play Clock Time: 15 seconds System: Current Gen (PS5, XB Series X) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference Home Field Advantage: Off Progressive Fatigue: Off
Gameplay Helpers
Auto Flip Defensive Play Call: Off Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 85 False Start: 85 Offensive Holding: 85 Facemask: 40 (Previous: 65) Illegal Block in the Back: 50 Roughing the Passer: 40 Defensive Pass Interference: 40 Ineligible Receiver Downfield: On Offensive Pass Interference: On Kick Catch Interference: On Intentional Grounding: Off Roughing the Kicker: On Running into the Kicker: On Illegal Contact: Off
Nice. I like how these are so close to default. After going down rabbit holes for many years I’ve been trying to not touch user/cpu sliders and only adjust injuries, fatigue and speed. Gonna try these tonight.
I’ve been playing on default all madden with the only change being fatigue at 75 and did notice at times pass defense animations not triggering. Seeing some decent rotations on the d-line during long drives.
Nice. I like how these are so close to default. After going down rabbit holes for many years I’ve been trying to not touch user/cpu sliders and only adjust injuries, fatigue and speed. Gonna try these tonight.
I’ve been playing on default all madden with the only change being fatigue at 75 and did notice at times pass defense animations not triggering. Seeing some decent rotations on the d-line during long drives.
Wait till the first title update it always plays great usually out of the box at default then all hell breaks lose lol
Nice. I like how these are so close to default. After going down rabbit holes for many years I’ve been trying to not touch user/cpu sliders and only adjust injuries, fatigue and speed. Gonna try these tonight.
I’ve been playing on default all madden with the only change being fatigue at 75 and did notice at times pass defense animations not triggering. Seeing some decent rotations on the d-line during long drives.
Yeah, fatigue is a no go for me this year - as much as I want to. Cane knows I love 52 fatigue, but no matter what - I always end up on the losing side of the animations. Whether it be a random player jogging mid-sprint, or not reacting to the ball in the air - it's just such an odd, tempting, annoying, feature.