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the Good, the Bad and the Ugly; theSliderWhizperer’s M15 - GAME CHANGER SLIDERS

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Old 10-23-2014, 10:00 AM   #9
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Re: the Good, the Bad and the Ugly; theSliderWhizperer’s M15 - GAME CHANGER SLIDERS

I'll be honest, I'm extremely skeptical. A lot of "how" you post and the constant 3rd person speak seems to be all "fluff" and no "substance". How can you play "100+ CFM games" and not have your injuries or special team sliders worked out????? That makes no sense to me, we make subtle tweaks to our CFM after every season based on end of the year stats that we can pin point as being off in some way, so a point tweak here, point tweak there and over the years our sliders start to develop a semblance of representing NFL stats. Sure it will never be perfect but it will take me less than 20 games to determine punt, fg, and kick off depth & accuracy.

Now I'm not here to call you out per se, but to state why I have my doubts of your claims.
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Old 10-23-2014, 10:26 AM   #10
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Re: the Good, the Bad and the Ugly; theSliderWhizperer’s M15 - GAME CHANGER SLIDERS

kchuskey stopped reading after the 4th 3rd person reference... Good luck.
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Old 10-23-2014, 10:47 AM   #11
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Re: the Good, the Bad and the Ugly; theSliderWhizperer’s M15 - GAME CHANGER SLIDERS

To be honest i don`t care much about the creator if the sliders give me a good realistic and challenging game and tone down sacks

Also in the same line of honesty, i will wait till some other test these. On paper i don`t see myself playing on All pro with QB acc at 25. On personal experience anything higher than 5 give me a P.Manning type if play for me.

I don`t see where the magic is to tone down Sacks, but again maybe is some weird crazy slider combination that achieve that.

For those who try it please write down how it went? if they tone down sacks i will be happy to try it (but with Hum QB acc at 3-5 range, not higher.

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Old 10-23-2014, 10:49 AM   #12
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the Good, the Bad and the Ugly; theSliderWhizperer’s M15 - GAME CHANGER SLIDERS

I just lost to the hawks with the pack 17-22. I love the the realism and challenge with these. I couldn't get a TD till the 4th quarter. Great job


Sent from Nawlins.
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Old 10-23-2014, 12:17 PM   #13
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Re: the Good, the Bad and the Ugly; theSliderWhizperer’s M15 - GAME CHANGER SLIDERS

I'm a bit surprised after all the hype in other slider threads that this one is set for All Pro, especially given that All Madden seems to provide the same high completion percentages as All Pro but much better CPU QB pocket AI, thus presenting a compelling case for All Madden as the best way to fix the sack issue.

Nevertheless, I'll give these a look and report back if they're as good as advertised.
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Old 10-23-2014, 01:14 PM   #14
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Re: the Good, the Bad and the Ugly; theSliderWhizperer’s M15 - GAME CHANGER SLIDERS

All-Pro has been superior to All-Madden, in A.I., for a long time...All-Madden A.I. just cheats more, for a lack of a better word.
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Old 10-23-2014, 03:06 PM   #15
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Re: the Good, the Bad and the Ugly; theSliderWhizperer’s M15 - GAME CHANGER SLIDERS

Quote:
Originally Posted by 4thQtrStre5S
All-Pro has been superior to All-Madden, in A.I., for a long time...All-Madden A.I. just cheats more, for a lack of a better word.
Agree that All madden doesn`t have better AI, but on some cases, the small boost/cheat that All madden have is a necessity to be able to compete with some users.

This happens with almost every sport title. Higher levels give the CPU a cheat/bonus boost.

back to the sliders.

so many talk that PB at 0 showed more double team and better PB and then i see they are pass blocking: 57/67

I was expecting something entirely different from what we all talked about on Josh thread.
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Old 10-23-2014, 03:26 PM   #16
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Re: the Good, the Bad and the Ugly; theSliderWhizperer’s M15 - GAME CHANGER SLIDERS

Quote:
Originally Posted by 4thQtrStre5S
All-Pro has been superior to All-Madden, in A.I., for a long time...All-Madden A.I. just cheats more, for a lack of a better word.

Not to beat a dead horse, but 4thQtrStre5S is on-point.

I have been playing Madden since 1988, when it was called "John Madden Football", so I believe I can say that I have a little experience with the game, it's A.I. logic evolution, and it's numerous quirks over the decades...

But I digress... I am glad that the Hallow's Eve Slider Brew has received criticism for being an "All-Star" set, because it provides me an opportunity to discuss the madness behind prepping a slider set....

the Formula/Approach:

1) Pre-order copy and clear my project schedule for the first week that Madden is released... CHECK

2) Dust off my spreadsheets from previous years of work to have a reference from which to compare.... CHECK

3) After the first week of casual game play at all default settings, call all of my Madden junkie peeps, and man do I have a ton of them (in fact one of my peeps is an EVP at EA and works closely on the Madden franchise; to boot, I am playing against his team in fantasty football this week, with me luck!), and compare initial game play observations... CHECK

4) Drop in on the OS and VPN community and check in on the general community's observations and start forming a list of "Madden gripes" that the sliders may be able to address... CHECK

5) Touch base with other slider mavericks on OS and VPN and get a sense for the issues that they believe the Madden sliders need to address... CHECK

6) Create test teams to work with and save as roster file. Test teams are teams that are assembled to compete against each other, strength to strength, weakness to weakness to isolate and test theories with. Typically will pick a team with a nice variety in their offensive plays (power runs, pistol, multiple shotgun spreads, west coast spreads, etc.) and get their schedule so that the team that was custom assembled, goes up against, other custom teams assembled immediately in the pre-programmed NFL schedule. This is key to properly testing sliders IMO because you can isolate strength v. weakness, strength v. strength, etc, etc., and replay those match ups, over and over, ad-nausea, until you start formulating opinions and suggestions based on dozens of observations providing consistent results to debunk or support a theory...CHECK

7) Choose to build the beta slider test on ALL-STAR mode for testing purposes, since ALL-MADDEN is artificially juiced to create the illusion of a higher degree of difficulty for Madden vets, thus making it difficult to substantiate theories without creating a neutral playing field that ALL-STAR is better at offering... CHECK

8) Decide if the penalty sliders are going to be a variable that is in play to address the glitches at hand. If so, begin by leaving all game play sliders at default and simply mess with each penalty slider, at polar extremes, and observe their impact on the test teams. Then begin the tedious process of moving the sliders in increments of ten units and observe changes to game play. Repeat ad-nausea until theories develop... CHECK

9) Send the wife and your buddy's wife's to the spa, shopping, dinner and a late movie chick flick, while your boys bring their PS4's some 24" flatties, crash your man cave, pound pizza and brewski's and talk smack about Jay Cutler, Rex Ryan, the Faiders, puffing stogies and testing Madden theories. Rinse, dry and repeat cycle as many weekends as you can get away with it... CHECK

10) Since identifying IDEAL game play between the HUM and CPU on offense and defense is typically of greatest interest to Madden junkies, for the beta slider set, ignore focusing on kicking game, injury frequency and auto-subs for the time being... CHECK

11) Once theories start taking shape, start the baseline process of moving the HUM and CPU sliders from default to polar extremes to document the impact on game play. Once the quirks and burps of the polar extremes are identified in the game play, have a pow-wow with the buds about what they perceive and feel about the game play and how they interpret the glitches. Define what a cheap sack is. Pocket collapsing to quick? Pass rush to strong? DB's playing too loose? Too many missed tackles? Etc, etc, etc. After pow-wow, start formulating slider mixes, that incorporate penalty tweaks, to begin addressing game play wishes. Since how the penalty sliders impact the game has already been observed, it is easier formulating a mix of game play sliders, mixed with penalty sliders, coupled with speed thresh to start taming the game... CHECK

12) Once a working beta set has been identified, then and only then, give a copy to a different set of buds, call them the testing group (typically have about 10 buds who were not part of the man cave crew) and start playing CFM games (8 minute quarters with accel clock) with custom built teams and document the _hit (rhymes with fit) out of the game play and stats... CHECK

13) Regroup after the testing group has played ten complete games, and share notes and observations. Regroup the man cave crew and tweak the slider set mutually. Once done, provide the revised beta mix to the testing group again and repeat step 12... CHECK

14) Typically after 4-5 weeks of testing the mix in actual CFM games, a consensus is reached regarding what works, and what doesn't work as well. Build a final beta mix, and then theSliderWhisperer gets to play with it for about a week or so to formulate final opinions... CHECK

15) theSliderWhisperer finally emerges from the man cave like a groundhog in spring, hopefully with a smile across his grill, to share the final beta brew with Madden junkies that care for it... CHECK

16) Begin the process of playing with the brew on ALL-MADDEN mode and begin the process of identifying areas to tweak to maximize the game play experience for those Madden veterans that are looking for that extra "something" that All-Madden mode can deliver... PENDING

17) Once done with a working beta set for All-Madden mode, turn attention to addressing the kicking game, auto-subs, injury frequency and all other loose-ends that have not been addressed due to the lasr focus to get the core game to play smoother, better, and with some semblance of stat accuracy.... PENDING


18) Pack it up, enjoy the Super Bowl, and mark the calendar for Madden 16!... PENDING


The initial title of John Madden Football was delayed because Coach Madden wanted REALISM from the game. He did not want an arcade game. I fully buy into Coach Madden's vision.

This is why since MLB the SHOW came out from Sony, I was floored by it's realism to the game of baseball. Since then, it has been my hobby to tune Madden into a more realistic game experience for me. It just so happens that some of my peeps preferred the game play I would achieve with my slider tweaking, that it just became a yearly thing to get the Wiz to build sliders for all of us to maximize our Madden experience. One of them turned me onto the OS community a while back and I was surprised to find that, what my wife calls crazy, is not crazy at all, since there is obviously a lot of Madden junkies like myself who are also looking for better game play through custom sliders.

I share my approach so that those Madden junkies who may have thought about what could be an optimal way to test slider theories, to have a shot at achieving a truly sweeeeeeeeeeeeeeeeeeet custom Madden slider set, but may not have the time to dedicate to the craft, can drop in and share in the work put in by this Madden Junkie, or for that matter, the other slider witches commonly known as: Jarrod21, Charter04, SECElit3, Armor and Sword, Schnaidt1, 4thQtrStre5S, Oraeon1224, Slim4824, JoshC1977, BlueNinja, etc, etc, etc.

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