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Penalty Sliders and gameplay.

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Old 10-09-2015, 02:05 PM   #1
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Penalty Sliders and gameplay.

Does anyone know if the penalty sliders still effect the way players play on the field like they did in previous years. Or are they only strictly tied into how frequently a penalty is called.

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Old 10-09-2015, 02:12 PM   #2
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Re: Penalty Sliders and gameplay.

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Originally Posted by Nickda55
Does anyone know if the penalty sliders still effect the way players play on the field like they did in previous years. Or are they only strictly tied into how frequently a penalty is called.

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Yeah. If you check out Josh slider set... He found out some of the sliders do effect gameplay.

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Old 10-09-2015, 04:42 PM   #3
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Re: Penalty Sliders and gameplay.

They're just for how often penalties are called this year. Previous years it effected gameplay
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Old 10-09-2015, 04:44 PM   #4
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Re: Penalty Sliders and gameplay.

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Originally Posted by MvPeterson2828
Yeah. If you check out Josh slider set... He found out some of the sliders do effect gameplay.

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Yeah...a couple do for sure. I will send some details later on after work. I will say this though...it isn't nearly as convoluted as it once was.
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Old 10-09-2015, 06:09 PM   #5
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Re: Penalty Sliders and gameplay.

There are four penalty sliders that dramatically influence the gameplay this year:

Offsides: higher settings give defensive linemen a bigger boost at the LOS.

False start: same as offsides, but for offensive linemen

Holding: lower settings mean less holding animations and thus, more block shed. This one is critical as in this year's game, the line play is very "sticky" at default. Linemen stay engaged for a LONG time at default. Lowering the holding slider allows for block shedding to occur more naturally. This has a dramatic impact on the run game as the lower settings allow linemen to disengage and get downfield to make the second-level block.

Facemask: this impacts the frequency of certain types of tackle animations, in concert with the TAK slider. At lower levels (like 45 when TAK is at 40), you see more arm tackles and strip attempts. Higher levels give more wrap-up tackling.

I'm sure the other settings have an effect as well, but frankly, as long as they are left at levels which yield a realistic number of penalties, I haven't seen any need to really explore them.
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Old 10-09-2015, 06:35 PM   #6
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Re: Penalty Sliders and gameplay.

To follow up on what Josh said.. Yes they implemented penalties this year but I have noticed lowering and highering some penalties do effect some gameplay. Penalties effect more of the AI than the actual frequency of penalties. More people need to test, but I have noticed for example I had dpi at 50 and got 3 calls in a game. And an other time I had it 53 and got no calls. And more other time I had it at 58 and only one call so I am convinced a few penalties sliders do effect sliders but idk about roughing the Passer, roughing the Passer gets called too much above 50. But here's some theories by slider gurus like Josh and myself

Offsides

Higher*- Increases block shedding and acceleration/explosiveness at the snap (think of how some defenders try to 'guess' the snap - they are exploding off the line right at or just before the snap). This highlights "those who can't" i.e. the ones who are slower off the ball and are weaker at getting off blocks.

Lower*- Causes the defenders to hold back more. They don't explode as much off the line (though high ACC defenders still DO come off the line). This highlights "those who can", the guys who can get off the ball, get off blocks, etc.

False Start

Basically like Offsides, but for Offensive Linemen/blockers on the play. Same thinking can be used - they are trying to 'cheat' and get a head start on their kick steps, blocking stance, pulling, etc

Holding

Higher*- Increases duration of blocking engagements and success rate of defenders maintaining the block when a shed attempt is made (this is what sometimes triggers the holding animations and the penalty). This aids "those who can't", i.e. the guys who struggle in making and holding blocks - this helps them succeed at the cost of maybe triggering more penalties. This also causes those who ARE good to cause more penalties because some successes will be considered "illegal".

Lower*- Decreases duration of blocking engagements and makes it more likely that defenders will shed blocks. This also decreases the number of holding animations (because the blocker will outright fail more often) and lowers penalty call possibilities. This highlights "both", the guys who can block and pancake and do all that good stuff without creating more mistakes. It also exposes the scrubs because they'll get no "help" and just suck.

This creates a frustrating trade off. If you want calls and those who suck to make penalties, you also have to give the good guys more likelihood to have "bad calls" against them. While that does happen - usually it's the guys who get beat, have bad awareness/technique, and have to "compensate" that tend to draw more flags.

Face Mask

Higher*- May increase the "violence" of hits and the success/incidence of hit stick/Big Hitter tackles. Also increases the occurrence of the facemask animations and penalty call likelihood resulting. This may make most guys into hard hitters, regardless of POW.

Lower*- May decrease the number big hits and decreases the number of facemask animations and calls. This may highlight POW more, even if they are "Big Hitter: Yes" players.

Defensive Pass Interference

Higher*- Decreases the aggressiveness of the pass coverage. Think of it as the defender is worried about triggering a DPI call, so he plays back more and more conservatively. This is probably why we don't see more DPI with it up high.

Lower*- Increases the aggressiveness of the pass coverage. The defender isn't worried about the penalty call and is going to make the most aggressive play he can. While this sounds like it always favors the defense, it can burn the defense if the defender is aggressive and/or has low AWR/PRC/MCV/ZCV.

Interesting thing here is that I think lower DPI is overall more help. Defenders tend not to have a lot of ball awareness - until an interception is "rolled up" (you can almost see it, the defender will take coverage/route to the ball with a different animation, etc). This doesn't create more of that animation (INT slider), but it lets more "free form" aggression to play out i.e. "I see the ball and I'm gonna swat it/pick it/attack that pass." I think lower plays out both the "Plays the Ball" trait and the AWR/PRC/MCV/ZCV of the defender better.


Block In The Back

Higher*- Back to worrying about penalties - players are less inclined to make certain down field/open field blocks (perhaps it's the angle of the would be contact - and if it would cause clipping, the player doesn't do the block). Similar to holding, this may cause more mistakes from those who do often block down field (high IBL players?) or cause more otherwise legit blocks to animate and be called as clipping.

Lower*- Players are more apt to just hit a defender. See defender, hit defender. See defender, block defender. Defender trying to get down field to cover kick/punt, chase defender hoping for a chance to hit defender. Good down field blockers won't get called as much on lower settings, but it might make poorer down field blockers more successful because they'll block more, and less likely to get called if they DO make a bad block.
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Old 10-09-2015, 07:12 PM   #7
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Re: Penalty Sliders and gameplay.

Quote:
Originally Posted by Flazko
They're just for how often penalties are called this year. Previous years it effected gameplay
Quote:
Originally Posted by Flazko
I have noticed lowering and highering some penalties do effect some gameplay.
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Old 10-09-2015, 07:12 PM   #8
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Re: Penalty Sliders and gameplay.

I'm pretty sure the new system madden added involving Player Penalty discipline trait has more to do with frequency of penalties being called
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