JoshC1977's M17 Sliders - Page 375 - Operation Sports Forums
Home

JoshC1977's M17 Sliders

This is a discussion on JoshC1977's M17 Sliders within the Madden NFL Football Sliders forums.

Go Back   Operation Sports Forums > Football > Madden NFL Football > Madden NFL Football Sliders
Reply
 
Thread Tools
Old 02-02-2017, 12:53 PM   #2993
All Star
 
JoshC1977's Arena
 
OVR: 5
Join Date: Dec 2010
Location: SF East Bay Area
Blog Entries: 1
Re: JoshC1977's M17 Sliders

Quote:
Originally Posted by Sm27
Hey Josh,
You have done a wonderfully thorough job on all of this.
I have been in the "Madden K-hole" for the last three days...
I have some very good news.

I have been running with everything you have displayed on the OP with a couple of minor "fine tuning tweaks".

Set everything up the way you have been in the OP.
Here are the tweaks that finally bring it all home.

MM vs CFM Injury Slider:

Since you start with INJ at "1" in the MM, make that "41" in the CFM instead of 50.
Why?
2 reasons...
If "10" is the default in the MM, and "50" is the default in CFM, then that is a span of 40 basis points.

SO...
a setting of "1" in the MM translates to "41" in CFM.

Let me tell you..the difference in gameplay, organic interaction, and REALISTIC injuries by moving this from 50 to 41 is just simply stunning with this one tweek. It takes all of the "stickiness" out of the line play interactions, and all of the kinetic interaction between player animations is opened up so the way that the bodies "bounce" of of each other and the turf, and the way hits are either absorbed or slipped is suddenly opened up....THIS is the tweek that truly puts the finishing touch on kinetic balance. The illustration of weight and gravity is resolved. Finally everything displays realistically. There are NO adverse related affects to anything else.
Don't worry, Injuries still occur. I lost Stafford in the 3rd Qtr of 2018 week 16 against the Vikings, insuring that I would not make the playoffs.

As far as the Fatigue setting goes...
I applied BASICALLY the same MM vs CFM basis points logic to this slider as I did the Injury Slider.
In the MM we set it at "1".
BUT...
That doesn't mean we need to "add back in" the 49 points we subtracted from default in the MM...If we did that we would be using a "99" fatigue setting in CFM.
Believe me, I tried that...it was nuts! DB's just kinda give up on covering anybody deep...they get REALLY TIRED!..hahahah
What I have been doing is SUBTRACTING the "1" in MM to get to a default number in CFM.

So..
CFM Default is "49" :
1 (MM) + 49 (CFM) = 50
So if you wanted to futz with this slider, I suggest you start @ 49 in CFM and then go up in multiples of ten from that. IMHO to stay "balanced" this number, whatever it is, needs to end in "9" so that when the MM "1" is added to it, you end up with a sum that is a multiple of 10.
Since I am running 14 min / 20 sec QTRS, I am having great results @ "69" Fatigue setting in CFM.

Don't worry, you can confidently just plug these in to your existing CFM as long as your settings for these 2 sliders are still "1" in MM.
The difference is simply stunning.
Cheers!
Interesting theory....

I'd love to see some gameplay vids of this in action. "Great gameplay" is pretty subjective....and frankly, I could make this sort of argument for just about any value. Like, I could argue for "39" for the MM injury slider (to go along with your "1+XX=multiple of 10" theory for fatigue and then use 59 for CFM fatigue)? And then if you add 39 + 59 + 1 + 1 = 100...voila.

I'm not making light of what you're proposing, not by a mile. KingV2k3 will tell you that I'm quite receptive to "Madden Math"...but, you're assigning two sets of rationales to the two settings and frankly, I am really struggling with your rationale on the injury slider (the fatigue explanation makes way more sense).

Truth be told...it could be just as simple as setting both to 49 (or maybe fatigue to a higher value ending in "9" - like 59). I'm not confident that we should treat the MM injury slider as "10" when it never has been in the past. Have you tried 49 for CFM injury? We know how much of a difference that 1 point made for IBB, I'm very much in favor of small changes with this gameplay engine.

Now, if you tell me that you saw a "break point" with 41 CFM injury, then I can see that....but I'd like to understand if some of these more intermediate values have been appropriately vetted as well.

Let us know.
__________________
"Sim" is not about what is not about what is in the game, but rather in how you play it.
JoshC1977 is offline  
Reply With Quote
Old 02-02-2017, 04:50 PM   #2994
*ll St*r
 
roadman's Arena
 
OVR: 34
Join Date: Aug 2003
Location: Midwest
Posts: 21,958
Re: JoshC1977's M17 Sliders

Quote:
Originally Posted by JoshC1977
Interesting theory....

I'd love to see some gameplay vids of this in action. "Great gameplay" is pretty subjective....and frankly, I could make this sort of argument for just about any value. Like, I could argue for "39" for the MM injury slider (to go along with your "1+XX=multiple of 10" theory for fatigue and then use 59 for CFM fatigue)? And then if you add 39 + 59 + 1 + 1 = 100...voila.

I'm not making light of what you're proposing, not by a mile. KingV2k3 will tell you that I'm quite receptive to "Madden Math"...but, you're assigning two sets of rationales to the two settings and frankly, I am really struggling with your rationale on the injury slider (the fatigue explanation makes way more sense).

Truth be told...it could be just as simple as setting both to 49 (or maybe fatigue to a higher value ending in "9" - like 59). I'm not confident that we should treat the MM injury slider as "10" when it never has been in the past. Have you tried 49 for CFM injury? We know how much of a difference that 1 point made for IBB, I'm very much in favor of small changes with this gameplay engine.

Now, if you tell me that you saw a "break point" with 41 CFM injury, then I can see that....but I'd like to understand if some of these more intermediate values have been appropriately vetted as well.

Let us know.
I am not a video person, but I can give details. I shared this with King because I was very reluctant to put my findings inside of this thread because there have been a few different people tweaking here and there and I certainly didn't want to add to the confusion.

I tried SM's latest tweeks, but please keep a few things in mind. I am not using the preseason roster as I'm using a roster from several weeks ago. Also, I was in the middle of the 4th quarter when I realised I didn't set illegal block in the back to 49. Injuries at 41, fatigue at 59. I did see the DL sub out and once James Starks relieved Montgomery.

Here are my findings with what I consider the most important part of the stats:

Packers vs Bears, Charlie Whitehurst(chuckle chuckle) vs Rodgers.

Rodgers 69% completion %, 2 ints's.

Whitehurst, 53%, 1 int.

mmmmmm.......

Montgomery, 5.0 ypc, 137 yds, Howard, 4.4 ypc, 94 yds.

mmmmm

Packers 7 sacks, Bears 3 sacks.

The 53% passing by Whitehurst was caused by blitzing(throw aways 4 or 5), and a ton of pass breakups, and believe it or not, about 2 or 3 WR drops.

There definitely is less stickiness with his few tweaks. This game played like a game on Sunday.

By the way, the Packers won the game 20 to 7. Packers were up 17 to 7 and the Bears still tried to grind with Howard.(I like that)

I didn't detect any AI rubberband crap at all, not once.
roadman is offline  
Reply With Quote
Old 02-02-2017, 05:42 PM   #2995
All Star
 
JoshC1977's Arena
 
OVR: 5
Join Date: Dec 2010
Location: SF East Bay Area
Blog Entries: 1
Re: JoshC1977's M17 Sliders

Thanks for the info roadman.

I've decided that, for now, I am going to stick with the op set. I will do a reevaluation of the sliders once the patch drops and may include this general concept into that assessment.
__________________
"Sim" is not about what is not about what is in the game, but rather in how you play it.
JoshC1977 is offline  
Reply With Quote
Old 02-02-2017, 06:30 PM   #2996
Pro
 
gman2774's Arena
 
OVR: 4
Join Date: Mar 2004
Posts: 788
Re: JoshC1977's M17 Sliders

Quote:
Originally Posted by roadman
I am not a video person, but I can give details. I shared this with King because I was very reluctant to put my findings inside of this thread because there have been a few different people tweaking here and there and I certainly didn't want to add to the confusion.

I tried SM's latest tweeks, but please keep a few things in mind. I am not using the preseason roster as I'm using a roster from several weeks ago. Also, I was in the middle of the 4th quarter when I realised I didn't set illegal block in the back to 49. Injuries at 41, fatigue at 59. I did see the DL sub out and once James Starks relieved Montgomery.

Here are my findings with what I consider the most important part of the stats:

Packers vs Bears, Charlie Whitehurst(chuckle chuckle) vs Rodgers.

Rodgers 69% completion %, 2 ints's.

Whitehurst, 53%, 1 int.

mmmmmm.......

Montgomery, 5.0 ypc, 137 yds, Howard, 4.4 ypc, 94 yds.

mmmmm

Packers 7 sacks, Bears 3 sacks.

The 53% passing by Whitehurst was caused by blitzing(throw aways 4 or 5), and a ton of pass breakups, and believe it or not, about 2 or 3 WR drops.

There definitely is less stickiness with his few tweaks. This game played like a game on Sunday.

By the way, the Packers won the game 20 to 7. Packers were up 17 to 7 and the Bears still tried to grind with Howard.(I like that)

I didn't detect any AI rubberband crap at all, not once.
Roadman-did u see any errant throws either by you (Rodgers) or by Whitehurst? Did errant throws factor in at all to the completion % you experienced in this game?
gman2774 is offline  
Reply With Quote
Old 02-02-2017, 06:39 PM   #2997
*ll St*r
 
roadman's Arena
 
OVR: 34
Join Date: Aug 2003
Location: Midwest
Posts: 21,958
Re: JoshC1977's M17 Sliders

Quote:
Originally Posted by gcoons22
Roadman-did u see any errant throws either by you (Rodgers) or by Whitehurst? Did errant throws factor in at all to the completion % you experienced in this game?
Not too many, Whitehurst threw a int to Rollins that was off the mark, and Rodgers (me) threw a few in traffic that were intercepted.

I did love seeing throws dropped by the Bear receivers. If Whitehurst was hurried, the ball was thrown OB or some nice broken up passes. Once, Alshon was near the sideline and Randall made a great break on the ball and broke up the pass.

Whitehurst did go outside the pocket a few times to evade the rush.
roadman is offline  
Reply With Quote
Old 02-02-2017, 06:46 PM   #2998
Pro
 
gman2774's Arena
 
OVR: 4
Join Date: Mar 2004
Posts: 788
Re: JoshC1977's M17 Sliders

Quote:
Originally Posted by roadman
Not too many, Whitehurst threw a int to Rollins that was off the mark, and Rodgers (me) threw a few in traffic that were intercepted.

I did love seeing throws dropped by the Bear receivers. If Whitehurst was hurried, the ball was thrown OB or some nice broken up passes. Once, Alshon was near the sideline and Randall made a great break on the ball and broke up the pass.

Whitehurst did go outside the pocket a few times to evade the rush.
Thanks for the quick reply. I've been impressed with the QB completion % with this set. Tweaks or no tweaks it's pretty good.
gman2774 is offline  
Reply With Quote
Old 02-02-2017, 06:46 PM   #2999
All Star
 
JoshC1977's Arena
 
OVR: 5
Join Date: Dec 2010
Location: SF East Bay Area
Blog Entries: 1
Re: JoshC1977's M17 Sliders

Quote:
Originally Posted by gcoons22
Roadman-did u see any errant throws either by you (Rodgers) or by Whitehurst? Did errant throws factor in at all to the completion % you experienced in this game?
I was wondering the same....what I've been noticing is that the further you get from default, the less frequently the offline throws happen. On the OP, I easily get 5-6 misfires per game (per QB) and probably another half dozen (per QB) that are not quite misfires, but off the mark.

If incompletions are coming mainly as a result of drops and batted passes (and I am not saying they are due to small sample size); that would definitely kill it for me...
__________________
"Sim" is not about what is not about what is in the game, but rather in how you play it.
JoshC1977 is offline  
Reply With Quote
Old 02-02-2017, 08:12 PM   #3000
Rookie
 
OVR: 0
Join Date: Sep 2016
Re: JoshC1977's M17 Sliders

Josh I have a question for you. Do you change every teams sub to 80/60 in CFM? Have you ever tried that? Just curious, thanks for all the time and effort you put into your sliders.
Billwalshwco is offline  
Reply With Quote
Reply


« Previous Thread | Next Thread »

« Operation Sports Forums > Football > Madden NFL Football > Madden NFL Football Sliders »


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -4. The time now is 06:23 PM.

Top -