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Old 09-04-2016, 11:10 AM   #9
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Re: RFF's M17 Sim League USER v USER Sliders

Quote:
Originally Posted by SyncereBlackout
Agreed. Stamina, speed disp, and injuries will be the only non default sliders
What SPD disparity are you all running?

Stamina I'm having a hard time with. We generally ran ~55-56 in M16 but I'm finding at that level in M17, the offensive line subs out regularly. Auto-subs can alleviate some of that, obviously, but I dunno how it affects gameplay to have the OL be dark yellow to red stamina the final 1-1.5 quarters.
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Old 09-04-2016, 07:01 PM   #10
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Re: RFF's M17 Sim League USER v USER Sliders

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Originally Posted by Aestis
What SPD disparity are you all running?



Stamina I'm having a hard time with. We generally ran ~55-56 in M16 but I'm finding at that level in M17, the offensive line subs out regularly. Auto-subs can alleviate some of that, obviously, but I dunno how it affects gameplay to have the OL be dark yellow to red stamina the final 1-1.5 quarters.


Speed: 60
Stamina: I like 55, but we will start with 53. Generally, OL play 97-99 of their snaps barring an injury. I had to concede a higher stamina to keep OL realistic and not on the verge of red/grey in Q4.
Injury: 55. It's the bane of my existence. I would like to play on 60-65 for user games but most above 50 completely decimates the CPU teams (average 7 players injured/median 15)
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Old 09-05-2016, 05:24 AM   #11
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Re: RFF's M17 Sim League USER v USER Sliders

My brother and I play a franchise together and only play our versus games since we are in the same division. After about 10 games or so with him having Colin kap, rg3, and dak Prescott as his qbs it seems like qb accuracy can be toned down. I do not see as many bad throws from these qbs as I would imagine.

Also granted I don't have great receivers but Davonte Parker and Docson as they have been upgraded have pretty good spectacular catch ratings and it has been roughly a 5% completion rate on deep balls that are one on one. My qb has a decent deep accuracy rating too. Is it possible that the man coverage is a bit high or do you think catching could be increased? What do you suggest.

Also the running game feels a bit hard from my view so far.

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Old 09-05-2016, 06:28 PM   #12
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Re: RFF's M17 Sim League USER v USER Sliders

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Originally Posted by teampunjabi
My brother and I play a franchise together and only play our versus games since we are in the same division. After about 10 games or so with him having Colin kap, rg3, and dak Prescott as his qbs it seems like qb accuracy can be toned down. I do not see as many bad throws from these qbs as I would imagine.

Also granted I don't have great receivers but Davonte Parker and Docson as they have been upgraded have pretty good spectacular catch ratings and it has been roughly a 5% completion rate on deep balls that are one on one. My qb has a decent deep accuracy rating too. Is it possible that the man coverage is a bit high or do you think catching could be increased? What do you suggest.

Also the running game feels a bit hard from my view so far.

Are you playing All Madden or All Pro?

QBA: This is where I originally thought we'd have to drop lower than 35 and still might if our passing stats are too high after a week or two, but initial feedback seems solid. I see some ducked throws but not a ton. Given user defense is much tougher than CPU defense, I'm comfortable with 35 as a starting point but definitely could be moving this down as I get actual data rolling in.

WR Catch: Originally I had this at 51, actually... with SPD up to 60 and coverage at 65, I wanted to see fewer wide open guys BUT a lesser effect of WRs getting the ball jarred out from less than big hits. Was worried at 51 that offense would be too easy, but this is also one I'm likely to bump a point or two if it seems like OFF needs some help after wek 1.

Run game: May start this at 57 but still getting feedback from people. Generally I'm hearing that 56 is still a little hard, as you said, but I also know guys have unleashed 150+ yd games here as well. In my experience from the past two cycles of Madden, when our league YPC / rushing stats were dead on vs the NFL, guys thought rushing seemed "a bit hard." So 56-57 is going to be our starting point. If it feels hard, my experience says that's good. Not everyone is a top 5 rushing team. That said--like the rest, def something I am looking at bumping if the initial week's #s come in a little low.


Very much appreciate the feedback! This is the "feel" part of it which I never feel great about, ha. But as I said in the OP, we are starting our file on Friday and reg season on Tuesday, so after that I'll start reporting hard data & making adjustments accordingly.
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Old 09-05-2016, 08:43 PM   #13
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Re: RFF's M17 Sim League USER v USER Sliders

Quote:
Originally Posted by SyncereBlackout
Speed: 60
Stamina: I like 55, but we will start with 53. Generally, OL play 97-99 of their snaps barring an injury. I had to concede a higher stamina to keep OL realistic and not on the verge of red/grey in Q4.
Injury: 55. It's the bane of my existence. I would like to play on 60-65 for user games but most above 50 completely decimates the CPU teams (average 7 players injured/median 15)
I'll be curious how running goes for you all. In a couple user games vs one of our better players at 60 SPD / 53 RBK, we couldn't average better than ~1.5 ypc. Tiny sample size, but I've played him a number of times over the past couple cycles and it felt way too tough. I think I'll have to bump to 57 eventually but am going to start with 56.
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Old 09-07-2016, 07:53 AM   #14
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Re: RFF's M17 Sim League USER v USER Sliders

I've played a few games running seems pretty difficult but I'm ok with that. This is the NFL 4 ypc is very solid. Passing doesn't feel a lot different from all-pro to me tbh, I'd say that defenders react quicker after the catch is made and in general but it's probably fine where it is imo. INT's might be a tad high, tackling feels fine. I am wondering why you lowered injury to 49? Just wondering if you were seeing too many injuries at 50 I've only played about 4 games and I saw a few injuries with it but nothing excessive. This is football after all.

Good work on the sliders, best of luck.
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Old 09-07-2016, 09:33 AM   #15
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Re: RFF's M17 Sim League USER v USER Sliders

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Originally Posted by redsfan4life
I've played a few games running seems pretty difficult but I'm ok with that. This is the NFL 4 ypc is very solid. Passing doesn't feel a lot different from all-pro to me tbh, I'd say that defenders react quicker after the catch is made and in general but it's probably fine where it is imo. INT's might be a tad high, tackling feels fine. I am wondering why you lowered injury to 49? Just wondering if you were seeing too many injuries at 50 I've only played about 4 games and I saw a few injuries with it but nothing excessive. This is football after all.

Good work on the sliders, best of luck.

I've actually bumped it back up to 50 in the latest ver that we'll be rolling with when the file starts. I think it is fine for in-game. It feels a high for simmed games, lots of injuries if you have to sim.

I'm expecting INTs to start high as guys adjust to the game and learn to check down more. And yeah, I also don't think All Pro vs All Madden is drastically different when it comes to User v User games. I feel like running is tougher on AM and QBs are less accurate, and that's the main thing.

I'm actually still worried that offenses will be too powerful at 60 SPD and that I'll have to keep bumping that up to keep deep bombs in check. But I'll wait to see if that happens before acting.
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Old 09-07-2016, 12:48 PM   #16
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RFF's M17 Sim League USER v USER Sliders

We are using this slider set in Legends Premier League. Only have about a week and a half in game, of data, so not much to go off of as of yet. I'll definitely keep you updated on the leagues stats as we chug along though. I've played one game, and watched maybe 4 or 5 others. So far, I love the sliders. I use the saints, with a bad oline, and ended up with maybe 50 rushing yards against the Giants. Roughly 30 came from one long run. I've seen other guys, with good talent for running, have success if they stuck with it. The only concern we have so far, is the speed threshold being at 60. Makes perfect sense for the tosses and sweeps, but we aren't sure wrs are getting the right amount of separation on longer passes. I'm seeing guys resort to running a ton of drag plays, because wrs are getting separation, consistently, or at all, in some cases. I've also had guys mention DEs running down their RBs.


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