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RFF's M18 32-man CFM USER v USER Sliders

This is a discussion on RFF's M18 32-man CFM USER v USER Sliders within the Madden NFL Football Sliders forums.

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Old 11-17-2017, 01:43 AM   #113
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Re: RFF's M18 32-man CFM USER v USER Sliders

The most annoying thing on default settings is that low- and mid-range DBs jump routes, intercept balls and play like they know what the play is before the play. After 3 weeks of regular season on default settings we have 12 passsing TDs and 60+ INTs. We began to test your settings. The first output is possitive. May be we 'll tweek some sliders a little bit
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Old 11-17-2017, 01:59 AM   #114
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Re: RFF's M18 32-man CFM USER v USER Sliders

And where can i find your stream with OAK. On twitch the lattest is with PIT
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Old 11-17-2017, 08:58 AM   #115
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Re: RFF's M18 32-man CFM USER v USER Sliders

Quote:
Originally Posted by CaptPetrenko
The most annoying thing on default settings is that low- and mid-range DBs jump routes, intercept balls and play like they know what the play is before the play. After 3 weeks of regular season on default settings we have 12 passsing TDs and 60+ INTs. We began to test your settings. The first output is possitive. May be we 'll tweek some sliders a little bit
12 total pass TDs in 3 weeks for the whole league? Yikes. That's nuts. INTs will always be higher than the NFL due to human tendencies and in part due to some Madden mechanics that have nothing to do with sliders (e.g. long floating tipped balls that allow 2-3 defenders to get under it before it hits the ground), but 60 is nuts.


I posted two streams in the previous page, bottom of my long post.
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Old 11-17-2017, 02:23 PM   #116
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Re: RFF's M18 32-man CFM USER v USER Sliders

First week of S3 data. Bottom row are league medians which are the primary metrics I use, benchmarking vs NFL medians. Madden will always be higher & lower at the extremes due to larger user skill discrepancies. Medians are the better way to balance.

Note these are user games only. No simmed or vs CPU games included in my data, ever.

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Old 11-18-2017, 07:52 PM   #117
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Re: RFF's M18 32-man CFM USER v USER Sliders

How would you suggest updating the sliders if Iím using 6 min quarters with no Acceleration clock?
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Old 11-18-2017, 08:10 PM   #118
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Re: RFF's M18 32-man CFM USER v USER Sliders

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Originally Posted by Mos27
How would you suggest updating the sliders if Iím using 6 min quarters with no Acceleration clock?
Personally, I'd either:

1) Use these as-is for more realistic gameplay and simply accept that your end-game stats will be low.

2) Use a different slider set where offense is far easier so you can get realistic looking scores.


There's just not a way to get realistic gameplay and realistic stats with short quarters. Gotta pick one or the other or find a middle ground. Heck, even my set is like 15% easier on the offense than the NFL.
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Old 11-19-2017, 02:46 PM   #119
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Re: RFF's M18 32-man CFM USER v USER Sliders

I am using your sliders except that I put CPU pass blocking on 100.

How do I break down my league stats like you break yours down?
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Old 11-19-2017, 10:37 PM   #120
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Re: RFF's M18 32-man CFM USER v USER Sliders

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How do I break down my league stats like you break yours down?

That's a really tough question to answer. I'm a director of a customer analytics team IRL, so I have a BI tool or two I'm pretty familiar with. The above is a screen grab of our league data in Microsoft's Power BI. Or you can brute-force it by manually tracking stats with Excel.

Unfortunately I can't just write a post about how to do what I've spent years learning how to do. But I'm happy to link a couple tools if it's something you want to take a stab at learning.

I use this site to export/download the raw league data: https://maddenexporter.herokuapp.com/

And a mix of Excel & Power BI to work with the data.
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