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

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Old 09-12-2017, 09:33 PM   #49
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Re: RFF's M18 32-man CFM USER v USER Sliders

What are people doing for CPU games with this set? I tried Charter's and the CPU is just a nightmare. Have users losing 45-7, 37-6 ... it's nuts
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Old 09-12-2017, 10:30 PM   #50
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Re: RFF's M18 32-man CFM USER v USER Sliders

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Originally Posted by bucknut7
What are people doing for CPU games with this set? I tried Charter's and the CPU is just a nightmare. Have users losing 45-7, 37-6 ... it's nuts

Yikes. I usually err on the side of bad CPUs personally, we haven't had a CPU game yet. In M17 I had reallllly low CPU settings. That's just an All Madden thing.

It made users win like 80% and the effects were goofy as hell (tons of dropped passes to compensate for robo QB, for instance) but we are a 32 man league, not about CPU games being realistic or challenging and we don't have many of them.

I realize that's a cop out, but like I said... UvCPU not a big part of our league. Drop the sliders to your heart's content.
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Old 09-12-2017, 11:05 PM   #51
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Re: RFF's M18 32-man CFM USER v USER Sliders

Do you have suggestions on auto-subs?


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Old 09-12-2017, 11:21 PM   #52
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Re: RFF's M18 32-man CFM USER v USER Sliders

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Originally Posted by Aestis
Yikes. I usually err on the side of bad CPUs personally, we haven't had a CPU game yet. In M17 I had reallllly low CPU settings. That's just an All Madden thing.

It made users win like 80% and the effects were goofy as hell (tons of dropped passes to compensate for robo QB, for instance) but we are a 32 man league, not about CPU games being realistic or challenging and we don't have many of them.

I realize that's a cop out, but like I said... UvCPU not a big part of our league. Drop the sliders to your heart's content.
On the user side, what are you seeing? Still seeing a pick fest and sack fest, think quarterbacks need a little more time. Also, might consider touching WR catch up a bit, elite receivers dropping a lot of contested balls.
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Old 09-13-2017, 09:24 AM   #53
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Re: RFF's M18 32-man CFM USER v USER Sliders

OK so all but our last user game has been played for week 1.

Initial look at the data:

- INTs sky-high, about 4x the NFL. This is unsurprising, INTs were high all through M17. The vast majority of INTs I've seen were completely user error. I have refused to balance to get INT #s in line, because that means many other things will be way off base. Madden players refuse to play conservative. They force it into coverage, they stay aggressive, etc. etc. So be it. Will soften PDRT a bit more to reduce zones jumping routes but not going to touch coverage at the moment.

- Sacks are happening at about 2x the NFL rate. I do expect sacks to be higher than NFL for similar reasons as INTs (guys want to throw deeper routes all the time forever). But 2x is high even for us, PBK is getting a bump.

- Run game 60 RBK was within the range of what I'm shooting for. Median YPC was 4.0 which is almost exactly NFL's weekly median (ranges from 3.5 to 4.3). Going untouched.

- 83% of FGs were made, right around NFL level (85%).

- Scoring was a tad high (26 ppg vs 22.8), but a meaningful chunk of this is coming off the turnovers and short fields they create.

- Fumble rate was half of the NFL. Dropping slider to 75.

- Completion rate was low (median 55% vs NFL more like 62-63%). This is also tricky because Madden players attempt WAY tougher passes than NFL QBs. Completion rate SHOULD be low. I can measure Yds thru the Air, and our league median in week 1 was 8.8 compared to NFL median 6.3. That means we're throwing it 2.5 yds further through the air per completion. Our most air-out teams were topping 12-14 which is nuts. So you can't expect completion rate to match NFL if guys want to be that aggressive. I am giving catching a +1 bump up to 56 to help this a small bit, to help guys who have a step come down with it in traffic... but if this goes too high then it's jump ball city.

- Our Pass Yds per Attempt was 8.5 which is significantly higher than NFL (7.2 avg). This means that for all the difficulties of the passing game and low completion rates, people were completing deep passes for a lot of yards. You can't balance so that hyper-aggressive passing completes 63% of the time with 0 INTs, because that Yds per Attempt will go up to 11-12. Which is beyond insane. Madden players will always test the boundaries of aggression compared to the NFL.


All in all, I do feel some of these #s will come down to Earth like they did last cycle, as guys learn the limits of what they can & cannot get away with. If all you do is balance so that sack & INT numbers are like the NFL, then what you end up with is nutso passing and sky-high scoring. Pass rush & coverage are the guardrails that keep this in check. I'd rather balance for the risk/reward of aggressive passing than make it so easy that you can do it without throwing picks or getting sacked.

Almost every INT I have seen so far (one or two exceptions) in all the games I've watched & now played are either 1) a bad decision, 2) bad placement, 3) a missed pass on a very aggressive throw by a low accuracy QB where a DB deep in the field is there to make the pick. If you want ratings to matter... don't complain that your 79 MAC QB misses a 15 yd pass with a deep S lurking behind him. Adjust your gameplan to be more conservative. Ya know... like an NFL coach would.


OP has been updated with adjusted sliders for wk 2!
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Old 09-13-2017, 10:24 AM   #54
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Re: RFF's M18 32-man CFM USER v USER Sliders

Quote:
Originally Posted by Kohdiferous
Do you have suggestions on auto-subs?


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For a league, not really--can't enforce that among 32 players. Right now mine are on default for my specific team, but I usually go in and change them so I get a better HB & DL rotation.
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Old 09-13-2017, 11:00 AM   #55
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Re: RFF's M18 32-man CFM USER v USER Sliders

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Originally Posted by Soonerfan14
Love your Sliders Aestis. The best for user v User leagues

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Thank you man! Glad you enjoy.

This season's set pretty close now in OP. Probably some fine-tuning left to do but it's close. INTs can absolutely be avoided if guys play like an NFL QB.

In my game I threw 2, and I'm still mad about it: one I had a WR with an open on a sideline streak but led him upfield (giving the c2 FS time to get over and pick it) instead of leading him more conservatively to the sideline (increased risk of incomplete out of bounds, but decreased risk of INT). My fault entirely going for the TD instead of the completion.

Second pick was very late, 4th quarter down multiple scores, I had a guy barely open about 15-20 yds downfield in traffic, QB sailed the pass right to a DB. Easy to say "oh bad luck," but with a 79 MAC rookie Deshaun Watson, it's not a pass I'd have normally attempted for that exact reason, an inaccurate QB with a S lurking deep behind the WR. Desperate times.

I just think most guys don't have a realistic idea of what constitutes a risky throw in the NFL and are annoyed when they are beholden to a similar standard.
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Old 09-13-2017, 01:01 PM   #56
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Re: RFF's M18 32-man CFM USER v USER Sliders

One issue we're having in our league is unrealistically high YPC through two games, especially behind good o-lines.

Bad or average o-lines are about in line with where they should be (if not a little low) in the 3.8-4.0 ypc range.

Our top guys:

Zeke: 45-396-8.8
Mixon: 33-361-10.9
Fournette: 54-357-6.6
Gurley: 44-318-7.2
Rawls: 27-263-9.7

How has your experience been, and any concerns about the run game?

Also, I know you have ball hawk on, but what about heat seeker?

Last edited by Chimphoe; 09-13-2017 at 01:12 PM.
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