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RFF's M21 32-man CFM USER v USER Sliders

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Old 09-01-2020, 07:19 PM   #17
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Re: RFF's M21 32-man CFM USER v USER Sliders

(Just to be a broken record, what I posted is merely my initial guess based on my feeling from playing. It's not a data driven set yet. Threshold 70 and PBK 0 are the only two sliders I'm certain of.)
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Old 09-02-2020, 01:15 PM   #18
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Re: RFF's M21 32-man CFM USER v USER Sliders

Curious to know what your feeling is with injury slider at 25. Loving the variety i'm seeing with off ball injuries, but feeling like they're a tad too frequent.
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Old 09-03-2020, 03:25 PM   #19
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Re: RFF's M21 32-man CFM USER v USER Sliders

Actually Sliders are not that bad. My Feeling after two played games on my own: very close. Pass Rush could be a little better. But there‘s not option for a negative slider.
i might raise tackling a little bit. There are too many broken tackles. And rungame was a little bit strong (we were close to 5ypc).

Total snaps are on point (132 and 133) incl. Sacks and Special Teams.
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Old 09-10-2020, 12:48 PM   #20
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Re: RFF's M21 32-man CFM USER v USER Sliders

Quote:
Originally Posted by bucknut7
Curious to know what your feeling is with injury slider at 25. Loving the variety i'm seeing with off ball injuries, but feeling like they're a tad too frequent.
I'll need to wait until we are a few weeks into our league (creating file today after roster update!) to really have an informed opinion on # of injuries across the league. Obviously sims don't really work the same way.

A lot of out-for-game or 1-2 week injuries is good. Too many 6-40 week injuries can start to impact people's fun too much, it's the one area that candidly I don't shoot for true realism. I get us as close as I think the league will tolerate.

We'll kick off at 25 and adjust if injuries seem way low or way high.
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Old 09-10-2020, 12:51 PM   #21
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Re: RFF's M21 32-man CFM USER v USER Sliders

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Originally Posted by Mike Lowe
I love and respect the detail and effort put into these each year. I'm actually thinking of trying this as a base for solo, but I'd guess two sliders I would need to adjust right away would be the user PDRT and Pass Coverage as those are geared for user v user.

Will the AI be pathetic with the settings that high? In thinking maybe 60-75?

Thx for the kind words! Hope your 2020 is going okay.

I def don't think AI will be pathetic on settings that high. Keep in mind CPU teams get the All Madden ratings/gameplay boosts that don't work the same way in User v User. So, CPU's coverage at slider levels of 50/50 will be noticeably tighter than your coverage will be at 85/85.

Additionally, those sliders are not very 'sensitive' unlike some. So the difference between 85 and 75 will be nearly imperceptible. The coverage sliders kind of need big changes to see a meaningful difference.
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Old 09-10-2020, 02:00 PM   #22
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Re: RFF's M21 32-man CFM USER v USER Sliders

I created a bit of an iterative calc to work out the approximate number of snaps and injury slider for different quarter lengths and clock run off... it might help.

Based on Inj slider of 50 for 5min Q no runoff set (basic madden game) and the changes of effective game length (total seconds minus runoff seconds) assuming 30% of plays result in clock stoppages.

We use 10minQ 18sec runoff at 35Inj for around 100-120 plays per game and having to have some depth on roster but not crushing injuries.
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Old 09-10-2020, 02:52 PM   #23
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Re: RFF's M21 32-man CFM USER v USER Sliders

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Originally Posted by Mattanite
I created a bit of an iterative calc to work out the approximate number of snaps and injury slider for different quarter lengths and clock run off... it might help.



Based on Inj slider of 50 for 5min Q no runoff set (basic madden game) and the changes of effective game length (total seconds minus runoff seconds) assuming 30% of plays result in clock stoppages.



We use 10minQ 18sec runoff at 35Inj for around 100-120 plays per game and having to have some depth on roster but not crushing injuries.
So in other words, with 12 mins and 20 run off, your chart recommends injures at about 20?

Is that for realism or to keep the sanity of an online league, which I agree is a concern for commissioners.
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Old 09-10-2020, 04:57 PM   #24
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Re: RFF's M21 32-man CFM USER v USER Sliders

I'd say 20 to 25 for that amount of plays. That's for sanity, the NFL gets a lot more injuries but they're progressive, not a black and white play/can't play.
Quote:
Originally Posted by Mike Lowe
So in other words, with 12 mins and 20 run off, your chart recommends injures at about 20?

Is that for realism or to keep the sanity of an online league, which I agree is a concern for commissioners.
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