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JoshC1977's Madden 22 Next-Gen CFM Sliders (User vs CPU Only)

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Old 09-27-2021, 11:47 AM   #1
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JoshC1977's Madden 22 Next-Gen CFM Sliders (User vs CPU Only)

I wasn't going to post a slider thread this year, fully expected to run with default all year. But you know what? I actually went down the rabbit hole a bit....and got some excellent results. I've already released the set on my Twitter and am hoping I don't regret the decision to post here.

A couple of quick notes:

1. This is a well-tested setup. I'm not tinkering, I'm not testing. For an early season slider set, this is as close to final as one can get. If you like them, great. If you hate them, please move on.
2. I'm not going to be answering questions about individual values. I did not test individual sliders and have no intention of going through the inane task of doing so for no good reason. (Same deal for individual animations).
3. Penalties are not an area I am going to tune for specifically. From what I've seen in limited testing; there's very little difference between jacking-up the penalty sliders and leaving them alone (in terms of actual calls).


My Thoughts on Default Madden
Madden 22 (NG) is a very solid game. All Pro is a challenging, balanced experience that is a lot of fun. The problem is that most of my games were high-scoring affairs. Many folks would point to threshold or defense as culprits and while there is an element of truth to both; neither is the root of the problem.

The issue with Madden 22 (NG) is that it is a positive-outcome driven game. Outcomes occur during games based on one player being successful over another. But there are very few outcomes driven from failure. Where are the mis-fires, the dropped passes, the missed blocks, the whiffed tackles? In essence, Madden feels very robotic and I honestly was getting very bored.

The fix
The root of the gameplay issues is very simple: player ratings. They are just too high and allow for a wide number of players to meet the high thresholds for best outcomes on default settings. We need to make it harder for that to occur without roster editing.

The solution was simple: we globally lower all of the user/CPU sliders. All of a sudden, all of the failure-driven outcomes popped-up. The gameplay is fluid, dynamic, challenging and most importantly, is unpredictable. Improvements we have seen:

- more missed throws
- CPU targets top players far more frequently (even when covered)
- a wider array of broken tackles (get comfy using that strafe button)
- more dropped passes
- a slight increase in holding calls (on default penalties)
- better array of DB reactions
- WAY more diverse pass rush and blocking. You better get the ball out fast or learn how to move in the pocket.

Basically - everything in the game is still balanced, but there is a MUCH wider array of outcomes.

House rules
1. You're expected to play full switch on offense and defense. It's more realistic to fail and putting the players under your control gives you the ability to screw up. Take ownership for everything that happens.
2. You have to call your own plays. Same deal, you have to take ownership for what happens.
3. No cheesing by 'turbo scrambling' with QBs out of the pocket on every play. It makes sense when flushed (and you will get flushed). But don't abuse it.
4. Have fun! Enjoy the wins and losses, enjoy the storylines. Embrace the game and have fun with it.

The sliders

Just set these in CFM.

All Pro
10 min Quarter/no acc clock
All assists off
All User/CPU Sliders = 40 (yes, ALL of them)
Threshold/ST sliders/Injury/Fatigue/Penalties = Default (i.e. 50 for everything except injuries, which should be at 25)

Other notes

- I do have progressive fatigue off for now. Once it is tuned by EA, I will turn it back on.
- I play with SS/XF turned on.
- I still prefer the default 75-man roster for reasons I have discussed in past years.
- I use every tool in the toolbox within CFM.
- I have NOT tested different clock settings, All Madden, variations on autosubs/penalties/injury/fatigue relative to this setup. I HIGHLY recommend you roll with the exact setup for a few games untouched and if you want to make personal tweaks, do so one setting at a time. I will not do this for you!
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Last edited by JoshC1977; 09-29-2021 at 12:16 PM.
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Old 09-27-2021, 02:02 PM   #2
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Re: JoshC1977's Madden 22 Next-Gen CFM Sliders (User vs CPU Only)

Thanks for posting, I understand the hesitation but am truly glad you did. Your findings have always dictated the majority of my madden snaps!


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Old 09-27-2021, 02:12 PM   #3
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Re: JoshC1977's Madden 22 Next-Gen CFM Sliders (User vs CPU Only)

I've always said and believed that a majority of the game's issues are seeded in player ratings.

Will be testing these out. Thanks for posting.

C

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Old 09-27-2021, 03:32 PM   #4
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Re: JoshC1977's Madden 22 Next-Gen CFM Sliders (User vs CPU Only)

Quote:
Originally Posted by capa
I've always said and believed that a majority of the game's issues are seeded in player ratings.

Will be testing these out. Thanks for posting.

C
Yeah, player ratings can be a bit of a crutch because they're pretty high. Run the same play vs the same defense (same matchups) and you get a VERY consistent outcome each time. The lower slider settings reduce the certainty in getting a 'clean' interaction. As you know, sometimes a slight reduction in block duration, a surprisingly effective move, or a more off-target throw can completely change the dynamic of how a play plays-out. When you apply that nuance across all 22 players, a lot of fun things can begin to unwind.

Then you add in the dynamics from the coach adjustments and momentum and things can begin to really change a lot.

I've had an absolute blast (in spite of losing nearly every game, lol) since making the move to this setup. The variety has just been outstanding....finally seeing low scoring games mixed in with the others.
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Old 09-27-2021, 04:07 PM   #5
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Re: JoshC1977's Madden 22 Next-Gen CFM Sliders (User vs CPU Only)

Quote:
Originally Posted by capa
I've always said and believed that a majority of the game's issues are seeded in player ratings.

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This is true

I've done this for years in the past with Madden & NCAA but now days it's becoming quite a chore

I will still do this for Classic rosters but I've completely gone away from EA's default rosters because it's just too much work LOL

Hopefully one day they'll have a Global editor that can be utilized
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Old 09-27-2021, 05:40 PM   #6
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Re: JoshC1977's Madden 22 Next-Gen CFM Sliders (User vs CPU Only)

One game in and so far I love these sliders. Sometimes others makers donít realize to keep it simple when making a slider set. Iím seeing animations I havenít seen in a long time.

Thanks bro. I enjoyed your MLB 21 the show sliders also. You helped make that a very good game. I enjoy your approach to making your Sets
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Old 09-27-2021, 08:01 PM   #7
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Re: JoshC1977's Madden 22 Next-Gen CFM Sliders (User vs CPU Only)

My one suggestion is that the special teams sliders do need a little tweaking.
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Old 09-28-2021, 04:33 AM   #8
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Re: JoshC1977's Madden 22 Next-Gen CFM Sliders (User vs CPU Only)

Appreciate your "comeback". Always liked your insights and approach for sliders. This is a new and very interesting one for the solid base provided by M22.Tested them last night for one half before going to bed. Felt good. I was surprised by some missed tackles and outcomes of WR/DB battles - a good sign, this rarely happens for me. Will give more feedback after more sample size.
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