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Madden Gameplay via Under The Hood Variables
This is a discussion on Madden Gameplay via Under The Hood Variables within the Madden NFL Football forums.
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04-19-2022, 02:35 PM | #1 |
MVP
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Madden Gameplay via Under The Hood Variables
Although I'm using Madden 21, the premise can/will apply to any Madden (outcomes may differ some)
- I'm using M21 because of the AI aggressiveness/behaviors displayed during gameplay. With the ability to see some under-the-hood workings of Madden the past several years, I was curious what the gameplay experience would be like if console players ratings where edited based off this information of noted gameplay variables and thresholds. With this information it allows a much more granular application for console gamers to tune gameplay surrounding what animations/outcomes can/will occur during player interactions. ***Some aspects of AI Logic/Game coding still can't be altered via these edits*** Console: Xbox Series X Game Version: Madden 21 Gamertag: KickNDaPantzer Teams edited to test creating Team/Player gameplay differences with this info: Bears = Star WR, weak Off, good Run Def, No Pass Rush Bengals = Star QB/RB/WR, suspect OL, Star DE/Safety Bills = Good across all 3-phases Broncos = Good QB, 2 good WR, weak Pass Rush, good Pass Coverage Browns = Good QB, Star RB's, DE can't be blocked 1-on-1, weak LB's Bucs = No QB w/Off Stars and a strong Run Defense Chargers = Good across all 3-phases Cardinals = ??? (Need to decide if Murray gameplay wise is overrated) Giants = Weak team/roster w/Star RB Lions = Very weak team/roster across the board, best player is TE ***Please provide any feedback centered around using these variables/thresholds as it relates to the gameplay behaviors/animations/outcomes they drive. QB Related
Spoiler
AWR Rating -> Speed of progression read, pocket threats, scramble mode - <69 = slowest - >89 = fastest Juke Rating for QB’s impacts their Avoidance Movement inside the pocket ***when speaking about Breese (‘10 or ‘11 I believe) Dev’s noted how his 70 him mobile enough in the pocket to avoid Pass Rushers - <79 = Base Avoidance - 80 = Some Avoidance - 90 = in M21, QB’s move around a lot no matter their QB Style/Sense Trait *** Tried to replicate in M22 but did not produce same outcome Play Action -> (M21 specific) will trigger zoom-in on Run Fake before popping out to Pass - 90 = min needed to trigger Strength Rating for QB’s impacts their Ball Trajectory/Placement Formula while a defender is near them? - minimizes/removes that 3.5yrd Jump_to_INT triggering by DB’s when beat Throw Power Rating - <92 = Base, slowest ball speed (*AR Throw Style will boost to 93 speed) - 93 = Strong, slightly faster (*AR Throw Style will boost to 95+ speed) - 95+ = Elite Arm, fastest ball speed Throw on Run (TOR) Rating -> amount of Inaccuracy Moving Penalty applied per rating - 60=100%, 70=90%, 80=85%, 90=80%, 95=75%, 99=70% Throw Under Pressure (TUP) -> amount of Inaccuracy Pressure Penalty applied per rating - 60=100%, 67=90%, 74=80%, 82=70%, 88=60%, 96=50%, 99=45% ***can us this to tone down high accuracy (I use 60 for most QB's) QB Pressure Trait -> Player Radius & Pressure Penalty able to be applied Paranoid = 4yrd Radius, min penalty (player quickly throws/scrambles) Trigger Happy = 2yrd Radius, max penalty Others = 0yrd Radius, max penalty Precision Passing (L-Stick Aiming) -> (huge negative application in Madden 22, not in M21) - Slow remainder of route down by 10% - Slows Target Jump reaction down 25% Ball Carrier Related
Spoiler
Def Assist Off = Forces 1yrd Auto Move Radius Fumble Penalty applied per Carry Rating - 50=25%, 25=15%, 40=10%, 50=8%, 70=4% ***nothing noted for "0" setting, but tangibly produces greater Conservative Tackle/Strip fumble animations than noted "50" level Break Tackle Rating -> Bonus to Trucking/Stiff Arm/Juke/Spin Tiers ***see notation on Tackling for "Forced" Super-Win Triggering - 90+ = min for auto application, ramps upward from here Catching/Route Related
Spoiler
Knockout Penalty per Catch Rating (decides catching upon contact) - 50=100%, 60=90%, 67=80%, 70=70%, 88=60%, 95=50% *** "50" removes the skillet-hand drop animation, natural ball drops *** Sensitive Rating -> really creates Differentially between Pass Catchers *** I rate most WR/TE between 50-67, no TE above 70 Route Run Rating -> Bonus Separation, produces Rounded or Sharp Cuts on Routes *** For ease of editing I'm just using 0/*50/75/90) 0 = Poor -> Very lazy rounded Route Animation, little/no separation 50 = ***nothing noted for this #, but I feel like I see a difference from 0 75 = Good -> Slight rounded Route Animation, produces some separation 90 = Elite -> Pinpoint Cut Animation, produces greatest separation ***TE In/Out Routes have built in separation due to their animation cycling (per Clint) - Use 0 for Short/Medium ->removes added separation boost on top of animation - Use 50 or 75 for Deep Spec Catch -> Tiers of catch type animation triggering *** Critical towards Jumping/Attacking Ball and Catch Radius Animations - Notation of triggering Jump attempt - Decides Catch Animations Bank - 70, 80, 85, 90, 95 Tiers 60 *(not part of Tiers) - Catch Radius = .5 yrd away - No Effort_Catch animation triggering 70 - Catch Radius = 1.5 yrds away - (*No Notation of Animation Types, does trigger 80 Tier animations) 80, 85, 90, 95 - Catch Radius = Ramps from 2 yrds away *** Each Tier increases Catch Radius = triggering distance = Aggressive Animation attempt on ball Blocking/Pass Rush/Run Defense Related
Spoiler
***There is No Pass Block Slider for AI under Sliders (listed under Attrib->Blocking) *** notes as impacting Def_Move Chance/Timer applied 0 - Chance = 25%, Timer = -45% reduction, 50 - Chance = 0%, Timer = 0% reduction 100 - Chance = -25%, Timer = 50% increase Strength Rating OL - 0 = Impacts delays placed on DL during initial Get-Engage by decreasing Win Chance in Blocking Formula *** Apply to "all" OL/TE, including Draft Class *** Resistance Bars have built-in delay timer increases per Bar DL - <80 = minimizes Bull Rush Pancake animation triggering *** balances against double-team formula allowing more shed-through's *** removes the gapping holes at the goal line (*Break Tackle is critical) *** Run Stuffers (ie V. Vea) will hold their position, not easily moved Power/Finesse Move - 90 = min for Super-Win Chance triggering (ie more aggressive Pass Rush) DT Physics/Balance Interaction *** Each position is assigned a variable referencing their "Balance" within the Physics Space Scale is: - 0 = worst, easily knocked down during physics interaction - 4 = best, less falling during an physics interaction DL are (2) and is the reason they are knocked down often during Spin move or side shove by OL *** >80 AGL rating will increase their Balance state preventing less knock-downs during OL interactions *** >90 AGL produces the fastest Spin/Swim Move Animation triggering Tackling Related
Spoiler
Tackle Rating *** Tackle animation triggering is weighted very heavy *** Provides more gang tackle triggering 0 - Chance reduction = 60% - Still provides a chance in Tackle Formula - Provides more gang tackle triggering - Forces Break Tackle Rating to weigh heavier in Tackle Formula - I apply to all CB's & 95% DL 35 - Chance reduction = 45% - I apply to LB/Safeties deemed terrible tacklers 55 - Chance reduction = 25% - Rating increases >55 seems to lead to greater 1-on-1 tackle triggering *** If too many DL are rated, will suction players into a 1-on-1 tackle interactions at LOS *** Balances out low Carry rating ***Increases Location-Based Tackles triggering (Ball Carriers reaching for 1st down/pilon etc) by forcing more of the win-chance towards the offensive players Hit Power Rating - 75 = Medium Hitters (*nothing noted concerning any formulas) - 90 = Big hitters -> triggers Big Hit animation w/out increasing “Chance” in fumble formula - 93+ = triggering “Big Hit” animation, ramps “Chance” upward in fumble formula ***reduces low tackle triggering by AI, more high tackle attempts Pass Coverage Related
Spoiler
Man Coverage (MCV) (Reaction Time to Route Runner in Man Coverage) *** Ramp up minimizes delay imposed *** Increases catch knockout formula impact CB - 90-93 = min (.1 delayed reaction) for all CB’s to keep them close to WR during cut reactions, esp on crossers due to the steep delay applied below this variable (<89) - 95 = (.05 delayed reaction) - 99 = (0 delay) *** Two-Steps Ahead Superstar Ability LB’s - 80 = (1.75 delayed reaction) *** will produce speed boost/warping to cover RB Flat/Swing Routes - 70 = (2 delayed reaction) *** >70 can be perceived as too sticky for the position Zone Coverage (ZCV) (Break on Ball Chance & After Release Delay when in Zone Coverage) *** Player AGL/COD ratings impact how tangible this rating is (see below) CB - 90-93 = (BC = 90%), (ARD = 1% Applied) *** min for all CB’s to be in-line with high THP ball speed - 95 = (BC = 95%), (ARD = .005% Applied) - 99 = (BC = 100%), (ARD = 0% Applied) LB - 80 = (BC = 50%), (ARD = 6% Applied) - 85 = (BC = 70%), (ARD = 3% Applied) - 90-99 (same as CB above) Agility + Change of Direction (AGL/COD) *** Critical towards decreasing MCV/ZCV delays applied *** Ramps of each rating are the same, so keep the same - 93+ = (2-3 step COD Animation) Spec Catch (***Catching/Route Related) *** Notation of triggering Jump attempt/aggressiveness *** Impacts DB "aggressiveness" towards Ball/Pass Catcher Other Gameplay Impacts
Spoiler
Fatigue Impact upon Penalty Formula - min Player Fatigue level to trigger more Penalties = 50 *** some penalties need to hit a certain Fatigue level for triggering Chance - penalties like "Def Holding" may fall into the 50 Fatigue range, thus little Chance triggering because DB's will never Fatigue that low due to... 1) Hight Stamina Ratings 2) Sub-Levels 3) Between-Play Stamina replenishing amount *** In older Madden's "Injury" rating was an Franchise upgrade designated with Gatorade Assets (ie Refuel/replenish) *** I believe Injury rating plays a role in the Stamina Replenishing Formula due to previously being affixed to the Gatorade Branding inside Franchise Fatigue Regression Application - Stamina Rating weighted 80% in the Fatigue Regression Formula - Remaining 20% applied via (3) differently weighted Penalty Trait %'s designating how much of 20% is applied > Discipline = ? of 20% applied in Formula > Normal = ? of 20% applied in Formula > Indiscipline = 100% of 20% applied in Formula ***Off Holding Penalty is triggered at the highest Fatigue Regression Threshold, thus why it triggers the most/easiest, even with OL having a Discipline Trait ***Def Holding & some of the other Personal Foul Penalties like Late Hits are in the game, but probably designated at such a low Fatigue Level for triggering that players rarely achieve it in the game, thus they don't happen. Run Cycle Animations
Spoiler
Speed Rating (SPD) Dictates: 1) Run Cycle Type Animation - <59 = Jog (Slowest) Run Cycle Animation - >92 = Sprinter (Fastest) Run Cycle Animation 2) Straight Line Separation 3) Transitioning Speed of Move Animation in & out of Run Cycle Ex: Ball Carrier Spin Move (Tier Base) with >92 SPD rating will in/out transition the fastest from the Run Cycle (ie fluid looking fast Spin off a tackle attempt) - with a lower SPD (<93), even at elite Spin Move rating (88), will look choppy/off or sometimes not even trigger at all (ie that half-spin where tackle animation takes over because transitioning is too slow to run through fully) *** even the lowest Spin Tier Animations (65) at >92 SPD will look fluid even though a slower spin animation Speed Rush Animation Correlation (*capped) Pass Rusher (Outside Rushers only, not interior DL) - 90 SPD = 75 SPD during Interaction - 93 SPD = 81 SPD during Interaction - 96 SPD = 86 SPD during Interaction OL (Offensive Tackles) - 75 = min SPD will have during Speed Rush interaction (*capped) *** most Pass Rushers are rarely >89 SPD rating, thus they enter into the Speed Rush Animation not even matching the OL min (75), that's why we don't see the winning "blow by" animation trigger often when attempted by User/AI. *** Needs to be edited for Speed Rushers ***Much of this will remain the same for Madden 23 - some variables may be adjusted Last edited by khaliib; 04-22-2022 at 06:10 PM. |
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04-19-2022, 03:28 PM | #2 |
Rookie
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Re: Madden Gameplay via Under The Hood Variables
First and foremost, greatly appreciate the deep dive into the mechanics! Madden 21 series X/PS5 is the pinnacle of the series as far as ‘on the field’ play (franchise, not so much and I suppose is debatable lol).
To make sure I understand what’s going on here. You are requesting us to download your roster and play test with the amended ratings? This is only for ‘play now’ I’m figuring (guess it wouldn’t be feasible in franchise since all teams haven’t been altered?). I’m definitely interested. Also curious to know if the end state to this will be similar to the NCAA global fix where we downloaded the roster files to thumb drive, transferred to PC, made global edits (off of the gentleman’s recommendation, he pretty much did exactly what you’re doing now, can’t remember his name at the moment), then transferred back to console. Is there anything we can do to help make the previous paragraph a reality? Is there a program that’s needed, finance, etc. Just say the word. Lastly (edit): Are you familiar with why the gameplay and A.I was regressed in 22? The optimist in me wants to say that the devs had to pull back on a few things to add the new interaction/tackle tech, then they’re planning on bringing the organic A.I and movement back from 21, and putting the “icing back on the cake” for an amazing 23 version. Fingers crossed! Last edited by KingsoftheValley2; 04-19-2022 at 03:38 PM. Reason: Another inquiry |
04-19-2022, 04:10 PM | #3 | ||||||||||||||||||||||||
MVP
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Re: Madden Gameplay via Under The Hood Variables
I didn't take up doing it to M22 just because of time sake and I prefer M21. I wanted more knockouts on contact since they nerfed it and noticed that the Catch rating impacts the Knockout Penalty, so curiosity led to editing Catch ratings according to the under-the-hood variables. I liked how things played out and having the ability to control this aspect, which led to the snowball affect of other areas. Your tackling notation is correctable (see Tackling Related) - they weigh Tackle Animation triggering very heavy over Break Tackle Chance Lots more gang-tackling triggering using these % reduction levels - you now know how to tailor this aspect to your liking, based off their internal settings. |
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04-19-2022, 05:46 PM | #4 |
MVP
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Re: Madden Gameplay via Under The Hood Variables
That 10% speed decline for targeted passing seems pretty meaningful to me. Whenever I would throw a Go route, I would always push up figuring it was better to miss long. But if that was causing my guy to slow up and allow for a breakup then this changes the game IMO.
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04-22-2022, 01:45 PM | #5 |
MVP
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Re: Madden Gameplay via Under The Hood Variables
Interesting little self observed notation.
AWR for QB's (65-75) = Sweet Spot - <65 AWR, their in-pocket vision becomes too small, Threat & Progression speed becomes too slow, leading to increased sacks - >75 AWR, their in-pocket vision becomes too big, over exaggerating their QB Traits *** esp passing, lots more cross-body throw attempts when in Scramble Mode towards LOS & with open field to run *** >80 AWR under-the-hood is the min for "overly" triggering the Throw Away Logic at the breach of QB's noted Pressure Trait radius *** >79 also seems to trigger increased backwards avoidance vs stepping up, leading to more sacks |
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04-22-2022, 04:30 PM | #6 | ||||||||||||||||||||||||
Rookie
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Re: Madden Gameplay via Under The Hood Variables
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04-22-2022, 06:25 PM | #7 | ||||||||||||||||||||||||
MVP
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Re: Madden Gameplay via Under The Hood Variables
There's is NO PC Editor/Tool (esp NG) everything is done on the console. Beyond the editing, it helps to know the "why" something may be occurring during gameplay, helping minimize affixing the "Broken" assertion typically thrown around. Although it's some work, being able to control/improve an gameplay aspect via editing is sufficient for me at this point (until a Global Editor mechanism is provided) Last edited by khaliib; 04-22-2022 at 06:50 PM. |
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