Hi all,
I've always been an hardcore reader of the forum, though I don't post a lot.
Every year when Madden comes out we all know we have to roll up our sleeves and study, tweak, compare, experiment, analyze, change sliders until we find a balance for the game. Every version has its glitches (interceptions, fumbles, big plays, no flags, no running game, dumb blocking), and personally I like this "call to the army/sliders" every august.
Last year in my opinion the Madden series turned a corner and, despite its many flaws, improved a lot the gameplay and its overall football experience.
I was especially impressed by how this topic (
http://www.operationsports.com/forum...ally-work.html) changed the physics of the game and improved the realism, both statistical and visual for Madden 10, making it the most enjoyable NFL experience since the 2K days.
I think this is one of the most important things to keep in mind for "sliders-makers": do not sacrifice realistic visual gameplay (such as receiver routes, blocking schemes, qb decision making, def backs behavior and O/D lines interaction) to obtain realistic stats.
In my opinion this had been this year's sliders problem.
I tried basically all the sliders I found here (Mike, redsfan, playmakers, pokerplaya, jd_stevens) and, though I found them interesting, challenging and realistic (i always had good stats), I still had the feeling that those sliders didnt make the most out of this game.
So I decided to study the aforementioned topic (which i think is really well written and full of smart inputs) and to come out with a new set of sliders, that shifts its focus on underrated aspects of the game: fight for every yard, find the hole while running, protect the qb, a great "trench battle" beween the lines. All those aspects have been underestimated by the developers and I think this sliders set has really succeded in making Madden 11 one of the best NFL titles ive ever played and the closer game to NFL 2k5.
The reason why I'm posting these sliders is because I was impressed by the results and i feel the game is really worth a try.
I wouldnt post them if there were only a slight difference between those and all the excellent sliders we see on this board.
Moreover, using a customized and realistic gameplan is a MUST, both for CPU and HUM, as most of the times we see absurd calls and plays due to Madden's playbooks. For PS3 I downloaded DangerDanjo gameplans and I believe there is something for 360 as well.
Not only the game plays like a real NFL game, but also is extremely challenging and fun to play:
Playcall Style: Gameflow (Using customized gameplans)
Play Clock: On
Quarter Length: 15 minutes
Accelerated Clock: 25 seconds
Auto Strafe/Sprint: On
Injuries: 30
Fatigue: 55
Game Speed: Slow
Player Min Speed Threshold: 100
Penalties
Offsides: 100
False Start: 55
Holding: 65
Facemask: 55
Defensive PI: 100
Offensive PI: 100
KR/
PR Interference: 100
Clipping: 54
Int Grounding: 100
Roughing the Passer/Kicker: 100
Passing
QB Acc - 30
Pass Block - 12
WR Catch 45
Rushing
Break Tack - 25
Run Block - 17
Fumbles - 50
Pass Defense
Reaction Time - 15
INT - 5
Pass Rush - 75
Rush Defense
Reaction Time - 17
Blk Shed - 20
Tackling - 10
Special Teams
FG Power: 45
FG Accuracy: 60
Punt Power: 90
Punt Accuracy: 100
Kickoff Power: 0
There are no "house rules" (if a slider set is perfect I don't see why we should avoid doing a certain thing).
As you can see I use the same settings both for HUM and CPU, as I believe there shouldnt be differences between my players and his players. Why should my QB have an accuracy of 25 and his of 75, or my RB break more tackles than his? Sliders influence player's attributes and should be the same.
One last thing: I know how sliders can vary from user to user, as we all don't play the same way, so those sliders won't probably apply to all users, but I think they will please the majority of "realistic" players, those who want the game to play like real life.
Any comment and criticism is welcome, but at least I'm happy that this winter I will play awesome virtual football.