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Finding balance using sliders

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Old 09-16-2012, 02:05 PM   #33
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Re: Finding balance using sliders

Quote:
Originally Posted by Sturzinator
I think you may have cracked the code here.

I have tried many different slider sets on here from all the popular gurus, and none have produced the type of game play I'm getting by employing your theory.

I need to test some more (I am on line CCM pre-season) and decide on speed and threshold, but this is the most promising set I've seen yet.

One question Akita, do you see many fumbles with the 50/50 fumble slider? This is one of my only concerns right off the bat.

I was also wondering how the 53 injury slider was working out. Do you get injuries that are commensurate with what the rest of the league is incurring? More or less?

Thanks for the brilliant discovery!
To answer your question, the fumbles appear to be accurate. It appears this slider is correct at 50/50 and players with a lower fumble rating will fumble more, depending on who is hitting them.

I have had games with 0 fumbles, and the most I have seen is 3, only once though.
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Old 09-16-2012, 03:16 PM   #34
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Re: Finding balance using sliders

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Originally Posted by Bobalou2112
Akita---something else to consider--it is not that they possibly "work" relative to 100, but, rather, the sum of 'complementary sliders' must match consistently. For instance, if QBA and PR are complementary and their sum is, say, 50, then 50 is the sum that the others must have. It's just a theory, but is sort of making sense as I'm trying a game that way (with minor threshold tweak)--have already played it 2 or 3 times today with 'old' sliders, three times with the '100 approach' and now with just treating them as complements. . . tried it?
The way I based determining what sliders need to balance out is simple. I think way too much over thinking goes into slider adjustment, and I am seeing too much over thinking with my sliders as well.

I simply looked at the Offense and Defense and what players interact during a play. Whether a slider is 0 or 100 it doesn't completely remove that players ability on the field it just tones it up or down. What I mean is if you set a slider to 0 doesn't mean the player will just stand there and do nothing.

So when I looked at the sliders I realized that, for example the QB accuracy is still there no matter what the slider is at the QB just throws to a little bigger area on the field. So if I truly want to create an accurate playing game I must consider what else affects the QB accuracy? That would be P D React Time as well as AI decision making, or User decision making. So if your the user and want a realistic game you have to adjust all of the aspects while keeping the sliders balanced to create a game that plays realistic.

I say balanced sliders because that's how the game was designed. So if I want to make the USER QB have a more difficult time, which I should do because I can make much quicker decisions than the CPU can, I lower my QB accuracy slider to 40 and raise the PD React Time to 60.

As most do, then I want the CPU QB to be more accurate so I raised the QB accuracy to 70 and lowered the USER P D React Time to 30. I also raised Game speed to fast because it speeds up not only the QB but the CPU AI over all on both sides of the ball and allows the CPU to make quicker decisions. To me this also looks the most realistic.

Broken Tackles/Tackling: I wanted more gang tackling over all so I raised both USER/CPU Broken Tackles to 55 and lowered Tackling to 45. This coupled with game speed at fast creates a very realistic interaction between the ball carrier and tackler.

Pass Blocking/Pass Rushing: The USER can again react quicker than the CPU Throwing the pall, so I want more pressure on the USER. Hence USER/CPU Pass Blocking 45/70 and Pass Rushing 30/55. With game speed at fast you get a nice rush against you and the CPU does a nice job holding you up just enough on your pass rush and the QB gets the ball out of his hand quickly enough to make challenging to get sacks. Sacks should be difficult to get and it should be your DE/LB getting most of the sacks, not your DT.

WR Catching/Intereception: The receiver catches the ball no matter what setting this is on. And the WR is competing against the DB to catch the ball. Intereception is really the DB Catch setting, how often the DB will catch the ball when able too. Overall DB's have a low catch setting and at 50/50 the WR drops to many balls and the DB's catch to many. I want the better receivers to make better catches and the DB's to drop more than they catch. To do this I raise both USER/CPU WR Catch to 70 and lower Interception to 30 for both. This creates realistic amout of Interceptions and drops as the WR will drop the ball, especially when being hit and the DB, depending on his ability will not pick every ball off.

Run Blocking/Block Shedding: Again, the USER can react quicker. So I lower USER Run Blocking to 45 and Raise CPU Block Shedding to 55 to compensate for the slower CPU. For the CPU I raise Run Blocking to 60 and lower USER Block Shedding to 40. This allows the CPU to gash you if your not paying attention, and makes the USER have to think more about stopping the pass or run. The USER also has to work much harder and be disciplined when running the ball. Game speed at fast affects this as well, holes close quicker.

Fumbles and R D React Time: These sliders do not have a direct affect on any other slider. I find adjusting these two sliders off 50/50 affects other aspects of the game and throws the game out of balance. If they are adjusted keep the 100 balance. Example if you change fumbles to 40 for USER, bump it to 60 for the CPU. Same with R D React Time.

Bottom line is this works the way I have stated and is a very good representation of what we see on Sunday from the real game of Football. The games I have played are unpredictable and you really need to use strategy to keep the CPU off balance, as I have noticed the CPU does a great job as well. That's what I have always wanted form Madden, don't you?
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Old 09-16-2012, 03:16 PM   #35
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Re: Finding balance using sliders

Are the fumbles mostly by QBs when getting hit, or do you see some from RBs and WRs as well?

How about the injury slider at 53 ? What results have you seen there?

I am considering lowering fumbles to 20/20 to see what effect it has on game play, mainly to see more fumbles from players other than QB.

Thanks again.
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Old 09-16-2012, 03:30 PM   #36
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Re: Finding balance using sliders

Quote:
Originally Posted by Sturzinator
Are the fumbles mostly by QBs when getting hit, or do you see some from RBs and WRs as well?

How about the injury slider at 53 ? What results have you seen there?

I am considering lowering fumbles to 20/20 to see what effect it has on game play, mainly to see more fumbles from players other than QB.

Thanks again.
Injury at 53 is really good. This injury slider seems to have no affect on CPU teams just USER. I had it turned up to 65 but I was the only one getting injuries, had like 6 at one time at one point and the CPU always stayed between 0 and about 3 injuries for the most part. So I turned it down to 53 and it's fair now. I would have left it turned up if all teams were seeing more injuries but that wasn't the case and made it unfair to the USER.

As far as fumbles at 50/50 considering your sliders are set exactly like mine, I rarely see a QB fumble. Unless he is destroyed and the timing is just rite, and it is rare with my settings. I notice between 0 and 1 fumbles a game regularly and 2 or more on a occasion. But the fumbles fall in line with what player is has the ball. The player more prone to fumble do fumble more. But it's not is't realistic.

If you do change your Fumble setting, first consider who's fumbling more the USER or CPU. If the USER is fumbling more adjust like this 40/60. Keep the balance at 100 no matter what way you go. If fumbles are even between the two. Consider setting your sliders exactly as mine and see what happens.
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Old 09-16-2012, 03:43 PM   #37
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Re: Finding balance using sliders

Are you seeing errant throws with the QBA at 40 for user?

Are you seeing drops by the WRs at 70 catch?

How is the pass rush? Sack numbers and blitz/QB pressures look about right?

I appreciate the feedback on your experiences with these settings.
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Old 09-16-2012, 04:12 PM   #38
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Re: Finding balance using sliders

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Originally Posted by Sturzinator
Are you seeing errant throws with the QBA at 40 for user?

Are you seeing drops by the WRs at 70 catch?

How is the pass rush? Sack numbers and blitz/QB pressures look about right?

I appreciate the feedback on your experiences with these settings.
If your controlling the QB this setting is fine. You have a lot more control over your throw as a USER so you should be fine, with P D React Time at 60 for CPU you will have to be on time with your throw. My completion % is 68 with Matt Stafford.

WR Catch at 70 is good for both. Produces realistic drops both during a game and the overall stats of other games around your league that are simulated.

The 70 settings makes the better receivers make better catches, triggers better animations for the elite receivers like Calvin Johnson.

Pass Rush is perfect for both USER and CPU. As the game progresses you will see the good pass rushers get more pressure but you still have to work at sacks as does the CPU. If you hold the ball too long your in trouble. With game speed at fast the CPU QB get the ball out of his hand quick enough so that you have to be on point and the sacks you do get you earn. The CPU will adjust if your getting pressure.
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Old 09-16-2012, 04:20 PM   #39
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Re: Finding balance using sliders

I do control the QB, but the reason I asked is because I want to see a few errant throws, especially by lower tier QBs. I don't want them to all be lasers with only drop affecting the completion percentage.

I am hesitant to go above normal speed, but maybe I'll give fast a go. You are running on fast with a 30 threshold , correct?
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Old 09-16-2012, 04:20 PM   #40
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Re: Finding balance using sliders

It's important to note that the level you should play on is All-Pro. As stated by many others it's the level the game was tuned on during it's production. All-Madden has always been a little off in every Madden I have ever owned and Rookie and Pro tune down the CPU AI. The most balanced level in terms of pure CPU AI is All Pro.

These slider settings are only designed for All Pro. I have tried the other 3 levels and can not get the realism as you can on All Pro. Don't be fooled into thinking the highest level has anything to with your level of play. With these sliders the way I have set them up it will challenge the best players.

Another note. I control the QB on offense, and a D lineman on defense, I don't switch and I don't use cheese plays. If you play real strategic football then this is the set you want.
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