83evans rosters. Fixing the gane with sliders, ratings, and traits

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  • 83evans
    Pro
    • Feb 2009
    • 662

    #1

    83evans rosters. Fixing the gane with sliders, ratings, and traits





    Shoulder pad update done
    Lowered speed and spin




    October 5th. Decided to reduced all players speed by 10 and turn offensive players spin o - 40. Results are amazing. I will post vids


    *******Sep 23 post tuning updates******

    CPU vs CPU (you can also play vs Cpu. Its just I usually test on CPU vsCPU)

    *** what im doing***

    What I am trying to accomplish is make the game as real as possible with all I have at my disposal. That's Sliders, Traits, and player ratings. My rosters and sliders are the first to adjust all aspects able to be adjusted,to max out madden.

    My goal with traits is to get every player consistent, to allow ratings to be the sole dictator of a player. I also use traits to take away unrealistic animations and add in the ability for animations to be maxed out. My sliders coincide with my traits. So if you keep pass blocking low you will see a lot of sacks since everyone on d has high motor and swim and spin on.

    Spread out ratings***

    I use a sheet to spread ratings. It makes so if the typical range is 99-50, its now spread to 99-0. I do this with all physical ratings except speed because when you go down from 50 speed is insanely slow. The changes to physical ratings makes big players feel heavy, and small players feel light. Every player now has at least acc or agility below 90 now. The different between a fast player and quick player is more apparent. This also prevents players from being superhuman.

    ***My sliders***

    **updated recently due to spread ratings**
    speed fast

    Threshold- 45
    Fatigue- 35 (very high auto subs) (sick of players staggering for the endzone on 60 yd runs)
    All madden


    CPU and user are same

    Accuracy- 25
    PB- 100
    WR catch- 45
    Fumb 25
    Run block- 100
    Pass reaction- 100
    Int- 45
    Coverage 0
    Tackle 35

    FG power 65
    FG accuracy 45
    Punt length 43
    Punt accuracy 100
    Kickoff power 65


    Fast speed- Changed Sept 19


    Traits ***anything I dont mention, leave alone***

    Every player get high motor YES (moved kicker to high motor to reduced block kicks, it seems to of done just that

    QBs

    Throw ball- ON
    Players set on balanced go to scramble. Pocket QBs go to balanced. THIS MEANS NO POCKET QBS ARE LEFT
    Sense pressure for players that run around alot- paranoid. Everyone else leave alone. So only adjust the, Russels, Kaepernicks
    Throw ball away- off
    Cover ball- brace for all
    Fight for extra yard


    **RBs, FBs, WRs TEs**

    Run after catch, aggressive catch- No
    Sideline catch- Yes
    Drop ball- No
    Fight for extra yard- yes
    Cover ball- Never ( RBs and WRs, leave TEs and FBs alone)

    OL
    Only the high motor trait

    For all defense

    Drop ball- No
    Strip ball- No
    Spin- Yes
    Swim- Yes
    Big hit-No

    For play ball in air... if the player is a DB- Aggressive. LB- balanced. DL conservative

    Note- I also like to keep DBs cover ball on NEVER, just in case they are a kick returner. And it makes INTs more exciting.
    I gave all DL and LB pass rush LB style


    Now with each position I used a chart to spread from the normal 50-100 to 100-0 scale


    For all players i spread. Strength, agility, acceleration, jumping

    For only QBs I additionally spread all the throw accuracys, and throw power

    For kickers and punters I also spread there kick power and accuracy

    I spread Pass block and run block for OL
    Last edited by 83evans; 10-11-2016, 03:12 PM.
  • michapop9
    Pro
    • Feb 2008
    • 773

    #2
    Re: 83evans rosters. Fixing the gane with sliders, ratings, and traits

    how r your sim stats?

    Comment

    • michapop9
      Pro
      • Feb 2008
      • 773

      #3
      Re: 83evans rosters. Fixing the gane with sliders, ratings, and traits

      I suppose since you havent finished the roster you obviously havent got that far. would be interesting to find out though

      Comment

      • Uncle Elton John
        Banned
        • Aug 2016
        • 269

        #4
        Re: 83evans rosters. Fixing the gane with sliders, ratings, and traits

        Originally posted by 83evans
        Bills, Jets, Panthers, Patriots, Cardinals will be available tonight**** Sept 19th by 12:00 mn
        Name 83evans



        CPU vs CPU (you can also play vs Cpu. Its just I usually test on CPU vsCPU)



        After switching to Fast, threshold 40***


        *** what im doing***

        What I am trying to accomplish is make the game as real as possible with all I have at my disposal. That's Sliders, Traits, and player ratings. My rosters and sliders are the first to adjust all aspects able to be adjusted,to max out madden.

        My goal with traits is to get every player consistent, to allow ratings to be the sole dictator of a player. I also use traits to take away unrealistic animations and add in the ability for animations to be maxed out. My sliders coincide with my traits. So if you keep pass blocking low you will see a lot of sacks since everyone on d has high motor and swim and spin on.

        Spread out ratings***

        I use a sheet to spread ratings. It makes so if the typical range is 99-50, its now spread to 99-0. I do this with all physical ratings except speed because when you go down from 50 speed is insanely slow. The changes to physical ratings makes big players feel heavy, and small players feel light. Every player now has at least acc or agility below 90 now. The different between a fast player and quick player is more apparent. This also prevents players from being superhuman.

        ***My sliders***

        **updated recently due to spread ratings**


        Threshold- 40 Sept 19th changed
        Fatigue- 25 (very high auto subs) (sick of players staggering for the endzone on 60 yd runs)
        All madden


        CPU and user are same

        Accuracy- 25
        PB- 50
        WR catch- 40
        Fumb 70
        Run block- 45
        Pass reaction- 0
        Int- 40
        Coverage 100
        Tackle 100

        FG power 55
        FG accuracy 44
        Punt length 35
        Punt accuracy 70
        Kickoff power 65


        Fast speed- Changed Sept 19


        Traits ***anything I dont mention, leave alone***

        Every player get high motor YES (moved kicker to high motor to reduced block kicks, it seems to of done just that

        QBs

        Throw ball- ON
        Players set on balanced go to scramble. Pocket QBs go to balanced. THIS MEANS NO POCKET QBS ARE LEFT
        Sense pressure for players that run around alot- paranoid. Everyone else leave alone. So only adjust the Tyrods, Russels, Kaepernicks
        FIGHT FOR EXTRA YARD YES
        Cover ball NEVER

        **RBs, FBs, WRs TEs**

        Run after catch, aggressive catch- No
        Sideline catch- Yes
        Drop ball- No
        Fight for extra yard- yes
        Cover ball- Never (but only for RBs and WRs, leave TEs and FBs alone)

        OL
        Only the high motor trait

        For all defense

        Drop ball- No
        Strip ball- Yes
        Spin- Yes
        Swim- Yes


        For play ball in air... if the player is a DB- Aggressive. LB- balanced. DL conservative

        Note- I also like to keep DBs cover ball on NEVER, just in case they are a kick returner. And it makes INTs more exciting.


        Now with each position I used a chart to spread from the normal 50-100 to 100-0 scale


        For all players i spread. Strength, agility, acceleration, jumping

        For only QBs I additionally spread all the throw accuracys, and throw power

        For kickers and punters I also spread there kick power and accuracy
        do u want help ?

        Comment

        • 83evans
          Pro
          • Feb 2009
          • 662

          #5
          Re: 83evans rosters. Fixing the gane with sliders, ratings, and traits

          Originally posted by Uncle Elton John
          do u want help ?

          I think I can get it done. I just want to ensure its done properly

          Comment

          • Culture Rot
            MVP
            • Aug 2011
            • 3018

            #6
            Re: 83evans rosters. Fixing the gane with sliders, ratings, and traits

            Can you explain the "no pocket qbs" thing?

            Comment

            • 83evans
              Pro
              • Feb 2009
              • 662

              #7
              Re: 83evans rosters. Fixing the gane with sliders, ratings, and traits

              Its the the QB style. If the game says pocket, make them balanced. If the game says balanced, make them scramble

              Comment

              • JBregz
                Rookie
                • Nov 2012
                • 66

                #8
                Re: 83evans rosters. Fixing the gane with sliders, ratings, and traits

                Originally posted by 83evans
                Its the the QB style. If the game says pocket, make them balanced. If the game says balanced, make them scramble
                Does this make them scramble more?

                Also, do you change the sense pressure traits to affect QB runs?

                Comment

                • tdawg3782
                  I hate you Norv
                  • Nov 2003
                  • 4803

                  #9
                  Re: 83evans rosters. Fixing the gane with sliders, ratings, and traits

                  I'm guessing you are going for a play now roster opposed to a cfm roster correct? I really like what you have going here. Reminds me alot of what me and a few other members did for Ncaa 14 using the full 0-127 rating scale (via pc editor) and the gameplay was just so dynamic. Like you said about the players having "weight". Good stuff.

                  Anyways the main reason I was asking is that I would imagine lowering the QB throw power and acc's would kill their ovr which in turn kill sim stats. Bummer. Still good stuff bro.

                  Comment

                  • 83evans
                    Pro
                    • Feb 2009
                    • 662

                    #10
                    Re: 83evans rosters. Fixing the gane with sliders, ratings, and traits

                    Originally posted by tdawg3782
                    I'm guessing you are going for a play now roster opposed to a cfm roster correct? I really like what you have going here. Reminds me alot of what me and a few other members did for Ncaa 14 using the full 0-127 rating scale (via pc editor) and the gameplay was just so dynamic. Like you said about the players having "weight". Good stuff.

                    Anyways the main reason I was asking is that I would imagine lowering the QB throw power and acc's would kill their ovr which in turn kill sim stats. Bummer. Still good stuff bro.


                    Actually after doing this. 90 turns into elite HOFer, 80s are elite great players, 70s are good solid starters, and 60 and below are backups essentially. But for QBs, they hover around the same. The Bradys and Roethlisbergers are in the 90s, the Palmers are 80s, and Daltons are 70s. I guess since strength, agility and acc dont effect QBs, the other ratings substitute so overalls end even

                    Comment

                    • tdawg3782
                      I hate you Norv
                      • Nov 2003
                      • 4803

                      #11
                      Re: 83evans rosters. Fixing the gane with sliders, ratings, and traits

                      Originally posted by 83evans
                      Actually after doing this. 90 turns into elite HOFer, 80s are elite great players, 70s are good solid starters, and 60 and below are backups essentially. But for QBs, they hover around the same. The Bradys and Roethlisbergers are in the 90s, the Palmers are 80s, and Daltons are 70s. I guess since strength, agility and acc dont effect QBs, the other ratings substitute so overalls end even
                      Wow that's great news. Is this the case for all positions? If so this would have great potential to actually work within a CFM albeit fixing draft classes would be a pain but still. As said before good stuff bro.

                      Sent from my SM-G930V using Tapatalk

                      Comment

                      • 83evans
                        Pro
                        • Feb 2009
                        • 662

                        #12
                        Re: 83evans rosters. Fixing the gane with sliders, ratings, and traits

                        Yeah. I dont see it being that much of an issue in cfm

                        Comment

                        • Playmakers
                          Hall Of Fame
                          • Sep 2004
                          • 15419

                          #13
                          Re: 83evans rosters. Fixing the gane with sliders, ratings, and traits

                          Originally posted by tdawg3782
                          I'm guessing you are going for a play now roster opposed to a cfm roster correct? I really like what you have going here. Reminds me alot of what me and a few other members did for Ncaa 14 using the full 0-127 rating scale (via pc editor) and the gameplay was just so dynamic. Like you said about the players having "weight". Good stuff.

                          Anyways the main reason I was asking is that I would imagine lowering the QB throw power and acc's would kill their ovr which in turn kill sim stats. Bummer. Still good stuff bro.
                          Awareness is the rating that effects SIM stats for QB's the most....

                          The accuracy ratings are gameplay related...

                          Throw power has no purpose in SIM stats only on the field when playing
                          Last edited by Playmakers; 09-26-2016, 02:50 AM.
                          NCAA FOOTBALL 14 ALUMNI LEGENDS CPU vs CPU DYNASTY THREAD
                          https://forums.operationsports.com/f...s-dynasty.html

                          Follow some the Greatest College Football players of All Time in NCAA Football 14

                          Comment

                          • Culture Rot
                            MVP
                            • Aug 2011
                            • 3018

                            #14
                            Re: 83evans rosters. Fixing the gane with sliders, ratings, and traits

                            Originally posted by Playmakers
                            Awareness is the rating that effects SIM stats for QB's the most....

                            The accuracy ratings are gameplay related...

                            Throw power has no purpose in SIM stats only on the field when playing
                            I've found throw power to be correlated with Touchdowns Thrown

                            Take two QB's, identical ratings, same team.

                            QB 1 - 40 Throwing Power

                            QB 2 - 99 Throwing Power

                            qb 2 will have more TD's


                            all simming of course

                            Comment

                            • Playmakers
                              Hall Of Fame
                              • Sep 2004
                              • 15419

                              #15
                              Re: 83evans rosters. Fixing the gane with sliders, ratings, and traits

                              Originally posted by xlatinoheatx
                              I've found throw power to be correlated with Touchdowns Thrown

                              Take two QB's, identical ratings, same team.

                              QB 1 - 40 Throwing Power

                              QB 2 - 99 Throwing Power

                              qb 2 will have more TD's


                              all simming of course
                              good input.....

                              I've been testing awareness and it seems to effect TD/INT ratio and also comp%

                              I will do further test on throw power....

                              But I know the actual accuracy ratings short, medium and deep don't seem to matter what so ever in Madden SIM stats
                              NCAA FOOTBALL 14 ALUMNI LEGENDS CPU vs CPU DYNASTY THREAD
                              https://forums.operationsports.com/f...s-dynasty.html

                              Follow some the Greatest College Football players of All Time in NCAA Football 14

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