How to develop your own sliders?
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How to develop your own sliders?
I apologize if this has been covered before, but I was wondering if anyone has experience with creating sliders, how you did it, and are there other resources out there that can help explain this. I'm interested in developing a set of Coach Mode silders. Any help is appreciated.Tags: None -
Re: How to develop your own sliders?
The way I usually do it is to stat with everything at 50. Then I go through a few games and begin to see patterns (too easy to run, etc) Then I make a change and repeat. Don't make 10 changes then you wont know what works and what does not.
You cannot go based off what you see in the forum related to slider settings. Your sliders are going to be different because no one plays exactly the same or wants the exact same thing. Go through the grind of trial and error, keep an excel sheet with changes and the results of those changes and dates as well. And also know that an EA update could ruin your sliders depending on what they decided to change. I think once you feel good about your sliders, you are in the ball park if EA does change things, but be prepared just in case.
If you are using OS forums, you wil drive yourself nuts with everyone's theories. Sliders that are broken, sliders that are backwards, this slider affects this and this penalty affects these sliders. I have been messing with sliders religiously for approximately 13 years with Madden and NCAA and these are facts.Last edited by smoove7; 12-23-2018, 12:21 AM...."And there's a frequent bug that turns the receivers' route markers into dancing squiggly lines. None of these problems destroy the fun of running a perfect option play, but they do take you out of what should be an immersive experience.".... -
Re: How to develop your own sliders?
One piece of advice; ignore stats as a means of building sliders. Focus on making the adjustments based on the actions/animations that occur on the field. Make your own observations of "what happens if I change this". Do it until it looks right to you in all aspects. Once you have that, the stats will come, but they will come with a lot more variety.Play the games you love, not the games you want to love.Comment
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Re: How to develop your own sliders?
You ain't lyinThe way I usually do it is to stat with everything at 50. Then I go through a few games and begin to see patterns (too easy to run, etc) Then I make a change and repeat. Don't make 10 changes then you wont know what works and what does not.
You cannot go based off what you see in the forum related to slider settings. Your sliders are going to be different because no one plays exactly the same or wants the exact same thing. Go through the grind of trial and error, keep an excel sheet with changes and the results of those changes and dates as well. And also know that an EA update could ruin your sliders depending on what they decided to change. I think once you feel good about your sliders, you are in the ball park if EA does change things, but be prepared just in case.
If you are using OS forums, you wil drive yourself nuts with everyone's theories. Sliders that are broken, sliders that are backwards, this slider affects this and this penalty affects these sliders. I have been messing with sliders religiously for approximately 13 years with Madden and NCAA and these are facts.Last edited by cdcool; 12-26-2018, 09:04 PM.Madden Xbox and PC 25 (CPU vs CPU), Footbal Mogul 25 (CPU vs CPU), Front Office Football 9 (CPU vs CPU), NBA 2K23 (CPU vs CPU), and several Military and 4X PC simulations.Comment
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Re: How to develop your own sliders?
You gotta sit down and watch games to see how the game plays at various settings, no matter where you start.I apologize if this has been covered before, but I was wondering if anyone has experience with creating sliders, how you did it, and are there other resources out there that can help explain this. I'm interested in developing a set of Coach Mode silders. Any help is appreciated.Last edited by cdcool; 12-27-2018, 07:44 AM.Madden Xbox and PC 25 (CPU vs CPU), Footbal Mogul 25 (CPU vs CPU), Front Office Football 9 (CPU vs CPU), NBA 2K23 (CPU vs CPU), and several Military and 4X PC simulations.Comment
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Re: How to develop your own sliders?
I'll say it again, you ain't lyin our join dates are closeIf you are using OS forums, you wil drive yourself nuts with everyone's theories. Sliders that are broken, sliders that are backwards, this slider affects this and this penalty affects these sliders. I have been messing with sliders religiously for approximately 13 years with Madden and NCAA and these are facts.Madden Xbox and PC 25 (CPU vs CPU), Footbal Mogul 25 (CPU vs CPU), Front Office Football 9 (CPU vs CPU), NBA 2K23 (CPU vs CPU), and several Military and 4X PC simulations.Comment
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Re: How to develop your own sliders?
Be ready to play the same game over, and over, and over, and over, and over again.
Then play the next game. Then another with different scales, such as a 70 ovr vs a 95 ovr. Then close that gap such as a 70 v 70, 80 v 80, and so forth.
Like Josh said, pay attention to animations and actions on the field.Comment
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Re: How to develop your own sliders?
Depends on how deep you want to go. Lol. There are a number of different ways to skin that cat. I would start with a few things. What difficulty you want to use. If you want to use a no slider change method or not. If you want to use the penalties as gameplay modifiers or just as penalties. If you want more fun or more realistic gameplay. If you want speed to be a big deal or not as much. Do you want more challenge or more of a simulation.
I know you mentioned coach mode. At least that eliminates some of those.
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Re: How to develop your own sliders?
Watch a lot of real NFL game tape. Start testing in Madden with teams you're familiar with. Track stats in Excel to make sure the results you're getting are within NFL averages; Pro Football Reference has league average data available here:
https://www.pro-football-reference.c.../NFL/index.htm
It is a lengthy process and you will likely change your sliders countless times either because of EA's patches or you noticing something in real life that you want to be reflected better in-game
If you have developped sliders in the past, definitely use those as a starting point. You don't have to start vanilla every year.
Read as much as you can about what each slider does before you change anything.
I could go on, and on, and onComment
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Re: How to develop your own sliders?
You can drive yourself crazy trying to get every statistic to match up to real life numbers but you can for sure come close. The stats I have the hardest time with matching to their real life counterparts are Completion Percentage and penalties.
Completion Percentage will somewhat balance itself out over the course of a season but the extreme highs and lows can be a bit ridiculous.
Penalties I try to get the total # of penalties per game per team close. Having a harder time this year. I typically see 2-4 penalties a game for my team and 4-6 for my opponent. I did have a game recently where I had 9 penalties. That was nice.
False start and Def encroachment I see a few times a game. Of course holding and facemask. Occasionally a Def PI or Illegal Touching (had one yesterday). Illegal block in the back is non existent, I miss it. I like a more real life variety of penalties.
Other than that I like a certain feel to my games. I don't look for perfect interactions. Sometimes **** just happens. I adjust til the game just feels right to me.
-Know yourself-you win 50% of the time.
-Know your opponent-you win 50% of the time.
-Know yourself and your opponent- 100%Pwng
The Art of War- Sun Tzu
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Re: How to develop your own sliders?
I do some with data by collecting stats and putting them into more meaningful stats and some sliders i adjust visually. Coverage and pass reaction are all visual observations while also considering the pass deflections per opponents pass attempt for both HUM and CPU (although catch slider plays a role in that stat as well)
Heres an example of how i do some by data:
Qb ACC:
I sum completions of each cpu and hum over 4+ games, also drops, and attempts and also manually record every time a qb throws away or has a ball hit at the line.
Compute adjusted accuracy for both HUM and CPU, which is (sum of completions)/(attempts-throw aways-drops-tipped balls at line) x 100%. In the NFL, amoung the starting qbs this year, that number was 65%-82%. Try to remain in those numbers and set reasonably (if you have a lower end QB you should be in the 65-70 range).
Wr Catch:
Sum hum and cpu "catchable pass attempts" and "drops" over a series of games. Catchable pass attempts = pass attempts-deflections at the line-throw aways. Drops is something madden tracks in stats and can be recovered at the end of each game. Then calculate the drop rate, (drops) / (catchable targets) x 100%. Nfl drop rates for starting WRs should ve between 0-14% on a per game basis and average bewteen 4-10% on series of games based on WR talent.
Now for visually analyzig coverage and reaction time, i simply lower coverage so that i never or very rarely ever see a DB make a cut on a route before a WR when in man coverage.
For pass reaction i replay plays i feel the DB reacted too fast and analyze the replay to ensure its a realistic reaction time to the pass, lower if the db is reacting instantly as the qb throw animation begins, should be a slight delay.Comment
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Re: How to develop your own sliders?
Exactly what i started doing this year and love it (i used PFF and football outsiders). I can upload an excell file for anyone that wants to try this that ive been using.Watch a lot of real NFL game tape. Start testing in Madden with teams you're familiar with. Track stats in Excel to make sure the results you're getting are within NFL averages; Pro Football Reference has league average data available here:
https://www.pro-football-reference.c.../NFL/index.htm
It is a lengthy process and you will likely change your sliders countless times either because of EA's patches or you noticing something in real life that you want to be reflected better in-game
If you have developped sliders in the past, definitely use those as a starting point. You don't have to start vanilla every year.
Read as much as you can about what each slider does before you change anything.
I could go on, and on, and onComment
-
Re: How to develop your own sliders?
I do some with data by collecting stats and putting them into more meaningful stats and some sliders i adjust visually. Coverage and pass reaction are all visual observations while also considering the pass deflections per opponents pass attempt for both HUM and CPU (although catch slider plays a role in that stat as well)
Heres an example of how i do some by data:
Qb ACC:
I sum completions of each cpu and hum over 4+ games, also drops, and attempts and also manually record every time a qb throws away or has a ball hit at the line.
Compute adjusted accuracy for both HUM and CPU, which is (sum of completions)/(attempts-throw aways-drops-tipped balls at line) x 100%. In the NFL, amoung the starting qbs this year, that number was 65%-82%. Try to remain in those numbers and set reasonably (if you have a lower end QB you should be in the 65-70 range).
Wr Catch:
Sum hum and cpu "catchable pass attempts" and "drops" over a series of games. Catchable pass attempts = pass attempts-deflections at the line-throw aways. Drops is something madden tracks in stats and can be recovered at the end of each game. Then calculate the drop rate, (drops) / (catchable targets) x 100%. Nfl drop rates for starting WRs should ve between 0-14% on a per game basis and average bewteen 4-10% on series of games based on WR talent.
Now for visually analyzig coverage and reaction time, i simply lower coverage so that i never or very rarely ever see a DB make a cut on a route before a WR when in man coverage.
For pass reaction i replay plays i feel the DB reacted too fast and analyze the replay to ensure its a realistic reaction time to the pass, lower if the db is reacting instantly as the qb throw animation begins, should be a slight delay.
Drops and Deflections get miscalculated, you have to watch the games to see what’s actually a Drop. No?
Sent from my iPhone XS Max using Operation SportsMadden Xbox and PC 25 (CPU vs CPU), Footbal Mogul 25 (CPU vs CPU), Front Office Football 9 (CPU vs CPU), NBA 2K23 (CPU vs CPU), and several Military and 4X PC simulations.Comment

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