View Single Post
Old 10-12-2014, 06:51 AM   #19
ForUntoOblivionSoar∞
MVP
 
ForUntoOblivionSoar∞'s Arena
 
OVR: 0
Join Date: Dec 2009
Re: An epiphany about penalty sliders

Quote:
Originally Posted by Blazzen
I think myself and many others have been thinking of penalty sliders backwards for a while now. You can't use RL logic, you have to use EA programming logic when thinking about penalty sliders.

Raising/lower a penalty slider does not increase/decrease the referee's chance of calling the penalty. In the real NFL, defensive holding becomes a focus and now referees begin calling plays that weren't defensive holding last year but this year they are more sensitive to it and call it more often.

That is NOT how things work in Madden.

Increasing/decreasing a penalty slider does NOT increase/decrease the CPU referee's sensitivity to or likelihood of calling a penalty.

Increasing a penalty slider increases the chance that the animation/action that may generate a penalty will occur.

Offsides - causes the D line to "jump" a lot more often if on a higher setting. Causes the D line to get off the ball a lot faster.

False Start - causes the O line to "jump" a lot more often if on a higher setting. Causes the O line to get off the ball a lot faster.

Holding - causes the O-line to hold their blocks longer the higher the setting.

Face Mask - causes more violent hits and face mask tackles to occur the higher the setting.

Defensive Pass Interference - the higher the setting the more aggressive the defender will play the receiver. I could see it also making defenders jump routes more often.

Offensive Pass Interference - the higher the setting the more aggressive the receiver will play the ball.

KR/PR Interference - this is an odd one but I really believe this causes defenders to rally to the ball faster and you'll see more gang tackles.

Clipping - higher setting should result in better blocking for returns and in the run game too I imagine.

Intentional Grounding - this one is especially interesting because many people think you should set this lower so the CPU gets rid of the ball to avoid sacks. I actually think it may be the opposite. At a higher setting the CPU is more likely the throw the ball away which would possibly generate a grounding penalty.

Roughing the passer - a higher setting will cause blitzers to go after the QB more aggressively, likely resulting in more sacks.

Roughing the kicker - at a higher setting you see defenders get through the line and play more aggressive when trying to block kicks. At 100 I've come very close to having kicks blocked. Still haven't seen this called or had one blocked yet though but I'm sure it'll eventually happen.
I've been testing these ideas with the FBG roster ratings, along with SECElit3's All-Madden Sliders and I have to say the game plays differently, and I'd say these penalty sliders seem to have some of the affect advertised. But it is hard to tell if it is the FBG roster, SECElit3's All-Madden Sliders, or the penalties, or all three. In any case, I like what I see so far.

I've been tweaking some of them. I don't feel like the d-line is getting enough pressure fast enough, for example. But I'll keep looking. IN any case this is a great piece of knowledge. Thanks.
ForUntoOblivionSoar∞ is offline  
Reply With Quote