Sabo's The Revival Gameplay Mod - Madden 20 Edition

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  • Eduardo_Pena
    Rookie
    • Oct 2019
    • 61

    #106
    Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

    I decided to compile some data for non-mod games as well with the same team, same offense and defense, and the same players. I am using All-Pro on default sliders, 11 minute quarters with no accelerated clock. I find that usually gives me the 120-130 total plays like simming a game is supposed to do.


    1) There are less sacks going on without the Sabo Mod. You see more of the suction blocks. The most I've gotten in a non-mod game is 4. Most of them come via the play action pass, usually non from just straight rushing pressure. Sometimes with the Sabo mod my players would break through on a straight rush and I think that's where the difference is. If I happen to play a team that doesn't use playaction passes, I won't get many sacks without the mod.


    2) The ground game is vastly different. 10-12 yard gains are pretty common for any decent running back. My Disguise 3-4 is pretty stout against the runs up the middle and usually holds most teams in check, even the better backs. Without the mod these runners are still contained, but they still break off good runs. I no longer see ball carriers with a 1 YPC. Though it does happen in football at times where even the best ground games get contained, it seems to happen more often with the Sabo Mods. Teams without the Sabo mod find the endzone from goal line quite a bit easier whereas with the mods it seems like a very rare thing.


    3) Playcalling has nothing to do with the Mods apparently. It is all based on the playbook and what the default ratings are for those plays in certain situations. I've seen the same silly play calls with or without the mod. The cure for this is to make your own playbook and if you are a CPU vs CPU person you are going to have to remove the big playaction passes where the QB rolls out about 5 yards behind the line of scrimmage. Even the fastest scramblers (Lamar Jackson) are too slow to evade the automatic turbo sack that results from this play. RPO's aren't very effective either as it seems the CPU just doesn't understand the timing or logic of that call. It will call for it on the worst situations (3rd and 20) and toss it without regard to anything that is going on around the receiver. The outcomes are usually the WR getting tackled immediately, or if the receiver does manage to be open by some miracle he will run backwards a couple of yards before making a slow turnaround to head back up field and get tackled for a loss of 3-5 yards. All the time. I know it isn't popular to speak in absolutes but I have seen this play being run 10 times or more a game for many games and it never works.



    4) I haven't noticed the player slow downs without the mods. I found out an interesting thing though when looking for sliders. Apparently each play has an injury rating set to it and on plays where the injury chance is greater, some players get conservative and will "take that play off" in an effort to avoid injury. I don't know why this would be different between Sabo mods and non, since the injury setting is 50 for both.



    5) Without the mods the QBs are a mixed bag. At times they will go on tears of 8-10 completions in a row and then they will not be able to hit the broad side of a barn. Better QBs are less prone to this like Drew Brees. I am still testing this though and want to compile more data.


    In conclusion from what I've witnessed it seems that these mods do impact the game quite a bit. It probably does make for a more enjoyable player vs CPU game. For CPU vs CPU watching it might require some more tweaking which I might experiment with after running more data.


    If you have read this long thing I appreciate your interest. If you have any ideas/input or anything to add or suggest I am open to hearing from you.



    Thanks again Sabo for all of your hard work.
    Last edited by Eduardo_Pena; 10-25-2019, 10:27 AM. Reason: Added more information about goalline scoring.

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    • Mac_Arone
      Rookie
      • Sep 2019
      • 21

      #107
      Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

      Interesting...I also play every game on slow sim...which I'm assuming is same as cpu vs cpu so I appreciate your work here. Maybe we can find out from Sabo whether or how different user vs cpu and cpu vs cpu (if that's what simming a game in slow is) are for his mod. I've definitely been happy with the mod but I'm also very forgiving when it comes to EA. It seems there are a few people that have done a LOT of work, so maybe you don't have to reinvent the wheel here...hopefully.

      I am very interested in finding out what Sabo's next update does since it mentions stats...I haven't noticed anything horribly and consistently off yet in my season ending stats with me watching my games on slow and the rest being simulated on weekly advance.

      Anyway, thanks for the interesting post.

      Comment

      • Eduardo_Pena
        Rookie
        • Oct 2019
        • 61

        #108
        Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

        Originally posted by Mac_Arone
        Interesting...I also play every game on slow sim...which I'm assuming is same as cpu vs cpu so I appreciate your work here. Maybe we can find out from Sabo whether or how different user vs cpu and cpu vs cpu (if that's what simming a game in slow is) are for his mod. I've definitely been happy with the mod but I'm also very forgiving when it comes to EA. It seems there are a few people that have done a LOT of work, so maybe you don't have to reinvent the wheel here...hopefully.

        I am very interested in finding out what Sabo's next update does since it mentions stats...I haven't noticed anything horribly and consistently off yet in my season ending stats with me watching my games on slow and the rest being simulated on weekly advance.

        Anyway, thanks for the interesting post.

        I am talking about how you play the game. CPU vs CPU slow sim and then quick simming long field goals and punts. Those two items are one of the major differences I should have pointed out. Sabo's mods GREATLY improve the outcome of long field goals and the punting game. Without the mods even the big leg kickers don't have enough juice to hit 40 yarders and a guy with 92 power doesn't try to kick a 57 yarder. Punting is almost broken without the mods if you slow sim it.



        I am wondering what you see in terms of game play since we're both playing the same way. I just completed no mods game one of the season with my stripped down Miami team against the Ravens. Miami won, but not because they played well. The Ravens turned the ball over (2 fumbles and 1 pick) and my team blocked a FG and ran it back.



        Mark Ingram tallied about 65 yards for a 4.5YPC, but it was Lamar Jackson that gashed me often for 77 yards and a couple TDs. He threw for 265 yards for an 85% completion rate. While that does seem high, it made sense for how he was playing. Not a single pass of his went for more than 30 yards. He was checking down a lot and hitting short stuff. My pass defense is also not really what you'd call amazing. My secondary consists of Lowe (72), Murphy-Bunting (73), Melifonwu (70 slot), Apke (66) and Cravens (70). The Ravens sacked me 5 times, some of them being Tyree Jackson trying to scramble and failing. Miami sacked Lamar 4 times and 3 of those all came at the end of the game when Lamar was trying to run a 2 minute hurry up and needed to pass deep. My hidden gem Willie Henry (75 LE) got one of them.



        I intend to run a full season like this and then once again, perhaps with the newest 1.4 version mods run an exact replica season (same players, same team) and compare the results. Might be interesting to see what the differences are.

        Comment

        • Eduardo_Pena
          Rookie
          • Oct 2019
          • 61

          #109
          Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

          A full season of watching games with no mods, 11 min qtrs with no accelerated clock, default sliders, and all pro with a horrible Miami team gave me these results:


          Somehow we went 6-10.
          QB: Tyree Jackson: Just over 3,000 yards with 18TD 12INT ran for about 500 yards
          HB: Kalen Ballage: Ran for over 1300 yards 4.4YPC 5TDS (progressed to SS)
          WR: Albert Wilson: top threat gained about 800 yards 4 TDs
          TE: Mike Gesicki: Favorite Target, 700+yards 5TDs
          OL: Actually held up decently, big sack #'s let up at RT/RG.
          DL: Wilkens led the way with 5.5 sacks, Willie Henry 3.5
          OLB: Charlton led the team with 7.5 sacks
          MLB: Devon White 130 tackles 12 TFL 2.5 sacks, Baker 110 tackles 11TFL 1 sack
          Secondary: Stephen Denmark led the team with 4 INT


          Using a slightly modified LAR playbook (removing screens, RPO's, and deep drop PAC which leads to insta sacks) the team ran the ball amazingly well. Ballage rolled, when Spencer Ware (converted to FB) came in he also ran for a healthy YPC. Even Donnell Pumphrey JR ran for a 3.8 YPC in limited action.



          The passing game was miserable. With Tyree's horrible accuracy and my receivers dropping everything the passing game really let the team down. Tyree did scramble often and when it usually made sense and could turn in some big gainers.



          The team struggled to get the ball in the endzone whether running or passing. On the defensive side running a disguise 3-4 the team held up against most ground games pretty well. Any decent QB would tear us up and down the field for lots of yards and high COMP%. Pressure was hard to come by and coverage was abysmal. Then again when your highest rated players are just over 70 or under, that's bound to happen.



          Special Teams play was horrible. Punts going 80 yards. Kickers with big legs not being able to make 40 yard fgs. Kickers with 92 KPW attempting 58+ yard FGs.



          I am now going to run a season with Sabo's mods, sliders, etc.

          Comment

          • xSABOx
            Pro
            • Sep 2004
            • 846

            #110
            Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

            Originally posted by Eduardo_Pena
            A full season of watching games with no mods, 11 min qtrs with no accelerated clock, default sliders, and all pro with a horrible Miami team gave me these results:


            Somehow we went 6-10.
            QB: Tyree Jackson: Just over 3,000 yards with 18TD 12INT ran for about 500 yards
            HB: Kalen Ballage: Ran for over 1300 yards 4.4YPC 5TDS (progressed to SS)
            WR: Albert Wilson: top threat gained about 800 yards 4 TDs
            TE: Mike Gesicki: Favorite Target, 700+yards 5TDs
            OL: Actually held up decently, big sack #'s let up at RT/RG.
            DL: Wilkens led the way with 5.5 sacks, Willie Henry 3.5
            OLB: Charlton led the team with 7.5 sacks
            MLB: Devon White 130 tackles 12 TFL 2.5 sacks, Baker 110 tackles 11TFL 1 sack
            Secondary: Stephen Denmark led the team with 4 INT


            Using a slightly modified LAR playbook (removing screens, RPO's, and deep drop PAC which leads to insta sacks) the team ran the ball amazingly well. Ballage rolled, when Spencer Ware (converted to FB) came in he also ran for a healthy YPC. Even Donnell Pumphrey JR ran for a 3.8 YPC in limited action.



            The passing game was miserable. With Tyree's horrible accuracy and my receivers dropping everything the passing game really let the team down. Tyree did scramble often and when it usually made sense and could turn in some big gainers.



            The team struggled to get the ball in the endzone whether running or passing. On the defensive side running a disguise 3-4 the team held up against most ground games pretty well. Any decent QB would tear us up and down the field for lots of yards and high COMP%. Pressure was hard to come by and coverage was abysmal. Then again when your highest rated players are just over 70 or under, that's bound to happen.



            Special Teams play was horrible. Punts going 80 yards. Kickers with big legs not being able to make 40 yard fgs. Kickers with 92 KPW attempting 58+ yard FGs.



            I am now going to run a season with Sabo's mods, sliders, etc.
            heads up, I'm about a day away from finalizing 1.4
            DISCORD - Madden Modding Community Discord

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            • Eduardo_Pena
              Rookie
              • Oct 2019
              • 61

              #111
              Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

              Originally posted by xSABOx
              heads up, I'm about a day away from finalizing 1.4

              Cool! I will just tool around with this franchise then until the release and then I will try out what you've come up with.


              Now that I have something to compare it to I can see a difference in the game play. Scoring is down by quite a bit. The opponents QB accuracy is definitely being affected by the pass rush, something I didn't really see in the non mod run. Coverages do seem to be tighter, but whiffs on plays are also up...not that I mind it. It happens in the NFL. You gamble and win sometimes, you gamble and lose sometimes.



              Not sure if there is a glitch on a play in my playbook or if this is something slider related because in the whole season of playing no-mod I never saw this happen. My QB acts as if he will play action pass, looks to be aiming for the HB running open in the flat, and then fires a ball right over his center's head instead about 3-5 yards past the LOS. His arm motion is actually going right to left, but the ball looks like it warps when it comes out of his hand. I saw it twice with two different QBs. I know these guys aren't the epitome of accuracy but that seems to be a bit much.

              Comment

              • xSABOx
                Pro
                • Sep 2004
                • 846

                #112
                Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

                Updated download link for 1.4

                VERSION 1.4
                GENERAL
                -Revamped franchise sim stats
                -Revamped end of half logic
                -Decreased tip ball distance
                -Increased injuries
                -Increased penalties
                -Increased run percentage for all teams
                -Increased awareness rating distance factor

                OFFENSE
                -Changed QB order of progression
                -Changed QB reaction to pressure
                -Changed ball carrier direction logic
                -Increased break tackle after catch
                -Increased non hit stick fumbles

                DEFENSE
                -Increased man coverage
                -Decreased break on throw in zones for ratings 75 and lower
                -Made changes to stop cornerbacks letting the ball go over their head
                -Decreased max hit power to tone down WWE style hit sticks

                SPECIAL TEAMS
                -Increased CPU kickoff power
                -Increased CPU miss field goal chance
                -Increased fair catch chance
                -Revamped punting to get more downed punts inside the 10
                -Changed distance to catch a punt from own 10 yard line to as own 7 yard line
                DISCORD - Madden Modding Community Discord

                Comment

                • Nza
                  MVP
                  • Jan 2004
                  • 3437

                  #113
                  Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

                  Wow, really racking up the injuries on 1.4!

                  I saw a CPU miss a short field goal, and their run game is no joke - they'll keep at it if it's working. Still getting a lot of sacks where it feels my QB should have gotten rid of the ball but the game is playing well overall.

                  Comment

                  • Eduardo_Pena
                    Rookie
                    • Oct 2019
                    • 61

                    #114
                    Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

                    I played a few games with the new 1.4 mod and noticed the injuries piling up as well. In one game I had my starting HB get hurt and miss the whole game, two starting WR's go out; one for the game, the other just for a few plays, the slot WR got a serious injury and was out for the year and a couple of defensive players get banged up for a few plays. In that game each team hit a wide open LONG bomb TD. Running was tough sledding for both teams but both put up decent numbers. The qb's both put up mid 80's comp%. I saw the receivers breaking a few initial contacts after the catch, the return game was impacted by the deeper KO's, but when they could return they seemed to do much better.

                    Comment

                    • Eduardo_Pena
                      Rookie
                      • Oct 2019
                      • 61

                      #115
                      Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

                      Introducing Eduardo Pena's CPU vs CPU Sabo Mods Experiment!


                      My Plan:

                      I intend to take my home team Baltimore Ravens through a full season of CPU vs CPU games. One season will be bone stock Madden, default sliders, no XP slider changes, no auto sub sliders, default rosters (minus the cuts I have to make for roster size), default playbooks and on ALL PRO and with the mod to remove ENFORCER skills from players and replacing them with either SECURE TACKLER or TACKLER SUPREME. The other will be with Sabo's 1.4 mod, the XP sliders he uses, the auto sub sliders he uses, on ALL MADDEN with the same nerfing of ENFORCER role. I will also be turning pre-existing injuries off, will be making no traded for draft picks, and will run the exact same rosters for each season. I will be using 11 minute quarters with no clock run off. I will not be fast simming through FG attempts. I notice in stock Madden kickers with low 90's legs will often attempt 50+ yard FGs they have no chance of making. Even 95+ KPW guys will attempt long ones and come up short often or they will try a long 40 yard one into the wind and miss. I want to see what impact Sabo's sliders have on that area of the game as well.



                      As a long time veteran of Franchise Modes and HCO9 Franchises for me it is all about the data. My cousin & I developed a lovely spreadsheet tool that will compile season stats for you once you input the weekly numbers. It will work with Madden/NCAA/HCO9. I will be tracking as much information as possible. You will be able to see week by week numbers for all stats and I will be including penalties on OL and Defensive players as well as injuries when they happen and the duration of each one. I will also try to make a separate spreadsheet that will track all of my opponent's data week to week.


                      The reasons why I am doing this now/again are many. First, when I was testing before I was using an absolutely horrible Miami team stripped of talent to make trades for young talent and draft picks. I feel it wasn't giving me an accurate measure of the mods since my talent was so terrible compared to my opponents. By using my home team Ravens it will keep me interested in the team, give us an idea of how Madden and the Mods handle Lamar's unique scrambling ability, and give me a fairer measure of things since the Ravens are a decent overall team. Madden has gone through a couple of patches recently and also released their mid season ratings/roster adjustments. I feel there really shouldn't be any more updates very soon.


                      In the end I hope to share all the data with you who like to play the way I do. I am more of a GM. I am not on the field. I want my players making the difference and not my ability on the sticks or to call plays. I want to SEE my talent performing and watch the players develop. I hope to show what kind of numbers you can get playing this way and hopefully show the difference between stock Madden and Sabo's mods. In the end I hope the mods help give me the kind of experience/stats I am looking for. If not, perhaps the data can help me come up with suggestions for some slider tweaks to make this way of playing more realistic.



                      I am not trying to dump on Sabo. He made these sliders with the intention of having users vs CPU games. Obviously the game might play quite a bit differently if you remove the human component. He's done a terrific job and I salute him.


                      I am currently looking for a way to share my compiled data other than making an extremely long post on here. I am not very tech savvy so if anyone has any suggestions for a free file sharing site I could post these spreadsheets to that would be awesome. I will be using Libre Office to create these sheets and it should be compatible with Excel. There will really be no compiling you need to do. If you want to use these sheets for yourself you can contact me to make some arrangements. It was designed in Excel and works for both Excel and Libre. You just have to make sure you follow the instructions for opening the file and entering in your data.


                      This project will obviously take some time to do as watching every single game and then tracking the data will be laborious. Just be patient, stay tuned, and then when all is said and done maybe we can put our heads together and come up with any tweaks we might think we need.
                      Last edited by Eduardo_Pena; 11-06-2019, 09:40 AM. Reason: spelling error

                      Comment

                      • xSABOx
                        Pro
                        • Sep 2004
                        • 846

                        #116
                        Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

                        Originally posted by Nza
                        Wow, really racking up the injuries on 1.4!

                        I saw a CPU miss a short field goal, and their run game is no joke - they'll keep at it if it's working. Still getting a lot of sacks where it feels my QB should have gotten rid of the ball but the game is playing well overall.
                        Just tinker with the injury slider till ur satisfied

                        The throw out of sacks, we found a fix but it was a major change that had a domino effect on too many things unfortunately
                        DISCORD - Madden Modding Community Discord

                        Comment

                        • Eduardo_Pena
                          Rookie
                          • Oct 2019
                          • 61

                          #117
                          Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

                          Originally posted by xSABOx
                          Just tinker with the injury slider till ur satisfied

                          The throw out of sacks, we found a fix but it was a major change that had a domino effect on too many things unfortunately

                          Injuries are part of the game and even a lot of them some of the time. I am a Ravens fan and in back to back seasons I think we led the league in putting guys on the IR. One season it was just over 20 players and the next season it was high teens close to 20. Guys in real life get banged up during a game and miss some plays. To me that's pretty realistic. The only problem I would have is if 15-20 guys are getting knocked out for the season every season. I don't have enough data to go by.


                          It also adds another element to franchise mode. Do you go with that first round superior athlete talent with the questionable durability score, or do you go with what you know is probably a lesser talent but should stay on the field most of the time?

                          Comment

                          • TheGentlemanGhost
                            MVP
                            • Jun 2016
                            • 1321

                            #118
                            Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

                            I cannot wait to check this out. I’ll mess with the injury sliders if it’s too much but the game did need injuries done better. But everything sounds great and I should be ready to actually go all in on my Franchise.

                            Comment

                            • RogueHominid
                              Hall Of Fame
                              • Aug 2006
                              • 10900

                              #119
                              Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

                              Sabo, did you get OL injuries figured out? And do you have them getting hurt at more realistic rates than the console version, if so?

                              Comment

                              • xSABOx
                                Pro
                                • Sep 2004
                                • 846

                                #120
                                Re: Sabo's The Revival Gameplay Mod - Madden 20 Edition

                                Two things I might drop a minor update for will be lack of interceptions and very very slightly increasing user coverage by negating the AM boost cpu gets

                                Originally posted by Darth Raider
                                Sabo, did you get OL injuries figured out? And do you have them getting hurt at more realistic rates than the console version, if so?
                                Yes we’ve been able to trigger OL injuries on latest version
                                DISCORD - Madden Modding Community Discord

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