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Old 08-30-2020, 02:57 PM   #1
Matt10
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Matt10's Madden 21 Sliders

Matt10's Madden 21 Sliders

Focus of the Sliders: Gameplay customization is essential in any sports game, especially now with the emergence of Esports and lootboxes, etc. Like a lot of slider enthusiasts, I'm of an old school nature in trying to bridge the gap of Esports base gameplay to more simulation/realistic. Each year it becomes more difficult, and each year it takes more and more effort to find a proper balance. Which is why I was quite surprised with this year's version of Madden. It has been the closest representation of what I look for in a football game. I could say it's Madden 20.5 as even Madden 20 was pretty close, but just missing some basic elements such as QB's being more active in the pocket and more realistic pass deflections.

As always, I am focused on animations. I've said it before, and not long ago, but animations is the confirmation of logic. Madden's animations are some of the best, but when it's bad...it's really bad. The goal here is to ensure that I'm letting proper animations play out from the contextual library. For example, if a corner is lagging behind on a slant route, I do not want to see him warping to make the play; I'd rather see a dive animation attempting a pass deflection. If the warping happens, I want to find out why and how it can be isolated to ensure it doesn't trigger again.

So, I go through that process of ensuring the games I play have the proper animations playing out. This makes testing take much longer because I have to see the same scenarios multiple times and in different context, such as player fatigue, player ratings and match ups, etc. The good thing is that Madden 21 does a pretty good job, even if it still performs primarily two-man animations, which considering where we are now in video games, you would think physics based gang-tackling would already be here. Overall, though, the game plays really good as a base, and I'll explain my changes, or lack of, in the descriptions.

For those that followed my Madden 20 Sliders , there will be some same concepts, but also some that I haven't explored - or may not feel it's necessary at the time of this post.

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Slider Update Log - VERSION 14 (Works for Current-gen and Next-gen)
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5/28/2021: For a while, I felt like the game was in a good spot. I still feel that version 13 is solid, but I also have recently felt that the game was becoming a bit stale - even on default sliders.

As a result, I made updates to the set. My goal was to get more dynamic gameplay as I could "feel" the CPU QB in particular running out of ideas. I also adjusted All-Pro to a more challenging level. It's such a sad state of affairs in having to raise those values so much for the CPU, but that's where we are.

I'll keep this short since we are almost at M22(???) so here's Version 14:


If you provide feedback, please advise of any modifications you have done from this OP set. Please also let me know if you are using All-Madden or All-Pro set. Lastly, you can either import into franchise, or manually adjust. The sync of previous Maddens does not seem necessary this year. I've tested both and have not seen anything outstanding that has de-synced the experience.




Version 14 - Game Settings
Ways to play:

User v CPU - Traditional game style
User v User - Traditional game style
CPU v CPU - Simmed > slow > end of game
Coach Mode - Snap only, auto throw "On", only select DL on defense & leave controller alone
Skill Level: All-Madden || All-Pro
• I list it this way because I test on AM first, then All-Pro. Most of the time, I'm able to make some subtle changes to the AM set to be more balanced for AP as a result. This allows me to keep the core of the slider set intact through the two skill levels.

Rosters: EA Default (Active or Preseason)

Auto-subs: Default

Game Style: Simulation

Quarter Length: 10 minutes
• I wanted to bump the minutes here to get more NFL type numbers, from plays, yards, scores, etc. At times I also felt like long drives just chewed up so much clock, and it'd be a maximum of a single possession for one team or the other. This slight bump should help a bit more.
Accelerated Clock: 20 seconds
• Mainly personal preference, but I'm happy that I can do it, is going from 10 minutes to 10 minutes with a 20 second accelerated clock. I feel like the stats were getting just a bit much on 10 minutes "flat", but with the acc clock, it just gets it perfect for me. The nice thing is that the audibles and adjustments by the CPU are still there, which was one of my biggest concerns.
Superstar Abilities: User Preference
• I'm not seeing too much arcade-like gameplay with this on. Either way, it's user preference, but I have tested both and am personally keeping the abilities on.
Gameplay Helpers

• Mainly default On

Defensive Ball Hawk: On

Defensive Heat Seeker Assist: On

Defensive Switch Assist: On

Game Options

Injuries: 15
• I love injuries this year, but it does seem like there are a bit too many on 10/25 (MM/Franchise) set ups.
Fatigue: 52
• A value I've stuck with because it controls a lot of on the field play, but also the way the players tire (as expected), which brings in another dimension of game management.
Speed Disparity Scale: 5 (Previous: 55)
• I scaled this from 55 and just gradually got more frustrated with just how either the coverage was, or how the CPU QB would play. I also wanted to find a way to get more of a challenge in space and separation. I felt that in coverages the space was almost nonexistent - especially the last couple of updates. It made the CPU QB especially boring - even if they tried deep shots, but they would pretty much look for curl routes or stand in the pocket for 5 seconds before passing short. So, this is the way the game changes and still manages to be a challenge with the other values.
Player/CPU Skill Settings
*Community PC file: "Matt10V14" (pending, tbd)
*Community PS5 file: "Matt10V14" (pending, tbd)

Key: All-Madden || All-Pro
I may use some references to previous Madden iterations and my theories behind gameplay values, so some of this may not make a lot of sense if you haven't taken part in my slider approach before.

Penalties

• Penalties do affect gameplay. As we have moved through each title update, the importance of having them modified has grown. In particular Version 9 where I've had to force the DL to shed blocks and get some sense of urgency more.

All penalties/On default except:

Offside: 85
• As always, this works in combo with False Start and Holding. In raising threshold as much as I did, the release had to happen sooner, which means the value had to be raised significantly. Doesn't hurt to have more penalties either.
False Start: 85
• As always, this works in combo with False Start and Holding. In raising threshold as much as I did, the release had to happen sooner, which means the value had to be raised significantly. Doesn't hurt to have more penalties either.
Holding: 55 (Previous: 70)
• Lowered holding to help with the OL/DL interaction, especially with the lower threshold, but primarily get some more blocks being held versus shed/released.
Facemask: 55 (Previous: 40)
• Raised to allow the wrap-up tackles to happen more often versus big hits, especially by corners.
Roughing the Passer: 40 (Previous: 50)
• This will help the aggressive play from the secondary to close the ball down both in the air and on the ground. Can create some more RAC as a result. CPU QB will feel pressure where necessary, but the lower threshold will make it less about throwaways and more about making something happen out of nothing.
Defensive Pass Interference: 20 (Previous: 5)
• This is the big adjustment in helping the CPU QB to get passes off. I had it at 5, which was good for coverage, but it was just too much for the CPU QB's perception of what was a target and what wasn't. I wanted to avoid the coverage freezing/spinning on routes animation, so that's the opposite endpoint I'm going for. What I want instead is feet constantly moving, and ending with a reaction - either interception attempt or pass deflection, or tackle as last. To accomplish this, I need to allow the defenders to play with 100% focus on their assignment. Meaning they aren't worried about being called for any penalties. What's nice about this is the CPU QB still uses PCV as their perception, so they will still throw the same type of throws. This is especially apparent on next-gen, but I have seen the behavior with all types of QBs on current-gen as well.
Roughing the Kicker: Off
• Still happens in the title update. Simply just needed to turn it off because it gets called to often. The animation of walking into the kicker results in the kicker falling down easily.
Illegal Contact: Off
• Still strong enough value that it creates that resistance at the start of routes to make a difference. In so many coverage issues that Madden has, they happen in the first yard of the DB/WR interaction, so this ensures just a bit more attention to that.
QB Accuracy: 45/48 || 48/50
• All Madden || Just a slight bump for the CPU QB to stretch the field when they are able to - basically increasing their passing distance. A lot of the other values play their role here, but it's better to have QBA above 45 than at or below it.

• All Pro || The CPU QB in the AP difficulty needs more confidence in making throws. By default at 50, they still have the chance of varied pass speeds, and I would much rather they try to stay in the game more.
Pass Blocking: 48/48 || 50/50
• All Madden || When I had the value at 45 for the CPU, the QB started to put less faith in their OL, basically choosing to scramble immediately or dropping back more and more until they couldn't any longer. The animation here is always when it's a deep route, such as 4-verts, and the CPU QB chooses to keep dropping back or stands still (QB Statue) while waiting for a receiver to come back after already streaking upfield. With a very subtle adjustment to 48, they've now got just a bit more time to make a decision, but not so much that they choose to stay in the pocket forever.

• All Pro || With AP it's the opposite where if you give the CPU QB too much PBL, they take too long to decide and end up waiting on those receivers to come back on long routes again. Technically you could make the CPU QB throw quicker at a lower PBL, but the issue is the user DL is quite overpowering under 50, that it would just result in unrealistic sacks or pressure.
WR Catch: 48/42 || 50/55 (Previous: 48/42 || 50/50)
• All Madden || In this update, it seems that the CPU catching went up despite the value being fairly low. Seeing the catches in traffic and the way the CPU QB would choose to throw more intermediate passes led me to believe that the perception is off the mark again. The CPU QB goes safe, while the CPU WR can ignore what's around them because passes are right in the numbers. This adjustment helps, but the penalty value of Roughing the Passer (RTP) will wake up the defenders to make those catches in traffic more combative.

• All Pro || Raised this value for the CPU to give them more of a chance at 50/50 catches. Still good amount of deflections and incompletions, ints, etc.
Run Blocking: 20/44 || 10/78 (Previous: 20/44 || 10/65)
• All Madden || Some pretty significant changes here to get the run-game on track. I feel there were too many times that the runs were getting easier and easier. The defenders just couldn't shed blocks early enough, and the OL/WR/TE got too far upfield, too fast.

• All Pro || Just getting more of a challenge in the CPU run game. The lower threshold will still allow the blocks to be shed, but also get the OL to the second level.
Fumbles: 52/52 || 55/55
• All Madden || There's going to be more tackles, more action in general, the ball will come loose, so I've raised fumbles just slightly.

• All Pro || No change, still feel it's in a good spot.
Pass Defensive Reaction: 52/50 || 30/55 (Previous: 52/50 || 50/50)
• All Madden || It allows the little bit of lag to be made up when the ball is in the air. The WRC value controls a lot more than PDR or PCV do, but this is still necessary to make it all come together.

• All Pro || With the increase in RTP and DPI lowered, the CPU QB needed a bit of a boost to completions. The user's secondary needs to lay off a bit. This doesn't mean they won't react at all, it just means they will be less psychic and successful in competing with the receivers in the obvious catch situations.
Interceptions: 25/20 || 20/35

• All Madden || Just a slight bump down for the CPU as I felt they were a bit more skilled at interceptions than the user.

• All Pro || Dropped for the user because it seemed that every opportunity was resulting in turnovers.
Pass Coverage: 52/50 || 50/50
• All Madden || Same as PDR, but more so to keep the players just a tad closer in certain man coverages. I felt that even adjusting coverages there was a bit freezing that was costing inches - which turned into big gains. Still happens on occasion because it's Madden, but not as bad as before.

• All Pro || No changes.
Tackling: 44/48 || 40/88 (Previous: 44/48 || 40/78)
• All Madden || No change. Still in a good spot

• All Pro || Pretty ridiculous it's come to this, but the user's run game needs to be toned down. I'm not saying this is the absolute value to make that happen, but with everything combined, it's working.
Special Teams

FG Power: 70/70
• Another year of devs not addressing the oomph! of how kickers kick the ball. As a former kick myself, it's all about height - and the only way to get decent height in this game (ball above the midpoint of posts) is to raise power.
FG Accuracy: 40/40
• Received feedback that kicks were going sideways. Personally haven't seen it, but safe bet to just raise the value.
Punt Power: 55/55
• Raised this value because the CPU tends to not call a fair catch, even if there's no room to run after. As a result, just wanted to give them more space to either call early or run after.
Punt Accuracy: 45/45
• With the bump in power, just had to balance by reducing the accuracy.
Kickoff Power: 52/52
• A bump here to get more kicks out of the endzone.
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Question and Answers!
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**I'll have more of these as the thread goes along**

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Slider Log Update - Archive

VERSION 13
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VERSION 12
Spoiler
VERSION 11
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VERSION 10
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VERSION 9
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VERSION 8
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VERSION 7
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VERSION 6
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VERSION 5
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VERSION 4
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VERSION 3
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VERSION 2
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VERSION 1
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Last edited by Matt10; 05-29-2021 at 01:08 AM.
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