Funkycorm's Madden 22 XP Sliders

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  • Funkycorm
    Cleveland Baseball Guru
    • Nov 2016
    • 3159

    #1

    Funkycorm's Madden 22 XP Sliders

    Hello everyone. My name is Funkycorm. I am more active on the MLB forums as the crazy guy with the crazy roster theories. In case you needed a point of reference or for what you are in store for here. Every year I create my own custom set of XP sliders and use that in my franchises. I decided to share my findings with everyone this year.


    This is for Madden 22 next gen. I have to assume it would work on the current gen systems but I won't guarantee that. So, let's get into it. But first some explanation and droning on about me and the process I use as it is a different approach from others.


    A bit about me first since I am new to the madden slider subforum. I am a perfectionist. I like things a certain way. I strive to make the best experience in the game for myself. I am a cardiologist so I bring my meticulous nature to XP sliders as well as any sliders I create for myself. I look at how the short term impacts the long term. And that is exactly what XP sliders do. XP sliders don't impact the game in one week like gameplay slider adjustments do. You have to look at how the XP sliders impact the health of a franchise long term. I do not focus on stats as that is not what XP sliders are about. They are about growth and regression.


    I take a week by week and a year-by-year approach both. What this means, is that I don't run a multiyear sim at once without stopping and just see where the numbers lie down the road, I sim week to week and look at what an individual player/position gains in a week based on various factors. We don't just want to see where league is in x number of years. There is nothing wrong with the approach of simming x number of years and seeing where you are at, but it doesn't give you an idea on how you got there. I go for a more detailed approach.


    We want to see where the league is at after year 1, 2, 3, etc. The league may balance out in 7-10 years but what happens in those first 6 years is important as well. Especially since more players probably tend to play 3-5 seasons in a given cycle. (Just my estimate. Don’t hold me to this number.)


    For those that know me, know how I play sports games. I can't stand current rosters. I want to sim years into the future and play in a half real half fictional universe I put my personal stamp on or play historical rosters, in the case of MLB at least. That is why I started doing this. I started noticing certain trends in how players progressed and regressed in this game and found that XP sliders were great influencers on this. In the last few games, I would take a series of bronze, silver, and gold drills and look and see how much XP was earned week to week. This would give me a good correlation of how many points a player would get in a given year as well as an average amount for games played and games simulated. Awards and pro bowl appearances play a role here but that is only for a small percentage of the league so those are one offs and not taken into account.


    This year, it was a bit harder to narrow these down because there are more factors involved than previously. But like any game, there is a pattern. Progressive fatigue plays a big factor in this and we have to take into account all situations here. The fact that you can now focus train up to 6 players is a big monkey wrench as well. With full pads training, starter, high dev trait, coach bonuses, and focus training, a player can earn near 1,000 XP a week and multiple that by 6 and you have some serious roster ratings inflation.


    Rules of the thread:

    1. Be courteous and respectful.
    2. Do not quote the first 2 posts to keep the thread less cluttered.
    3. Please do not share your XP sliders in this thread. It causes confusion and clutters up the thread.
    4. Be constructive. These are pretty much final unless something changes with progression and regression and/or I want to update something. Therefore, I am not looking for direct feedback or changes to be made at this time.
    5. Remember, my approach to XP sliders is different. I will gladly hold constructive discussion on these.


    The sliders will be in the next post as I go into more details there.

    Thanks for checking these out!
    Last edited by Funkycorm; 08-30-2021, 04:15 PM.
    Funkycorm

    Currently Playing:

    MLB The Show 25 (PS5)
    Red Dead Redemption 2 (PS4)
    Pokemon Violet (Switch)


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    Twitch


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    None at the moment
  • Funkycorm
    Cleveland Baseball Guru
    • Nov 2016
    • 3159

    #2
    Re: Funkycorm's Madden 22 XP Sliders

    Madden 22 Next Gen XP Sliders:

    QB 84

    These need to be lowered as scenarios for QB are common. Lowering this helped to even out the high base ratings more.

    HB 88

    Another one that needs lowered because of the high inflation on the base roster. It will start to balance over 10+ years but until then you need to keep weekly progression in check.

    FB 108

    The fullback position is less common in today’s game but this number where it is at let’s a few elite guys emerge through the years.

    WR 102

    Progression here has always been hard to lock down in the past. This year, sticking close to the default was the solution here.

    TE 105

    Here we need a bit of a boost to let some of the elite guys emerge in future seasons.

    G 102
    T 102
    C 102

    Traditionally, you have needed a huge boost to the OL positions in previous games. Not this year. This is a position grouping where not much change is needed.

    DE 96
    DT 96

    The DL positions need brought back just slightly. With the slight bump in OL, the DL needs just a slight decrease as they traditionally have higher ratings across the board. They are also the recipients of XP bonuses.

    OLB 96

    This was a tough one. Pass rushers tend to start off higher than the other archetypes. There is also a discrepancy between ROLB and LOLB. Lowering this a bit from default helps balance things out.


    MLB 95

    Similar premise to the OLB. Just needed a slight tweak below default to feel right.

    CB 105
    FS 105
    SS 105

    I am going to group these all together. With these at default, elite guys emerge less. We need a slight boost here to keep up with the WR ratings to keep WR/DB interactions good long term.


    K 105
    P 105

    No real comment here.



    A few things to note:

    1. Even with a lot of factors at play, once again a good share of our XP sliders are close to default. Despite issues, the Madden team continues to tweak progression and regression for the better.

    2. If you are using custom draft classes, I cannot recommend these. I use only default classes as custom ones are typically way too inflated. Plus, I don't want to continue a real universe as I mentioned above.

    3. I also feel that the default rosters are just a bit inflated so these are designed to lower that inflation just slightly and do so over the life of your franchise.

    4. Also, when I mention XP scenario bonuses, those only apply to user-controlled teams, but I wanted to make sure it was acknowledged.


    Other Recommended settings:

    This is also where I differ in my approach. There are other setting recommendations that go hand in hand with XP sliders. These are my additional settings and what I used to test these XP sliders. They are not required but preferred for better results.

    Star: 320
    Superstar: 70
    X Factors: 50


    So, these settings are important when it comes to sliders. The way the game is, it is too easy to have an entire group of starters all have star development. When this happens, it imbalances the league.


    What these lower numbers do is help control progression. With these settings, teams can still have 3-4 superstars/x factors as well as an average of 10 star dev players. After year 1 you will see a lot of dev trait regression. It's okay. Just roll with it. Trust me. It improves the health of your franchise long term and makes it more dynamic and keeps that ratings inflation in check.


    Progressive Fatigue:

    Preferred on. I developed my own way of managing it but I did tests with it on, off, and my system I developed.



    Feel free to ask questions about the sliders but I will say that since these are likely final, I am not looking to make changes to them. I am confident in my approach and that these are my best XP sliders yet with my first ones being back in Madden 18.
    Last edited by Funkycorm; 08-30-2021, 04:11 PM.
    Funkycorm

    Currently Playing:

    MLB The Show 25 (PS5)
    Red Dead Redemption 2 (PS4)
    Pokemon Violet (Switch)


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    Twitch


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    None at the moment

    Comment

    • Lil Worm
      MVP
      • Sep 2010
      • 1315

      #3
      Re: Funkycorm's Madden 22 XP Sliders

      Again....you’re the man!!! Thanks for the work Funky!!


      Sent from my iPhone using Operation Sports

      Comment

      • Funkycorm
        Cleveland Baseball Guru
        • Nov 2016
        • 3159

        #4
        Re: Funkycorm's Madden 22 XP Sliders

        Originally posted by Lil Worm
        Again....you’re the man!!! Thanks for the work Funky!!


        Sent from my iPhone using Operation Sports
        Thanks! I appreciate it. Glad to contribute to the community.
        Funkycorm

        Currently Playing:

        MLB The Show 25 (PS5)
        Red Dead Redemption 2 (PS4)
        Pokemon Violet (Switch)


        Twitch:

        Twitch


        Dynasties:

        None at the moment

        Comment

        • Steely McBeam
          Rookie
          • Nov 2016
          • 37

          #5
          Re: Funkycorm's Madden 22 XP Sliders

          Depending on what you are looking for I think your O-line sliders will be too high. Lack of stars makes it difficult for top end talent to jump out. Not really addressable with tools at hand.

          My philosophy is to decide based on my game play sliders (All-pro) what OVR I want the worst starters to be at go from there. If there is an absolute dearth of top end talent I up the XP then nerf something in game play sliders to compensate. As my "Human Pass Block" is at zero (CPU is 50) I really can't have a Franchise with heaps of good line men.

          The O-line has lowest OVR of all the positions for the worst starters. Starting roster is in the OVR 68-70 range.

          The problem with the Madden XP system is basically all players drafted have limitless potential. I don't have a practical lineman example (lineman I have drafted were starters/stars) but below are two cases for normal players.
          Case 1. CB XP Slider 110 Rookie went from OVR 72 to 77. Entire career was the starting SLCB. His archetype did not match the scheme. This probably included some progression where their highest OVR did not change.

          Case 2. WR XP Slider 80 Rookie went from 67 to 74. Entire career was 5th on the depth chart and barely took a snap. Archetype did fit the scheme.

          The above is typical. Getting slightly more than one OVR per year is "normal" without some extreme slider work. O-line progression doesn't look that different.

          If you add 5 to the OVR of every person drafted this means all O-line drafted with an OVR of 65 or above will eventually be a "bad" NFL starter. This introduced a lot of talent and the default will climb steadily.

          10 year sims need a slider at about 50 to stop this inflation. Your elite top 8 players will be 80+ as opposed to 86+. Top 16 78 compared to 81 then a mass of players around 70.

          For 10 year sims 100% O-line XP sees the bottom around OVR 76, 80% -> OVR 74, 60%, 55% or 50% each have the same bottom around OVR - 69->72 due to variance. I haven't looked closely at why these 3 settings yield the same result but I strongly suspect that after 10 draft classes you have had enough OVR 69 players drafted into the league that it won't be possible to drag this lower and still have talent getting to 80. The variance will also be due to high OVR higher players in the original roster retiring after long careers in some simulations but not others.

          I am in 2026 with my play through and will update if I see anything different. Haven't had a chance to look at actually roster to see in practice if it works radically differently.

          All the other numbers are broadly in-line with what I have been seeing and work not to badly.

          Comment

          • SkruDe
            Rookie
            • Aug 2021
            • 89

            #6
            Re: Funkycorm's Madden 22 XP Sliders

            Man, Funky, you and Armor&Sword have made me so giddy to play Madden again. A feeling that has been absent in my life for many, many years. So thank you. This forum has been a god send to reviving Madden for me.


            Quick question, does the difficulty setting matter? I'm assuming All-Pro is your default?

            Comment

            • Funkycorm
              Cleveland Baseball Guru
              • Nov 2016
              • 3159

              #7
              Re: Funkycorm's Madden 22 XP Sliders

              Originally posted by SkruDe
              Man, Funky, you and Armor&Sword have made me so giddy to play Madden again. A feeling that has been absent in my life for many, many years. So thank you. This forum has been a god send to reviving Madden for me.


              Quick question, does the difficulty setting matter? I'm assuming All-Pro is your default?
              Glad to hear you have that feeling back! I just want to contribute to the great community we have here.

              Difficulty does not matter. It does not impact XP sliders for training.
              Funkycorm

              Currently Playing:

              MLB The Show 25 (PS5)
              Red Dead Redemption 2 (PS4)
              Pokemon Violet (Switch)


              Twitch:

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              None at the moment

              Comment

              • Funkycorm
                Cleveland Baseball Guru
                • Nov 2016
                • 3159

                #8
                Re: Funkycorm's Madden 22 XP Sliders

                Originally posted by Steely McBeam
                Depending on what you are looking for I think your O-line sliders will be too high. Lack of stars makes it difficult for top end talent to jump out. Not really addressable with tools at hand.

                My philosophy is to decide based on my game play sliders (All-pro) what OVR I want the worst starters to be at go from there. If there is an absolute dearth of top end talent I up the XP then nerf something in game play sliders to compensate. As my "Human Pass Block" is at zero (CPU is 50) I really can't have a Franchise with heaps of good line men.

                The O-line has lowest OVR of all the positions for the worst starters. Starting roster is in the OVR 68-70 range.

                The problem with the Madden XP system is basically all players drafted have limitless potential. I don't have a practical lineman example (lineman I have drafted were starters/stars) but below are two cases for normal players.
                Case 1. CB XP Slider 110 Rookie went from OVR 72 to 77. Entire career was the starting SLCB. His archetype did not match the scheme. This probably included some progression where their highest OVR did not change.

                Case 2. WR XP Slider 80 Rookie went from 67 to 74. Entire career was 5th on the depth chart and barely took a snap. Archetype did fit the scheme.

                The above is typical. Getting slightly more than one OVR per year is "normal" without some extreme slider work. O-line progression doesn't look that different.

                If you add 5 to the OVR of every person drafted this means all O-line drafted with an OVR of 65 or above will eventually be a "bad" NFL starter. This introduced a lot of talent and the default will climb steadily.

                10 year sims need a slider at about 50 to stop this inflation. Your elite top 8 players will be 80+ as opposed to 86+. Top 16 78 compared to 81 then a mass of players around 70.

                For 10 year sims 100% O-line XP sees the bottom around OVR 76, 80% -> OVR 74, 60%, 55% or 50% each have the same bottom around OVR - 69->72 due to variance. I haven't looked closely at why these 3 settings yield the same result but I strongly suspect that after 10 draft classes you have had enough OVR 69 players drafted into the league that it won't be possible to drag this lower and still have talent getting to 80. The variance will also be due to high OVR higher players in the original roster retiring after long careers in some simulations but not others.

                I am in 2026 with my play through and will update if I see anything different. Haven't had a chance to look at actually roster to see in practice if it works radically differently.

                All the other numbers are broadly in-line with what I have been seeing and work not to badly.
                I appreciate the feedback but I am confident where my numbers lie.
                Funkycorm

                Currently Playing:

                MLB The Show 25 (PS5)
                Red Dead Redemption 2 (PS4)
                Pokemon Violet (Switch)


                Twitch:

                Twitch


                Dynasties:

                None at the moment

                Comment

                • RogueHominid
                  Hall Of Fame
                  • Aug 2006
                  • 10901

                  #9
                  Re: Funkycorm's Madden 22 XP Sliders

                  Funky,

                  Great to see you active on M22! I know MLBTS 21 was a bit of a wild ride for you, but I liked the work you did over there when you were active in that forum.

                  I am VERY curious to know how you manage progressive fatigue. Could you elaborate, either here or via PM?

                  I'm also very curious to know if you've put your mind to work on the fatigue & auto-subs sliders to generate a range of rotation types for positions like HB, DL, and EDGE. I've started to work on that myself but have never been able to crack the code, as it were, with this game on that score.

                  The work I started to do presumes that progressive fatigue be off, but if you've figured out a way to work with it on AND use those other settings to get good rotations, I'd be eager to know!

                  Thanks again for what I know is a thoroughly researched XP set!

                  Comment

                  • Funkycorm
                    Cleveland Baseball Guru
                    • Nov 2016
                    • 3159

                    #10
                    Re: Funkycorm's Madden 22 XP Sliders

                    Originally posted by RogueHominid
                    Funky,

                    Great to see you active on M22! I know MLBTS 21 was a bit of a wild ride for you, but I liked the work you did over there when you were active in that forum.

                    I am VERY curious to know how you manage progressive fatigue. Could you elaborate, either here or via PM?

                    I'm also very curious to know if you've put your mind to work on the fatigue & auto-subs sliders to generate a range of rotation types for positions like HB, DL, and EDGE. I've started to work on that myself but have never been able to crack the code, as it were, with this game on that score.

                    The work I started to do presumes that progressive fatigue be off, but if you've figured out a way to work with it on AND use those other settings to get good rotations, I'd be eager to know!

                    Thanks again for what I know is a thoroughly researched XP set!
                    Hey bud! What's up?

                    Thanks for the feedback on these. I appreciate it.

                    I haven't really ever tinkered with the fatigue and auto sub settings. What little I did, never really ended too well for me.

                    As far as the progressive fatigue, it is really nothing too crazy. I want to see the effects of it but I want to be able to play a competent CPU team in week 18 and the post season.

                    What I did was simple:

                    Off for the preseason.
                    On for weeks 1-6.
                    Off for weeks 7-12.
                    On for weeks 13-18.
                    Off for the post season.

                    What I noticed is that when you turn it off, players will gain stamina for a week or two until they are at full strength. This is why I turn it off mid season. Problem was that with it on by week 14, the CPU players were dead on their feet. Now come week 18, their stamina is like it would have been at the 6 weeks mark.

                    Like I said, nothing fancy. I designed these xp sliders testing on, off, and in between to come up with my values. With the CPU going full pads on training, it was harder this year and makes the league more uniform at times.

                    Using 32 team control is another way to fix the problem with the uniformity but since I am half playing half simming a Browns franchise I didn't want to burn myself out.

                    I thought that finding the middle ground would work well and it has for me.

                    On a side note, I recently reinstalled MLB 21 and will be giving it a fresh go. It was a wild ride as frustration set in on my end. I am also deciding to pull the trigger on NBA 2k22 or NHL 22 but I digress and will leave those thoughts for those forums.
                    Funkycorm

                    Currently Playing:

                    MLB The Show 25 (PS5)
                    Red Dead Redemption 2 (PS4)
                    Pokemon Violet (Switch)


                    Twitch:

                    Twitch


                    Dynasties:

                    None at the moment

                    Comment

                    • RogueHominid
                      Hall Of Fame
                      • Aug 2006
                      • 10901

                      #11
                      Re: Funkycorm's Madden 22 XP Sliders

                      That's a nice system, Funky. Very sleek.

                      I'm working up a sliding scale using some different inputs, and if I dial it in, I'll pass it along.

                      I'm glad to hear you're up and running on MLB21 again. Could you shoot me your working set via PM if it's not in your old thread? I'll check there, too, but IDK if you decided to keep that up or walk away to save the headache.

                      Comment

                      • WeAreAllKings
                        Pro
                        • Dec 2016
                        • 571

                        #12
                        Funkycorm's Madden 22 XP Sliders

                        Do you use weekly progression or every four weeks progression during your franchise?

                        Sent from my iPhone using Operation Sports
                        Last edited by WeAreAllKings; 09-09-2021, 05:31 PM.

                        Comment

                        • Genesio1
                          Rookie
                          • Apr 2019
                          • 109

                          #13
                          Re: Funkycorm's Madden 22 XP Sliders

                          Originally posted by CardellJermaine
                          I’m about to post the best madden 22 nfl simulation sliders for ps4 ever created that’s my word. I’m posting here to get enough post so I can start my own thread dig?
                          Careful Bro things like this get a man banned. Spamming ain’t cool!

                          Comment

                          • Funkycorm
                            Cleveland Baseball Guru
                            • Nov 2016
                            • 3159

                            #14
                            Re: Funkycorm's Madden 22 XP Sliders

                            Originally posted by RogueHominid
                            That's a nice system, Funky. Very sleek.

                            I'm working up a sliding scale using some different inputs, and if I dial it in, I'll pass it along.

                            I'm glad to hear you're up and running on MLB21 again. Could you shoot me your working set via PM if it's not in your old thread? I'll check there, too, but IDK if you decided to keep that up or walk away to save the headache.
                            When I get a new working set I will let you know. Probably be early next week.


                            Originally posted by WeAreAllKings
                            Do you use weekly progression or every four weeks progression during your franchise?

                            Sent from my iPhone using Operation Sports
                            I don't think it's an option anymore. Maybe I missed it. I always set for end of season but with the change in XP system a few years back I thought it didn't impact it anymore.
                            Funkycorm

                            Currently Playing:

                            MLB The Show 25 (PS5)
                            Red Dead Redemption 2 (PS4)
                            Pokemon Violet (Switch)


                            Twitch:

                            Twitch


                            Dynasties:

                            None at the moment

                            Comment

                            • WeAreAllKings
                              Pro
                              • Dec 2016
                              • 571

                              #15
                              Re: Funkycorm's Madden 22 XP Sliders

                              Originally posted by Funkycorm
                              When I get a new working set I will let you know. Probably be early next week.









                              I don't think it's an option anymore. Maybe I missed it. I always set for end of season but with the change in XP system a few years back I thought it didn't impact it anymore.


                              Gotcha. I haven’t paid much attention either as I was waiting for them to fix the franchise bugs at launch along with an opening day roster before I started. I’ll just restart again when the scouting update drops later this month. I know in past Maddens I used TDawgs XP sliders and they were typically geared towards every four weeks.

                              Your XP sliders caught my attention due to the interesting progressive fatigue experiment you conducted. I haven’t seen anyone else attempt that and I’m always open to new sliders as the Madden franchise progresses and implements new features. Thanks for your Madden 22 input to the OS community [emoji1303]


                              Sent from my iPhone using Operation Sports

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