Funkycorm's Madden 23 XP Sliders

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  • Funkycorm
    Cleveland Baseball Guru
    • Nov 2016
    • 3159

    #1

    Funkycorm's Madden 23 XP Sliders

    My name is Funkycorm. I am here to release my XP sliders for Madden 23. This is the second year of this thread and the 4th time I have made XP sliders. I am very pleased with the results I have gotten the last few years and even more so this year.


    This is for Madden 23 next gen. Everything has been tested on the PS5.


    A bit about me first since I am newer 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. My motto in games is chase fun, not stats. This approach and these sliders embrace that.


    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 so I can 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. This approach doesn't give us any idea on how we got to end.


    We want to see where the league is at after year 1, 2, 3, etc. The league may balance out in 10 years but what happens in those first 9 years is important as well. Especially since more players probably tend to play 3-5 seasons in a given cycle.


    This year, it was a bit harder to narrow these down because there are more factors involved than previously. Just like in 22. 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. As well as the scenarios and coaching trees.


    Without further delay though, here are the sliders:




    Madden 23 Next Gen XP Sliders:

    QB 84

    These need to be lowered as most user QB will get at least one scenario per year. Lowering this helped to even out the high base ratings more.

    HB 80

    This is a group that needs a lot of lowering because of the high inflation on the base roster. It will start to balance over time but until then you need to keep weekly progression in check. There are also a few too many high rated, star or better HB prospects out of generated draft classes yearly.

    FB 99

    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. Something that does happen in real life.

    WR 88

    Progression here has always been hard to lock down in the past. This year was no different because of the inflated ratings on the roster this year.

    TE 95

    Here, even with a small drop, it lets some of the elite guys emerge in future seasons.

    G 90
    T 90
    C 90

    Traditionally, you have needed a huge boost to the OL positions in previous games. Not this year. This is a position grouping where the numbers needed to be lowered slightly.

    DE 93
    DT 93

    The DL positions need brought back a bit this year. With the slight drop 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. Same as last year. A small drop is needed.

    MLB 103

    Just needed a slight tweak above default to feel right. There is a lack of MLB emerging from draft classes this year. This helps to alleviate that deficiency.

    CB 95

    We need a slight drop here to keep up with the WR ratings to keep WR/DB interactions good long term. But not as much of a drop as the WR position is more overloaded.

    FS 103
    SS 103

    Safety is usually the weakest position in most draft classes so this slight boost here is to help the league keep a balance here in future years.


    K 100
    P 100

    No comment needed here.




    A few things to note:

    1. Even with a lot of factors at play, once again a good share of our XP sliders will remain close to default.

    2. If you are using custom draft classes, I cannot recommend these. I use only default generated classes as custom ones are typically way too inflated and poorly designed across the board. Plus, with the crashing bug having custom classes as a trigger, I will not even edit a generated class before the draft. If you need to, edit at the draft recap screen. It causes no issues at that point.

    3. I also feel that the default rosters are inflated at a few positions as I mentioned above, so these are designed to lower that inflation and do so over the life of your franchise.

    4. Also, XP scenario bonuses only apply to user-controlled teams. Using 32 team control can even the playing field but takes a ton of extra work. This is personal discretion. I ran user scenarios for a few teams to get a better look at numbers and various influences.



    Other Highly 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 are preferred and recommended for better results.

    Star: 320
    Superstar: 70
    X Factors: 50


    So, these settings are vital 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 puts the league way out of balance.

    What these lower numbers do is help control progression and regression. With these settings, teams can still have 2-4 superstars/x factors as well as an average of ten 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. Though you may be tempted. Don't go and edit players back to where they were. It messes with the XP sliders and will put your league out of whack.



    Progressive Fatigue:

    This year you must have it on. It has been fixed. And it must be on for any of the above to work. It makes a vital and essential difference in the amount of progression that happens in a season. If left off, I cannot guarantee any of my slider settings will work for you as it was never tested that way. But my theory is that it will lead to bloated ratings as you can fully train everyone each week.



    Rules of the thread:

    1. Be courteous and respectful.
    2. Do not quote this first post 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 final unless I want to update something. Therefore, I am not looking for direct feedback or changes to be made at this time. You may ask questions but I will not entertain requests to make changes. If you feel a change is necessary, you can change it on your end. Remember, my approach to XP sliders is different so I will hold constructive discussion on the process. But I won't hold discussion on changes.


    Thanks for checking these out!
    Last edited by Funkycorm; 09-23-2022, 11:04 AM.
    Funkycorm

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  • Rmiok222
    MVP
    • Nov 2015
    • 3129

    #2
    Re: Funkycorm's Madden 23 XP Sliders

    Nice! I can’t wait to plug these in


    Sent from my iPhone using Operation Sports

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    • Heisman
      Pro
      • Dec 2007
      • 560

      #3
      Re: Funkycorm's Madden 23 XP Sliders

      Thank you for this. I’m waiting for a week 1 roster update and hopefully a patch. I will use these and try my best to make this game playable.
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      • alecmc20
        Banned
        • Oct 2013
        • 37

        #4
        Re: Funkycorm's Madden 23 XP Sliders

        thank you for this! did a 10 year sim and saw some ratings inflation so I was hoping you'd be back this year

        now just have to hope that they fix the CPU re-signing issues and I can start my franchise

        Comment

        • Momoney168
          Pro
          • Aug 2021
          • 584

          #5
          Re: Funkycorm's Madden 23 XP Sliders

          Thank you kind sir. I do 32 team just to do breakouts for CPU teams because I feel like it helps younger players develop better. It takes about 10 extra mins to cycle through and activate the scenarios.


          Sent from my iPhone using Operation Sports

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          • Funkycorm
            Cleveland Baseball Guru
            • Nov 2016
            • 3159

            #6
            Re: Funkycorm's Madden 23 XP Sliders

            Originally posted by Rmiok222
            Nice! I can’t wait to plug these in


            Sent from my iPhone using Operation Sports
            Hope you enjoy them!

            Originally posted by Heisman
            Thank you for this. I’m waiting for a week 1 roster update and hopefully a patch. I will use these and try my best to make this game playable.
            I spent so much time figuring out the franchise corruption bug then doing these that I have only played like to games to far.

            Originally posted by alecmc20
            thank you for this! did a 10 year sim and saw some ratings inflation so I was hoping you'd be back this year

            now just have to hope that they fix the CPU re-signing issues and I can start my franchise
            There was definitely some inflation in my initial test. So many positions are highly rated in the default roster. I am hoping a week 1 roster helps a bit.


            Originally posted by Momoney168
            Thank you kind sir. I do 32 team just to do breakouts for CPU teams because I feel like it helps younger players develop better. It takes about 10 extra mins to cycle through and activate the scenarios.


            Sent from my iPhone using Operation Sports
            I ended up doing 32 team control for a few reasons away from the corruption issue. I go through all the rosters each season week 1 and see who needs resigned across the league. I have used it to keep franchise talent where they should stay. I have also been doing the fifth year options for the entire league. Once I start my keeper franchise I am going to likely do the scenarios as well.
            Funkycorm

            Currently Playing:

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            Red Dead Redemption 2 (PS4)
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            • Gatorade450
              Rookie
              • Oct 2021
              • 59

              #7
              Re: Funkycorm's Madden 23 XP Sliders

              Thank you for your work really appreciate it! For the offline corrupt file do you put coach firing off? I don't know with 32 team control if you promote oc or dc to hc if that will work you won't run out of coach?

              Comment

              • Funkycorm
                Cleveland Baseball Guru
                • Nov 2016
                • 3159

                #8
                Re: Funkycorm's Madden 23 XP Sliders

                Originally posted by Gatorade450
                Thank you for your work really appreciate it! For the offline corrupt file do you put coach firing off? I don't know with 32 team control if you promote oc or dc to hc if that will work you won't run out of coach?
                I put coach firing off. I am going to do my own coaching carousel and replace head coaches with new fictional ones. Keep some dynamic in the league.

                I am also going to keep coach progression to manual across the league and only do partial coach tree updates as some of the coach tree options are very OP. I am also setting coach tree progression to slow. These have nothing to do with player progression but I think it inflates multiple things and impacts gameplay.
                Funkycorm

                Currently Playing:

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


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                None at the moment

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                • Gatorade450
                  Rookie
                  • Oct 2021
                  • 59

                  #9
                  Re: Funkycorm's Madden 23 XP Sliders

                  That's also what i thought about doing i just hope this way the corrupt file won't happen

                  Comment

                  • BlinkXPoke
                    Rookie
                    • Aug 2018
                    • 81

                    #10
                    Re: Funkycorm's Madden 23 XP Sliders

                    You mentioned that Progressive Fatigue is a must with these sliders, but is that at default fatigue? I usually use other gameplay sliders which sometimes adjust fatigue drastically, usually upward, and with Fatigue at a high setting, I often get the issue of my starters quickly disappearing and then never playing, even if uninjured. It's partly why I've not been a fan of it. Even at lower fatigue settings, unless I find a good Auto-Sub slider set, the starters vanish fairly early on and it doesn't feel like you get any good rotation out of the players, both within games and throughout seasons.

                    Comment

                    • Armor and Sword
                      The Lama
                      • Sep 2010
                      • 21798

                      #11
                      Re: Funkycorm's Madden 23 XP Sliders

                      Love it Funky…great stuff as always.


                      Sent from my iPhone using Operation Sports
                      Now Playing on PS5:
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                      • Funkycorm
                        Cleveland Baseball Guru
                        • Nov 2016
                        • 3159

                        #12
                        Re: Funkycorm's Madden 23 XP Sliders

                        Originally posted by BlinkXPoke
                        You mentioned that Progressive Fatigue is a must with these sliders, but is that at default fatigue? I usually use other gameplay sliders which sometimes adjust fatigue drastically, usually upward, and with Fatigue at a high setting, I often get the issue of my starters quickly disappearing and then never playing, even if uninjured. It's partly why I've not been a fan of it. Even at lower fatigue settings, unless I find a good Auto-Sub slider set, the starters vanish fairly early on and it doesn't feel like you get any good rotation out of the players, both within games and throughout seasons.
                        I do not mess with fatigue sliders and at this point I am actually running default all pro. I would say if you want to run with progressive fatigue off, I would lower all the XP sliders 10 to 15 points to make up that each week the league will get all starter reps. That should make up for the difference.
                        Funkycorm

                        Currently Playing:

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


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                        None at the moment

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                        • BlinkXPoke
                          Rookie
                          • Aug 2018
                          • 81

                          #13
                          Re: Funkycorm's Madden 23 XP Sliders

                          Originally posted by Funkycorm
                          I do not mess with fatigue sliders and at this point I am actually running default all pro. I would say if you want to run with progressive fatigue off, I would lower all the XP sliders 10 to 15 points to make up that each week the league will get all starter reps. That should make up for the difference.
                          1) Does that include the Special Teams players?
                          2) Is that not a bit extreme? I tried it and it felt like now even trying to invest in players, no one progresses anymore. Even then I only knocked each slider down 5 points. It's a small sample size so far but it feels strange that even Star development players make very slow progress, even if it has the intended effect of Normal development players not really being able to be much better than they currently are.

                          Thinking about it, I'm kinda back and forth on it, but I'd think I'd lean faster rather than slower, simply because football moves pretty damn fast and in a lot of cases, when a guy "has it", they show it right away. Josh Allen is kind of one of the few slow developing guys that took a few years at QB, and many young skill position players break out right away. Certainly there's still a curve to it, but generally if they're good right away (in the case of Madden, inherently had a better development trait), I not only don't mind but expect those players to quickly reach 80+ OVR and beyond. Even then, it's not like it happens within one season. A low-70s Star player fresh from the Draft usually needs about a year and a half to get to 80. And maybe those really highly rated draft prospects with Star or better get close to or past 80 their rookie year before then completely exploding upward once their Dev Trait is no longer Hidden.

                          On the other hand, I know you had balance in mind in terms of equalizing the talent over the long term, especially for the player who gets many bonuses, so it's a tough balance. I'd like to think Star or higher players *should* progress quite quickly but if it means the guys who fall lower on the depth chart, from veterans to newer draft picks, never get to see the field when they would normally, I could see how that can create a new kind of stagnation.

                          I did use your set from last year for last year's game, and I think it was pretty good, if maybe a tad fast: I remember my freshly drafted Star players (in the low 70s) gained perhaps about 6-7 OVR rating points over the course of a year, and turned a late-round 67-ish Normal development backup linebacker into a 74 OVR by the end of his rookie contract. Also, a drafted Normal development WR I used immediately as a starter raised by about 5-6 in a full year starting (before then earning Star development thanks to winning ROTY). Is that the development curve you expect or is that too fast? Because at the time, I didn't use Progressive Fatigue then, either, and it felt fine, if not maybe a tad too fast in terms of game balance, since my QB developed quickly lol. Even then, part of that might've come down to other sliders I used that may have made the game too easy for me thus being able to feed his stats more easily. Maybe part of why it felt so glacial this year was that I found a better gameplay slider set that made the game more challenging for me and therefore gives me less opportunities to pad my player's stats.

                          Like I mentioned, I've been back and forth between keeping it as is and reducing it all by 5-ish as per your recommendation, but I wanted to have a better understanding about your philosophy with your Slider Set to have a better idea of how to tune it for myself.

                          EDIT: I think spending this time typing out and estimating the OVR rating points my young players gained over the course of a season, especially as starters, did end up convincing me that I should probably bring those sliders down, though still unsure by how much (I still feel like I wanna try -5 first, 10 or more still feels a bit extreme to me). Still hesitant, but now thinking about it, it does make for a more interesting development cycle, because it really would emphasize the playtime even more. Anyone relegated to backup, even if they're someone I wanted to try to make into a future starter, would struggle to develop unless I actually put them on the field, even if I focus my efforts with Coach Perks and Focus Training into them, which is a fun consideration to have to make: put out the underdeveloped young player or the low-potential veteran who can already play.
                          Last edited by BlinkXPoke; 09-02-2022, 02:07 AM. Reason: Wanted to clarify further

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                          • Funkycorm
                            Cleveland Baseball Guru
                            • Nov 2016
                            • 3159

                            #14
                            Re: Funkycorm's Madden 23 XP Sliders

                            Originally posted by BlinkXPoke
                            1) Does that include the Special Teams players?
                            2) Is that not a bit extreme? I tried it and it felt like now even trying to invest in players, no one progresses anymore. Even then I only knocked each slider down 5 points. It's a small sample size so far but it feels strange that even Star development players make very slow progress, even if it has the intended effect of Normal development players not really being able to be much better than they currently are.

                            Thinking about it, I'm kinda back and forth on it, but I'd think I'd lean faster rather than slower, simply because football moves pretty damn fast and in a lot of cases, when a guy "has it", they show it right away. Josh Allen is kind of one of the few slow developing guys that took a few years at QB, and many young skill position players break out right away. Certainly there's still a curve to it, but generally if they're good right away (in the case of Madden, inherently had a better development trait), I not only don't mind but expect those players to quickly reach 80+ OVR and beyond. Even then, it's not like it happens within one season. A low-70s Star player fresh from the Draft usually needs about a year and a half to get to 80. And maybe those really highly rated draft prospects with Star or better get close to or past 80 their rookie year before then completely exploding upward once their Dev Trait is no longer Hidden.

                            On the other hand, I know you had balance in mind in terms of equalizing the talent over the long term, especially for the player who gets many bonuses, so it's a tough balance. I'd like to think Star or higher players *should* progress quite quickly but if it means the guys who fall lower on the depth chart, from veterans to newer draft picks, never get to see the field when they would normally, I could see how that can create a new kind of stagnation.

                            I did use your set from last year for last year's game, and I think it was pretty good, if maybe a tad fast: I remember my freshly drafted Star players (in the low 70s) gained perhaps about 6-7 OVR rating points over the course of a year, and turned a late-round 67-ish Normal development backup linebacker into a 74 OVR by the end of his rookie contract. Also, a drafted Normal development WR I used immediately as a starter raised by about 5-6 in a full year starting (before then earning Star development thanks to winning ROTY). Is that the development curve you expect or is that too fast? Because at the time, I didn't use Progressive Fatigue then, either, and it felt fine, if not maybe a tad too fast in terms of game balance, since my QB developed quickly lol. Even then, part of that might've come down to other sliders I used that may have made the game too easy for me thus being able to feed his stats more easily. Maybe part of why it felt so glacial this year was that I found a better gameplay slider set that made the game more challenging for me and therefore gives me less opportunities to pad my player's stats.

                            Like I mentioned, I've been back and forth between keeping it as is and reducing it all by 5-ish as per your recommendation, but I wanted to have a better understanding about your philosophy with your Slider Set to have a better idea of how to tune it for myself.

                            EDIT: I think spending this time typing out and estimating the OVR rating points my young players gained over the course of a season, especially as starters, did end up convincing me that I should probably bring those sliders down, though still unsure by how much (I still feel like I wanna try -5 first, 10 or more still feels a bit extreme to me). Still hesitant, but now thinking about it, it does make for a more interesting development cycle, because it really would emphasize the playtime even more. Anyone relegated to backup, even if they're someone I wanted to try to make into a future starter, would struggle to develop unless I actually put them on the field, even if I focus my efforts with Coach Perks and Focus Training into them, which is a fun consideration to have to make: put out the underdeveloped young player or the low-potential veteran who can already play.
                            I would leave the special teams alone.

                            I didn't do any testing with progressive fatigue off this year. Last year I did but it was when it was broken still.

                            It is hard to find a balance with the XP sliders in the last 2 games. Adding an additional 3 focus spots that someone can bee line to during year 1 can make a huge difference. Finding the balance is something I really struggled with last year and this year too.

                            I think lowering by 5 and trying it out would work well too. I only threw numbers out there because I hadn't tested it and was trying to extrapolate from last year. As last year I did a combo of testing which at times did make players progress a little quick.

                            Another hard part with this year is that the roster ratings seemed so inflated. Without a bit of inherit boost built in, your drafted top end rookies wouldn't catch up. Example. I ran a test where I lowered HB down to 50 to see what would happen. By year 4, every team had a HB starting with a rating of over 85 with multiple other top end HB just sitting in free agency. It's a tough balance definitely. This same issue showed up with other positions as well that are top loaded with talent.

                            In the end the last 2 years of these have been less of a science and more of a how can I balance the league act.
                            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

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                            • dman08
                              Pro
                              • Jan 2008
                              • 754

                              #15
                              Re: Funkycorm's Madden 23 XP Sliders

                              To your knowledge would these settings work in a cpu vs cpu league? I'm looking at your set up and I'm thinking these are taking into account the human element. In cpu vs cpu the focus won't be all on 1 receiver and every b won't be throwing for 4500+ yds. So in that case should i still try yours or keep the default xp sliders on
                              Watch me at twitch.tv/dmanchi

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