Background: Pretty much what I said in Madden 23 and Madden 24, in fact I'm just going to post the same thing because nothing has changed. Even though the game is presented to us in a certain fashion and vision, does not mean that we have to accept it in that state. If there is an issue, or something that needs slight improvement, I am a big believer if giving the user the power to address it. Sliders do that, and have done so for years. Many believe that sliders do little to impact the games, and that very well could be true in regards to what that individual wants fixed. I use sliders as the guide towards the balance of what I want vs what I have to sacrifice to get there. Each year, we just have to hope for iterations of our favorite titles to start to get it - and hope that the base they have is good enough to build off of.
Focus of the Sliders: It's all about animations for me, and ensuring that they are logical within the context of what is happening on the field. There's no stat chasing, just enjoy the game and hope that games play competitive enough. Ratings can play out, sure, but just like IRL, that's not always going to be the case. If it were, there'd never be any romance in football.
My aim this year is to keep it really simple. I'll take constructive criticism of course, but I won't just jump in at every issue. As the thread continues, I'll start a suggestion section that will go over how to make things easier/harder, etc.
Version 3 is focused on just a bit of regression testing, making sure that the values are still intact, while still trying to introduce some different elements - especially in the special teams area.
I tested a higher threshold to clean up some animations, but unfortunately it just caused issues with the gameplay such as coverage and tackling - so 75 is where we are going to leave it. Other areas was reducing Holding as that started to get called a lot, same with offside at times, but the main one that sticks out is Facemask at 95. This never gets called, but I am using it here as a tackling animation variable. A bit more wrap up and less big hits, especially DBs vs bigger backs/receivers/TEs. I lowered tackling for the All-Madden set to create a form of punishment for bad tackling form/decisions.
After that, Defensive PI had to go down because the animation isn't produced by the value being higher, so there's no point messing with something that can affect coverage and hope it gets called once in a blue moon. The main animation I started to see was the DBs not reacting to the ball in the air - and we definitely can't have that.
Another value I wanted to give a bit more of a test on was Ball Security and seeing if this was going to be a variable that can create better vision to a more aware runner - and not necessarily just running backs, but scrambling QBs and receivers. I noticed a lot smarter running to obvious spaces on the field, especially by receivers in open field. Running backs are a really enjoyable to watch now. Some may hit the hole immediately, some may juke their way out of trouble, it just depends.
Lastly was the Special Teams. I just always feel that Madden devs do not know how kickers actually kick the ball. They must think that every kick is driven forward and not high first - or that every kick is end-over-end. This just isn't the case. So, what I've done in the past, is just raise the field goal power fairly high so that the "oomph!" is there in the kick - which brings the height (even though it should be much higher for some kickers). To compensate, I also lowered the FG Accuracy so there is more pressure to perform.
This is the fresh feeling I was looking for, and I think these changes overall provide that. I hope you all enjoy as much as I have. Hopefully future patch updates don't screw this up as it's been a lot of fun.
Enjoy!
If you provide feedback, please advise of any modifications you have done from this set.
Make sure to edit the sliders in the main menu.
Make sure to reset the sliders in the Franchise before importing.
Import the sliders in franchise.
Game Options
*Please see spoilers in the OP for previous version values. Previous version values are noted in parentheses.*
Skill Level: All-Madden/All-Pro Game Style: Simulation Quarter Length: 11 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds System: Current Gen (PS5, XB Series X) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference Home Field Advantage: Off Progressive Fatigue: Off Other Settings: I play no switch on defense, Passing is Placement/Medium, Multi-Meter kicking
Gameplay Helpers
Auto Flip Defensive Play Call: On Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 60 (Previous: 65) False Start: 65 Offensive Holding: 50 (Previous: 55) Facemask: 95 (Previous: 70) Illegal Block in the Back: 50 Roughing the Passer: 40 Defensive Pass Interference: 55 (Previous: 65) Ineligible Receiver Downfield: On Offensive Pass Interference: On Kick Catch Interference: On Intentional Grounding: Off Roughing the Kicker: On Running into the Kicker: On Illegal Contact: On
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Version 2
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================================= Slider Update Log
================================= 10/20/2024: I'll have an update soon "officially", but the update is going to be two values.
Physics Based Tackling from 70 to 90 and Offside to 60.
That's it. I'm not seeing any glaring issues. The holding calls are there, but they should be there, along with other penalties. I can't do much more else with it being at 55. Fatigue will impact these penalties, not to mention tackles/hits.
The Physics tackling setting is nice at 90. It does what it's supposed to in putting a focus on the ball carrier's forward momentum, so the tackles are more wrap like in nature. There are definitely big hits, but some of it is moved from open-field to big hit while being wrapped up by a teammate, etc.
Hope everyone is enjoying the game. I've had a blast with Madden this year. Had to restart my own franchise as the Browns and moved on to Denver. As a Chiefs fan, I should tank them, but for some reason I'm always drawn into using them in Madden.
I'll have the update posted shortly, just need a couple more games for sample size to feel 100% ready. Thanks!
9/28/2024: Version 2 finally introduces the All-Pro set, which took a while to get right. I had to make sure the same values were performing in similar animation as the All-Madden set. Such as pass coverage being reversed essentially, but also understanding how fatigue at 52, which is the main driving change for the All-Madden set, behaved in the All-Pro set up. Happy to see that it has all come together quite nicely on both difficulties with that fatigue 52 change. Fatigue is just so strong that it doesn't just affect in between plays, but affects players while they are actually playing. Too high and the jogging animation appears after a player has exerted too many moves such as simple ones of absorbing a hit, or juking, and the fatigue will literally knock down their stamina in that moment. So at 52 fatigue, it's really a subtle change. I've applied it to my CFB25 set as well and it has just allowed for so much variety in the game overall. M25 continues to be impressive and fun as ever. I hope you are all enjoying it as much as I am.
Simple changes here for big outcomes. Enjoy!
If you provide feedback, please advise of any modifications you have done from this set.
Make sure to edit the sliders in the main menu.
Make sure to reset the sliders in the Franchise before importing.
Import the sliders in franchise.
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Version 1
Spoiler
Matt10's Madden 25 Sliders - Version 1 || feat. MrHurriicane
Game Options
*Please see spoilers in the OP for previous version values. Previous version values are noted in parentheses.*
Skill Level: All-Madden Game Style: Simulation Quarter Length: 11 minutes Accelerated Clock: On Minimum Play Clock Time: 15 seconds System: Current Gen (PS5, XB Series X) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference Home Field Advantage: Off Progressive Fatigue: Off Other Settings: I play no switch on defense, Passing is Placement/Medium, Multi-Meter kicking
Gameplay Helpers
Auto Flip Defensive Play Call: On Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 65 False Start: 65 Offensive Holding: 55 Facemask: 70 Illegal Block in the Back: 50 Roughing the Passer: 40 Defensive Pass Interference: 65 Ineligible Receiver Downfield: On Offensive Pass Interference: On Kick Catch Interference: On Intentional Grounding: Off Roughing the Kicker: On Running into the Kicker: On Illegal Contact: On
Finished my first game with these sliders, played the Dolphins as my Jags franchise. Ended up winning 37-17
Overall, main good impressions I noticed were the cpu taking shots downfield, granted was the dolphins so maybe that’s just what they’re designed to do. Pass rush mostly worked for me whenever I would user someone, but when I got some push with my line it was beautiful to see Tua scramble around and throw off balance or scramble for a few yards, haven’t seen that much before. On defense I noticed my safeties reacting to the deep ball beautifully, some good animations to.
Some negatives, nothing too major. I thought offense was easy for me majority of the game, granted the Jags have a highly rated offense in this game. Cpu offense felt stale majority of the game, especially being the Dolphins offense I expected a shootout but I shut them down a lot.
Still need to try out other games to see what issues I keep seeing. But more positive than negative for me