March 15, 2021 - Added Next Gen QB trait edit section
Note: the following applies to both Current Gen and Next Gen
I honestly debated whether I would do a slider thread for Madden 21. I asked myself if there was 'value' to doing so; but I remembered that, back in late June, I had posted my thoughts about moving forward with M21 in spite of EA's lack of attention to CFM. As I re-read those words, they reminded me of why I do what I do....
The reason I still do my "sliders" (which have been pretty much just default as we all know) is more about my philosophies and sharing them with this community. It's OK to have fun! You don't need everything to be 'perfect' to have a good time. I will ALWAYS believe that and frankly, I've heard enough people say things like, "you helped me have fun again" in a time where we all need as much of that as possible, that I'm not going to get up and walk away just because EA is ignoring us with mode updates.
It's still true guys. Madden is one of only two sports games I still purchase for Franchise Mode (MLB The Show is the other). I love the game, I love the series, I love the franchise mode design. It's not "broken", it doesn't need "fixed" - it just needs a little TLC and it sounds like we'll be getting that. Franchise mode is about the game on the field; not pushing buttons in a menu screen. The stories are told on the field, and that is where our focus will be. The ultimate goal here is to determine how we can make Year 20 of a franchise just as fun to play as Year 1. While we WILL explore sliders here; that will not be the only area we will explore. We will be looking at ways to make the mode fun and engaging throughout the lifecycle.
"Target audience"
My mindset and approach to sports gaming is far different than many here. We're not here to "mimic real life", we're here to have fun and enjoy the role-playing experience. Now, sometimes, we have to do a little CFM maintenance and I'm hoping that we can put together some very simple things to help further our experiences. That all said, are you a fit here?
You're my target audience if:
- You WANT player ratings to matter
- You "play football" not "play Madden" (in other words, you don't try to "game" the game)
- You play every game (i.e. your hands are on the controllers moving the players)
- You are accountable for your mistakes
- You take your losses like an adult (i.e. no crying about "Robo QB" or "RNG" or that kiddie stuff)
- You want real longevity in your franchise
- You don't mind spending a little time keeping your CFM "healthy"
- Your focus is playing the games and enjoying the on-field experience
- You don't nit-pick stats and animations but take a holistic view of things.
"Setup and Sliders"
The slider "path" I have chosen is based on the following principles:
- No adjustments to the following "core" sliders: injury/fatigue/threshold/pass block/run block
Adjusting ANY of these values will negatively impact the game. Madden, at is core, is a timing-based game. Fatigue/Thresh/Injury all affect player movement - change any one of these, and we change the overall complexion of the game. Player speed/acceleration values will be impacted and they will quickly override a slew of animations and tendencies. The blocking sliders impact the timing of plays and relative to the three "movement sliders", will have a tremendous impact on how each play unfolds. While it is theoretically possible to re-balance these values; every patch that gets issued is going to impact the balance and will send you down a never-ending hunt for new slider settings (or accepting a sub-par gameplay experience).
- Not modifying CPU values.
I'm not trying to change HOW the CPU plays directly, I want to change how they play by altering the outcome dynamics. At the most basic level, I lower the user tackle slider, the CPU breaks more tackles. What does that do? It spurs variety; maybe a 1 yard run on default becomes a 5 yard run when adjusted. A 2nd and 9 becomes a 2nd and 5 - which changes the dynamics of which plays are called. It's altering how they play via means of a "trickle down" effect. It's more complicated than that as user values also influence CPU values in varied ways (it doesn't matter how...but they do).
- Staying close to default.
I think many of us have begun to understand this concept. On AP, the more you adjust away from default, the more you limit the range of possible outcomes. At the extreme end, games will all begin to feel the same.
- Being patch resistant.
At it's core, Madden stays the same. Small basic changes can have big impacts and they will have the same impacts regardless of version. This is a key for me. You can do a mammoth slider update for 1.11, but will it fall apart in 1.12? Using the above-mentioned "trickle down" approach will (in theory) always result in "trickle down" changes. The underlying animations may change due to the patch, but the fact we're giving an "offset" will remain intact.
- Making All Pro more challenging
I have to be honest, default All Pro has just become a little dull to me. Many of the plays/animations play out the same over and over again. While it IS balanced; a reasonably skilled user will eventually get very comfortable with the game's timing and be able to deal with just about anything the game throws at them. By lowering a handful of User sliders, we can give the CPU an edge in the most critical animations (tackling, catching) on both sides of the ball.
There will be more "dice roll wins" that go against you - in a play from a test game, rooke CJ Henderson got completely juked at the LOS by Corey Davis (who took off for a long TD). If you look at the animation, you might question it. But remember, many of the "dice roll wins" result in some exaggerated animations...they need to in order to have a tangible impact. When they're too subtle, which I think was happening a lot on default AP, you get way too much consistency in outcomes (which is why you'd see the CPU use a lot of the same plays/receivers). This is why, as you'll see here, lowering the user sliders works well, it separates the delta between those ratings a tad more; opening up a wider range of possible outcomes (but still based, fundamentally, on ratings) in a manner that will not "skew" the CPU's logic.
Our setup here consists of the following steps (recent adjustments will be bolded)
Step 1: You MUST enter the following Main Menu Settings/Sliders (none of these are optional):
Difficulty - All Pro
Play Style - Sim
NFL Live Playbooks - Your choice, but your Main Menu Setting MUST match whatever you're using within CFM.
Injuries - 10
Fatigue - 50
Quarter Length - 10 Minutes
Acc Clock - Off
Min Threshold (Player Speed Parity) - 50
Ballhawk - On
Heat seeker - Off
Switch Assist - Off
Flip Play - Off
All gameplay sliders and penalty sliders in the Main Menu should be set at 50!! Keep Autosubs at the default 60/80!
Step 2: In your franchise setup options (you can change this after starting a franchise as well):
Difficulty - (match your main menu setting)
Quarter Length - 10 Minutes
Acc Clock - Off
Superstar abilities: ON
Step 3: CFM Slider Adjustments
Change the following as USER/CPU
QB Accuracy: 45/50
Pass Blocking: 50/50
Wr Catching: 45/50
Run Blocking: 50/50
Fumbles: 45/50
Pass reaction: 45/50
Interceptions: 45/50
Pass coverage: 50/50
Tackling: 45/50
FG power: 50
FG accuracy: 50
Punt Power: 50
Punt accuracy: 50
Kickoff Power: 50
Injuries: 25
Fatigue: 50
Player Speed Parity Scale: 50
Penalties: All default
Autosubs: All default
QB Trait Edits (for current gen ONLY)
If opposing QB is NOT an Improvisor or Scrambling Archetype, ensure of the following to minimize the dropback glitch. Make trait edits to meet the following requirements.
1. QB Type trait should be set to balanced or scrambler.
2. Sense Pressure trait should NOT be ideal.
3. Force Passes trait should not be ideal.
QB Trait Edits (for next gen ONLY)
Much simpler, turn off the 'Throw Ball Away' trait for any CPU QB that has it.
"House Rules"- Call your own plays. A common mis-conception is that it is "better" to let the CPU call plays for you. The theory is that it will prevent you from spamming "cheese" plays. Here is the problem, the recommended play calls ARE the cheese plays. They are the plays that work the best for you and/or plays that work "best" for the community (which includes the notorious online audience). If you've been using CPU recommended play calls, I suggest deleting your user profile (which will contain your tendencies the CPU calls plays against) and then start calling your own plays.
- Do not use "no switch" as a hard and fast rule. Give yourself an opportunity to make mistakes. This pertains to selecting the WR catch types as well as playing on defense. The CPU has enough of an edge that your mistakes will be impactful. You don't have to go out there with the intention of making every single play, but give yourself a chance to make a mistake or poor play.
- DO NOT USE Defensive Assist (L1 on PS4 and LT on XX). This is massively imbalancing and frankly, I was shocked to hear that some folks still use this (mainly due to muscle memory).
- Do not back up or roll out on pass plays when not under pressure (obvious exemption of designed rollouts). Backing up/rolling out to simply buy time until the coverage falls apart is a quick cheese approach. My suggestion, keep your finger away from the left stick on all dropbacks. If under pressure, step up in the pocket...you will get much more realistic pass lanes and coverage will feel much better.
- Match the CPU's snap cadence as reasonably well as possible. We're running with no accelerated clock (and for all the right reasons - and this is an approach we are not changing). As we all know, the CPU will call plays and snap the ball with minimal play clock advance. Here's the thing, if you constantly drain the play clock during "normal play" (i.e. not when in a 2 min drill or killing clock with a lead late), you're going to have issues. Call your play, get to the line, read the defense quickly and snap the ball. A reasonable target is to snap with ~20-25 seconds left on the clock.
Why does this matter? Because, if you are snapping with say 10 seconds left on every play, you will dominate time of possession (almost without fail). If that happens, it will push the fatigue impacts in the second half well into your favor. This will flat out make the second half MUCH easier to basically dominate.
If you match their snap cadence, time of possession will be more even (unless you just flat-out dominate that game, in which case, having that edge is appropriate). Put another way, if you're constantly getting 5-6 minute+ drives (which would be like an 8-9 drive IRL...which are VERY rare), you're snapping the ball WAY too slow.
"Recommendations for a Healthy CFM"
The recommendations here are just that, they're recommendations. As we get our hands on the game and gain more experience, this section will evolve.
In general, the recommendations are about maintaining a balance within the mode. Much like gameplay, the more you tinker with it, the greater the chance you have of "breaking" things. If you choose to deviate from these, "buyer beware".
Play CFM Offline
If you're a solo CFM player, there's very little reason to play a CFM online. Madden has not done online CFM "tuners" for a couple of years now; and that was previously the one (and only) advantage (they'd tune issues online well before patches would be released). Staying offline will allow you to take control of multiple teams and do any tweaking to CPU-controlled teams (and believe me, at some point, you will be thankful for this....). The other "benefit", you never have to worry about EA's servers going down.
Update: if you plan on upgrading to next gen, online franchises WILL carryover. This might be important to some of you that want to continue a long franchise into the next gen version. So bear that in mind. Personally, by time next-gen comes out, I'll probably be ready to start a fresh 'chise anyways.
Starting Roster
Use the 75-man preseason roster for best results. This roster will be the closest thing you will get to a reasonable EA roster. Customized rosters are often skewed heavily to meet the personal opinions of the creator and are often not tested thoroughly for their franchise mode longevity. Likewise, EA roster updates are built for "Play Now" games and "Regs" (non-MUT H2H). Do you really want a roster built for online in your franchise? No? I didn't think so.
Draft classes
I HIGHLY discourage the use of custom draft classes and to be honest, of all the things here, this is the one I feel the most strongly about. People are inherently optimists and it leads to way too many players given star and above dev traits. Your entire franchise will be skewed as you'll be overloaded with way too many high dev young players that will take 10-15 seasons to purge out. This has a massive downstream impact on everything in the mode (including AI team-building, cap management, and fundamentally, just how the games play). If you want to get more than 2 or 3 seasons out of your chise....stick with the game-generated classes. Believe me, you WILL fall in love with the guys you draft as you build up their stories.
Do a yearly "review" of CPU rosters
Prior to the draft, take a very high-level look at the CPU rosters (high level, like 60 seconds per team max). Look for any egregious positional redundancies that COULD affect draft logic. You, as the user, are able to change player positions around - this is a great time to look at the CPU teams. Do they have an edge rusher playing OLB in a 43? Do they have 3 really good guards but lack a solid LT? Don't reinvent the wheel here; just look at the broad strokes.
After the draft, go through each roster and look for significant depth chart holes that could be filled by a simple position swap. The o-line and front 7 on Defense are the most egregious places to focus on. I think we all do this for our teams, don't hesitate to do this for the CPU teams. It doesn't take long; but it WILL help keep things a bit cleaner. This is a decent time to double-check to make sure CPU coach schemes/playbooks match-up (they SHOULD as this is one of the things M21 was supposed to 'fix'). The advantage is that you get a little closer to other teams around the league; gaining a little more familiarity with other teams' rosters.
One other thing, if you move a DE to OLB as part of a roster clean-up, make sure his LB Style is a pass rushing type (note: I'm NOT talking about archetype, but it's the LB Style in his player traits). This will impact how he plays and make him a clearer fit. You can do this for drafted OLBs as well, there's often a 'disconnect' as you'll see coverage style LBs with really good pass rush moves (I don't typically do this as it nicely reflects "mis-cast" players - but if you're really looking to optimize...this is one thing you can do.)
If your response to this section is "We shouldn't have to do this", I get ya', but I disagree. Franchise modes will NEVER be perfect, if you're unwilling to be accountable for your own solo CFM, you shouldn't be playing the mode. What we're talking about here is less than an hour per season of "housekeeping".
XP Sliders
Go watch videos of the NFL from the 1990s. It looks different, doesn't it? And it IS different; the game has evolved.
In Madden, I'm a firm believer in letting the game evolve as it will. I don't want talent distribution in Year 20 to be the same as it is in Year 1. A good GM can assess trends over time and I am big believer in just letting things develop on their own. As a consequence, I DO NOT touch XP sliders. If we identify MAJOR imbalances that don't get resolved by EA, we will assess them. But in general, even if team OVRs begin to drop (as they typically do), we're going to leave it alone. The resulting gameplay is often quite a bit better as launch roster players get flushed out.
"Alternate approaches to CFM"
The traditional approach to CFM is to start in year 1 and plow ahead. But, eventually, after you've done a couple, it'll begin to get a bit 'samey'. Here are some alternative approaches to really change things up (I've got a few other ideas too):
1. The auto fantasy draft. This can actually be fun (and frustrating). The idea is to begin a franchise with a fantasy draft and let the CPU draft the entire team for you. (Note: if you set your scheme beforehand, it will draft to align itself a bit better to what you want). You'll get holes in your team, you'll have 'bad fits', you'll have players you don't like. But, it'll put a spin on things.
2. "Greedy Owner Rules". The idea is that you're coaching a team with a miserly owner. He doesn't want to spend money. So, you will not be permitted to sign any FAs over a 70 OVR, take on salary from trades, or trade away draft picks. You will only be permitted to re-sign ONE 70+ OVR on your team to a new deal. The onus is to be really good at drafting and developing. If you win the Super Bowl, you will be permitted to sign ONE 70+ OVR Free Agent (which can be another team's or re-signing one of your own). With the coach firing rules, as always, in place...this can get dicey quickly.
3. The "15 year sim" CFM. The idea is to start a CFM and sim out 15 years with NO user influence (i.e. everything on Auto). You will flush out all existing players and start with all game-generated players. Once the sim is done, you can take control of a team as per normal and begin your CFM. Essentially, this creates a "fictional roster" for you.