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Breaking Down Sliders... How They Really Work

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Old 08-20-2009, 12:33 PM   #89
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Re: Breaking Down Sliders... How They Really Work

I read through all nine pages and I had a thought....I truly believe the logic of these sliders maybe a bit off or (broken)...My reason is that sliders should be from one extreme to another 0-100...
And there's is no happy medium for these sliders to give a realistic gameplay and stats...

Im not flaming but just a little concern about getting this game tight..

I will try my best to find a happy medium but It's real fustrating....
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Old 08-20-2009, 12:41 PM   #90
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Re: Breaking Down Sliders... How They Really Work

I've been messing around with a hybrid of g2thecore sliders and playmakers, one thing that I have noticed is I don't think the break tackle slider applies to protak, I have managed to break out of protak gang tangles with regularity even with this slider at 0. Has anybody else noticed this?
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Old 08-20-2009, 12:54 PM   #91
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Re: Breaking Down Sliders... How They Really Work

Quote:
Originally Posted by pbz06
Sliders are starting to give me a headache!

I'm convinced you can see realistic stats on any slider set (unless you zero out the QB accuracy or something). As evident by the hundred slider sets on this forum, and everybody claiming "sim" and realistic stats, I don't think it really matters what slider settings we actually use in terms of stats.

I think the only thing sliders can tune in Madden is the "feel" or look of the gameplay.

For example, one slider set maxes out the CPU to 100 on everything and keeps the user at default Pro. Realistic stats overall.

Other example, just now I zeroed out every slider except for QB Accuracy (15) and WR Catching (45). The game actually played out really nice, lol. My stats again seemed to be spot on. In fact, the gameplay felt very natural. There was pressure on the QB's. I had 3 sacks and so did the CPU. Both QB's (Bulger and Shaub) were in the 55-60% range. The CPU actually rushed and had good yardage.

So I don't even know anymore, haha. Hopefully guys like Bill and DrewBledsoe can chime in on what they think about starting at all zeroes and adjusting one by one? Like obviously QB accuracy can't be at 0, but it seems like everything else is playable on 0 and doesn't affect the gameplay in any negative way. Maybe it evens the playing field and lets players act according to their attributes? On top of all this, I still don't know what to have the speed threshold at.

Anyway, I just wanted to throw that in there for discussion purposes and see what you guys have to say. I hope I'm not "hijacking" Bill's discussion/sliders.
sliders are a pain!

as you said there are many settings you can get realistic stats.
If that is the case, my advice is, stick with the simpler (sp) slider set.

The less you tweak, the better.


On the other hand i find the cpu unable to run on default settings, so for this, tweaking sliders are a welcome.
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Old 08-20-2009, 12:56 PM   #92
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Re: Breaking Down Sliders... How They Really Work

Quote:
Originally Posted by stiffarmleft
I've been messing around with a hybrid of g2thecore sliders and playmakers, one thing that I have noticed is I don't think the break tackle slider applies to protak, I have managed to break out of protak gang tangles with regularity even with this slider at 0. Has anybody else noticed this?
that would not surprise me
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Old 08-20-2009, 01:06 PM   #93
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Re: Breaking Down Sliders... How They Really Work

I believe I hinted at the fact that tons of different slider combinations can all produce "realistic" stats in my original post... why is that...

my entire point was that while yeah you can get realistic stats with all kinds of combination of sliders, its usually an unrealistic way in which those stats are achieved... boosting one setting to make up for the lack in another

the result is good stats and maybe even fun gameplay, but pretty unrealistic gameplay nontheless... you all know exactly what i'm talking about

and seeing how everyone is always boasting "sim sliders", I decided to try a different approach and see where it took me... realistic stats are one thing, lots of people achieve that (my original "just wing it to get good stats" sliders worked out well for that purpose), but I am trying for something more

now i realize there will be limitations because you can't fix/change everything... however I dont think anyone has ever come close to actually trying to replicate the interactions between players by figuring out what each slider really does and adjusting accordingly, and that's what i'm trying... it obviously wont be perfect, but if it actually reflects the way players react in the NFl and the way games are played better than anything else, i'd be very happy
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Old 08-20-2009, 01:07 PM   #94
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Re: Breaking Down Sliders... How They Really Work

Quote:
Originally Posted by booker21
sliders are a pain!

as you said there are many settings you can get realistic stats.
If that is the case, my advice is, stick with the simpler (sp) slider set.

The less you tweak, the better.


On the other hand i find the cpu unable to run on default settings, so for this, tweaking sliders are a welcome.
Yea, we just need to get it to play and look right. Like the reactions of the CB's, MLB's...or how the blocking works. Bill is on to something with the "suction" blocking etc. and he seems like he has a great understanding of how the game works. I'm going to follow this thread and keep testing. In my real games though for now, I'm using DrewBledsoe's and following his thread, heh, until we all decide on a great slider set. I think he's following this thread too.

Madden feels like an untuned sports car. The potential is there
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Old 08-20-2009, 01:10 PM   #95
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Re: Breaking Down Sliders... How They Really Work

Quote:
Originally Posted by bill2451
I believe I hinted at the fact that tons of different slider combinations can all produce "realistic" stats in my original post... why is that...

my entire point was that while yeah you can get realistic stats with all kinds of combination of sliders, its usually an unrealistic way in which those stats are achieved... boosting one setting to make up for the lack in another

the result is good stats and maybe even fun gameplay, but pretty unrealistic gameplay nontheless... you all know exactly what i'm talking about

and seeing how everyone is always boasting "sim sliders", I decided to try a different approach and see where it took me... realistic stats are one thing, lots of people achieve that (my original "just wing it to get good stats" sliders worked out well for that purpose), but I am trying for something more

now i realize there will be limitations because you can't fix/change everything... however I dont think anyone has ever come close to actually trying to replicate the interactions between players by figuring out what each slider really does and adjusting accordingly, and that's what i'm trying... it obviously wont be perfect, but if it actually reflects the way players react in the NFl and the way games are played better than anything else, i'd be very happy
yeap, but as you said, there will be sacrifices.. example you may get a perfect DL/OL interaction, without suction blocking and all.. but the cpu may not run well with that setting..
I`m already seeing this problem without playing...

I would like to get a set so i can test but i don`t have one :P
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Old 08-20-2009, 01:20 PM   #96
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Re: Breaking Down Sliders... How They Really Work

Quote:
Originally Posted by booker21
yeap, but as you said, there will be sacrifices.. example you may get a perfect DL/OL interaction, without suction blocking and all.. but the cpu may not run well with that setting..
I`m already seeing this problem without playing...

I would like to get a set so i can test but i don`t have one :P
I think the CPU run game is spotty regardless. Even with Run Block at 100.

So that's why it's better (IMO) to get rid of the suction blocking. I would rather have the game feel and play better because some things (hard coded game programming) are just unfixable. Like I said in an earlier post, putting most of the sliders to 0 felt a lot better than maxing out anything. Better physics, animations, reactions, player movement. The game felt a little more natural. It also seems that most of Bill's sliders seem to be gravitating towards the low end of the spectrum, so it might all make sense soon. I don't want to make slider changes to artificially produce realistic stats. I want the game to feel real.

Of course this can all be placebo, haha.
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