Background: 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: The base of Madden 23 is a really positive one for me. I am seeing great interactions throughout the field, unpredictable QB play, logical decision making and some more penalties called than previous years. From a slider perspective, I am seeing slider values make an impact in crucial areas, and some slider values not making much of an impact.
As always, I focus on animations because that is the confirmation of the logic I am pursuing. I want the game look like the game seen on TV, and less about what is seen in MUT. For the start of this year's title, I've taken an approach that has worked well, which is adjust threshold first, then penalties, then gameplay sliders. The good thing is each of those areas are still impactful enough that it was worth time researching and testing. So again, from a slider perspective, I have no complaints.
I think the skill-based passing system is and incredible addition to the game as well. I am still not sure which is my preference, but I can say that the sliders have been tested with each type.
This year I will not go into as much detail as before. The write-ups take too long, and the rate I test there can be times where the quick turnaround means removing massive (what feels like) amounts of text within the same day. I will provide a summary of my thoughts and explain any changes overall.
I hope you all are enjoying Madden 23 as much as I am.
Hi everyone, I know it has been a while since I've updated the sliders here. The reason really is that I didn't feel there was much tweaking needed throughout the patch updates. However, the most recent update(s) have kind of hurt some things a bit with the set. As a result, I went through and tested the base and managed to find some values that needed adjusting.
The first issue I saw was the coverage from both User and CPU. At times I would see the DBs/LBs jogging while in man coverage. It was a subtle animation, but one that suggested that there is a sense of passiveness to their attitude overall. As a result, I had to raise offside to get them well in front of the coverage and make sure that they go back to putting an arm on the receiver they are covering. Once that animation returned, I could feel both the coverage was there, but so was the perception of the CPU QB that this wasn't as easy as just running routes and playing catch. This had to be key for both the All-Madden set and the All-Pro set.
With All-Pro I could just adjust the penalty values, but with All-Madden, I had to verify the previous Version 7 coverage and reaction values were intact. This is why QBA for the CPU took a drop and User PCV got a bump. CPU QBA is mainly to get more of those throws to look more realistic in the timing rather than just perfect pass and catching. Coverage is tighter, so there has to be a precision that most elite QBs can perform - but not to the point that they don't feel human as well. Very hard to do on All-Madden considering the CPU QB is always boosted a bit more.
With those adjustments, the pass coverage was in a much better spot for both All-Madden and All-Pro sets. However, I still wanted there to be a need for progression, but I also want the receivers to stand out as playmakers on their own - which separates really good teams from the mediocre ones. To further emphasize this, I raised DPI for a better timed reaction by the defenders, but I also lowered RTP so they are more aggressive in their attempts towards the ball carrier or intended receiver. This makes for some great runs after the catch or for RBs to perform skill moves in the open field.
The set finishes off with the User tackling going down to 50 from 52. This just allows less attempts at harder hits when there should be wrap up tackles. It should reduce the shorter RBs ability to break tackles by bigger defensive players initially. After that, I felt that the FG power for the user was a bit overpowered, so it's been dropped a bit. Keep in mind, I've also switched completely over to using the kicking meter to power and aim - so not using the analog stick to aim at all. It's been tricky, but very rewarding.
Overall, I am content with where the game is at right now. I am hoping a bit for a patch to fix some coverages, in particular some blitz coverages, but the game plays really solid and there is plenty of variety to look forward to. I think the CPU QBs perception is really key in establishing that variety where it won't feel like just another pass and catch type of game. I got tired of seeing every route play out perfectly, with no sense of resistance or not feeling any indecision on my own throws. It just got a bit boring, and I'm glad with a couple tweaks, it's now a lot more challenging. Hopefully that is what you experience, but if not, definitely post concerns. Give it a couple games of course, but regardless, I look forward to hearing feedback as always.
Enjoy version 8!
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.
Matt10's Madden 23 Sliders - Version 8 || 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 and All-Pro Game Style: Simulation Quarter Length: 13 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
Gameplay Helpers
Auto Flip Defensive Play Call: Off Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 75 (previous: 45) False Start: 50 Offensive Holding: 75 Facemask: 85 Illegal Block in the Back: 50 Roughing the Passer: 45 (previous: 50) Defensive Pass Interference: 70 (previous: 50) 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: Off
8/23/2022: Thanks everyone for the early feedback on Set #1. I wanted to go over what I'm working on at the moment based on feedback and my own testing.
Interceptions: This has shifted a bit more in-focus for the current set, rather than prioritizing the All-Pro set.
At the moment I am trying to determine some values that may unlock a different perception. The working theory is turning off Intentional Grounding (IG).
I've used IG in the past as a means to get the CPU QB behavior to change. With IG off they tend to keep plays alive, and with it On, they tend to stick to their set traits. The theory I have here is that it's possible the defensive players know IG is On so they are hanging back in coverage, ready to pounce, because there is less of the perception the QB is going to extend the play - which would result in more options for a play to happen. With this year's Madden, for the first time that I can remember, the CPU QB is throwing more "dumb" picks than ever before. Once I turned off IG, they started to throw to mainly where their receiver can get it.
8/21/2022: This first set focuses on establishing the base game play, and not modifying it too heavily in the gameplay sliders section.
I focused on trying to get a different reaction and animation starting points for the pass defense as I felt their coverage was so tight that it hurt more than helped. Their decision making was hampered by being too crowded and close to receivers, thus providing less than ideal "breathing room" to make a play on the ball. The same goes for the receiver as they built separation, but weren't rewarded for it. I wanted to keep tighter windows, but also realistic reactions that aren't always prioritizing the interception animation. I know that is a hot topic, and I'm in the camp of if you throw it where the defender can put up both hands - there should be a high enough % that it will be picked. I did not want to see linebackers making those picks as often, but there does need to be risk/reward.
After that, the focus went to the QB decision making and putting more pressure on them. I also wanted star players to stand out under pressure vs those scrubs that shouldn't be slinging perfect spirals with two defensive tackles in their face. I felt the run game was good as is, and the lower threshold that was used to help the pass coverage positions just further enhanced the run game too. From there it was just about getting more forward momentum tackles and less stand-up 1on1 perfect form ones. This game has great gang-tackling animations, and I wanted that to be the norm - which will allow those open-field tackles stand out even more.
Once I felt good about the gameplay, I went for the bonus of establishing fatigue and realistic rotation through the team. I can't confirm which positions exactly, other than the obvious RB, DL and WR, but it's nice to see that the fatigue can impact penalties being called too - in particular holding and false starts.
Once I felt the impact of fatigue, I wanted to test it with the quarter length and accelerated clock to get enough number of plays, but more importantly make it more realistic where if a quarter is dominated by one team, there is still more than 4 or 5 minutes left for the other team to respond accordingly. This has made each game much more exciting and less about trying to get the quarter over with.
To finish off the set, I just had to get enough sample size on each passing system and ensure the same animations played out. I will be working up the All-Pro set, but for this first week only had time for All-Madden.
Enjoy Version 1!
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, then import the sliders in franchise.
Just some passing sequence videos to preview the set:
Skill Level: All-Madden Game Style: Simulation Quarter Length: 12 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
Gameplay Helpers
Auto Flip Defensive Play Call: Off Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 50 False Start: 60 Offensive Holding: 65 Facemask: 50 Illegal Block in the Back: 50 Roughing the Passer: 45 Defensive Pass Interference: 35 Ineligible Receiver Downfield: On Offensive Pass Interference: Off Kick Catch Interference: On Intentional Grounding: On Roughing the Kicker: On Running into the Kicker: On Illegal Contact: On
FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 50/50 Punt Accuracy: 50/50 Kickoff Power: 50/50
Version 2
Spoiler
[indent] 9/3/2022:
Hoping to get an update to Version 3 tonight. For those that watched my livestream yesterday, it's similar to what I used there. Still running through some sample size, but overall feeling really good.
8/25/2022: Thanks again for the feedback on Version 1. I was able to address the following concerns in Version 2:
- User/CPU QB play: dumb throws/picks, primarily targeting TE.
- User tackling: too many broken tackles, primarily first tackle.
- Interceptions: too many for User/CPU, receivers giving up in the air.
- Injuries: Not enough injuries in-game and/or lasted past the game.
The main change that "unlocked" the better QB play was turning off Intentional Grounding. As mentioned, te theory I have here is that it's possible the defensive players know IG is On so they are hanging back in coverage, ready to pounce, because there is less of the perception the QB is going to extend the play - which would result in more options for a play to happen. With this year's Madden, for the first time that I can remember, the CPU QB is throwing more "dumb" picks than ever before. Once I turned off IG, they started to throw to mainly where their receiver can get it. I've included more video examples of the type of throws that can be attempted.
What this change to IG does is it allows me to go a bit more with pushing for animations in the pass deflection field. I was able to raise the value significantly, and see the animation stand out as a more primary choice made by the defending players. There are still interceptions, but they are much more believable and tougher to come by. Even making risky throws does not always mean a pick. You can see in the clips below I try several.
User tackling had to be addressed where it was pretty common to have some tackles broken by smaller backs on DL. Some reports of first tackle was always broken. Managed to place TAK value back to 50, but compensate with raising Facemask penalty to gear towards more wrap-up tackles.
As for injuries, I just bumped it up a bit more to 25 and started seeing some injuries. Not enough sample size to see if they're long-term though. This area seems easy to adjust overall.
Version 2 is about where I want the base to be. I've managed to explore the areas of concern, and the game is playing more how I want it overall. I can continue to build the AP set now, and should have a quick turnaround barring any new issues.
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, then import the sliders in franchise.
Matt10's Madden 23 Sliders - Version 2
Game Options
*Values in ( ) are from previous version*
Skill Level: All-Madden Game Style: Simulation Quarter Length: 12 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
Gameplay Helpers
Auto Flip Defensive Play Call: Off Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 50 False Start: 60 Offensive Holding: 65 Facemask: 55 (50) Illegal Block in the Back: 50 Roughing the Passer: 45 Defensive Pass Interference: 35 Ineligible Receiver Downfield: On Offensive Pass Interference: Off Kick Catch Interference: On Intentional Grounding: Off (On) Roughing the Kicker: On Running into the Kicker: On Illegal Contact: On
Thanks again for your patience. Version 4 is being posted now. Stay tuned!
9/9/2022:
Just a brief post-patch update here. There are some things that need to be addressed for Version 4. Main concern is the dynamic OL/DL interactions have taken a backseat, and that needs to come back. After some testing, it's back and in a good spot again. After that, we need to look at coverage being overly-tight and need more breathing room for interactions/animations to play out. After that it's just a matter of ensuring the CPU QB is still a threat, but not to the point it's Robo QB time. Overall, feeling pretty good after re-testing values and building the set. The All-Pro set will also be posted with Version 4.
Hoping to get done tonight. Stay tuned!
9/8/2022:
post-patch update -
Have tested off and on today, but overall, some good and some that need to be addressed. We'll hammer out some things though for version 4. Keep the feedback coming!
9/6/2022:
Small update to adjust minutes from 15 to 13. While 15minutes was good for the base, it started to play a little on the higher end in terms of total plays.
9/4/2022:
It's been a fun last couple of days. I think Version 2 had the base I was looking for, but Version 3 here really takes it to the next level of sim gameplay. Returning to partner up (last in Madden 20) this go around is none other than MrHurriicane himself, and his insight was exactly what was needed to solidify the values.
As I've mentioned previously, I will provide a summary of the version changes, but won't go as in-depth as I have before. It'd take too long. Wait for the video explanation instead.
Overall, the focus with this Version 3 was to build off of what Version 2 did right. The first priority was getting the coverage in a much better spot, but not just that we wanted to get the receiver to be a priority when the ball was in the air. By raising the threshold, we were able to bridge the gap closer to how the game plays on 50, but without the priority of interceptions as the default animation for defenders.
Cane's goal was to use a good minutes per quarter and accel clock combo. He determined that 15-minutes and 15-secs was the best to get the right number of plays without making games too long (just barely over an hour). I'm on board with this change as it produces not only the right amount of plays and duration, it also doesn't detract from getting engrossed in the game itself or feel like it's taking too long. The way the CPU plays respects this as well, still calling audibles and approaching the game with variety. Please note: you can play with whatever setting you'd like here, but this is just what was tested the majority of the time. I don't think there will be any ill side-effects if using other quarter/clock settings.
A note about fatigue. I'm never touching this value again. We had to take it back to 50 because skill moves (jukes, etc) results in such a stamina depletion to the point that big plays resulted in the player jogging towards the end or at the worst times.
One of the more significant value changes was turning off Illegal Contact. This value results in the animation of the DB/LB feeling for the receiver they are covering just a bit longer, which naturally tightens up coverage. We saw this consistently throughout various thresholds tested, and from there it was a matter of which one still gave the best reaction animation to produce. This can be a swat animation, an interception or a perfectly timed tackle. Once we determined the strengths of Illegal Contact set to Off, it was about reviewing previous penalty values that contribute further towards coverage. For this, it was two-fold in Defensive Pass Interference and Offside.
Offside is a sensitive value, and what it mainly controls is the route coverage and reaction relative to the pass coverage gameplay slider (which is why this is at 50 PCV). The threshold being raised from 45 to 48 meant that the we needed to bridge the gap a bit more to put the coverage in a more logical spot. If we go under 50, the route coverage is too tight, which gives less time to produce a reaction animation. As a result, we stepped through as high as 65, which gave too much cushion - and eventually settled at 55 to be just right.
Once the right amount of spacing was determined, it was then about the reactions. The animation is controlled by Pass Defensive Reaction gameplay slider, but the recognition animation is controlled by Defensive Pass Interference penalty value. With threshold raised, along with offside adjusted, we had to get the right balance of recognizing when the defensive player can move into the path of the ball or not. With a low DPI, there is less caution for contact, which results in more 50/50 balls, and thus more realistic interactions. By focusing on the coverage, it allowed the Offensive Pass Interference value to be normalized back to "On" so we could rule out any negative side effects with the DB/WR interactions when the ball is in the air.
The final bit of the penalty adjustments was returning Roughing the Passer back to 50 as it was hurting pursuit angles and aggression in the ground game.
Finally, the actual gameplay sliders had some small adjustments to balance things further. The CPU has the advantage on All-Madden, so we adjusted their blocking to get some quicker passing decisions relative to the timing of the routes. We had to step carefully through WR Catch as the value, along with Interceptions, as the values seems fairly broken, but the perception of the defensive players did seem to be impacted (coverage vs high WRC compared to vs low WRC).
The last value we needed to confirm was QB Accuracy (QBA). We loved how it played on 40 QBA. The ball velocity, the leading of receivers, all very positive. Unfortunately, it resulted in an ease in the way the defensive players could hover and pick off passes left and right. The hard work done by the penalties to achieve reactions was limited, and the return of the same type of interceptions (tip drills success rate, linebackers not swatting, tackling rarely leading to incompletions) were in full force. As soon as we raised QBA back to 45, everything was back to how we wanted Version 3 to perform. So if this is adjusted, just take note.
Overall, we are quite satisfied with the work done in Version 3. I can't thank Cane enough for wanting to partner up as we had done in the past. I feel like we just did a season's long sliders binge and it's time to go play some golf or something .
Hopefully the intent of the sliders are reflected in the games you play. We aren't going to guarantee interceptions are gone, or there aren't going to be wonky animations overall. Like any concept of sliders, you use what you got - and adjust from there. These are franchise ready for us and even if a patch update comes out, we've learned a lot to know what to look for down the road. In addition, I will be able to build the All-Pro set fairly quickly now that the base is solidified.
Enjoy Version 3!
Video examples:
Maybe unnecessary, but nice pass deflection by the user DB here
Tackle resulting in incompletions
No pressure poor throw from Watson (CPU QB)
Great man coverage on the TE here
Watson (CPU QB) misses the throw as pressure arrives
A true 50/50 ball that the receiver wins
Testing the deep coverage, lucky no pick
Battle in the air
Watson feeling the pressure
Incompletion due to the tackle, even though I'm not a fan of the animation
Coverage is too good, and surprised no pick
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, then import the sliders in franchise. Also, make sure to reset the sliders in the Franchise before importing.
Matt10's Madden 23 Sliders - Version 3
Game Options
*Values in ( ) are from previous version*
Skill Level: All-Madden Game Style: Simulation Quarter Length: 13 minutes (15 minutes) - personal preference, use whatever you would like. This is just what we tested the most with. 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
Gameplay Helpers
Auto Flip Defensive Play Call: Off Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 55 (50) False Start: 60 Offensive Holding: 65 Facemask: 55 (50) Illegal Block in the Back: 50 Roughing the Passer: 50 (45) Defensive Pass Interference: 25 (35) Ineligible Receiver Downfield: On Offensive Pass Interference: On (Off) Kick Catch Interference: On Intentional Grounding: Off Roughing the Kicker: On Running into the Kicker: On Illegal Contact: Off (On)
FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 50/50 Punt Accuracy: 50/50 Kickoff Power: 50/50
Version 4
Spoiler
9/10/2022:
What an exciting couple of days it’s been with the patch update coming through. I think the game improved a lot, but also maintained the strengths of what is making this year’s Madden an incredible experience.
The main focus here was to see how the game played with the previous sliders and go from there. Cane and I quickly realized that there were going to be changes needed. The coverage was all over the place, the passing odd at times and the ease in running the ball - for both User/CPU were troubling.
The strength of this set is that we managed to maintain penalties as the global sliders and the gameplay sliders as the customization for User and CPU. We were able to determine which issues related to them individually or were the issues experienced by both sides.
What I love about this set is anything can happen. Right when you think you’ve figured out how the CPU offense or defense may play, something else happens. There are so many moments like this.
There are some values that we know users will wonder what were we thinking. However, we could not ignore our gut feeling of how good QBA 50 played on this set. We tested from 45, 48 and 50 - and found that it was the best of the bunch. We didn’t want to nerf the QBs in any way. We didn’t want to miss out on what could be a deep ball into the back of the end-zone to be a TD, a deflection or a pick. We kept an eye on all the type of routes, all the type of throws, and especially the slight misses or contested catches. This is where the game truly shines. A slight pass off-target to the receiver can make all the difference towards a completion or break-up. The variation that we’ve seen the last couple of days have been incredible.
Without going into too much other detail, we had to address the run game. It was just too easy for the backs to hit the first gap and be on their way for 5-yards at a time. Now, there’s a challenge and the way the linebackers attack the ball carrier is supported further with smooth tackling animations that are just as varied.
Once the All-Madden set took shape, the All-Pro set had to be built. The main thing with the All-Pro set is that it favors the CPU a lot more because that difficulty just seems to really nerf the CPU’s capabilities. Personally, I couldn’t believe how easy it was at times. Thankfully the values do work truly and the AP set makes it way into this version.
Overall, this is a really enjoyable Madden in general. The sliders will just compliment that further - and create a really good NFL experience hopefully. We put in many hours testing, and I even said that Cane is now Slider Level: Expert, so he gets a feature on the set . A big thanks to him and his incredible dedication to Sim gaming.
We hope you Enjoy Version 4!
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.
Matt10's Madden 23 Sliders - Version 4
Game Options
*Version 4 is the first set using the September post-patch update, so no previous version values are posted. Please see spoilers in the OP for previous version values.*
Skill Level: All-Madden and All-Pro Game Style: Simulation Quarter Length: 13 minutes[/color] 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
Gameplay Helpers
Auto Flip Defensive Play Call: Off Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 65 False Start: 50 Offensive Holding: 55 Facemask: 65 Illegal Block in the Back: 50 Roughing the Passer: 40 Defensive Pass Interference: 55 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: Off
Okay, we're in a good spot here for Version 5. A bit out of the box with some changes, but that's mainly because I've been conditioned to working on pre-patch M23. Just a note, the All-Pro set may get some updates, but it does play well with the adjustments to penalty values - as subtle as they are.
I wanted to let the penalty values stand out here, so it meant the gameplay values had to be normalized closer to 50 a bit - with some subtle adjustments. As you can see below, the more significant changes, with the exception of special teams, were in in the penalty side.
By raising offensive holding, it allows a bit more of the block-shedding to happen, but much more variety in allowing the PBL/RBL ratings to occur as well. This way the animations are varied in how the DL and LBs respond to the ball and much less canned insta-shed. There is pressure on the ball, depending on the match-up, and a strong pressure to perform - which is all that can be asked for in this game.
The passing windows are varied as well, much tighter than before most of the time, which will still require progression reads as the coverage in M23 overall is much improved post-patch. It's the reactions to the ball in the air that needed refinement. In previous versions of the sliders we've had to give more space to allow animations to happen. This go-around it was about making things tighter, but more break-up plays from well-timed tackles, with a mix of realistic pass deflections as well.
The special teams values I'd say are optional/personal preference. Most kickers have a lot of height on their kicks, and Madden has continuously misunderstood this. So the significant raise in power is balanced with lowering the accuracy. It's nice to see the CPU miss some kicks as well of course.
Anyway, here is Version 5. I hope you 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.
Matt10's Madden 23 Sliders - Version 5 || feat. MrHurriicane
Game Options
*Version 5 is the first set using the October post-patch update, so no previous version values are posted. Please see spoilers in the OP for previous version values. The All-Pro set is WIP, but the penalty values may help overall as well.*
Skill Level: All-Madden and All-Pro Game Style: Simulation Quarter Length: 13 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
Gameplay Helpers
Auto Flip Defensive Play Call: Off Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 35 False Start: 50 Offensive Holding: 75 Facemask: 85 Illegal Block in the Back: 50 Roughing the Passer: 50 Defensive Pass Interference: 50 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: Off
Appreciate the feedback, everyone. I've been on vacation, so it's nice to see the game is playing with a decent amount of variety. I am going to review the AM and AP sets this week to see where it's at and what can be improved based on feedback and my own gameplay. Hopefully just a couple tweaks, but you never know with the progression of Madden in the modern gaming world.
10/27/2022:
Thanks everyone for the feedback over the last couple of days. I reviewed each topic and agree there was some things that needed to be addressed.
Defensive reaction was a bit tackle first, deflect second, just needed to adjust that by raising Pass Def Reaction to similar (if not higher) values as previous versions. Nice to see it responds pretty much true to value in this post-patch compared to pre-patch. After that, I just needed make sure dropping CPU Pass Blocking and both WR catching didn't hurt the set. Thankfully, there were no issues with any warping/clipping or terrible decision making overall.
Overall, the intent of Version 6 to solidify some values is there, and I believe we're still in a good spot. The All-Pro set did not need any updating the more I spent time with it, so play with those values is. One thing is just remember that the penalty values are exact, and that Illegal Contact is "off" when imported as it tends to push to "on" when imported.
Thanks again every for the feedback. We will keep reviewing things as we enjoy our seasons alongside you. Take care!
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.
Matt10's Madden 23 Sliders - Version 6 || 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 and All-Pro Game Style: Simulation Quarter Length: 13 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
Gameplay Helpers
Auto Flip Defensive Play Call: Off Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 35 False Start: 50 Offensive Holding: 75 Facemask: 85 Illegal Block in the Back: 50 Roughing the Passer: 50 Defensive Pass Interference: 50 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: Off
Thanks again everyone for the feedback on previous sets. I feel like the game has been in a good place, but there were some values that needed to be looked at as the patch update helped the game overall - which means the sliders needed to be adjusted.
The first value to look at was to raise Offside penalty as where it was at 35 was resulting in the coverage to be too tight. The DBs were well ahead of the receiver's routes, and even when a pass was made - it would result in the DB not reacting to the ball because they was enough space for an animation to occur. Raising this value has allowed a bit more separation, but I wanted to be even more certain so Pass Coverage for the user was dropped from 52 to 50. After those two values were established, it was about fine-tuning the reaction animations, which was opting for more deflection attempts and break-up plays. As a result, pass defense reaction was raised for the User from 60 to 70. Paired this up with more space via offside and user PCV values, we now get the proper reactions that look natural and brings in the variety in the pass game that has been a real treat to experience post-patch.
We did receive feedback on the fumbles, and this was tested quite a bit. As a result, raising the value from 50 to 51 for the All-Madden set has balanced things out a lot more. The All-Pro set is in good shape as well, but feel free to adjust values as you would like.
Other than dropping the run block for the CPU so the User has a bit more release, there are no other changes to the All-Madden set. The offside raised will also help the All-Pro set to get better reaction animations to the ball in the air.
Overall, we are quite happy with the game right now. The animations are playing out as they should. There is a smoothness to each part of the game, especially the tackling animations. We hope you enjoy version 7 as much as we are!
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.
Matt10's Madden 23 Sliders - Version 7 || 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 and All-Pro Game Style: Simulation Quarter Length: 13 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
Gameplay Helpers
Auto Flip Defensive Play Call: Off Defensive Ball Hawk: On Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
Offside: 45 (previous: 35) False Start: 50 Offensive Holding: 75 Facemask: 85 Illegal Block in the Back: 50 Roughing the Passer: 50 Defensive Pass Interference: 50 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: Off
Yes wooooot finally. Can’t wait to try these out, curious that you have ball hawk ON when most people were turning them off because of the amount of ints. But maybe something different with these sliders