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Old 10-11-2024, 10:09 AM   #1
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Chat GPT All-Madden Suggested Sliders

Thought I would ask Chat GPT for a set of All-Madden Sliders. Below is what it suggests:

For Madden 2025, achieving realistic gameplay on All-Madden difficulty while keeping the challenge intact can be tricky. The All-Madden difficulty is often tuned to make the CPU stronger, but this can sometimes lead to unrealistic outcomes (such as too many sacks, dropped passes, or overly accurate CPU quarterbacks). Adjusting the sliders to better reflect NFL statistics and gameplay will help create a more authentic experience, focusing on balancing offensive and defensive play, keeping player ratings relevant, and mirroring real-life NFL gameplay.

Here’s a set of sliders designed for Madden 2025 All-Madden level to reflect NFL realism.

Gameplay Options:
Quarter Length: 12 minutes
Accelerated Clock: On
Runoff Time: 15 seconds (this gives you a realistic number of plays per game, 120-130 total combined, similar to NFL averages)
Skill Level: All-Madden
Injuries: Was 50 now 25 (to maintain NFL injury rates)
Fatigue: Was 55 now 60 (to add realism in player fatigue and rotation)
Speed Parity (Threshold): Was 45 now 48(balancing speed differences between players—faster players should stand out, but not dominate unrealistically)
Player Skill Sliders
(These sliders will adjust the performance of the human-controlled team)

QB Accuracy: 5
(This lowers QB accuracy, making throws more challenging, similar to NFL-level completion rates around 60-65%)

Pass Blocking: Was 10 now 5
(This reduces overly strong offensive line performance, helping the CPU defense generate realistic pass-rush pressure)

WR Catching: 45
(Reduces over-the-top catching ability while maintaining realistic drops in contested situations)

Run Blocking: Was 10 now 15
(Limits excessive big runs while ensuring running lanes still develop. Yards per carry should average around 4-5)

Fumbles: Was 50 now 60
(Keeps fumble occurrences in line with NFL averages)

Pass Defense Reaction Time: 55
(Slightly improves defensive reaction, but avoids making it too easy for defenders to break up passes)

Interceptions: Was 30 now 40
(Prevents an unrealistic number of interceptions. You should still get picks if you make good plays, but not too frequently)

Pass Coverage: 55
(Improves the ability of DBs to stick with receivers without making passing impossible)

Tackling: 50
(This allows for a balance between realistic tackle success and some broken tackles by elusive or strong players)

CPU Skill Sliders
(These sliders adjust the CPU-controlled team's performance to maintain fairness and realism)

QB Accuracy: 5
(Reduces pinpoint CPU QB accuracy, leading to more realistic completion percentages. CPU QBs should complete around 60-65% of passes)

Pass Blocking: Was 10 now 5
(Makes the CPU offensive line more realistic, allowing for occasional pressure and realistic sack totals)

WR Catching: 45
(Makes CPU catching a bit less automatic, with occasional drops in contested situations, reflecting NFL stats)

Run Blocking: Was 15 now 25
(Balances the CPU run game, making it effective but not overpowering. Expect CPU RBs to average 4-5 yards per carry)

Fumbles: Was 50 now 60
(Keeps CPU fumble frequency realistic)

Pass Defense Reaction Time: 55
(Makes CPU defensive backs more reactive to passes, forcing you to make quicker decisions as a QB)

Interceptions: 30
(Prevents the CPU from unrealistically picking off too many passes)

Pass Coverage: 55
(Tightens up CPU pass coverage without making it impossible to complete passes)

Tackling: 50
(Keeps CPU tackling consistent but not too dominant, allowing for occasional broken tackles by high-rated offensive players)

Special Teams Sliders:
FG Power: 50
(Keeps field goal power at realistic levels)
FG Accuracy: 35
(Makes field goals a bit more challenging to reflect NFL kickers' success rates)
Punt Power: 52
(Keeps punts at a realistic distance)
Punt Accuracy: 45
(Slightly reduces the pinpoint accuracy of punts, making special teams more unpredictable)
Kickoff Power: 50
(Allows for a realistic balance between touchbacks and returnable kicks)
Penalties Sliders:
NFL games often have a realistic number of penalties. To reflect this, adjust the penalty sliders as follows:

Offside: 55
(Encourages more offside calls to reflect NFL gameplay)
False Start: 55
(More frequent false starts, especially in critical moments, reflecting NFL mistakes)
Holding: 55
(Increases holding calls to a more realistic frequency, particularly on running plays)
Facemask: 50
(Balanced for realistic facemask penalties)
Defensive Pass Interference: 60
(Increases DPI calls to match NFL tendencies for contact penalties)
Offensive Pass Interference: 50
(Rarely called in the NFL, keep at default)
Kick Catch Interference: 50
(Balanced, as it’s rare but can happen)
Clipping: 50
(Keeps clipping calls realistic)
Roughing the Passer: 50
(Keeps a fair balance, preventing too many roughing penalties)
Roughing the Kicker: Off
(Keeps the number of calls balanced)
Auto Sub Sliders:
To ensure realistic player rotations due to fatigue, set the auto subs for both offensive and defensive players. This will also help simulate NFL rotations and injuries over the course of a game.

Offense:
QB Sub In/Out: 1/0
(Rarely substitute QBs)
RB Sub In/Out: 85/80
(Allows for more RB rotation, similar to the NFL where RBs switch out due to fatigue)
WR/TE Sub In/Out: 80/75
(Ensures WR rotation, especially on long drives)
OL Sub In/Out: 1/0
(Rarely substitute offensive linemen)
Defense:
DL Sub In/Out: 85/80
(Defensive linemen rotate more often due to fatigue)
LB Sub In/Out: 80/75
(Linebackers rotate moderately)
CB Sub In/Out: 80/75
(Corners rotate less often but still get some rest)
S Sub In/Out: 80/75
(Safeties rotate similarly to cornerbacks)

I'm certainly going to give them a go. I play a no switch rule on defense, and a no manual catch on offense and play as an owner to take out the scenarios. Also, I've set training to auto to take the mini games and weekly goals out of my control and hopefully add some longevity to franchise mode. Found doing these manually was too easy to improve players and coaches ratings and hopefully more inline to CPU controlled teams.

Thought I'd share so if you do use them, how do you find them? What adjustments need making if any?

Last edited by Wizardtwiggy; 12-04-2024 at 08:47 AM. Reason: Updated since Nov Patch and first full season stats
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Old 10-11-2024, 10:32 AM   #2
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Re: Chat GPT All-Madden Suggested Sliders

Also asked Chat GPT for an All-Pro set:

For Madden 2025 on All-Pro difficulty, achieving realistic gameplay while keeping it challenging is a balance between adjusting the AI performance and reflecting real NFL statistics. All-Pro is slightly less difficult than All-Madden, but it provides a more balanced and fair experience, making it a good foundation for realistic gameplay. With the right sliders, you can align the game to mirror NFL stats, including completion percentages, rushing yards, sacks, turnovers, and overall pace.

Here is a set of sliders designed to deliver a realistic NFL experience on All-Pro difficulty:

Gameplay Options:
Quarter Length: 10-12 minutes
This provides a realistic number of plays per game, around 120-130 total (NFL average).
Accelerated Clock: On
Runoff Time: 15-20 seconds (this keeps the game pace consistent with real-life NFL, while still giving you time to make decisions).
Skill Level: All-Pro
Injuries: Was 50 now 25
Default injury rate to match the average number of injuries per game.
Fatigue: Was 55 now 60
This will ensure that player rotations happen naturally, as fatigue becomes more realistic (especially late in games).
Speed Parity (Threshold): Was 45 now 50
This balances speed differences among players, allowing faster players (like wide receivers and cornerbacks) to excel, but without creating unrealistic separation.
Player Skill Sliders
These sliders adjust the performance of your team. They are slightly more lenient compared to All-Madden to give you a fair challenge while maintaining realism.

QB Accuracy: Was 10 now 45
(This allows for realistic completion percentages around 60-65% while keeping passing skill-based, ensuring that lower-rated QBs will struggle more).

Pass Blocking: Was 20 now 40
(This keeps your offensive line from being unrealistically strong, but still provides enough protection for the passing game).

WR Catching: Was 50 now 48
(Keeps catching realistic without excessive drops, reflecting NFL averages where elite WRs make catches consistently).

Run Blocking: Was 25 now 45
(Makes it challenging but fair, mirroring NFL rushing averages of 4-5 yards per carry. You'll have to find holes, but a well-executed run will be rewarding).

Fumbles: 50
(Keeps fumble frequency at realistic levels, which is in line with NFL averages).

Pass Defense Reaction Time: 55
(Increases your defense's reaction time slightly to ensure they can keep up with high-level CPU offenses and play more realistically).

Interceptions: Was 20 now 25
(Reduces the number of interceptions, allowing for more realistic turnover rates without making INTs too rare).

Pass Coverage: Was 55 now 50
(Makes your defensive backs slightly more effective in coverage, giving a better chance to break up passes without making it too easy).

Tackling: Was 45 now 50
(Slightly lower to allow for realistic broken tackles and tackling outcomes, especially with elite offensive players).

CPU Skill Sliders
These sliders will make the CPU more challenging without becoming unrealistic. They’re balanced to ensure the CPU behaves like an actual NFL team, producing realistic stats.

QB Accuracy: Was 10 now 40
(Keeps CPU QB accuracy in a realistic range, with top QBs completing around 65-70% of passes, but lower-rated QBs will struggle).

Pass Blocking: Was 20 now 35
(Ensures the CPU offensive line doesn’t dominate your defensive front but still allows for realistic time in the pocket. You should see a realistic number of sacks per game).

WR Catching: Was 50 now 48
(Keeps CPU catching at a realistic level with occasional drops in contested situations, similar to real NFL receiver performance).

Run Blocking: Was 25 now 40
(Balances the CPU's ability to run the ball effectively without making it too easy or too hard for your defense to stop them).

Fumbles: 50
(Keeps CPU fumble rate in line with NFL averages).

Pass Defense Reaction Time: Was 60 now 55
(Improves CPU pass defense slightly, so you’ll need to be smart with your passing decisions. This helps avoid easy passes and makes coverage tighter).

Interceptions: Was 20 now 25
(Reduces the number of interceptions by the CPU, keeping turnovers realistic).

Pass Coverage: Was 60 now 50
(Tightens up CPU pass coverage to force you to make smarter throws and use proper timing. This slider keeps the challenge but prevents the CPU from feeling too overpowered).

Tackling: 50
(Keeps CPU tackling strong but fair, allowing for realistic broken tackles for strong or elusive players, but not too frequent).

Special Teams Sliders:
Special teams play a significant role in NFL games. These sliders will reflect realistic distances and success rates for kicking and punting.

FG Power: 50
(Keeps field goal distances and power realistic).

FG Accuracy: 45
(Makes kicking a bit more challenging, reflecting NFL field goal percentages).

Punt Power: 50
(Keeps punting distances consistent with NFL averages).

Punt Accuracy: Was 45 now 50
(Keeps punt accuracy realistic without being overly pinpoint, so directional punting becomes important).

Kickoff Power: 50
(Keeps kickoff distances in line with the NFL, where many kicks result in touchbacks, but still some are returnable).

Penalties Sliders:
To reflect realistic penalty calls in a game, the following penalty sliders adjust the frequency of penalties to match the NFL:

Offside: Was 60 now 55
(Slightly increases offside penalties, reflecting NFL averages for defensive mistakes).

False Start: 55
(Keeps the game balanced with realistic offensive penalties).

Holding: 55
(Increases the likelihood of holding penalties to better reflect real NFL gameplay, especially on running plays).

Facemask: 50
(Keeps facemask penalties balanced and fair).

Defensive Pass Interference: Was 70 now 60
(Raises DPI calls to reflect real-life NFL tendencies where contact in the secondary is often flagged).

Offensive Pass Interference: 50
(This penalty is rarely called, so default is fine here).

Kick Catch Interference: 50
(Keeps the call frequency balanced).

Clipping: 50
(Keeps the clipping penalty rate fair and balanced).

Roughing the Passer: 50
(Keeps roughing the passer penalties realistic but not too frequent).

Roughing the Kicker: 50
(Balanced to reflect real-life occurrences).

Auto Sub Sliders:
These settings help ensure realistic player rotation and fatigue management, especially as the game progresses.

Offense:
QB Sub In/Out: Was 5/3 now 1/0
(QB substitution should be rare unless there’s an injury).

RB Sub In/Out: Was 80/75 now 85/80
(Frequent rotation to reflect modern NFL where multiple RBs share carries).

WR/TE Sub In/Out: 80/75
(Rotates receivers to reflect fatigue, especially after long drives).

OL Sub In/Out: 1/0
(Offensive linemen rarely substitute unless injured).

Defense:
DL Sub In/Out: 85/80
(Defensive linemen should rotate regularly to simulate fatigue and keep play realistic).

LB Sub In/Out: 80/75
(Linebackers will rotate more often as the game wears on).

CB Sub In/Out: Was 70/65 now 75/70
(Cornerbacks rotate occasionally, reflecting realistic NFL substitutions).

S Sub In/Out: Was 70/65 now 75/70
(Safeties rotate less often, but still some substitutions occur).

Last edited by Wizardtwiggy; 10-16-2024 at 03:54 PM. Reason: Updated since Patch 16/10/24
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Old 10-11-2024, 12:19 PM   #3
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Re: Chat GPT All-Madden Suggested Sliders

Interesting idea, will try the All-Pro set out
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Old 10-11-2024, 12:47 PM   #4
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Re: Chat GPT All-Madden Suggested Sliders

The only setting it doesn’t give is the physics based tackling so I’m leaving it at the default
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Old 10-11-2024, 05:10 PM   #5
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Re: Chat GPT All-Madden Suggested Sliders

Quote:
Originally Posted by Wizardtwiggy
Also asked Chat GPT for an All-Pro set:

For Madden 2025 on All-Pro difficulty, achieving realistic gameplay while keeping it challenging is a balance between adjusting the AI performance and reflecting real NFL statistics. All-Pro is slightly less difficult than All-Madden, but it provides a more balanced and fair experience, making it a good foundation for realistic gameplay. With the right sliders, you can align the game to mirror NFL stats, including completion percentages, rushing yards, sacks, turnovers, and overall pace.

Here is a set of sliders designed to deliver a realistic NFL experience on All-Pro difficulty:

Gameplay Options:
Quarter Length: 10-12 minutes
This provides a realistic number of plays per game, around 120-130 total (NFL average).
Accelerated Clock: On
Runoff Time: 15-20 seconds (this keeps the game pace consistent with real-life NFL, while still giving you time to make decisions).
Game Speed: Normal
Normal speed feels closest to actual NFL pacing.
Skill Level: All-Pro
Injuries: 50
Default injury rate to match the average number of injuries per game.
Fatigue: 55
This will ensure that player rotations happen naturally, as fatigue becomes more realistic (especially late in games).
Speed Parity (Threshold): 45
This balances speed differences among players, allowing faster players (like wide receivers and cornerbacks) to excel, but without creating unrealistic separation.
Player Skill Sliders
These sliders adjust the performance of your team. They are slightly more lenient compared to All-Madden to give you a fair challenge while maintaining realism.

QB Accuracy: 10
(This allows for realistic completion percentages around 60-65% while keeping passing skill-based, ensuring that lower-rated QBs will struggle more).

Pass Blocking: 20
(This keeps your offensive line from being unrealistically strong, but still provides enough protection for the passing game).

WR Catching: 50
(Keeps catching realistic without excessive drops, reflecting NFL averages where elite WRs make catches consistently).

Run Blocking: 25
(Makes it challenging but fair, mirroring NFL rushing averages of 4-5 yards per carry. You'll have to find holes, but a well-executed run will be rewarding).

Fumbles: 50
(Keeps fumble frequency at realistic levels, which is in line with NFL averages).

Pass Defense Reaction Time: 55
(Increases your defense's reaction time slightly to ensure they can keep up with high-level CPU offenses and play more realistically).

Interceptions: 20
(Reduces the number of interceptions, allowing for more realistic turnover rates without making INTs too rare).

Pass Coverage: 55
(Makes your defensive backs slightly more effective in coverage, giving a better chance to break up passes without making it too easy).

Tackling: 45
(Slightly lower to allow for realistic broken tackles and tackling outcomes, especially with elite offensive players).

CPU Skill Sliders
These sliders will make the CPU more challenging without becoming unrealistic. They’re balanced to ensure the CPU behaves like an actual NFL team, producing realistic stats.

QB Accuracy: 10
(Keeps CPU QB accuracy in a realistic range, with top QBs completing around 65-70% of passes, but lower-rated QBs will struggle).

Pass Blocking: 20
(Ensures the CPU offensive line doesn’t dominate your defensive front but still allows for realistic time in the pocket. You should see a realistic number of sacks per game).

WR Catching: 50
(Keeps CPU catching at a realistic level with occasional drops in contested situations, similar to real NFL receiver performance).

Run Blocking: 25
(Balances the CPU's ability to run the ball effectively without making it too easy or too hard for your defense to stop them).

Fumbles: 50
(Keeps CPU fumble rate in line with NFL averages).

Pass Defense Reaction Time: 60
(Improves CPU pass defense slightly, so you’ll need to be smart with your passing decisions. This helps avoid easy passes and makes coverage tighter).

Interceptions: 20
(Reduces the number of interceptions by the CPU, keeping turnovers realistic).

Pass Coverage: 60
(Tightens up CPU pass coverage to force you to make smarter throws and use proper timing. This slider keeps the challenge but prevents the CPU from feeling too overpowered).

Tackling: 50
(Keeps CPU tackling strong but fair, allowing for realistic broken tackles for strong or elusive players, but not too frequent).

Special Teams Sliders:
Special teams play a significant role in NFL games. These sliders will reflect realistic distances and success rates for kicking and punting.

FG Power: 50
(Keeps field goal distances and power realistic).

FG Accuracy: 45
(Makes kicking a bit more challenging, reflecting NFL field goal percentages).

Punt Power: 50
(Keeps punting distances consistent with NFL averages).

Punt Accuracy: 45
(Keeps punt accuracy realistic without being overly pinpoint, so directional punting becomes important).

Kickoff Power: 50
(Keeps kickoff distances in line with the NFL, where many kicks result in touchbacks, but still some are returnable).

Penalties Sliders:
To reflect realistic penalty calls in a game, the following penalty sliders adjust the frequency of penalties to match the NFL:

Offside: 60
(Slightly increases offside penalties, reflecting NFL averages for defensive mistakes).

False Start: 55
(Keeps the game balanced with realistic offensive penalties).

Holding: 55
(Increases the likelihood of holding penalties to better reflect real NFL gameplay, especially on running plays).

Facemask: 50
(Keeps facemask penalties balanced and fair).

Defensive Pass Interference: 70
(Raises DPI calls to reflect real-life NFL tendencies where contact in the secondary is often flagged).

Offensive Pass Interference: 50
(This penalty is rarely called, so default is fine here).

Kick Catch Interference: 50
(Keeps the call frequency balanced).

Clipping: 50
(Keeps the clipping penalty rate fair and balanced).

Roughing the Passer: 50
(Keeps roughing the passer penalties realistic but not too frequent).

Roughing the Kicker: 50
(Balanced to reflect real-life occurrences).

Auto Sub Sliders:
These settings help ensure realistic player rotation and fatigue management, especially as the game progresses.

Offense:
QB Sub In/Out: 5/3
(QB substitution should be rare unless there’s an injury).

RB Sub In/Out: 80/75
(Frequent rotation to reflect modern NFL where multiple RBs share carries).

WR Sub In/Out: 80/75
(Rotates receivers to reflect fatigue, especially after long drives).

OL Sub In/Out: 0/1
(Offensive linemen rarely substitute unless injured).

Defense:
DL Sub In/Out: 85/80
(Defensive linemen should rotate regularly to simulate fatigue and keep play realistic).

LB Sub In/Out: 80/75
(Linebackers will rotate more often as the game wears on).

CB Sub In/Out: 70/65
(Cornerbacks rotate occasionally, reflecting realistic NFL substitutions).

S Sub In/Out: 70/65
(Safeties rotate less often, but still some substitutions occur).
And where might this "game speed" setting be located??
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Old 10-11-2024, 05:44 PM   #6
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Re: Chat GPT All-Madden Suggested Sliders

Quote:
Originally Posted by Kramer5150
And where might this "game speed" setting be located??
I don’t think there is one. Not one I could find anyway.

Just like the penalty setting where it’s either on or off, this states 50 default.

I’ve only managed one half on all-madden and I’m really surprised how well they play. Hoping to get a good few games over the weekend
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Old 10-11-2024, 06:43 PM   #7
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Re: Chat GPT All-Madden Suggested Sliders

Quote:
Originally Posted by Wizardtwiggy
I don’t think there is one. Not one I could find anyway.

Just like the penalty setting where it’s either on or off, this states 50 default.

I’ve only managed one half on all-madden and I’m really surprised how well they play. Hoping to get a good few games over the weekend
The older madden games had the speed settings of Very Slow, Slow, Normal, Fast and Very Fast I believe. Maybe Chat GPT pulled that info in.

Also this would be interesting for Heisman/All American on NCAA 25 as well.
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Old 10-11-2024, 07:02 PM   #8
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Re: Chat GPT All-Madden Suggested Sliders

Quote:
Originally Posted by GBOVFL59
The older madden games had the speed settings of Very Slow, Slow, Normal, Fast and Very Fast I believe. Maybe Chat GPT pulled that info in.

Also this would be interesting for Heisman/All American on NCAA 25 as well.
I’ve pulled-up a set from Chat GPT for CFB25 but not tried it yet (haven’t played CFB since Madden came out) but gives explanations for each setting like above
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