*** Version 3 (Post-patch No. 3) -- Revised 10/05/2010, 11:05 a.m. EST ***
USER BACKGROUND:
(Skip down to the dotted lines with the words “Settings/Sliders” for the actual settings/sliders) – I’ve played Madden off-and-on for the past two decades, but since 2010, I’ve really gotten back into playing it a lot. I’m a huge NFL fan and a bit of a stathead, so I prefer for Madden to play as close to a simulation as possible. My criteria for a realistic simulation is simple:
1) Gameplay should produce realistic stats.
2) Gameplay should be challenging and competitive, yet fair and fun.
I consider myself an All-Madden-level player, but, as many of you know, with the default settings/sliders, the All-Madden difficulty level is rife with inaccuracies and unrealistic gameplay that unfairly favors the CPU. So, after much experimentation, these are the settings/sliders that provided me with an All-Madden-caliber challenge without the standard overt CPU cheating.
HIGHLIGHTS OF SETTINGS/SLIDERS:
-
Minimum 110 total plays (Plays = Pass Attempts + Rush Attempts + Sacks Allowed) between both teams per game … In comparison, last year, the average NFL team ran about 62 plays per game, so a little more than 120 total plays were run between two teams in a normal NFL game.
-
More realistic Yards per Play average for both teams … This was accomplished by decreasing the amount of big plays (Big Plays = 30 or more-yard plays) that occur under the default settings in the game. Details on how big plays were decreased will be included in the Skill section.
-
More pressure on the quarterbacks … In order to get Yards per Play averages down, QBs can’t have all day to throw the ball on every play. This isn’t meant to guarantee a sack-heavy game for the user. In fact, statistics show that the average NFL team only allowed two sacks per game last season. Instead, this change was meant to make both the CPU and user’s pass rush more effective so the possibility of a 2-or-more sack game is now a reality.
LOWLIGHTS/DISADVANTAGES:
-
Real-Time Duration of Game … These settings/sliders are calibrated for a 15-minute per quarter game, which, by my estimates, takes a minimum of 75 minutes to complete, if you’re a fast play caller.
-
Decrease in big plays … In the real NFL, 20-yard+ runs and 30-yard+ receptions don’t occur as frequently as they do in Madden’s default settings. If you enjoy the possibility of completing a 30, 40, 50-yard+ play on any snap, these settings will not satisfy you.
-
CPU Late-Game Offensive Play-calling … I’m not certain if this is a product of my sliders or rather, a product of the game played with any settings. If you’re leading late in a game versus the CPU, I’ve noticed that some CPU-controlled offenses will continue to run the ball as opposed to pass. For example, I led by more than a touchdown in a game against the Vikings late in the third quarter and instead of airing it out as much as possible to catch-up, the CPU had Favre attempt 15 passes, while handing the ball off for a run 8 times for the rest of the game.
PLAYER SKILL (Custom):
This is the level I prefer to play at and this is the level I used when creating these settings/sliders. This is just to provide an all-inclusive look into the gaming experience I had when creating these settings/sliders. Of course, you should set your player skill to whatever levels best suit your own experience and then adjust your sliders accordingly, if necessary.
Pass – 15
Rush – 14 (At 15, running becomes somewhat impossible for me. At 14, it’s a bit easier, but not too easy so I just left it at this setting).
Pass Defense – 15
Rush Defense – 14 (I find the CPU to be difficult enough to stop at this level, so no need to try 15 here).
------------------------------------------------------------------
------------------SETTINGS/SLIDERS---------------
------------------------------------------------------------------
The following are my configurations with a short explanation next to certain settings/sliders to explain why I made them that way. I hope you enjoy these settings/sliders and please, feedback is encouraged.
SKILL SLIDERS (User/CPU):
Passing:
QB Accuracy – 25 / 75 (CPU’s accuracy was increased to combat the decreased CPU pass blocking instituted, otherwise it would struggle mightily. CPU QBs should always complete between 60-75% of their passes unless the user is a defensive stalwart. A user who is not skilled in switching-on to a pass defender and swatting away a pass may struggle with the CPU’s value in this category).
Pass Block – 25 / 19 (The CPU will still get throws off 95 – or more – percent of the time, depending on the QB. However, you will see more hurried throws and more scrambling out of the pocket, and possibly, a sack or two in your favor).
WR Catching – 27 / 48 (At 15-level passing, the user can't increase this value anymore than 27 without being taken down to 14-level passing. This minor increase stops the unfair WR drops normally experienced at All-Madden level under default settings … The CPU’s value was dropped slightly to limit those “superman” catches the CPU normally makes in default all-madden settings).
Rushing:
Broken Tackles – 30 / 25 (CPU RBs will still break tackles; they just won’t end the game with double-digits in the category. The RBs that have a lower-than-average tackle breaking value will be brought back to reality. I also believe this helps decrease broken tackles for CPU WRs too).
Run Block – 32 / 50 (At 14-level rushing … same as the user WR catching explanation. This value was increased to help curb the CPU from crashing through the offensive line for multiple tackles-for-losses.)
Fumbles – 30 / 55 (Pushed up CPU fumbling a little in the hope that the CPU will fumble just a *little* less. This is personal preference, however. Fumbles only happen so much at 50, so it depends on what you prefer).
Pass Defense:
Reaction Time – 26 / 52 (User’s was increased by 1 to give the CPU a better chance of keeping its completion percentage in a good range considering the increased user pass rush/decreased CPU pass block … CPU’s increased slightly so it won’t be too easy for the user’s QB to complete passes)
Interceptions – 24 / 22 (The user’s value is taken down a tick, in fairness to the CPU … The CPU’s value? Personal preference. CPU INTs still will occur at 22 value anyway. In my experience at 15-level passing with default settings, the CPU will pick off certain passes that really should be drops and/or deflections, thus this value was decreased to this level.)
Pass Rushing – 27 / 77 (At 15-level pass defense … same as the user WR catching explanation ... The CPU’s value was increased because QB pressure and sacks *need* to occur more in Madden all-around. It’s harder to complete a 25+ yard pass on every down when a good pass rush is weighing down on the QB. **Four sacks occur more often in a normal NFL game than 4 INTs and/or having 4 ridiculous WR drops** – two inaccuracies which the programmers of the default settings/sliders used heavily to make the game “harder” at All-Madden level).)
Rushing Defense:
Reaction Time – 30 / 50 (Default for both.)
Block Shedding – 30 / 46 (This CPU value was decreased to curb the amount of times a CPU defensive lineman easily slides off of a block and tackles your runner for a loss, , as noted in the user run block subcategory above).
Tackling – 30 / 50 (Default for both).
GAME OPTIONS:
Quarter Length – 15 min.
Accelerated Clock Runoff – 20 seconds (Because the CPU runs plays too quickly for 15 seconds to have an effect and 25 seconds doesn’t give the user much time to read the defense..)
Injuries – 15 (This setting is low enough to keep serious “out-for-the-game” injuries to a minimum of 1-2 occurrences per game IF they occur at all. However, this value IS high enough to allow for minor “miss-a-few-plays” in-game injuries to occur still.)
Fatigue – 55 (I’ve found that at more than 55, defensive players get tired very quickly, but this setting is really up to your own interpretation. I always increase fatigue a little so that RBs won’t carry the ball 4-5 times in a row without feeling the residual effects).
Game Speed – Very Slow (Another personal preference. I’m not exactly sure what this category covers; the only thing I notice is that the game clock goes a little slower.)
Player Minimum Speed Threshold – 100(This is *the* most important setting/slider in the game. By increasing it to 100, players can be rundown and caught and, barring blown coverage, a perfect pass or a series of broken tackles, *only-the fastest-of-the-fast* can easily gallop to daylight on 30, 40-yard+ plus plays. Most NFL players *DO* get caught from behind every week, especially on big plays. Take a look at the amount of 20+ yard runs and 25+ yard receptions week-by-week and you’ll see that in relation to the amount of rushes and passes attempted, those big plays don’t happen very often. ESPN's web site has charts which show both statistics … Big plays will still happen though, by the way. Just not very often.)
PENALTIES:
Offside – 100 (Rarely called on CPU or User even at 100 value).
False Start – 95(This will be called 1-3 times per game on the CPU and/or user. At any value, hitting the fake hike button twice seems to trigger an automatic false start for the user anyway).
Holding – 75 (At this value, this will account for anywhere from 3-8 penalties a game between the CPU and/or user, mostly on kickoffs and punt returns, for whatever reason. Since this is really the only penalty called with any consistency, this is really up to your own interpretation, as I know most Madden players don’t enjoy having plays called back).
Facemask – 51(Very sensitive; Any higher value and this may be called more than twice in a game).
Defensive Pass Interference – 100 (Rarely called, even at 100).
Offensive Pass Interference – 95(Personally, I’ve never seen this called, even at 95 value).
KR & PR Interference – 100 (I’ve never seen either of these called either, even at 100).
Clipping – 51 (Same as facemask).
Roughing the Passer/Kicker – 100(I’ve never seen either called, even at 100).
SPECIAL TEAMS:
No changes in this category.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
-----------------------------------------------------------------------
STAT SOURCE:
http://www.pro-football-reference.com/years/2009/ - I based my configurations on the 2009 Final Standings page (scroll down). The “team offense” table lists the 2009 league per game averages for stats such as
Yards per Play (5.3 was the average last season),
Pass Attempts per Game (33.3),
Rush Attempts per Game (27.5),
Net Yards per Pass Attempt (6.2) and
Yards per Rush Attempt (4.2). I kept stats for every game I played in a spreadsheet and kept experimenting with sliders until I got close to the values in those five important categories.
ADDITIONAL NOTES:
In a game I played with the Eagles against the Colts (which I lost, 30-20) –
- CPU PASSING: P. Manning completed 25 of 34 passes (73%) for 298 yards (8.7 yards per attempt), no TDs and 1 INT. His long was a 25-yarder. In real life, as of today (Monday, Oct. 4
th, 2010) through 4 games, Manning has completed 70% of his passes for 8 yards-per-attempt.
- CPU RUSHING: J. Addai ran 23 times for 88 yards (3.8 avg.). In real life, his average for the season so far: 3.9 … His career YPC: 4.1.
- WR DROPS: There were only two WR drops in 78 total passing attempts between both teams. Both drops were made by my receivers and I threw the ball 44 times, so that’s a fair ratio.
- YARDS PER PLAY: The Colts accumulated 401 yards of total offense while the Eagles notched 242. A total of 116 plays were run in the game (61 by the Colts, 55 by the Eagles). Therefore the Colts averaged 6.5 yards per play and the Eagles averaged 4.4. As noted in the “Stat Source” paragraph, the 2009 yards per play league average was 5.3.
- PENALTIES: The Colts had 7 for 60 yards, the Eagles had 4 for 37 yards.
I will continue to track stats on the next five games I play using these sliders and then post those sometime in the near future.