April 25, 2020 Update
What is the goal of this thread?
First, let me tell you what the goals of this thread ARE NOT.
- It is NOT designed to get stats 'perfect'
- It is NOT designed to perfectly simulate the NFL
- It is NOT designed for people to watch the game (i.e. CPU v CPU)
- It is NOT designed for people who want their 'stik skillz' to dominate
The goals of this thread ARE:
- To make ratings matter as much as possible
- To allow people to connect with their franchise team by allowing their team building efforts to count ON THE FIELD
- To make strategy matter
- To avoid a heavily modified game that results in large amounts of Slider RNG.
What in the world is Slider "RNG"?
This is a term I coined. Now, RNG stands for "Ratings Number Generator" (referring to the game's 'dice rolls'). "Slider RNG" is where people adjust sliders to bias one outcome over another (i.e. you're using the sliders to manipulate the dice rolls). Now, that's sort of the point of sliders for most people....they try to force the game to play a certain way (and introduce loads of slider RNG to the mix).
I HATE...HATE....HATE Slider RNG. It's the cause for the most common complaint people have for sports games ("Every game feels the same!"). You skew things too heavily one way, you override a subset of player ratings to preferentially favor one outcome. This is the worst thing you can do - it not only skews that particular ratings subset, but it also changes the AI.
A classic example - person tightens coverage with sliders. Bad DBs are now too good relative to ratings and good corners are de-valued (ratings don't stand out). The bigger issue is that CPU QBs will become more hesitant to throw the ball (wouldn't you hesitate if a receiver was blanketed?). So, the CPU QBs check-down too much (too many catches by TEs - common complaint) and their completion percentages skyrocket ('Robo QB' - another common complaint).
We want variety in all outcomes, we want player ratings to be respected (good and bad). With the ratings stretch in Madden 20, this is VITAL. You can literally undo all of EA's hard work with the ratings stretch by changing sliders too much. With a wider variety in the player base, it's key that we take as much time as possible to really see just how much variety we will see....BEFORE touching anything.
Remember, the whole point of playing CFM is to see the story of our franchise unfold and our team building efforts to show up on the field. If we allow too much Slider RNG into the mix, CFM becomes a very stale experience very quickly.
The simplest way to avoid Slider RNG is to leave the gameplay sliders alone - which is the approach I've been using the last few years. Where I plan on changing things up this year is that I am planning on being more open to slider modifications if it is determined that the default slider value preferentially favors one outcome over another (i.e. a default setting is leading to Slider RNG). But....we have to have our baseline first....and that takes massive sample size to assess.
Sample Size and Madden 20
This is where I am going to lose many of you. The concept of a "good sample size" is so completely and utterly skewed it isn't funny. Mine was too....I used to say "3 or 4 games"...LMAO...I'm sorry...I was just SO wrong.
A "good sample size" is really around 3 seasons (and if M20 is the same, the gameplay improves greatly after season 1). Anything can happen in a single season...one hot streak, a few key players get on a roll...and blammo. The second year can be the total opposite. So, which is the "true" median? That's why a third season is key - it essentially is the 'deciding vote' if you will.
Now, there are two mitigating factors that will prompt me to make a change sooner.
1. There are animations that are 'off' or don't make sense.
2. A particular outcome is consistent over a small sample size of 8-10 games or so. If I am getting 10 sacks per game every game...that's a problem. But the problem is not that I got 10 sacks in a game, but rather that it is consistently happening. That means we're dealing with Slider RNG.
Because of the ratings stretch, the presence of X-factors, and so on...I am taking a very 'long burn' approach this year. With these things in place, we should be seeing a lot more variety without touching a single gameplay slider.
The Sliders
If you are new to my thread, this is how we roll. Every setting I have listed here has a purpose. If you wish to give feedback, please follow EVERYTHING listed below
exactly. If something is not listed, it is consider to be your choice.
Step 1: You MUST enter the following Main Menu Settings/Sliders:
Difficulty - All-Pro (note: others have reported good results on All Madden as well)
UPDATE
Injuries - 10
Back to the default value here. Turning off ballhawk tightened coverage and was causing a lot of CPU passivity. This adjustment physically separates players just a wee bit without negatively impacting things. We've been testing this for a couple of weeks now and it has held up beautifully.
Fatigue - 50
Quarter Length - 10 Minutes
Acc Clock - Off
Min Threshold (Player Speed Parity) - 50
Ballhawk - Off
This is the major change here. I love the coverage with this off (first time I've said that for M20). Coverage ratings are standing out more for both sides (both good AND bad).
Heat seeker - Off
Switch Assist - Off
Flip Play - User's Choice (I recommend "off")
All gameplay sliders and penalty sliders in the Main Menu should be set at 50!! Keep Autosubs at the default 60/80!
April 25, 2020 Update: One massive exception here: in the main menu penalties, toggle the ineligible receiver downfield to OFF. This has a profound effect on the gameplay and in particular how the CPU QBs behave (Credit to Matt10L for this awesome find)
Step 2: In your franchise setup options (you can change this after starting a franchise as well):
Superstar abilities: ON
I know some folks don't like them, but after finally testing with them off, it's very apparent to me that something is very 'off' when you don't use them. I'm therefore adding this to the slider setup as a required setting.
Step 3: Once you start your franchise, go to your CFM sliders and hit the reset button
Step 4: MANUALLY enter the following values
User
QB Accuracy: 50
Pass Blocking: 50
WR Catching: 50
Run Blocking: 50
Fumbles: 50
Pass Defense Reaction Time: 50
Interceptions: 50
Pass Coverage: 50
Tackling: 50
CPU
QB Accuracy: 50
Pass Blocking: 50
WR Catching: 50
Run Blocking: 50
Fumbles: 50
Pass Defense Reaction Time: 50
Interceptions: 50
Pass Coverage: 50
Tackling: 50
ALL Special Teams 50
Injuries: 40
Fatigue: 50
Threshold: 50
PENALTIES
Offside: 50
False Start: 50
Offensive Holding: 50
Defensive Holding: 50
Face Mask: 50
Illegal Block In The Back: 50
Roughing Passer: 50
Defensive Pass Interference: 50
All Others: On
Step 5: Exit slider screen
Step 6: Important: DO NOT touch autosubs! They WILL mess up the game!
Schemes and Archetypes
Before we get into this topic, let's address one item I can speak confidently on: QB Archetypes.
On All Pro (not fully tested on other difficulties), only QBs who have the Scrambling Archetype as their top archetype (or tied for the top) will scramble past the LOS. Other archetypes will move around, but they never actually take off. The only way around this is to manually edit QBs within franchise (I personally do this for 5 or 6 guys in the default roster). Raising SAC/MAC and lowering DAC usually does the trick for guys on the borderline (like Trubisky). I don't know if this is a bug or a design choice - but this is where we are right now.
Let's get to it......
We all know that Madden 20 has offensive/defensive schemes and different player archetypes. Many people look at these as being purely cosmetic - a tool to assist more casual fans with team building. Many look at them purely as a means to maximize XP gains. Whether intentional or not, I believe the system runs deeper than that.
Here's the Qualifier - the following is based on my personal observations using default All Pro. I'm not stating any of this as "the gospel" but rather offering some thoughts for folks to ponder. People who adjusted gameplay sliders or play on other difficulties may have these impacts muted....so, YMMV.
It has been my observation that the team schemes alter some player tendencies. CBs playing in a zone scheme will tend to play off of the receiver and give a more zonal look (even during a M2M play) but will go after the ball more. In a Man scheme, they will play the receiver more closely. Slot scheme corners seem to be a bit more focused on reading the run and breaking up passes by hitting the receivers. Runningbacks, power scheme RBs tend to run to contact more, elusive guys do not. D-line - scheme seems to greatly influence how they play and the types of moves they predominantly use (i.e. PMV vs FMV). Pass protector-heavy OL (e.g. in Air Raid) suck at run blocking. I don't have a laundry list of every position but you get the idea. In theory, changing a scheme may have some effect on how players play and which skills they are predominantly using.
If the scheme IS altering the types and/or frequencies of moves/animations that players are using, that's going to trickle-down into a tangible impact. If your 250lb speed rusher RE with 85 FMV/65 PMV is using more power moves because of the scheme....you're going to have an issue - and you SHOULD (ask Rex Ryan what happens when you try to force guys into a scheme).
What does this mean? It means to choose your scheme wisely. It means to build your roster wisely with your schemes in mind. It means to accept the weaknesses of the approach you have chosen. It means to call plays that complement that scheme.
If you're having issues with certain aspects of the game, instead of looking for slider-based solutions, look at your team. Do your issues make sense based on the scheme you are running (i.e. being weak vs the pass when using a run-stopping scheme)? Do the player archetypes match the scheme well? Are your play-calls (and playbook) appropriate for the scheme? Are there ways to re-deploy your personnel in certain formations/situations (e.g. using better pass coverage LBs in nickel/dime formations)?
Doing a "roster purge"
One of the most unsung elements of Madden CFM is how the game develops throughout the CFM.
The number 1 issue with Madden is that the base rosters have way too much "oomph". Player weaknesses are not pronounced well and lots of players are incredibly well-rounded, diluting a lot of the impact of the "ratings stretch" M20 introduced. Let me say this though; M20 is far better than any Madden to-date, but it still needs lots of love.
However, something magical begins to happen in CFM...it gets better! There are a couple of factors that go into this.
1. Player OVRs begin to drop. Fewer guys hit 90 OVR ratings, there are fewer 80+ overall guys, and many teams start guys who have OVRs in the low 70s. As a result, fewer players hit specific rating thresholds that trigger many of the "high-end" animations. Many of these animations make the game far more arcade-like than it should be. As you lower those ratings organically, the game "looks better" and "feels better" and you begin to see more nuanced actions.
2. With lower OVRs, far fewer players hit that 80 OVR threshold for their first SS ability and even fewer hit 90 OVR for that second ability. This makes sense; very few players truly excel at more than one thing. When you go up against a guy with multiple SS abilities, they REALLY stand out now. What I love is that you will see veteran players that haven't regressed with SS dev but no abilities (i.e. guys that had that potential but never panned-out).
3. CPU-controlled teams tend to invest strictly along scheme fits when developing players. This is the key. Because players are developed along more focused lines, strengths are accentuated, weaknesses are more pronounced. So, instead of a starting corner with 80 MCV and 80 ZCV like in the base roster, it is more common to see guys with 90 MCV and 70 ZCV. Play that out across the board - the entire game morphs into a chess match. You'll be spending a ton of time looking at your players and your opponent's - looking for an edge in matchups. Teams that have been successful tend to have high scheme fit values as the coach has been around awhile...this makes sense. Players that have been subject to a number of different schemes are more rounded but usually not to high levels - again, this makes sense.
So how do we get there? We've got to do a purge. The idea of purging current guys from the roster is not a new one (we talked about this concept a fair bit in previous years but always in relation to using depressed XP sliders). With the improved game-generated draft classes and improved progression engine, simming at 100% XP is without a doubt the most desired option. A funny thing happens on default XP values, the positions where OVRs tend to drop the most also address the most glaring gameplay areas (e.g. lack of pass rush being addressed by a reduced number of highly rated O-linemen).
A quick aside: I greatly respect the work that guys like TDawg do with XP sliders. They do a great job coming up with values that keep things in-line with base rosters. But, that's not the goal here; I don't want to mimic the default roster paradigm.
How do we do this?
1. I HIGHLY recommend offline CFM. First, you can take over multiple teams. Second, I do feel it plays more smoothly. But the first one is the biggest key; I'll explain why in a bit.
2. Start a franchise with the default roster.
3. Take control of one team and set all roster management functions to auto (make sure auto progression and auto fill roster is turned on - I've forgotten this a couple of times and it was rather messy for the time I simmed with, lol).
4. Start franchise and advance week: click down and then left to change to sim for 10 years.
5. Walk away and do something else for an hour or so (if you're like me and working from home, just fire it up while working and it'll be done when you're off work).
6. Once complete; there will still be a number of real life players on the roster. You have choices; sim about 5 more years or just start at the 10 year mark. Remember, Madden franchises only go 30 years total (you COULD do a 2nd 10 year sim...giving you 10 years to actually play...your call). Mahomes and Lamar tend to be the hardest players to purge....if you get impatient, just edit them to punters; by doing that, you SHOULD be finished at Year 15. The coach of the team you sim with may retire; if he does, retire him and create a new character (you can literally control his replacement).
7. Once you've simmed-out and are happy with the state of your franchise; you'll need to do a little clean-up. This is where doing this offline is required. Game generated coaches often have mis-matched schemes and playbooks (e.g. Darius Turner has the Cover 2 scheme and TB's playbook (which is a 34). You'll want to resolve these disconnects (a good practice for CFM even if you don't sim-out). I personally change the playbook to match the scheme...but sometimes get creative just for fun...like giving a team Baltimore's playbook if they have a good scrambling QB.
8. Now, once all that is done, save your franchise as a "base" file. You can always choose to start a different franchise from the same sim later-on.
9. Pick your team, save the franchise under a new file name to preserve the "base".
You now have a completely fictional roster with improved dynamics, better player variety, and a paradigm that is more in-line with how it should be. The best part. You can do this over and over and over and it'll never be the same.
What to expect within CFM?
1. Team OVRs will be lower and in a tighter stretch. DO NOT WORRY ABOUT THEM!
2. Expect to see very few 90+ overall players. Expect to see, at best, 6-8 players above 80 OVR on the best teams. Again, don't worry about it, this is what we want.
3. Expect to see lots of one-dimensional players (the team I chose had CBs with awesome ZCV and awful MCV - I'll be running a zone scheme I guess....). This is great because players are much more defined in terms of what they do and do not do well.
4. A nice variety in cap room. Remember, players sign deals based on their relative ranking within the league; not based on their overall.
What to expect gameplay wise? (Using the OP sliders of course
)
1. Less jerky movements, less warping/suction.
2. Greatly improved tackling dynamics.
3. A greater variety of animations/outcomes.
4. More fluid and dynamic line play.
5. A marked contrast in bad, ok, and great players. This is why the team OVRs are meaningless. Because if a team has game changing players at key positions, they can be a lot tougher to deal with than you'd expect.
If you want to start a new CFM and need a new twist...trust me, this is the way to go!