Focus of the Sliders: Gameplay customization is essential in any sports game, especially now with the emergence of Esports and lootboxes, etc. Like a lot of slider enthusiasts, I'm of an old school nature in trying to bridge the gap of Esports base gameplay to more simulation/realistic. Each year it becomes more difficult, and each year it takes more and more effort to find a proper balance. Which is why I was quite surprised with this year's version of Madden. It has been the closest representation of what I look for in a football game. I could say it's Madden 20.5 as even Madden 20 was pretty close, but just missing some basic elements such as QB's being more active in the pocket and more realistic pass deflections.
As always, I am focused on animations. I've said it before, and not long ago, but animations is the confirmation of logic. Madden's animations are some of the best, but when it's bad...it's really bad. The goal here is to ensure that I'm letting proper animations play out from the contextual library. For example, if a corner is lagging behind on a slant route, I do not want to see him warping to make the play; I'd rather see a dive animation attempting a pass deflection. If the warping happens, I want to find out why and how it can be isolated to ensure it doesn't trigger again.
So, I go through that process of ensuring the games I play have the proper animations playing out. This makes testing take much longer because I have to see the same scenarios multiple times and in different context, such as player fatigue, player ratings and match ups, etc. The good thing is that Madden 21 does a pretty good job, even if it still performs primarily two-man animations, which considering where we are now in video games, you would think physics based gang-tackling would already be here. Overall, though, the game plays really good as a base, and I'll explain my changes, or lack of, in the descriptions.
For those that followed my Madden 20 Sliders , there will be some same concepts, but also some that I haven't explored - or may not feel it's necessary at the time of this post.
================================= Slider Update Log - VERSION 14 (Works for Current-gen and Next-gen)
=================================[indent] 5/28/2021: For a while, I felt like the game was in a good spot. I still feel that version 13 is solid, but I also have recently felt that the game was becoming a bit stale - even on default sliders.
As a result, I made updates to the set. My goal was to get more dynamic gameplay as I could "feel" the CPU QB in particular running out of ideas. I also adjusted All-Pro to a more challenging level. It's such a sad state of affairs in having to raise those values so much for the CPU, but that's where we are.
I'll keep this short since we are almost at M22(???) so here's Version 14:
If you provide feedback, please advise of any modifications you have done from this OP set. Please also let me know if you are using All-Madden or All-Pro set. Lastly, you can either import into franchise, or manually adjust. The sync of previous Maddens does not seem necessary this year. I've tested both and have not seen anything outstanding that has de-synced the experience.
Version 14 - Game Settings
Ways to play:
• User v CPU - Traditional game style
• User v User - Traditional game style
• CPU v CPU - Simmed > slow > end of game
• Coach Mode - Snap only, auto throw "On", only select DL on defense & leave controller alone
Skill Level: All-Madden || All-Pro
• I list it this way because I test on AM first, then All-Pro. Most of the time, I'm able to make some subtle changes to the AM set to be more balanced for AP as a result. This allows me to keep the core of the slider set intact through the two skill levels.
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 10 minutes
• I wanted to bump the minutes here to get more NFL type numbers, from plays, yards, scores, etc. At times I also felt like long drives just chewed up so much clock, and it'd be a maximum of a single possession for one team or the other. This slight bump should help a bit more.
Accelerated Clock: 20 seconds
• Mainly personal preference, but I'm happy that I can do it, is going from 10 minutes to 10 minutes with a 20 second accelerated clock. I feel like the stats were getting just a bit much on 10 minutes "flat", but with the acc clock, it just gets it perfect for me. The nice thing is that the audibles and adjustments by the CPU are still there, which was one of my biggest concerns.
Superstar Abilities: User Preference
• I'm not seeing too much arcade-like gameplay with this on. Either way, it's user preference, but I have tested both and am personally keeping the abilities on.
Gameplay Helpers
• Mainly default On
Defensive Ball Hawk: On
Defensive Heat Seeker Assist: On
Defensive Switch Assist: On
Game Options
Injuries: 15
• I love injuries this year, but it does seem like there are a bit too many on 10/25 (MM/Franchise) set ups.
Fatigue: 52
• A value I've stuck with because it controls a lot of on the field play, but also the way the players tire (as expected), which brings in another dimension of game management.
Speed Disparity Scale: 5 (Previous: 55)
• I scaled this from 55 and just gradually got more frustrated with just how either the coverage was, or how the CPU QB would play. I also wanted to find a way to get more of a challenge in space and separation. I felt that in coverages the space was almost nonexistent - especially the last couple of updates. It made the CPU QB especially boring - even if they tried deep shots, but they would pretty much look for curl routes or stand in the pocket for 5 seconds before passing short. So, this is the way the game changes and still manages to be a challenge with the other values.
Key: All-Madden || All-Pro I may use some references to previous Madden iterations and my theories behind gameplay values, so some of this may not make a lot of sense if you haven't taken part in my slider approach before.
Penalties
• Penalties do affect gameplay. As we have moved through each title update, the importance of having them modified has grown. In particular Version 9 where I've had to force the DL to shed blocks and get some sense of urgency more.
All penalties/On default except:
Offside: 85
• As always, this works in combo with False Start and Holding. In raising threshold as much as I did, the release had to happen sooner, which means the value had to be raised significantly. Doesn't hurt to have more penalties either.
False Start: 85
• As always, this works in combo with False Start and Holding. In raising threshold as much as I did, the release had to happen sooner, which means the value had to be raised significantly. Doesn't hurt to have more penalties either.
Holding: 55 (Previous: 70)
• Lowered holding to help with the OL/DL interaction, especially with the lower threshold, but primarily get some more blocks being held versus shed/released.
Facemask: 55 (Previous: 40)
• Raised to allow the wrap-up tackles to happen more often versus big hits, especially by corners.
Roughing the Passer: 40 (Previous: 50)
• This will help the aggressive play from the secondary to close the ball down both in the air and on the ground. Can create some more RAC as a result. CPU QB will feel pressure where necessary, but the lower threshold will make it less about throwaways and more about making something happen out of nothing.
Defensive Pass Interference: 20 (Previous: 5)
• This is the big adjustment in helping the CPU QB to get passes off. I had it at 5, which was good for coverage, but it was just too much for the CPU QB's perception of what was a target and what wasn't. I wanted to avoid the coverage freezing/spinning on routes animation, so that's the opposite endpoint I'm going for. What I want instead is feet constantly moving, and ending with a reaction - either interception attempt or pass deflection, or tackle as last. To accomplish this, I need to allow the defenders to play with 100% focus on their assignment. Meaning they aren't worried about being called for any penalties. What's nice about this is the CPU QB still uses PCV as their perception, so they will still throw the same type of throws. This is especially apparent on next-gen, but I have seen the behavior with all types of QBs on current-gen as well.
Roughing the Kicker: Off
• Still happens in the title update. Simply just needed to turn it off because it gets called to often. The animation of walking into the kicker results in the kicker falling down easily.
Illegal Contact: Off
• Still strong enough value that it creates that resistance at the start of routes to make a difference. In so many coverage issues that Madden has, they happen in the first yard of the DB/WR interaction, so this ensures just a bit more attention to that.
QB Accuracy: 45/48 || 48/50
• All Madden || Just a slight bump for the CPU QB to stretch the field when they are able to - basically increasing their passing distance. A lot of the other values play their role here, but it's better to have QBA above 45 than at or below it.
• All Pro || The CPU QB in the AP difficulty needs more confidence in making throws. By default at 50, they still have the chance of varied pass speeds, and I would much rather they try to stay in the game more.
Pass Blocking: 48/48 || 50/50
• All Madden || When I had the value at 45 for the CPU, the QB started to put less faith in their OL, basically choosing to scramble immediately or dropping back more and more until they couldn't any longer. The animation here is always when it's a deep route, such as 4-verts, and the CPU QB chooses to keep dropping back or stands still (QB Statue) while waiting for a receiver to come back after already streaking upfield. With a very subtle adjustment to 48, they've now got just a bit more time to make a decision, but not so much that they choose to stay in the pocket forever.
• All Pro || With AP it's the opposite where if you give the CPU QB too much PBL, they take too long to decide and end up waiting on those receivers to come back on long routes again. Technically you could make the CPU QB throw quicker at a lower PBL, but the issue is the user DL is quite overpowering under 50, that it would just result in unrealistic sacks or pressure.
• All Madden || In this update, it seems that the CPU catching went up despite the value being fairly low. Seeing the catches in traffic and the way the CPU QB would choose to throw more intermediate passes led me to believe that the perception is off the mark again. The CPU QB goes safe, while the CPU WR can ignore what's around them because passes are right in the numbers. This adjustment helps, but the penalty value of Roughing the Passer (RTP) will wake up the defenders to make those catches in traffic more combative.
• All Pro || Raised this value for the CPU to give them more of a chance at 50/50 catches. Still good amount of deflections and incompletions, ints, etc.
Run Blocking: 20/44 || 10/78 (Previous: 20/44 || 10/65)
• All Madden || Some pretty significant changes here to get the run-game on track. I feel there were too many times that the runs were getting easier and easier. The defenders just couldn't shed blocks early enough, and the OL/WR/TE got too far upfield, too fast.
• All Pro || Just getting more of a challenge in the CPU run game. The lower threshold will still allow the blocks to be shed, but also get the OL to the second level.
Fumbles: 52/52 || 55/55
• All Madden || There's going to be more tackles, more action in general, the ball will come loose, so I've raised fumbles just slightly.
• All Pro || No change, still feel it's in a good spot.
• All Madden || It allows the little bit of lag to be made up when the ball is in the air. The WRC value controls a lot more than PDR or PCV do, but this is still necessary to make it all come together.
• All Pro || With the increase in RTP and DPI lowered, the CPU QB needed a bit of a boost to completions. The user's secondary needs to lay off a bit. This doesn't mean they won't react at all, it just means they will be less psychic and successful in competing with the receivers in the obvious catch situations.
Interceptions: 25/20 || 20/35
• All Madden || Just a slight bump down for the CPU as I felt they were a bit more skilled at interceptions than the user.
• All Pro || Dropped for the user because it seemed that every opportunity was resulting in turnovers.
Pass Coverage: 52/50 || 50/50
• All Madden || Same as PDR, but more so to keep the players just a tad closer in certain man coverages. I felt that even adjusting coverages there was a bit freezing that was costing inches - which turned into big gains. Still happens on occasion because it's Madden, but not as bad as before.
• All Pro || Pretty ridiculous it's come to this, but the user's run game needs to be toned down. I'm not saying this is the absolute value to make that happen, but with everything combined, it's working.
Special Teams
FG Power: 70/70
• Another year of devs not addressing the oomph! of how kickers kick the ball. As a former kick myself, it's all about height - and the only way to get decent height in this game (ball above the midpoint of posts) is to raise power.
FG Accuracy: 40/40
• Received feedback that kicks were going sideways. Personally haven't seen it, but safe bet to just raise the value.
Punt Power: 55/55
• Raised this value because the CPU tends to not call a fair catch, even if there's no room to run after. As a result, just wanted to give them more space to either call early or run after.
Punt Accuracy: 45/45
• With the bump in power, just had to balance by reducing the accuracy.
Kickoff Power: 52/52
• A bump here to get more kicks out of the endzone.
================================= Question and Answers!
=================================
**I'll have more of these as the thread goes along**
*********************
Slider Log Update - Archive
VERSION 13
Spoiler
================================= Slider Update Log - VERSION 13 (Works for Current-gen and Next-gen)
=================================
3/15/2021: I'd like to say that the last set I released in 2020 was on the right track. I think when you analyze the game(s) the way I do, it's important to step back and let things marinate a bit. While that was my original intent, I did mention I was also quite busy outside of gaming (coding bootcamp), so the sliders just got pushed back. I would play a game a week though, just ot make sure things were going well with the set - and progress my offline franchise.
For the last couple of weeks, I've noticed some things from the Version 12 set that needed to be addressed. The feel was still there, but some of the animation logic was at its expense. Such as having really tight coverage, but it resulted in the CPU QB holding onto the ball too long or quickly throwing the ball away.
What I focused on this version was cleaning up some logic. I realize I had the coverage way too tight, and the side effects were some good - but some bad. Another big part was getting the AP set in much better shape. This means a bit more drastic changes, but on that difficulty I feel it's been necessity.
Since the set can be considered new, I am going to post the set as complete rather than just discuss the changes. I have been quite in-depth with findings throughout the year, so I've opted to tone them down just a tad this go around. Feel free to check out my documented logs of all sets.
Lastly, I chose to put the penalty sliders first. It's because the sets I've built have gradually been completely strengthened in adjusting these values. This set is no different.
Here's Version 13; hopefully the last set of 2021
If you provide feedback, please advise of any modifications you have done from this OP set. Please also let me know if you are using All-Madden or All-Pro set. Lastly, you can either import into franchise, or manually adjust. The sync of previous Maddens does not seem necessary this year. I've tested both and have not seen anything outstanding that has de-synced the experience.
Version 13 - Game Settings
Ways to play:
• User v CPU - Traditional game style
• User v User - Traditional game style
• CPU v CPU - Simmed > slow > end of game
• Coach Mode - Snap only, auto throw "On", only select DL on defense & leave controller alone
Skill Level: All-Madden || All-Pro
• I list it this way because I test on AM first, then All-Pro. Most of the time, I'm able to make some subtle changes to the AM set to be more balanced for AP as a result. This allows me to keep the core of the slider set intact through the two skill levels.
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 10 minutes
• I wanted to bump the minutes here to get more NFL type numbers, from plays, yards, scores, etc. At times I also felt like long drives just chewed up so much clock, and it'd be a maximum of a single possession for one team or the other. This slight bump should help a bit more.
Accelerated Clock: 20 seconds
• Mainly personal preference, but I'm happy that I can do it, is going from 10 minutes to 10 minutes with a 20 second accelerated clock. I feel like the stats were getting just a bit much on 10 minutes "flat", but with the acc clock, it just gets it perfect for me. The nice thing is that the audibles and adjustments by the CPU are still there, which was one of my biggest concerns.
Superstar Abilities: User Preference
• I'm not seeing too much arcade-like gameplay with this on. Either way, it's user preference, but I have tested both and am personally keeping the abilities on.
Gameplay Helpers
• Mainly default On
Defensive Ball Hawk: On
Defensive Heat Seeker Assist: On
Defensive Switch Assist: On
Game Options
Injuries: 15
• I love injuries this year, but it does seem like there are a bit too many on 10/25 (MM/Franchise) set ups.
Fatigue: 52
• A value I've stuck with because it controls a lot of on the field play, but also the way the players tire (as expected), which brings in another dimension of game management.
Speed Disparity Scale: 55 (Previous: 75)
• I wanted to keep the high threshold of 75, but unfortunately it just wasn't going to survive the updates, especially as the CPU QB started to hold onto the ball, or throw it away instantly. Thankfully, I was able to find a way around this with a lower threshold + penalty slider, which I will describe further down the list.
Key: All-Madden || All-Pro I may use some references to previous Madden iterations and my theories behind gameplay values, so some of this may not make a lot of sense if you haven't taken part in my slider approach before.
Penalties
• Penalties do affect gameplay. As we have moved through each title update, the importance of having them modified has grown. In particular Version 9 where I've had to force the DL to shed blocks and get some sense of urgency more.
All penalties/On default except:
Offside: 85
• As always, this works in combo with False Start and Holding. In raising threshold as much as I did, the release had to happen sooner, which means the value had to be raised significantly. Doesn't hurt to have more penalties either.
False Start: 85
• As always, this works in combo with False Start and Holding. In raising threshold as much as I did, the release had to happen sooner, which means the value had to be raised significantly. Doesn't hurt to have more penalties either.
Holding: 70
• As always, this works in combo with False Start and Holding. In raising threshold as much as I did, the release had to happen sooner, which means the value had to be raised significantly. Doesn't hurt to have more penalties either.
Facemask: 40 (Previous: 50)
• A significant value here in getting more sure tackles vs wrap ups. This helps the All-Pro set a lot against the run, but it also transfers to All-Madden nicely.
Roughing the Passer: 50
• I mentioned on the previous version that I was prepping the set to be easily modified for future gameplay patches and next-gen, so this means the original value of 50 for RTP comes back into play. If I kept this at 40, the over-pursuit would make the game wide open. Not necessarily a bad concept, but with threshold as high as it is, the pursuit would get blocked by sticky lineman and receivers almost instantly.
Defensive Pass Interference: 20 (Previous: 5)
• This is the big adjustment in helping the CPU QB to get passes off. I had it at 5, which was good for coverage, but it was just too much for the CPU QB's perception of what was a target and what wasn't. I wanted to avoid the coverage freezing/spinning on routes animation, so that's the opposite endpoint I'm going for. What I want instead is feet constantly moving, and ending with a reaction - either interception attempt or pass deflection, or tackle as last. To accomplish this, I need to allow the defenders to play with 100% focus on their assignment. Meaning they aren't worried about being called for any penalties. What's nice about this is the CPU QB still uses PCV as their perception, so they will still throw the same type of throws. This is especially apparent on next-gen, but I have seen the behavior with all types of QBs on current-gen as well.
Roughing the Kicker: Off
• Still happens in the title update. Simply just needed to turn it off because it gets called to often. The animation of walking into the kicker results in the kicker falling down easily.
Illegal Contact: Off
• Still strong enough value that it creates that resistance at the start of routes to make a difference. In so many coverage issues that Madden has, they happen in the first yard of the DB/WR interaction, so this ensures just a bit more attention to that.
• All Madden || Just a slight bump for the CPU QB to stretch the field when they are able to - basically increasing their passing distance. A lot of the other values play their role here, but it's better to have QBA above 45 than at or below it.
• All Pro || The CPU QB in the AP difficulty needs more confidence in making throws. By default at 50, they still have the chance of varied pass speeds, and I would much rather they try to stay in the game more.
Pass Blocking: 48/48 || 50/50
• All Madden || When I had the value at 45 for the CPU, the QB started to put less faith in their OL, basically choosing to scramble immediately or dropping back more and more until they couldn't any longer. The animation here is always when it's a deep route, such as 4-verts, and the CPU QB chooses to keep dropping back or stands still (QB Statue) while waiting for a receiver to come back after already streaking upfield. With a very subtle adjustment to 48, they've now got just a bit more time to make a decision, but not so much that they choose to stay in the pocket forever.
• All Pro || With AP it's the opposite where if you give the CPU QB too much PBL, they take too long to decide and end up waiting on those receivers to come back on long routes again. Technically you could make the CPU QB throw quicker at a lower PBL, but the issue is the user DL is quite overpowering under 50, that it would just result in unrealistic sacks or pressure.
• All Madden || In this update, it seems that the CPU catching went up despite the value being fairly low. Seeing the catches in traffic and the way the CPU QB would choose to throw more intermediate passes led me to believe that the perception is off the mark again. The CPU QB goes safe, while the CPU WR can ignore what's around them because passes are right in the numbers. This adjustment helps, but the penalty value of Roughing the Passer (RTP) will wake up the defenders to make those catches in traffic more combative.
• All Pro || Similar to All-Madden, but the WRC remains essential for the CPU QB's perception. The RTP value will create the same effect that the AM set does as well.
Run Blocking: 20/44 || 10/65 (Previous: 40/44 || 30/55)
• All Madden || Some pretty significant changes here to get the run-game on track. I feel there were too many times that the runs were getting easier and easier. The defenders just couldn't shed blocks early enough, and the OL/WR/TE got too far upfield, too fast.
• All Pro || Similar to All-Madden, but the big part of course was getting the challenge in the run game more firm. I cannot control how the CPU wants to make up space to tackle, but I can control how the blocks interact to get in those positions.
Fumbles: 52/52 || 55/55
• All Madden || There's going to be more tackles, more action in general, the ball will come loose, so I've raised fumbles just slightly.
• All Pro || No change, still feel it's in a good spot.
Pass Defensive Reaction: 52/50 || 50/50
• All Madden || It allows the little bit of lag to be made up when the ball is in the air. The WRC value controls a lot more than PDR or PCV do, but this is still necessary to make it all come together.
• All Madden || Just a slight bump down for the CPU as I felt they were a bit more skilled at interceptions than the user.
• All Pro || Dropped for the user because it seemed that every opportunity was resulting in turnovers.
Pass Coverage: 52/50 || 50/50
• All Madden || Same as PDR, but more so to keep the players just a tad closer in certain man coverages. I felt that even adjusting coverages there was a bit freezing that was costing inches - which turned into big gains. Still happens on occasion because it's Madden, but not as bad as before.
• All Pro || A more significant bump this go around. Pair that up with the facemask value, the CPU will definitely put up a fight against the user's run game.
Special Teams
FG Power: 70/70
• Another year of devs not addressing the oomph! of how kickers kick the ball. As a former kick myself, it's all about height - and the only way to get decent height in this game (ball above midpoint of posts) is to raise power.
FG Accuracy: 40/40
• Received feedback that kicks were going sideways. Personally haven't seen it, but safe bet to just raise the value.
Punt Power: 55/55
• Raised this value because the CPU tends to not call a fair catch, even if there's no room to run after. As a result, just wanted to give them more space to either call early or run after.
Punt Accuracy: 45/45
• With the bump in power, just had to balance by reducing the accuracy.
Kickoff Power: 52/52
• A bump here to get more kicks out of the endzone.
VERSION 12
Spoiler
================================= Slider Update Log - VERSION 12 (Updated for Current-gen and Next-gen)
=================================
12/7/2020: I think next-gen Madden has really delivered so far. The foot-planting, the gradual momentum and the physics all come together nicely. The feel of the game is more "solid" and you can tell the attention is on the proper assignments and converging to the ball. I think it serves as a fantastic base, and over the course of my time with M21 next-gen (I'm not sure the abbreviation at the moment), I was pleasantly surprised that the current set brings in a lot of good. However, there were still issues with pass coverage, even on next-gen, which prompted a review of the set overall. I thought I would need to make separate sets for the gen version, but am happy to say that the game plays just as good on both systems. The next-gen gameplay has a bit of the edge because of the better foot-planting and animations, but I find myself playing current-gen (on my PC) just as much.
The focus here was to get the next-gen feel into the current-gen game. I know this isn't possible, but there are certain values that I've tested very early on into this year's M21 game, that I know needed to be revisited with the current set.
Sure enough, the values proposed are exactly what I was looking for, but I also managed to throw in an interesting finding with the defensive pass interference value.
I've explained everything in-line, so please read through to understand where I'm coming from here. I hope everyone is safe and enjoying their current/next-gen gaming.
Here is Version 12, enjoy!
Speed Disparity Scale: 75 (Previous: 58)
• I've used a very high threshold like this before, so I know instantly the feel of the game changes. Everything just becomes smoother, but other areas, in particular the OL/DL interaction, becomes much stickier. I knew if I was going to commit to this value, then that meant multiple other values, in particular penalty ones, needed to be adjusted to compensate. There's always a fear of raising threshold because users feel their players will be chased down by lineman - but this couldn't be further from the truth. There are a lot theories and "labbing" done on speed disparity, but the reality is it's all out of context of the actual game being played. In this year's game, we need better coverage, and better animations, this is the way.
Offside: 85 (Previous: 70)
• As always, this works in combo with False Start and Holding. In raising threshold as much as I did, the release had to happen sooner, which means the value had to be raised significantly. Doesn't hurt to have more penalties either.
False Start: 85 (Previous: 70)
• As always, this works in combo with False Start and Holding. In raising threshold as much as I did, the release had to happen sooner, which means the value had to be raised significantly. Doesn't hurt to have more penalties either.
Holding: 70 (Previous: 65)
• As always, this works in combo with False Start and Holding. In raising threshold as much as I did, the release had to happen sooner, which means the value had to be raised significantly. Doesn't hurt to have more penalties either.
Roughing the Passer: 50 (Previous: 40)
• I mentioned on the previous version that I was prepping the set to be easily modified for future gameplay patches and next-gen, so this means the original value of 50 for RTP comes back into play. If I kept this at 40, the over-pursuit would make the game wide open. Not necessarily a bad concept, but with threshold as high as it is, the pursuit would get blocked by sticky lineman and receivers almost instantly.
Defensive Pass Interference: 5 (Previous: 50)
• No I am not missing a zero from the value. It truly is going to be this low. Does it still get called? Absolutely. This leads me to believe that because pass coverage and reactions are not as strong as they could be, something else has to come into play. So I started thinking about endpoints, meaning what is the ending animation that plays out. I wanted to avoid the coverage freezing/spinning on routes animation, so that's the opposite endpoint I'm going for. What I want instead is feet constantly moving, and ending with a reaction - either interception attempt or pass deflection, or tackle as last. To accomplish this, I need to allow the defenders to play with 100% focus on their assignment. Meaning they aren't worried about being called for any penalties. What's nice about this is the CPU QB still uses PCV as their perception, so they will still throw the same type of throws. This is especially apparent on next-gen, but I have seen the behavior with all types of QBs on current-gen as well.
If you provide feedback, please advise of any modifications you have done from this OP set. Please also let me know if you are using All-Madden or All-Pro set. Lastly, you can either import into franchise, or manually adjust. The sync of previous Maddens does not seem necessary this year. I've tested both and have not seen anything outstanding that has de-synced the experience.
Version 12 - Game Settings
Ways to play:
• User v CPU - Traditional game style
• User v User - Traditional game style
• CPU v CPU - Simmed > slow > end of game
• Coach Mode - Snap only, auto throw "On", only select DL on defense & leave controller alone
Skill Level: All-Madden || All-Pro
• I list it this way because I test on AM first, then All-Pro. Most of the time, I'm able to make some subtle changes to the AM set to be more balanced for AP as a result. This allows me to keep the core of the slider set intact through the two skill levels.
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 10 minutes
• I wanted to bump the minutes here to get more NFL type numbers, from plays, yards, scores, etc. At times I also felt like long drives just chewed up so much clock, and it'd be a maximum of a single possession for one team or the other. This slight bump should help a bit more.
Accelerated Clock: 20 seconds
• Mainly personal preference, but I'm happy that I can do it, is going from 10 minutes to 10 minutes with a 20 second accelerated clock. I feel like the stats were getting just a bit much on 10 minutes "flat", but with the acc clock, it just gets it perfect for me. The nice thing is that the audibles and adjustments by the CPU are still there, which was one of my biggest concerns.
Superstar Abilities: User Preference
• I'm not seeing too much arcade-like gameplay with this on. Either way, it's user preference, but I have tested both and am personally keeping the abilities on.
Gameplay Helpers
• Mainly default On
Defensive Ball Hawk: On
Defensive Heat Seeker Assist: On
Defensive Switch Assist: On
Game Options
Injuries: 15
• I love injuries this year, but it does seem like there are a bit too many on 10/25 (MM/Franchise) set ups.
Fatigue: 52
• I've called myself naive in thinking I could use this value throughout a couple of sets. However, this time around I've used it as an anchor to affect the gameplay in my favor. I tested a lot at 60 because that is usually the threshold in which the difference can truly be seen. I believe it's the highest value that starts showing the indifferent performances. What would happen is that on 60, the QB would be fine, but the defending players would allow easy receptions, and even freeze more often to allow for those completions. Once I lowered it back to 50, now the issue came up where the QB wouldn't try and just take sacks or dump off passes. This told me that the coverage was too good - and whatever separation there had been initially, it was quickly closed down to the point the defenders were on top of the intended receivers. So I scaled until I found the best balance in which the QB would still try a variety of throws and targets, while the defenders still gave their all in try to break up plays.
Speed Disparity Scale: 75 (Previous: 58)
• I've used a very high threshold like this before, so I know instantly the feel of the game changes. Everything just becomes smoother, but other areas, in particular the OL/DL interaction, becomes much stickier. I knew if I was going to commit to this value, then that meant multiple other values, in particular penalty ones, needed to be adjusted to compensate. There's always a fear of raising threshold because users feel their players will be chased down by lineman - but this couldn't be further from the truth. There are a lot theories and "labbing" done on speed disparity, but the reality is it's all out of context of the actual game being played. In this year's game, we need better coverage, and better animations, this is the way.
Key: All-Madden || All-Pro I may use some references to previous Madden iterations and my theories behind gameplay values, so some of this may not make a lot of sense if you haven't taken part in my slider approach before.
QB Accuracy: 45/45 || 48/50
• All Madden || With WRC being lowered quite a bit for the CPU, the balance has to be found in raising QBA so the quality is still there, and the offense can still be a threat. It wouldn't make sense to keep the value low and the WRC value lower as that will just mess with the CPU QB's perception overall.
• All Pro || The CPU QB in the AP difficulty needs more confidence in making throws. By default at 50, they still have the chance of varied pass speeds, and I would much rather they try to stay in the game more.
Pass Blocking: 48/48 || 50/50
• All Madden || When I had the value at 45 for the CPU, the QB started to put less faith in their OL, basically choosing to scramble immediately or dropping back more and more until they couldn't any longer. The animation here is always when it's a deep route, such as 4-verts, and the CPU QB chooses to keep dropping back or stands still (QB Statue) while waiting for a receiver to come back after already streaking upfield. With a very subtle adjustment to 48, they've now got just a bit more time to make a decision, but not so much that they choose to stay in the pocket forever.
• All Pro || With AP it's the opposite where if you give the CPU QB too much PBL, they take too long to decide and end up waiting on those receivers to come back on long routes again. Technically you could make the CPU QB throw quicker at a lower PBL, but the issue is the user DL is quite overpowering under 50, that it would just result in unrealistic sacks or pressure.
• All Madden || In this update, it seems that the CPU catching went up despite the value being fairly low. Seeing the catches in traffic and the way the CPU QB would choose to throw more intermediate passes led me to believe that the perception is off the mark again. The CPU QB goes safe, while the CPU WR can ignore what's around them because passes are right in the numbers. This adjustment helps, but the penalty value of Roughing the Passer (RTP) will wake up the defenders to make those catches in traffic more combative.
• All Pro || Similar to All-Madden, but the WRC remains essential for the CPU QB's perception. The RTP value will create the same effect that the AM set does as well.
Run Blocking: 40/44 || 50/50 (Previous: 44/44 || 50/50)
• All Madden || The blocking has been good for the User, and while it's not "sticky", the issue I had was with the receiver blocking downfield. The defending player would basically get caught into a blocked animation and the timing of the release would last a bit too long for my liking. As a result, runs that should go for 10 yards, end up going for 15 or 20. The modification to RTP will also help defenders, but their aggression can be a risk/reward of course.
• All Pro || No changes in terms of values, but the RTP adjustment will help both user and CPU.
Fumbles: 52/52 || 55/55
• All Madden || There's going to be more tackles, more action in general, the ball will come loose, so I've raised fumbles just slightly.
• All Pro || No change, still feel it's in a good spot.
Pass Defensive Reaction: 52/50 || 50/50
• All Madden || I forgot to adjust this for the All-Madden user when adjusting fatigue to 52. It allows the little bit of lag to be made up when the ball is in the air. The WRC value controls a lot more than PDR or PCV do, but this is still necessary to make it all come together.
• All Pro || No changes.
Interceptions: 25/25 || 35/35
• All Madden || No changes as there is a good balance of brick hands and interceptions.
• All Pro || No changes as there is a good balance of brick hands and interceptions.
Pass Coverage: 52/50 || 50/50
• All Madden || Same as PDR, but more so to keep the players just a tad closer in certain man coverages. I felt that even adjusting coverages there was a bit freezing that was costing inches - which turned into big gains. Still happens on occasion because it's Madden, but not as bad as before.
• All Pro || No changes.
Tackling: 44/48 || 40/58
• All Madden || No change. Still in a good spot
• All Pro || Just a small bump for the CPU TAK to improve their pursuit angles.
Special Teams
FG Power: 70/70
• Another year of devs not addressing the oomph! of how kickers kick the ball. As a former kick myself, it's all about height - and the only way to get decent height in this game (ball above midpoint of posts) is to raise power.
FG Accuracy: 40/40
• Received feedback that kicks were going sideways. Personally haven't seen it, but safe bet to just raise the value.
Punt Power: 55/55
• Raised this value because the CPU tends to not call a fair catch, even if there's no room to run after. As a result, just wanted to give them more space to either call early or run after.
Punt Accuracy: 45/45
• With the bump in power, just had to balance by reducing the accuracy.
Kickoff Power: 52/52
• A bump here to get more kicks out of the endzone.
Penalties
• Penalties do affect gameplay. As we have moved through each title update, the importance of having them modified has grown. In particular Version 9 where I've had to force the DL to shed blocks and get some sense of urgency more.
All penalties/On default except:
Offside: 85 (Previous: 70)
• As always, this works in combo with False Start and Holding. In raising threshold as much as I did, the release had to happen sooner, which means the value had to be raised significantly. Doesn't hurt to have more penalties either.
False Start: 85 (Previous: 70)
• As always, this works in combo with False Start and Holding. In raising threshold as much as I did, the release had to happen sooner, which means the value had to be raised significantly. Doesn't hurt to have more penalties either.
Holding: 70 (Previous: 65)
• As always, this works in combo with False Start and Holding. In raising threshold as much as I did, the release had to happen sooner, which means the value had to be raised significantly. Doesn't hurt to have more penalties either.
Roughing the Passer: 50 (Previous: 40)
• I mentioned on the previous version that I was prepping the set to be easily modified for future gameplay patches and next-gen, so this means the original value of 50 for RTP comes back into play. If I kept this at 40, the over-pursuit would make the game wide open. Not necessarily a bad concept, but with threshold as high as it is, the pursuit would get blocked by sticky lineman and receivers almost instantly.
Defensive Pass Interference: 5 (Previous: 50)
• No I am not missing a zero from the value. It truly is going to be this low. Does it still get called? Absolutely. This leads me to believe that because pass coverage and reactions are not as strong as they could be, something else has to come into play. So I started thinking about endpoints, meaning what is the ending animation that plays out. I wanted to avoid the coverage freezing/spinning on routes animation, so that's the opposite endpoint I'm going for. What I want instead is feet constantly moving, and ending with a reaction - either interception attempt or pass deflection, or tackle as last. To accomplish this, I need to allow the defenders to play with 100% focus on their assignment. Meaning they aren't worried about being called for any penalties. What's nice about this is the CPU QB still uses PCV as their perception, so they will still throw the same type of throws. This is especially apparent on next-gen, but I have seen the behavior with all types of QBs on current-gen as well.
Roughing the Kicker: Off
• Still happens in the title update. Simply just needed to turn it off because it gets called to often. The animation of walking into the kicker results in the kicker falling down easily.
Illegal Contact: Off
• Still strong enough value that it creates that resistance at the start of routes to make a difference. In so many coverage issues that Madden has, they happen in the first yard of the DB/WR interaction, so this ensures just a bit more attention to that.
VERSION 11
Spoiler
================================= Slider Update Log - VERSION 11 (Post 1.15)
=================================
11/11/2020: It's been a while since I've updated the slider set, but honestly I was enjoying Version 10 quite a bit. The most recent patch update has created some wrinkles in some of the spots that I felt were eventually going to need addressing though. While I want to address those issues, I also do not want to change a lot from Version 10, barring additional patch updates come out that require further assembly.
The main issue that I found was the CPU QB starting to connect on a lot of passes, especially passes into traffic. The QBs, no matter their traits, would choose to nickel and dime versus take risks, and that was primarily because it felt like they had no pressure to perform - or attempt to win for that matter. This is despite the receivers being able to catch everything, and the defenders would sit and watch the completion before making a tackle animation.
The run game was a different story. The OL could pick up their blocks just fine, but it was the receivers that were making perfect, momentum-stopping, blocks downfield that threw off a lot of the timing - making the run game quite easy for the user. The good thing is the value changed to address the CPU QB's aggression also works for the run game.
So, this is a very subtle update in terms of values changed, but I believe the values modified will make a big difference. If you've been part of this thread, or even my M20 thread, you will recognize some common changes I make to solidify a previous set. I think Version 10 is still really good, but I think with these changes it addresses some of the main concerns outlined above.
• All Madden || In this update, it seems that the CPU catching went up despite the value being fairly low. Seeing the catches in traffic and the way the CPU QB would choose to throw more intermediate passes led me to believe that the perception is off the mark again. The CPU QB goes safe, while the CPU WR can ignore what's around them because passes are right in the numbers. This adjustment helps, but the penalty value of Roughing the Passer (RTP) will wake up the defenders to make those catches in traffic more combative.
• All Pro || Similar to All-Madden, but the WRC remains essential for the CPU QB's perception. The RTP value will create the same effect that the AM set does as well.
Run Blocking: 40/44 || 30/55 (Previous: 44/44 || 30/55)
• All Madden || The blocking has been good for the User, and while it's not "sticky", the issue I had was with the receiver blocking downfield. The defending player would basically get caught into a blocked animation and the timing of the release would last a bit too long for my liking. As a result, runs that should go for 10 yards, end up going for 15 or 20. The modification to RTP will also help defenders, but their aggression can be a risk/reward of course.
• All Pro || No changes in terms of values, but the RTP adjustment will help both user and CPU.
Roughing the Passer: 40 (Previous: 50)
• There's always a patch update that tends to exposes the subtle issues of the game, and most of the time it is down to effort seen on the field. As a result, I use this value (RTP) to be an overall adjustment to the game's environment. When I start to see the defending players lose their aggression it will have a chain reaction of events in which the QB stops being challenged, the running backs able to pick their lanes with ease, etc. So lowering this value means the QB has a better chance to take bigger hits, and the receiver has a smaller window of execution before the aggressive LB/DB play in the air takes over. You will see more pass break ups, and more drops as a result. The CPU QB will also make attempts to go downfield, but they will also take what they can get.
If you provide feedback, please advise of any modifications you have done from this OP set. Please also let me know if you are using All-Madden or All-Pro set. Lastly, you can either import into franchise, or manually adjust. The sync of previous Maddens does not seem necessary this year. I've tested both and have not seen anything outstanding that has de-synced the experience.
Version 11 - Game Settings
Ways to play:
• User v CPU - Traditional game style
• User v User - Traditional game style
• CPU v CPU - Simmed > slow > end of game
• Coach Mode - Snap only, auto throw "On", only select DL on defense & leave controller alone
Skill Level: All-Madden || All-Pro
• I list it this way because I test on AM first, then All-Pro. Most of the time, I'm able to make some subtle changes to the AM set to be more balanced for AP as a result. This allows me to keep the core of the slider set intact through the two skill levels.
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 10 minutes
• I wanted to bump the minutes here to get more NFL type numbers, from plays, yards, scores, etc. At times I also felt like long drives just chewed up so much clock, and it'd be a maximum of a single possession for one team or the other. This slight bump should help a bit more.
Accelerated Clock: 20 seconds
• Mainly personal preference, but I'm happy that I can do it, is going from 10 minutes to 10 minutes with a 20 second accelerated clock. I feel like the stats were getting just a bit much on 10 minutes "flat", but with the acc clock, it just gets it perfect for me. The nice thing is that the audibles and adjustments by the CPU are still there, which was one of my biggest concerns.
Superstar Abilities: User Preference
• I'm not seeing too much arcade-like gameplay with this on. Either way, it's user preference, but I have tested both and am personally keeping the abilities on.
Gameplay Helpers
• Mainly default On
Defensive Ball Hawk: On
Defensive Heat Seeker Assist: On
Defensive Switch Assist: On
Game Options
Injuries: 15
• I love injuries this year, but it does seem like there are a bit too many on 10/25 (MM/Franchise) set ups.
Fatigue: 52
• I've called myself naive in thinking I could use this value throughout a couple of sets. However, this time around I've used it as an anchor to affect the gameplay in my favor. I tested a lot at 60 because that is usually the threshold in which the difference can truly be seen. I believe it's the highest value that starts showing the indifferent performances. What would happen is that on 60, the QB would be fine, but the defending players would allow easy receptions, and even freeze more often to allow for those completions. Once I lowered it back to 50, now the issue came up where the QB wouldn't try and just take sacks or dump off passes. This told me that the coverage was too good - and whatever separation there had been initially, it was quickly closed down to the point the defenders were on top of the intended receivers. So I scaled until I found the best balance in which the QB would still try a variety of throws and targets, while the defenders still gave their all in try to break up plays.
Speed Disparity Scale: 58
• I reviewed this value in V9 quite a bit. I went as low as 25 where the coverage surprisingly will get good - but when it gets bad, the space is enormous. It results in needing to adjust the dreaded PCV and PDR heavily, and I've been there with too many side effects to isolate. As a result, I stayed as true as I could with the solid threshold at 58. It is high enough that the run game, despite other values (such as low RBL) can still be a threat, while still keeping attention in the pass coverage. Players can still get behind the secondary for big plays as well.
Key: All-Madden || All-Pro I may use some references to previous Madden iterations and my theories behind gameplay values, so some of this may not make a lot of sense if you haven't taken part in my slider approach before.
QB Accuracy: 45/45 || 48/50
• All Madden || With WRC being lowered quite a bit for the CPU, the balance has to be found in raising QBA so the quality is still there, and the offense can still be a threat. It wouldn't make sense to keep the value low and the WRC value lower as that will just mess with the CPU QB's perception overall.
• All Pro || The CPU QB in the AP difficulty needs more confidence in making throws. By default at 50, they still have the chance of varied pass speeds, and I would much rather they try to stay in the game more.
Pass Blocking: 48/48 || 50/50
• All Madden || When I had the value at 45 for the CPU, the QB started to put less faith in their OL, basically choosing to scramble immediately or dropping back more and more until they couldn't any longer. The animation here is always when it's a deep route, such as 4-verts, and the CPU QB chooses to keep dropping back or stands still (QB Statue) while waiting for a receiver to come back after already streaking upfield. With a very subtle adjustment to 48, they've now got just a bit more time to make a decision, but not so much that they choose to stay in the pocket forever.
• All Pro || With AP it's the opposite where if you give the CPU QB too much PBL, they take too long to decide and end up waiting on those receivers to come back on long routes again. Technically you could make the CPU QB throw quicker at a lower PBL, but the issue is the user DL is quite overpowering under 50, that it would just result in unrealistic sacks or pressure.
• All Madden || In this update, it seems that the CPU catching went up despite the value being fairly low. Seeing the catches in traffic and the way the CPU QB would choose to throw more intermediate passes led me to believe that the perception is off the mark again. The CPU QB goes safe, while the CPU WR can ignore what's around them because passes are right in the numbers. This adjustment helps, but the penalty value of Roughing the Passer (RTP) will wake up the defenders to make those catches in traffic more combative.
• All Pro || Similar to All-Madden, but the WRC remains essential for the CPU QB's perception. The RTP value will create the same effect that the AM set does as well.
Run Blocking: 40/44 || 50/50 (Previous: 44/44 || 50/50)
• All Madden || The blocking has been good for the User, and while it's not "sticky", the issue I had was with the receiver blocking downfield. The defending player would basically get caught into a blocked animation and the timing of the release would last a bit too long for my liking. As a result, runs that should go for 10 yards, end up going for 15 or 20. The modification to RTP will also help defenders, but their aggression can be a risk/reward of course.
• All Pro || No changes in terms of values, but the RTP adjustment will help both user and CPU.
Fumbles: 52/52 || 55/55
• All Madden || There's going to be more tackles, more action in general, the ball will come loose, so I've raised fumbles just slightly.
• All Pro || No change, still feel it's in a good spot.
Pass Defensive Reaction: 52/50 || 50/50
• All Madden || I forgot to adjust this for the All-Madden user when adjusting fatigue to 52. It allows the little bit of lag to be made up when the ball is in the air. The WRC value controls a lot more than PDR or PCV do, but this is still necessary to make it all come together.
• All Pro || No changes.
Interceptions: 25/25 || 35/35
• All Madden || No changes as there is a good balance of brick hands and interceptions.
• All Pro || No changes as there is a good balance of brick hands and interceptions.
Pass Coverage: 52/50 || 50/50
• All Madden || Same as PDR, but more so to keep the players just a tad closer in certain man coverages. I felt that even adjusting coverages there was a bit freezing that was costing inches - which turned into big gains. Still happens on occasion because it's Madden, but not as bad as before.
• All Pro || No changes.
Tackling: 44/48 || 40/58
• All Madden || No change. Still in a good spot
• All Pro || Just a small bump for the CPU TAK to improve their pursuit angles.
Special Teams
FG Power: 70/70
• Another year of devs not addressing the oomph! of how kickers kick the ball. As a former kick myself, it's all about height - and the only way to get decent height in this game (ball above midpoint of posts) is to raise power.
FG Accuracy: 40/40
• Received feedback that kicks were going sideways. Personally haven't seen it, but safe bet to just raise the value.
Punt Power: 55/55
• Raised this value because the CPU tends to not call a fair catch, even if there's no room to run after. As a result, just wanted to give them more space to either call early or run after.
Punt Accuracy: 45/45
• With the bump in power, just had to balance by reducing the accuracy.
Kickoff Power: 52/52
• A bump here to get more kicks out of the endzone.
Penalties
• Penalties do affect gameplay. As we have moved through each title update, the importance of having them modified has grown. In particular Version 9 where I've had to force the DL to shed blocks and get some sense of urgency more.
All penalties/On default except:
Offside: 70
• This is a value I did not expect to need in Madden 21, but here we are. This value must be paired up with the False Start and Holding as the entire composition of these 3 values creates the shed block animations to appear sooner. This is how the OL/DL interaction will be much more dynamic and less "head-on" by the OL pushing the DL backwards.
False Start: 70
• This is a value I did not expect to need in Madden 21, but here we are. This value must be paired up with the Offside and Holding as the entire composition of these 3 values creates the shed block animations to appear sooner. This is how the OL/DL interaction will be much more dynamic and less "head-on" by the OL pushing the DL backwards.
Holding: 65
• No changes, other than now being accompanied by Offside and False Start.
Roughing the Kicker: Off
• Still happens in the title update. Simply just needed to turn it off because it gets called to often. The animation of walking into the kicker results in the kicker falling down easily.
Roughing the Passer: 40 (Previous: 50)
• There's always a patch update that tends to exposes the subtle issues of the game, and most of the time it is down to effort seen on the field. As a result, I use this value (RTP) to be an overall adjustment to the game's environment. When I start to see the defending players lose their aggression it will have a chain reaction of events in which the QB stops being challenged, the running backs able to pick their lanes with ease, etc. So lowering this value means the QB has a better chance to take bigger hits, and the receiver has a smaller window of execution before the aggressive LB/DB play in the air takes over. You will see more pass break ups, and more drops as a result. The CPU QB will also make attempts to go downfield, but they will also take what they can get.
Illegal Contact: Off
• Still strong enough value that it creates that resistance at the start of routes to make a difference. In so many coverage issues that Madden has, they happen in the first yard of the DB/WR interaction, so this ensures just a bit more attention to that.
VERSION 10
Spoiler
================================= Slider Update Log - VERSION 10 (Post 1.14)
=================================
11/4/2020: It looks like the November patch is on its way soon. Once released, I'll be reviewing the current set with it. Stay tuned!
10/17/2020: I haven't seen any issues with the current set and the update. For every time an animation seems like it could go bad, it manages to recover correctly. As always I'll look into things if they seem off.
Also, if you've done it, I'd ask to not please post your sliders in my thread.
9/30/2020: A good day of feedback overall. It's allowed me to review the Version 9 set. From an animation standpoint, it all checks out nicely. However, there are some areas in the All-Madden set that need attention.
I'm not a stat chaser, never have been, and never will be. I do have issues when coverage breaks down due to buggy animation though. The biggest issue I was seeing was the DBs not reacting to the ball in the air - and instead playing the receiver to catch the ball. This was not very consistent, but when it did happen, the animation was off-putting enough that it needed to be addressed.
I tested multiple QBs with these settings that are in the upper 80's to 90's in their Short-Medium-Throw accuracies, and determined that it would be the receiver catching (WRC) that needed to be lowered to get more reactions and tackling deflections to occur more often. Now, because the WRC is lowered significantly, the QBA needs to go up. If I keep it at 35 QBA with the lower WRC, along with the tight coverage that already happens, there will be big time issues with skewed coverage sacks. In addition, most of you know how I feel about lowering QBA in the first place, so if I have the opportunity to raise it - I will. The QB is the general on the field, and the quality (and variety) of the offense rests with him. I also dislike the idea of a really low QBA not able to throw for more than 40 yards. A higher QBA will be better quality, naturally, but I also believe it gives more opportunity to take chances.
After those changes, the natural response is increase coverage and reaction to make up for not only the QBA change, but also the fatigue value - something I had forgotten to do in Version 9.
• All Madden || With WRC being lowered quite a bit for the CPU, the balance has to be found in raising QBA so the quality is still there, and the offense can still be a threat. It wouldn't make sense to keep the value low and the WRC value lower as that will just mess with the CPU QB's perception overall.
• All Pro || The CPU QB in the AP difficulty needs more confidence in making throws. By default at 50, they still have the chance of varied pass speeds, and I would much rather they try to stay in the game more.
• All Madden || I tested the WRC for the CPU at the lowest of 40, then 42, and found that it was just too many drops, completely skewing defensive stands. At 45, there is a good balance of the type of drops, deflections and aggressive plays on the ball by the defenders.
• All Pro || Similar to All-Madden, but the WRC is essential for the AP CPU QB.
• All Madden || I forgot to adjust this for the All-Madden user when adjusting fatigue to 52. It allows the little bit of lag to be made up when the ball is in the air. The WRC value controls a lot more than PDR or PCV do, but this is still necessary to make it all come together.
• All Madden || Same as PDR, but more so to keep the players just a tad closer in certain man coverages. I felt that even adjusting coverages there was a bit freezing that was costing inches - which turned into big gains. Still happens on occasion because it's Madden, but not as bad as before.
• All Pro || No changes.
Lastly, I wanted to thank you all for the discussion brewing today. As I said, if there is something off the mark, I will gladly review. I think this version 10 is in a good spot as it takes the good of Version 9, and allows the defense to breathe in a more realistic fashion. Enjoy Version 10!
If you provide feedback, please advise of any modifications you have done from this OP set. Please also let me know if you are using All-Madden or All-Pro set. Lastly, you can either import into franchise, or manually adjust. The sync of previous Maddens does not seem necessary this year. I've tested both and have not seen anything outstanding that has de-synced the experience.
Version 10 - Game Settings
Ways to play:
• User v CPU - Traditional game style
• User v User - Traditional game style
• CPU v CPU - Simmed > slow > end of game
• Coach Mode - Snap only, auto throw "On", only select DL on defense & leave controller alone
Skill Level: All-Madden || All-Pro
• I list it this way because I test on AM first, then All-Pro. Most of the time, I'm able to make some subtle changes to the AM set to be more balanced for AP as a result. This allows me to keep the core of the slider set intact through the two skill levels.
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 10 minutes
• I wanted to bump the minutes here to get more NFL type numbers, from plays, yards, scores, etc. At times I also felt like long drives just chewed up so much clock, and it'd be a maximum of a single possession for one team or the other. This slight bump should help a bit more.
Accelerated Clock: 20 seconds
• Mainly personal preference, but I'm happy that I can do it, is going from 10 minutes to 10 minutes with a 20 second accelerated clock. I feel like the stats were getting just a bit much on 10 minutes "flat", but with the acc clock, it just gets it perfect for me. The nice thing is that the audibles and adjustments by the CPU are still there, which was one of my biggest concerns.
Superstar Abilities: User Preference
• I'm not seeing too much arcade-like gameplay with this on. Either way, it's user preference, but I have tested both and am personally keeping the abilities on.
Gameplay Helpers
• Mainly default On
Defensive Ball Hawk: On
Defensive Heat Seeker Assist: On
Defensive Switch Assist: On
Game Options
Injuries: 15
• I love injuries this year, but it does seem like there are a bit too many on 10/25 (MM/Franchise) set ups.
Fatigue: 52
• I've called myself naive in thinking I could use this value throughout a couple of sets. However, this time around I've used it as an anchor to affect the gameplay in my favor. I tested a lot at 60 because that is usually the threshold in which the difference can truly be seen. I believe it's the highest value that starts showing the indifferent performances. What would happen is that on 60, the QB would be fine, but the defending players would allow easy receptions, and even freeze more often to allow for those completions. Once I lowered it back to 50, now the issue came up where the QB wouldn't try and just take sacks or dump off passes. This told me that the coverage was too good - and whatever separation there had been initially, it was quickly closed down to the point the defenders were on top of the intended receivers. So I scaled until I found the best balance in which the QB would still try a variety of throws and targets, while the defenders still gave their all in try to break up plays.
Speed Disparity Scale: 58
• I reviewed this value in V9 quite a bit. I went as low as 25 where the coverage surprisingly will get good - but when it gets bad, the space is enormous. It results in needing to adjust the dreaded PCV and PDR heavily, and I've been there with too many side effects to isolate. As a result, I stayed as true as I could with the solid threshold at 58. It is high enough that the run game, despite other values (such as low RBL) can still be a threat, while still keeping attention in the pass coverage. Players can still get behind the secondary for big plays as well.
Key: All-Madden || All-Pro I may use some references to previous Madden iterations and my theories behind gameplay values, so some of this may not make a lot of sense if you haven't taken part in my slider approach before.
• All Madden || With WRC being lowered quite a bit for the CPU, the balance has to be found in raising QBA so the quality is still there, and the offense can still be a threat. It wouldn't make sense to keep the value low and the WRC value lower as that will just mess with the CPU QB's perception overall.
• All Pro || The CPU QB in the AP difficulty needs more confidence in making throws. By default at 50, they still have the chance of varied pass speeds, and I would much rather they try to stay in the game more.
Pass Blocking: 48/48 || 50/50
• All Madden || When I had the value at 45 for the CPU, the QB started to put less faith in their OL, basically choosing to scramble immediately or dropping back more and more until they couldn't any longer. The animation here is always when it's a deep route, such as 4-verts, and the CPU QB chooses to keep dropping back or stands still (QB Statue) while waiting for a receiver to come back after already streaking upfield. With a very subtle adjustment to 48, they've now got just a bit more time to make a decision, but not so much that they choose to stay in the pocket forever.
• All Pro || With AP it's the opposite where if you give the CPU QB too much PBL, they take too long to decide and end up waiting on those receivers to come back on long routes again. Technically you could make the CPU QB throw quicker at a lower PBL, but the issue is the user DL is quite overpowering under 50, that it would just result in unrealistic sacks or pressure.
• All Madden || I tested the WRC for the CPU at the lowest of 40, then 42, and found that it was just too many drops, completely skewing defensive stands. At 45, there is a good balance of the type of drops, deflections and aggressive plays on the ball by the defenders.
• All Pro || Similar to All-Madden, but the WRC is essential for the AP CPU QB.
Run Blocking: 44/44 || 30/55
• All Madden || One of my biggest issues with the game has been the OL/DL interaction. The DL and LBs stopped shedding blocks and started to just let the OL push upfield immediately. I wanted to get the defenders in the backfield more often, but not to the point that the OL is clueless. At a higher threshold, this is difficult because the separation of bodies (OL/DL) is not as automatic as it would be on lower values. As a result, I had to not only adjust the RBL values, but also the Offside/False Start/Holding penalty sliders, which is explained in that section.
• All Pro || The main adjustment here is for the user. No matter what, the user OL is oustanding. They hit their blocks and move right on upfield. The push is enormous, and it really does not seem to matter what ratings are in play. As a result, I had to lower the user's RBL significantly, and keep mind with the adjustment in Offside/False Start/Holding penalties to get a bit more block shedding.
Fumbles: 52/52 || 55/55
• All Madden || There's going to be more tackles, more action in general, the ball will come loose, so I've raised fumbles just slightly.
• All Pro || No change, still feel it's in a good spot.
• All Madden || I forgot to adjust this for the All-Madden user when adjusting fatigue to 52. It allows the little bit of lag to be made up when the ball is in the air. The WRC value controls a lot more than PDR or PCV do, but this is still necessary to make it all come together.
• All Pro || No changes.
Interceptions: 25/25 || 35/35
• All Madden || No changes as there is a good balance of brick hands and interceptions.
• All Pro || No changes as there is a good balance of brick hands and interceptions.
• All Madden || Same as PDR, but more so to keep the players just a tad closer in certain man coverages. I felt that even adjusting coverages there was a bit freezing that was costing inches - which turned into big gains. Still happens on occasion because it's Madden, but not as bad as before.
• All Pro || No changes.
Tackling: 44/48 || 40/58
• All Madden || No change. Still in a good spot
• All Pro || Just a small bump for the CPU TAK to improve their pursuit angles.
Special Teams
FG Power: 70/70
• Another year of devs not addressing the oomph! of how kickers kick the ball. As a former kick myself, it's all about height - and the only way to get decent height in this game (ball above midpoint of posts) is to raise power.
FG Accuracy: 40/40
• Received feedback that kicks were going sideways. Personally haven't seen it, but safe bet to just raise the value.
Punt Power: 55/55
• Raised this value because the CPU tends to not call a fair catch, even if there's no room to run after. As a result, just wanted to give them more space to either call early or run after.
Punt Accuracy: 45/45
• With the bump in power, just had to balance by reducing the accuracy.
Kickoff Power: 52/52
• A bump here to get more kicks out of the endzone.
Penalties
• Penalties do affect gameplay. As we have moved through each title update, the importance of having them modified has grown. In particular Version 9 where I've had to force the DL to shed blocks and get some sense of urgency more.
All penalties/On default except:
Offside: 70
• This is a value I did not expect to need in Madden 21, but here we are. This value must be paired up with the False Start and Holding as the entire composition of these 3 values creates the shed block animations to appear sooner. This is how the OL/DL interaction will be much more dynamic and less "head-on" by the OL pushing the DL backwards.
False Start: 70
• This is a value I did not expect to need in Madden 21, but here we are. This value must be paired up with the Offside and Holding as the entire composition of these 3 values creates the shed block animations to appear sooner. This is how the OL/DL interaction will be much more dynamic and less "head-on" by the OL pushing the DL backwards.
Holding: 65
• No changes, other than now being accompanied by Offside and False Start.
Roughing the Kicker: Off
• Still happens in the title update. Simply just needed to turn it off because it gets called to often. The animation of walking into the kicker results in the kicker falling down easily.
Illegal Contact: Off
• Still strong enough value that it creates that resistance at the start of routes to make a difference. In so many coverage issues that Madden has, they happen in the first yard of the DB/WR interaction, so this ensures just a bit more attention to that.
VERSION 9
Spoiler
================================= Slider Update Log - VERSION 9 (Post 1.11)
=================================
9/27/2020: I haven't been entirely happy with the 1.11 title update. It bugged me how they reduced the out-of-sync QB > receiver catch animations. I thought it was the first time the ball had become a separate entity. Unfortunately, there were other subtle issues with how the game started to play on the V8 sliders. In particular, the dropback of the QB statue and scrambling was really messing with my enjoyment of the game. I thought I would really have to go default and test accordingly - which I did, but always keeping the base of Version 8 in mind. I looked through each value, and was especially focused on the way the QB plays and how they interpret what is in front of them. From the OL/DL interaction, to the receiver separation, it all got looked at.
In the end, Version 9 might be my most favorite version yet. I've not only adjusted the gameplay and penalty sliders, but I'm ecstatic to have been able to bring back the fatigue value. I'll explain further in the fatigue section, but this value isn't just for the sake of sub in/out when players tire; it affects the entire dynamic of the players' perception. Too high and the defenders don't really try, too low, and the QB doesn't try - it was a very happy find.
Lastly, I was able to finalize the set in a good spot by playing multiple ways. Happy to say you can play it as follows:
Ways to play:
• User v CPU - Traditional game style
• User v User - Traditional game style
• CPU v CPU - Simmed > slow > end of game
• Coach Mode - Only select DL on defense & leave controller alone
Since each value has been looked at, I'm post the Version 9 set in complete versus addressing just the values that get changed. Thanks everyone for your patience. Here's Version 9!
If you provide feedback, please advise of any modifications you have done from this OP set. Please also let me know if you are using All-Madden or All-Pro set. Lastly, you can either import into franchise, or manually adjust. The sync of previous Maddens does not seem necessary this year. I've tested both and have not seen anything outstanding that has de-synced the experience.
Version 9 - Game Settings
Ways to play:
• User v CPU - Traditional game style
• User v User - Traditional game style
• CPU v CPU - Simmed > slow > end of game
• Coach Mode - Snap only, auto throw "On", only select DL on defense & leave controller alone
Skill Level: All-Madden || All-Pro
• I list it this way because I test on AM first, then All-Pro. Most of the time, I'm able to make some subtle changes to the AM set to be more balanced for AP as a result. This allows me to keep the core of the slider set intact through the two skill levels.
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 10 minutes
• I wanted to bump the minutes here to get more NFL type numbers, from plays, yards, scores, etc. At times I also felt like long drives just chewed up so much clock, and it'd be a maximum of a single possession for one team or the other. This slight bump should help a bit more.
Accelerated Clock: 20 seconds
• Mainly personal preference, but I'm happy that I can do it, is going from 10 minutes to 10 minutes with a 20 second accelerated clock. I feel like the stats were getting just a bit much on 10 minutes "flat", but with the acc clock, it just gets it perfect for me. The nice thing is that the audibles and adjustments by the CPU are still there, which was one of my biggest concerns.
Superstar Abilities: User Preference
• I'm not seeing too much arcade-like gameplay with this on. Either way, it's user preference, but I have tested both and am personally keeping the abilities on.
Gameplay Helpers
• Mainly default On
Defensive Ball Hawk: On
Defensive Heat Seeker Assist: On
Defensive Switch Assist: On
Game Options
Injuries: 15
• I love injuries this year, but it does seem like there are a bit too many on 10/25 (MM/Franchise) set ups.
Fatigue: 52 (Previous: 50)
• I've called myself naive in thinking I could use this value throughout a couple of sets. However, this time around I've used it as an anchor to affect the gameplay in my favor. I tested a lot at 60 because that is usually the threshold in which the difference can truly be seen. I believe it's the highest value that starts showing the indifferent performances. What would happen is that on 60, the QB would be fine, but the defending players would allow easy receptions, and even freeze more often to allow for those completions. Once I lowered it back to 50, now the issue came up where the QB wouldn't try and just take sacks or dump off passes. This told me that the coverage was too good - and whatever separation there had been initially, it was quickly closed down to the point the defenders were on top of the intended receivers. So I scaled until I found the best balance in which the QB would still try a variety of throws and targets, while the defenders still gave their all in try to break up plays.
Speed Disparity Scale: 58
• I reviewed this value in V9 quite a bit. I went as low as 25 where the coverage surprisingly will get good - but when it gets bad, the space is enormous. It results in needing to adjust the dreaded PCV and PDR heavily, and I've been there with too many side effects to isolate. As a result, I stayed as true as I could with the solid threshold at 58. It is high enough that the run game, despite other values (such as low RBL) can still be a threat, while still keeping attention in the pass coverage. Players can still get behind the secondary for big plays as well.
Key: All-Madden || All-Pro I may use some references to previous Madden iterations and my theories behind gameplay values, so some of this may not make a lot of sense if you haven't taken part in my slider approach before.
QB Accuracy: 40/35 || 48/50
• All Madden || No adjustments here. I know in the thread I had started to discover if QBA was the culprit to the QB Statue/Dropback issues, but it was a great sacrifice of pass speed animations. I love the lower values because it makes those QBs who can sling it stand out - and those who can't - stand out as well. In the AM set it's ensuring that the CPU QB still tries different targets, but not to the point every throw feels the same velocity.
• All Pro || The CPU QB in the AP difficulty needs more confidence in making throws. By default at 50, they still have the chance of varied pass speeds, and I would much rather they try to stay in the game more.
• All Madden || When I had the value at 45 for the CPU, the QB started to put less faith in their OL, basically choosing to scramble immediately or dropping back more and more until they couldn't any longer. The animation here is always when it's a deep route, such as 4-verts, and the CPU QB chooses to keep dropping back or stands still (QB Statue) while waiting for a receiver to come back after already streaking upfield. With a very subtle adjustment to 48, they've now got just a bit more time to make a decision, but not so much that they choose to stay in the pocket forever.
• All Pro || With AP it's the opposite where if you give the CPU QB too much PBL, they take too long to decide and end up waiting on those receivers to come back on long routes again. Technically you could make the CPU QB throw quicker at a lower PBL, but the issue is the user DL is quite overpowering under 50, that it would just result in unrealistic sacks or pressure.
• All Madden || 50's across the boards here. This is one of the values, along with fatigue, that ensures the CPU QB does not stand around or scramble instantly and never throw the ball. For some reason, in title update 1.11, the great scrambling and throw on the runs stopped on version 8. I thought for sure it was QBA, but it turned out to be a lot of WRC perception by the CPU QB. They needed to have more faith in that if they threw the ball, the WR would come down with it - so at least they try versus just wait for the perfect amount of separation, hoping to execute the perfect pass (despite their QBA being under 50).
• All Pro || Similar to All-Madden, but the WRC is essential for the AP CPU QB.
Run Blocking: 44/44 || 30/55 (Previous: 50/50 || 50/55)
• All Madden || One of my biggest issues with the game has been the OL/DL interaction. The DL and LBs stopped shedding blocks and started to just let the OL push upfield immediately. I wanted to get the defenders in the backfield more often, but not to the point that the OL is clueless. At a higher threshold, this is difficult because the separation of bodies (OL/DL) is not as automatic as it would be on lower values. As a result, I had to not only adjust the RBL values, but also the Offside/False Start/Holding penalty sliders, which is explained in that section.
• All Pro || The main adjustment here is for the user. No matter what, the user OL is oustanding. They hit their blocks and move right on upfield. The push is enormous, and it really does not seem to matter what ratings are in play. As a result, I had to lower the user's RBL significantly, and keep mind with the adjustment in Offside/False Start/Holding penalties to get a bit more block shedding.
• All Pro || Just a small bump for the CPU TAK to improve their pursuit angles.
Special Teams
FG Power: 70/70
• Another year of devs not addressing the oomph! of how kickers kick the ball. As a former kick myself, it's all about height - and the only way to get decent height in this game (ball above midpoint of posts) is to raise power.
FG Accuracy: 40/40
• Received feedback that kicks were going sideways. Personally haven't seen it, but safe bet to just raise the value.
Punt Power: 55/55
• Raised this value because the CPU tends to not call a fair catch, even if there's no room to run after. As a result, just wanted to give them more space to either call early or run after.
Punt Accuracy: 45/45
• With the bump in power, just had to balance by reducing the accuracy.
Kickoff Power: 52/52
• A bump here to get more kicks out of the endzone.
Penalties
• Penalties do affect gameplay. As we have moved through each title update, the importance of having them modified has grown. In particular Version 9 where I've had to force the DL to shed blocks and get some sense of urgency more.
All penalties/On default except:
Offside: 70 (Previous: 50)
• This is a value I did not expect to need in Madden 21, but here we are. This value must be paired up with the False Start and Holding as the entire composition of these 3 values creates the shed block animations to appear sooner. This is how the OL/DL interaction will be much more dynamic and less "head-on" by the OL pushing the DL backwards.
False Start: 70 (Previous: 50)
• This is a value I did not expect to need in Madden 21, but here we are. This value must be paired up with the Offside and Holding as the entire composition of these 3 values creates the shed block animations to appear sooner. This is how the OL/DL interaction will be much more dynamic and less "head-on" by the OL pushing the DL backwards.
Holding: 65
• No changes, other than now being accompanied by Offside and False Start.
Roughing the Kicker: Off
• Still happens in the title update. Simply just needed to turn it off because it gets called to often. The animation of walking into the kicker results in the kicker falling down easily.
Illegal Contact: Off
• Still strong enough value that it creates that resistance at the start of routes to make a difference. In so many coverage issues that Madden has, they happen in the first yard of the DB/WR interaction, so this ensures just a bit more attention to that.
VERSION 8
Spoiler
================================= Slider Update Log - VERSION 8 (Post 1.10)
================================= 9/23/2020: I was able to test the 1.10 title update for quite a bit, and found that a lot of values from Version 7 remain intact. However, like anything with sliders, there are some areas that needed to be addressed and one particular that needs sacrificing.
The main focus was sample size on animations and verify that the threshold is still in a good spot. The part that I had to sacrifice though was Fatigue, which in this version will see its value change from 70 back down to 50. The reason for this is because the fatigue was starting to be affected in a negative way. Each version of Madden, I feel like I can explore a bit with Fatigue. The idea of game management creates a deeper layer of in-game enjoyment. The problem is that Fatigue is a variable that doesn't only affect rotation/subs, it affects realtime animations - the biggest culprit is the jogging animation. The jogging can happen anywhere through the field, but is most apparent in the DBs covering routes and QBs running options. In whatever sequence the play is unfolding, there's a moment in which the jogging can occur. Last year I had to reluctantly lower fatigue because of this, and after title update 1.10, I've decided to do the same.
That is the biggest value change because it covers both sides for User/CPU. After that, the only other values returning to 50 are Pass Coverage and Pass Defensive Reaction. With the adjustment to fatigue, the game will be a bit more aggressive, and players will go harder in their reactions and emphasis to break up plays. Having the values above 50-60 was just overdoing it, and the animations, especially in pass coverage, started to be affected. The DBs started to play too far ahead of the route, and would be too tight that the momentum threw them off - making it easy for passes to be completed. At first I thought this could be due to threshold, but once fatigue was dropped back and PCV/PDR was lowered, the separation started to be respected with enough time to react.
Last adjustment, and this is mainly personal preference, but I'm happy that I can do it, is going from 10 minutes to 10 minutes with a 20 second accelerated clock. I feel like the stats were getting just a bit much on 10 minutes "flat", but with the acc clock, it just gets it perfect for me. The nice thing is that the audibles and adjustments by the CPU are still there, which was one of my biggest concerns.
Overall, I'm really enjoying this update. I haven't experienced any issues with drops that do not look realistic - I know that has been a reported issue in some areas of the forum. I've seen some nice pressure throws, even a bit more of batted down balls at the LOS.
Lastly, I know there are those that want to keep track of QB comp % and let that play a big role to realism. While I agree with some of that, I also want the CPU QB to put up a fight. I've seen a good variety of contextual animations, and as a result, some great stat lines. I've seen some bizarre stats as well, which confirms that variance is just part of this being a sport - and hopefully the sliders continue to reflect that.
Quick screenshot as Jags vs Packers on All-Madden. Managed to hold on for the win at Lambeau:
A note to All-Pro players. I know it doesn't look like I've updated since Version 4, but the adjustments made will indeed affect the AP set. I've reviewed and tested each AP value and can say that it's just as good. I think AP has a great balance, and this year the CPU QB remains competitive and smart.
Here's Version 8. Enjoy!
Accelerated Clock: 20 seconds (Previous: Off)
• Mainly personal preference, but I'm happy that I can do it, is going from 10 minutes to 10 minutes with a 20 second accelerated clock. I feel like the stats were getting just a bit much on 10 minutes "flat", but with the acc clock, it just gets it perfect for me. The nice thing is that the audibles and adjustments by the CPU are still there, which was one of my biggest concerns.
Fatigue: 50 (Previous: 70)
• The reason for this is because the fatigue was starting to be affected in a negative way. Each version of Madden, I feel like I can explore a bit with Fatigue. The idea of game management creates a deeper layer of in-game enjoyment. The problem is that Fatigue is a variable that doesn't only affect rotation/subs, it affects realtime animations - the biggest culprit is the jogging animation. The jogging can happen anywhere through the field, but is most apparent in the DBs covering routes and QBs running options. In whatever sequence the play is unfolding, there's a moment in which the jogging can occur. Last year I had to reluctantly lower fatigue because of this, and after title update 1.10, I've decided to do the same.
Pass Defensive Reaction: 50/50 || 50/50 (Previous: 70/50 || 50/50)
• All Madden || With the adjustment to fatigue, the game will be a bit more aggressive, and players will go harder in their reactions and emphasis to break up plays. Having the values above 50-60 was just overdoing it, and the animations, especially in pass coverage, started to be affected. The DBs started to play too far ahead of the route, and would be too tight that the momentum threw them off - making it easy for passes to be completed. At first I thought this could be due to threshold, but once fatigue was dropped back and PCV/PDR was lowered, the separation started to be respected with enough time to react.
• All Pro || No changes.
Pass Coverage: 50/50 || 50/50 (Previous: 70/50 || 50/50)
• All Madden || With the adjustment to fatigue, the game will be a bit more aggressive, and players will go harder in their reactions and emphasis to break up plays. Having the values above 50-60 was just overdoing it, and the animations, especially in pass coverage, started to be affected. The DBs started to play too far ahead of the route, and would be too tight that the momentum threw them off - making it easy for passes to be completed. At first I thought this could be due to threshold, but once fatigue was dropped back and PCV/PDR was lowered, the separation started to be respected with enough time to react.
• All Pro || No changes.
If you provide feedback, please advise of any modifications you have done from this OP set. Please also let me know if you are using All-Madden or All-Pro set. Lastly, you can either import into franchise, or manually adjust. The sync of previous Maddens does not seem necessary this year. I've tested both and have not seen anything outstanding that has de-synced the experience.
Version 8 - Game Settings
Skill Level: All-Madden || All-Pro
• I list it this way because I test on AM first, then All-Pro. Most of the time, I'm able to make some subtle changes to the AM set to be more balanced for AP as a result. This allows me to keep the core of the slider set intact through the two skill levels.
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 10 minutes
• I wanted to bump the minutes here to get more NFL type numbers, from plays, yards, scores, etc. At times I also felt like long drives just chewed up so much clock, and it'd be a maximum of a single possession for one team or the other. This slight bump should help a bit more.
Accelerated Clock: 20 seconds (Previous: Off)
• Mainly personal preference, but I'm happy that I can do it, is going from 10 minutes to 10 minutes with a 20 second accelerated clock. I feel like the stats were getting just a bit much on 10 minutes "flat", but with the acc clock, it just gets it perfect for me. The nice thing is that the audibles and adjustments by the CPU are still there, which was one of my biggest concerns.
Superstar Abilities: User Preference
• I'm not seeing too much arcade-like gameplay with this on. Either way, it's user preference, but I have tested both and am personally keeping the abilities on.
Gameplay Helpers
• Mainly default On
Defensive Auto Strafe: Off
Defensive Ball Hawk: On
Defensive Heat Seeker Assist: On
Defensive Switch Assist: On
Game Options
Injuries: 15
• I love injuries this year, but it does seem like there are a bit too many on 10/25 (MM/Franchise) set ups.
Fatigue: 50 (Previous: 70)
• The reason for this is because the fatigue was starting to be affected in a negative way. Each version of Madden, I feel like I can explore a bit with Fatigue. The idea of game management creates a deeper layer of in-game enjoyment. The problem is that Fatigue is a variable that doesn't only affect rotation/subs, it affects realtime animations - the biggest culprit is the jogging animation. The jogging can happen anywhere through the field, but is most apparent in the DBs covering routes and QBs running options. In whatever sequence the play is unfolding, there's a moment in which the jogging can occur. Last year I had to reluctantly lower fatigue because of this, and after title update 1.10, I've decided to do the same.
Speed Disparity Scale: 58
• I really liked the smoothness in 65, but as I've explained, it's the issue with things being too tight that it caused ease of running and easy passing for both user and CPU. I also liked 60 for a lot of the time in previous sets, but just a bit lower than that at 58 gets the sweet spot where there can still be big plays happening, but things aren't so loose that there are no defensive showdowns.
Key: All-Madden || All-Pro I may use some references to previous Madden iterations and my theories behind gameplay values, so some of this may not make a lot of sense if you haven't taken part in my slider approach before.
QB Accuracy: 40/35 || 48/50
• All Madden || There is better coverage for both User and CPU with the illegal contact penalty turned off. It produces better off the ball animations that will affect the CPU QB's decision making. Pair that up with a lower pass blocking, and it only made sense to gradually raise the QBA just a bit.
• All Pro || The CPU QB for AP to me plays the best at 50. A good variety of throws, with plenty of room to make mistakes. I lowered the user's because I started to feel it was too automatic at times, and there needs to be some accountability for the types of passes we're able to produce.
Pass Blocking: 48/45 || 50/52
• All Madden || Time to reduce the CPU QB standing still in the pocket. I do not necessarily want them to start scrambling immediately, but the pressure from the interior DL was lacking, especially when not controlled manually. The issue with lowering PBL too low is that when you control the DL, it's easy to push over the lineman, so I found that 45 was a good spot to release the DL a bit sooner. Keep in mind the holding penalty value also helps here, which is why it is not necessary to go lower.
• All Pro || With the adjustment to the holding penalty, I have to give the CPU QB a bit more time here. They won't have as much, but it will be enough for them to play a bit like an AM QB where they throw a bit quicker and make decisions like an NFL QB. Not to mention, they will try to keep the play alive versus stand still. Keep in mind there are just some playbooks out there designed for quick routes, and if it's defended, sometimes the heavy passing QBs just would rather take the sack or throw away.
WR Catch: 46/45 || 48/48
• All Madden || Lowering both for USER and CPU to allow less catches in traffic and reduce one handed successful catches. Big players can still make big plays, but there are also moments left out there to surprise.
• All Pro || No changes.
Run Blocking: 50/50 || 50/55
• All Madden || No adjustments because I've used the holding penalty value as the modifier of OL/DL interaction.
• All Pro || An adjustment for the CPU RBL because the holding penalty value acts as a modifier that will mean more blocks shed in certain spots. This will affect the USER run game as well as it should not be as easy when there is actual resistance felt at the LOS.
Fumbles: 50/50 || 55/55
• All Madden || No change here. I have noticed some fumbles, but nothing out of the ordinary.
• All Pro || For some reason there are more fumbles by the QB and RB on this difficulty. As a result, had to bump it a bit.
Pass Defensive Reaction: 50/50 || 50/50 (Previous: 70/50 || 50/50)
• All Madden || With the adjustment to fatigue, the game will be a bit more aggressive, and players will go harder in their reactions and emphasis to break up plays. Having the values above 50-60 was just overdoing it, and the animations, especially in pass coverage, started to be affected. The DBs started to play too far ahead of the route, and would be too tight that the momentum threw them off - making it easy for passes to be completed. At first I thought this could be due to threshold, but once fatigue was dropped back and PCV/PDR was lowered, the separation started to be respected with enough time to react.
• All Pro || No changes.
Interceptions: 25/25 || 35/35
• All Madden || Dropped this down for both to not only reduce interceptions, but to ensure that the deflection animation takes priority.
• All Pro || No changes as there is a good balance of brick hands and interceptions.
Pass Coverage: 50/50 || 50/50 (Previous: 70/50 || 50/50)
• All Madden || With the adjustment to fatigue, the game will be a bit more aggressive, and players will go harder in their reactions and emphasis to break up plays. Having the values above 50-60 was just overdoing it, and the animations, especially in pass coverage, started to be affected. The DBs started to play too far ahead of the route, and would be too tight that the momentum threw them off - making it easy for passes to be completed. At first I thought this could be due to threshold, but once fatigue was dropped back and PCV/PDR was lowered, the separation started to be respected with enough time to react.
• All Pro || No changes.
Tackling: 44/48 || 40/55
• All Madden || Adjustment to tackling for the CPU back up to 48 to help the CPU run defense. If I lower threshold, I could have kept tackling where it was, but the threshold is good where it is now - so that's a balancing act I do not feel like taking the deep dive on just yet. The key is to keep that forward momentum during tackles and room to juke out of some tackles at times.
• All Pro || No change. Still in a good spot.
Special Teams
FG Power: 70/70
• Another year of devs not addressing the oomph! of how kickers kick the ball. As a former kick myself, it's all about height - and the only way to get decent height in this game (ball above midpoint of posts) is to raise power.
FG Accuracy: 40/40
• Received feedback that kicks were going sideways. Personally haven't seen it, but safe bet to just raise the value.
Punt Power: 55/55
• Raised this value because the CPU tends to not call a fair catch, even if there's no room to run after. As a result, just wanted to give them more space to either call early or run after.
Punt Accuracy: 45/45
• With the bump in power, just had to balance by reducing the accuracy.
Kickoff Power: 52/52
• A bump here to get more kicks out of the endzone.
Penalties
• Penalties do affect gameplay. In previous Maddens I have had to use a lot of penalties to get certain gameplay aspects down. The previous version of the M21 set actually had more penalty adjustments here, but this go around is different. There is no need to have previous version's values as the title update, along with slider values, have helped to get this in a good spot.
All penalties/On default except:
Holding: 65
• This is the anchor of Version 4. I considered placing this at the very top, but I wanted to remain consistent. This value is what controls the OL/DL interaction and block shedding that is essential to having resistance at the LOS. This was my initial solution for AP user running because there was zero resistance at the LOS that you could pull off 5-10 yards easy. It's not to say it's extremely difficult now on AP, but it's on the right track. I also like this change because it creates a sense of lower PBL, without lowering the PBL value. When you lower the PBL value, it makes the OL just be a bit more absent minded versus actually losing out to a proper battle in the trenches.
Roughing the Kicker: Off
• Still happens in the title update. Simply just needed to turn it off because it gets called to often. The animation of walking into the kicker results in the kicker falling down easily.
Illegal Contact: Off
• I had played around with this value in previous sets, but it didn't seem to create any type of difference. No animation triggered, nothing. The only thing I had not tested was the value combined with a higher pass coverage and reaction, as it is in Version 6.
So, I started to see this animation when turned "Off":
What this tells me is there a bit more resistance as a result. Even if the animation appeared before, now versions of it are showing in man coverage. It's not as smooth animation-wise, but it definitely modifies the CPU QB's perspective.
VERSION 7
Spoiler
================================= Slider Update Log - VERSION 7
================================= 9/18/2020: Some really quick adjustments here, with one new finding which I thought was worth adding into the set.
The main finding here is turning off the Illegal Contact penalty. I had played around with this value in previous sets, but it didn't seem to create any type of difference. No animation triggered, nothing. The only thing I had not tested was the value combined with a higher pass coverage and reaction, as it is in Version 6.
So, I started to see this animation when turned "Off":
What this tells me is there a bit more resistance as a result. Even if the animation appeared before, now versions of it are showing in man coverage. It's not as smooth animation-wise, but it definitely modifies the CPU QB's perspective.
That was still with CPU QBA at 30, which still has plenty of room for pass variety that Version 6 has displayed. The passing animations are strong, and the ball physics look great, but raising the QBA value back up has been something I've been wanting to do after the coverage got better. As a result, I raised it back to 35, cautiously of course. It's balanced though because the pass block is also lowered.
After that though, it was time to reduce the CPU QB standing still in the pocket. I do not necessarily want them to start scrambling immediately, but the pressure from the interior DL was lacking, especially when not controlled manually. The issue with lowering PBL too low is that when you control the DL, it's easy to push over the lineman, so I found that 45 was a good spot to release the DL a bit sooner. Keep in mind the holding penalty value also helps here, which is why it is not necessary to go lower.
Last adjustment was to tackling for the CPU back up to 48 to help the CPU run defense. If I lower threshold, I could have kept tackling where it was, but the threshold is good where it is now - so that's a balancing act I do not feel like taking the deep dive on just yet. The key is to keep that forward momentum during tackles and room to juke out of some tackles at times.
Here's Version 7. Enjoy!
QB Accuracy: 40/35 || 48/50 (Previous: 40/30 || 48/50)
• All Madden || There is better coverage for both User and CPU with the illegal contact penalty turned off. It produces better off the ball animations that will affect the CPU QB's decision making. Pair that up with a lower pass blocking, and it only made sense to gradually raise the QBA just a bit.
• All Pro || The CPU QB for AP to me plays the best at 50. A good variety of throws, with plenty of room to make mistakes. I lowered the user's because I started to feel it was too automatic at times, and there needs to be some accountability for the types of passes we're able to produce.
Pass Blocking: 48/45 || 50/52 (Previous: 50/50 || 50/52)
• All Madden || Time to reduce the CPU QB standing still in the pocket. I do not necessarily want them to start scrambling immediately, but the pressure from the interior DL was lacking, especially when not controlled manually. The issue with lowering PBL too low is that when you control the DL, it's easy to push over the lineman, so I found that 45 was a good spot to release the DL a bit sooner. Keep in mind the holding penalty value also helps here, which is why it is not necessary to go lower.
Tackling: 44/48 || 40/55 (Previous: 44/46 || 40/55)
• All Madden || Adjustment to tackling for the CPU back up to 48 to help the CPU run defense. If I lower threshold, I could have kept tackling where it was, but the threshold is good where it is now - so that's a balancing act I do not feel like taking the deep dive on just yet. The key is to keep that forward momentum during tackles and room to juke out of some tackles at times.
• All Pro || No change. Still in a good spot.
Illegal Contact: Off (Previous: On)
• I had played around with this value in previous sets, but it didn't seem to create any type of difference. No animation triggered, nothing. The only thing I had not tested was the value combined with a higher pass coverage and reaction, as it is in Version 6.
So, I started to see this animation when turned "Off":
What this tells me is there a bit more resistance as a result. Even if the animation appeared before, now versions of it are showing in man coverage. It's not as smooth animation-wise, but it definitely modifies the CPU QB's perspective.
If you provide feedback, please advise of any modifications you have done from this OP set. Also note, you can either import into franchise, or manually adjust. The sync of previous Maddens does not seem necessary this year. I've tested both and have not seen anything outstanding that has de-synced the experience.
Version 7 - Game Settings
Skill Level: All-Madden || All-Pro
• I list it this way because I test on AM first, then All-Pro. Most of the time, I'm able to make some subtle changes to the AM set to be more balanced for AP as a result. This allows me to keep the core of the slider set intact through the two skill levels.
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 10 minutes
• I wanted to bump the minutes here to get more NFL type numbers, from plays, yards, scores, etc. At times I also felt like long drives just chewed up so much clock, and it'd be a maximum of a single possession for one team or the other. This slight bump should help a bit more.
Accelerated Clock: Off
• This value is off because I want to take advantage of experiencing the CPU QB audible, not to mention give myself more pre-snap reads. I think the QBs this year have such depth to their play, that it would only make sense to give them more time as well.
Superstar Abilities: User Preference
• I'm not seeing too much arcade-like gameplay with this on. Either way, it's user preference, but I have tested both and am personally keeping the abilities on.
Gameplay Helpers
• Mainly default On
Defensive Auto Strafe: Off
Defensive Ball Hawk: On
Defensive Heat Seeker Assist: On
Defensive Switch Assist: On
Game Options
Injuries: 15
• I love injuries this year, but it does seem like there are a bit too many on 10/25 (MM/Franchise) set ups.
Fatigue: 70
• There is a certain threshold in which fatigue doesn't even take place, and when it does, you won't see proper recovery time. If a running back unleashes a 40+yard run, he's most likely going to be subbed out to get some oxygen. I wanted to ensure this happens, but to multiple positions. I check the fatigue pre-snap and the indicators of stamina drain by OL, receivers, backs and QBs, is a thing of beauty. I think it builds another level of play management as a result.
Speed Disparity Scale: 58
• I really liked the smoothness in 65, but as I've explained, it's the issue with things being too tight that it caused ease of running and easy passing for both user and CPU. I also liked 60 for a lot of the time in previous sets, but just a bit lower than that at 58 gets the sweet spot where there can still be big plays happening, but things aren't so loose that there are no defensive showdowns.
Key: All-Madden || All-Pro I may use some references to previous Madden iterations and my theories behind gameplay values, so some of this may not make a lot of sense if you haven't taken part in my slider approach before.
QB Accuracy: 40/35 || 48/50 (Previous: 40/30 || 48/50)
• All Madden || There is better coverage for both User and CPU with the illegal contact penalty turned off. It produces better off the ball animations that will affect the CPU QB's decision making. Pair that up with a lower pass blocking, and it only made sense to gradually raise the QBA just a bit.
• All Pro || The CPU QB for AP to me plays the best at 50. A good variety of throws, with plenty of room to make mistakes. I lowered the user's because I started to feel it was too automatic at times, and there needs to be some accountability for the types of passes we're able to produce.
Pass Blocking: 48/45 || 50/52 (Previous: 50/50 || 50/52)
• All Madden || Time to reduce the CPU QB standing still in the pocket. I do not necessarily want them to start scrambling immediately, but the pressure from the interior DL was lacking, especially when not controlled manually. The issue with lowering PBL too low is that when you control the DL, it's easy to push over the lineman, so I found that 45 was a good spot to release the DL a bit sooner. Keep in mind the holding penalty value also helps here, which is why it is not necessary to go lower.
• All Pro || With the adjustment to the holding penalty, I have to give the CPU QB a bit more time here. They won't have as much, but it will be enough for them to play a bit like an AM QB where they throw a bit quicker and make decisions like an NFL QB. Not to mention, they will try to keep the play alive versus stand still. Keep in mind there are just some playbooks out there designed for quick routes, and if it's defended, sometimes the heavy passing QBs just would rather take the sack or throw away.
WR Catch: 46/45 || 48/48
• All Madden || Lowering both for USER and CPU to allow less catches in traffic and reduce one handed successful catches. Big players can still make big plays, but there are also moments left out there to surprise.
• All Pro || No changes.
Run Blocking: 50/50 || 50/55
• All Madden || No adjustments because I've used the holding penalty value as the modifier of OL/DL interaction.
• All Pro || An adjustment for the CPU RBL because the holding penalty value acts as a modifier that will mean more blocks shed in certain spots. This will affect the USER run game as well as it should not be as easy when there is actual resistance felt at the LOS.
Fumbles: 50/50 || 55/55
• All Madden || No change here. I have noticed some fumbles, but nothing out of the ordinary.
• All Pro || For some reason there are more fumbles by the QB and RB on this difficulty. As a result, had to bump it a bit.
Pass Defensive Reaction: 70/50 || 50/50
• All Madden || This value has to go along with the change to Pass Coverage. Lower values (50 and under) made the CPU QB too cautious and safe. Lower values are more precised and focused, giving the perception that the QB has to be 100% perfect in their delivery. Raising the value allows the QB to perceive that there is more to defend, as a result, they'll take their chances more often.
• All Pro || No changes.
Interceptions: 25/25 || 35/35
• All Madden || Dropped this down for both to not only reduce interceptions, but to ensure that the deflection animation takes priority.
• All Pro || No changes as there is a good balance of brick hands and interceptions.
Pass Coverage: 70/50 || 50/50
• All Madden || This value has to go along with the change to Pass Defensive Reaction. Lower values (50 and under) made the CPU QB too cautious and safe. Lower values are more precised and focused, giving the perception that the QB has to be 100% perfect in their delivery. Raising the value allows the QB to perceive that there is more to defend, as a result, they'll take their chances more often.
• All Pro || No changes.
Tackling: 44/48 || 40/55 (Previous: 44/46 || 40/55)
• All Madden || Adjustment to tackling for the CPU back up to 48 to help the CPU run defense. If I lower threshold, I could have kept tackling where it was, but the threshold is good where it is now - so that's a balancing act I do not feel like taking the deep dive on just yet. The key is to keep that forward momentum during tackles and room to juke out of some tackles at times.
• All Pro || No change. Still in a good spot.
Special Teams
FG Power: 70/70
• Another year of devs not addressing the oomph! of how kickers kick the ball. As a former kick myself, it's all about height - and the only way to get decent height in this game (ball above midpoint of posts) is to raise power.
FG Accuracy: 40/40
• Received feedback that kicks were going sideways. Personally haven't seen it, but safe bet to just raise the value.
Punt Power: 55/55
• Raised this value because the CPU tends to not call a fair catch, even if there's no room to run after. As a result, just wanted to give them more space to either call early or run after.
Punt Accuracy: 45/45
• With the bump in power, just had to balance by reducing the accuracy.
Kickoff Power: 52/52
• A bump here to get more kicks out of the endzone.
Penalties
• Penalties do affect gameplay. In previous Maddens I have had to use a lot of penalties to get certain gameplay aspects down. The previous version of the M21 set actually had more penalty adjustments here, but this go around is different. There is no need to have previous version's values as the title update, along with slider values, have helped to get this in a good spot.
All penalties/On default except:
Holding: 65
• This is the anchor of Version 4. I considered placing this at the very top, but I wanted to remain consistent. This value is what controls the OL/DL interaction and block shedding that is essential to having resistance at the LOS. This was my initial solution for AP user running because there was zero resistance at the LOS that you could pull off 5-10 yards easy. It's not to say it's extremely difficult now on AP, but it's on the right track. I also like this change because it creates a sense of lower PBL, without lowering the PBL value. When you lower the PBL value, it makes the OL just be a bit more absent minded versus actually losing out to a proper battle in the trenches.
Roughing the Kicker: Off
• Still happens in the title update. Simply just needed to turn it off because it gets called to often. The animation of walking into the kicker results in the kicker falling down easily.
Illegal Contact: Off (Previous: On)
• I had played around with this value in previous sets, but it didn't seem to create any type of difference. No animation triggered, nothing. The only thing I had not tested was the value combined with a higher pass coverage and reaction, as it is in Version 6.
So, I started to see this animation when turned "Off":
What this tells me is there a bit more resistance as a result. Even if the animation appeared before, now versions of it are showing in man coverage. It's not as smooth animation-wise, but it definitely modifies the CPU QB's perspective.
VERSION 6
Spoiler
================================= Slider Update Log - VERSION 6
================================= 9/14/2020: Serves me right in thinking that I may have not needed to update the sliders after how I felt about Version 5. Unfortunately, this honeymoon didn't last too long as it has been quite apparent that there are some issues with raising threshold as high as I did.
1. It's too easy to run the ball. It makes sense why this would be the case. The blocks set up quicker, thus forcing me to either raise holding or lower RBL - two options I'd rather not touch. In addition, it seemed that the defenders started to warp into over-aggressive animations and end up being easily blocked.
2. Animations didn't stick. At first I thought the animations were smoother and less chaotic in some spots. The smoothness is indeed true, but the issue as mentioned above is significant enough that smooth isn't always a good thing - especially when it reduces the impact of the defensive engagement.
3. Too tight coverage hurts more than helps. It hurts the defense because they don't react due to less space, so they let the receiver catch the ball, then tackle. Threshold isn't the only determining factor though.
That's my understanding of it, and knowing that, I can't use threshold as a modifier to help the user coverage any longer. I've been fighting against the terrible DB animations that happen sometimes, and it's just not worth it anymore - especially now that threshold being higher affects more than just the pass game.
After addressing the threshold, it's time to look at the CPU QB's perception that will influence the type of passes they are trying to throw.
I started experimenting with lower values of user Pass Coverage and Pass Def Reaction. Some of the best looking coverage on the lower values, such as 25, 15 and 5. While coverage looked good, the CPU QB chose to check down or scramble. Very rarely did they throw a pass further than 10 yards, even when the poor DB animations showed up. This told me that the CPU QB perceived the lower value as so tight, so exact, that they'd have to fit in perfect passes to get a completion - hence the safer throws.
This is a typical Madden/NCAA characteristic. It's not necessarily reversed, its more so that the lower values are more precise, more focused - but the QBs aren't designed to challenge that, so they don't take chances down the field.
Once, the PCV and PDR are raised past 50, it opens up the possibilities because the defenders are trying to cover more than they should - which makes the CPU QB think they've got more space to throw into. In reality, the space is well managed, but the room given is enough that a reaction can be made. It's not perfect by any means. All-Madden seems to really give the position in favor of the receivers, but overall it's much better.
Lastly, I've addressed tackling. I want more forward momentum for both the user and CPU. I also believe that the CPU RB behaves differently based on their perception of a big hit. Higher TAK means they'll avoid at all costs, so lower the better. The key is making sure the tackle value isn't so low that every run doesn't turn into a broken tackle. It's good to have the user runners able to juke out players more than before too. Also, with the sudden ease of user run game in the most recent title updates, I wanted to make sure the lower TAK value doesn't mean easier running for the user. I can confidently say it won't, but adjust as you see fit.
After all that, I feel pretty good about this set. So, here's Version 6.
Quarter Length: 10 minutes (Previous: 9 minutes)
• I wanted to bump the minutes here to get more NFL type numbers, from plays, yards, scores, etc. At times I also felt like long drives just chewed up so much clock, and it'd be a maximum of a single possession for one team or the other. This slight bump should help a bit more.
Speed Disparity Scale: 58 (Previous: 65)
• I really liked the smoothness in 65, but as I've explained, it's the issue with things being too tight that it caused ease of running and easy passing for both user and CPU. I also liked 60 for a lot of the time in previous sets, but just a bit lower than that at 58 gets the sweet spot where there can still be big plays happening, but things aren't so loose that there are no defensive showdowns.
WR Catch: 46/45 || 48/48 (Previous: 48/48 || 48/48)
• All Madden || Lowering both for USER and CPU to allow less catches in traffic and reduce one handed successful catches. Big players can still make big plays, but there are also moments left out there to surprise.
• All Pro || No changes.
Pass Defensive Reaction: 70/50 || 50/50 (Previous: 55/50 || 50/50)
• All Madden || This value has to go along with the change to Pass Coverage. Lower values (50 and under) made the CPU QB too cautious and safe. Lower values are more precised and focused, giving the perception that the QB has to be 100% perfect in their delivery. Raising the value allows the QB to perceive that there is more to defend, as a result, they'll take their chances more often.
• All Pro || No changes.
Pass Coverage: 70/50 || 50/50 (Previous: 50/50 || 50/50)
• All Madden || This value has to go along with the change to Pass Defensive Reaction. Lower values (50 and under) made the CPU QB too cautious and safe. Lower values are more precised and focused, giving the perception that the QB has to be 100% perfect in their delivery. Raising the value allows the QB to perceive that there is more to defend, as a result, they'll take their chances more often.
• All Pro || No changes.
Tackling: 44/46 || 40/55 (Previous: 46/48 || 40/55)
• All Madden || The importance here is getting forward momentum since I can't raise threshold any higher. In addition, the CPU RB reacts to lower tackle values to free themselves up from being afraid to get hit. As a result they will run more direct most of the time, but there is always a chance they will perform the odd animation here and there such as running inside versus out towards the sidelines, etc.
• All Pro || No change. Still in a good spot.
If you provide feedback, please advise of any modifications you have done from this OP set. Also note, you can either import into franchise, or manually adjust. The sync of previous Maddens does not seem necessary this year. I've tested both and have not seen anything outstanding that has de-synced the experience.
Version 6 - Game Settings
Skill Level: All-Madden || All-Pro
• I list it this way because I test on AM first, then All-Pro. Most of the time, I'm able to make some subtle changes to the AM set to be more balanced for AP as a result. This allows me to keep the core of the slider set intact through the two skill levels.
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 10 minutes (Previous: 9 minutes)
• I wanted to bump the minutes here to get more NFL type numbers, from plays, yards, scores, etc. At times I also felt like long drives just chewed up so much clock, and it'd be a maximum of a single possession for one team or the other. This slight bump should help a bit more.
Accelerated Clock: Off
• This value is off because I want to take advantage of experiencing the CPU QB audible, not to mention give myself more pre-snap reads. I think the QBs this year have such depth to their play, that it would only make sense to give them more time as well.
Superstar Abilities: User Preference
• I'm not seeing too much arcade-like gameplay with this on. Either way, it's user preference, but I have tested both and am personally keeping the abilities on.
Gameplay Helpers
• Mainly default On
Defensive Auto Strafe: Off
Defensive Ball Hawk: On
Defensive Heat Seeker Assist: On
Defensive Switch Assist: On
Game Options
Injuries: 15
• I love injuries this year, but it does seem like there are a bit too many on 10/25 (MM/Franchise) set ups.
Fatigue: 70
• There is a certain threshold in which fatigue doesn't even take place, and when it does, you won't see proper recovery time. If a running back unleashes a 40+yard run, he's most likely going to be subbed out to get some oxygen. I wanted to ensure this happens, but to multiple positions. I check the fatigue pre-snap and the indicators of stamina drain by OL, receivers, backs and QBs, is a thing of beauty. I think it builds another level of play management as a result.
Speed Disparity Scale: 58 (Previous: 65)
• I really liked the smoothness in 65, but as I've explained, it's the issue with things being too tight that it caused ease of running and easy passing for both user and CPU. I also liked 60 for a lot of the time in previous sets, but just a bit lower than that at 58 gets the sweet spot where there can still be big plays happening, but things aren't so loose that there are no defensive showdowns.
Key: All-Madden || All-Pro I may use some references to previous Madden iterations and my theories behind gameplay values, so some of this may not make a lot of sense if you haven't taken part in my slider approach before.
QB Accuracy: 40/30 || 48/50
• All Madden || The change here is a reluctant one because I have always liked the intent that 50 QBA produces. I could either keep that and lower pass block, but then we'd be left with those odd plays where the receivers streak up the field and the QB stands still - then somehow completes a 30 yard comeback route - that or get sacked on a 4-verts. Despite the better coverage from the title update, the CPU QB was still hitting darts. Note, this isn't an aim to take down Robo QB, it's more so the animations that these 50 level QBA throws would produce. Every pass was on a rope. I feel we started to lose out on the throw characteristics that each of these QBs can produce. From touch passes, bullets, underthrown and overthrown - it has to be in the game. The coverage is tight enough in which it will produce some great contextual animations from defender, receiver and QB.
• All Pro || The CPU QB for AP to me plays the best at 50. A good variety of throws, with plenty of room to make mistakes. I lowered the user's because I started to feel it was too automatic at times, and there needs to be some accountability for the types of passes we're able to produce.
Pass Blocking: 50/50 || 50/52
• All Madden || With the lowering of QBA, I need the CPU to perceive they still have time in the pocket. The adjustment to the holding penalty value will create the sense of urgency though rather than if I lowered PBL it would just make their OL be out of sync or downright forgetful of who to block.
• All Pro || With the adjustment to the holding penalty, I have to give the CPU QB a bit more time here. They won't have as much, but it will be enough for them to play a bit like an AM QB where they throw a bit quicker and make decisions like an NFL QB. Not to mention, they will try to keep the play alive versus stand still. Keep in mind there are just some playbooks out there designed for quick routes, and if it's defended, sometimes the heavy passing QBs just would rather take the sack or throw away.
WR Catch: 46/45 || 48/48 (Previous: 48/48 || 48/48)
• All Madden || Lowering both for USER and CPU to allow less catches in traffic and reduce one handed successful catches. Big players can still make big plays, but there are also moments left out there to surprise.
• All Pro || No changes.
Run Blocking: 50/50 || 50/55
• All Madden || No adjustments because I've used the holding penalty value as the modifier of OL/DL interaction.
• All Pro || An adjustment for the CPU RBL because the holding penalty value acts as a modifier that will mean more blocks shed in certain spots. This will affect the USER run game as well as it should not be as easy when there is actual resistance felt at the LOS.
Fumbles: 50/50 || 55/55
• All Madden || No change here. I have noticed some fumbles, but nothing out of the ordinary.
• All Pro || For some reason there are more fumbles by the QB and RB on this difficulty. As a result, had to bump it a bit.
Pass Defensive Reaction: 70/50 || 50/50 (Previous: 55/50 || 50/50)
• All Madden || This value has to go along with the change to Pass Coverage. Lower values (50 and under) made the CPU QB too cautious and safe. Lower values are more precised and focused, giving the perception that the QB has to be 100% perfect in their delivery. Raising the value allows the QB to perceive that there is more to defend, as a result, they'll take their chances more often.
• All Pro || No changes.
Interceptions: 25/25 || 35/35
• All Madden || Dropped this down for both to not only reduce interceptions, but to ensure that the deflection animation takes priority.
• All Pro || No changes as there is a good balance of brick hands and interceptions.
Pass Coverage: 70/50 || 50/50 (Previous: 50/50 || 50/50)
• All Madden || This value has to go along with the change to Pass Defensive Reaction. Lower values (50 and under) made the CPU QB too cautious and safe. Lower values are more precised and focused, giving the perception that the QB has to be 100% perfect in their delivery. Raising the value allows the QB to perceive that there is more to defend, as a result, they'll take their chances more often.
• All Pro || No changes.
Tackling: 44/46 || 40/55 (Previous: 46/48 || 40/55)
• All Madden || The importance here is getting forward momentum since I can't raise threshold any higher. In addition, the CPU RB reacts to lower tackle values to free themselves up from being afraid to get hit. As a result they will run more direct most of the time, but there is always a chance they will perform the odd animation here and there such as running inside versus out towards the sidelines, etc.
• All Pro || No change. Still in a good spot.
Special Teams
FG Power: 70/70
• Another year of devs not addressing the oomph! of how kickers kick the ball. As a former kick myself, it's all about height - and the only way to get decent height in this game (ball above midpoint of posts) is to raise power.
FG Accuracy: 40/40
• Received feedback that kicks were going sideways. Personally haven't seen it, but safe bet to just raise the value.
Punt Power: 55/55
• Raised this value because the CPU tends to not call a fair catch, even if there's no room to run after. As a result, just wanted to give them more space to either call early or run after.
Punt Accuracy: 45/45
• With the bump in power, just had to balance by reducing the accuracy.
Kickoff Power: 52/52
• A bump here to get more kicks out of the endzone.
Penalties
• Penalties do affect gameplay. In previous Maddens I have had to use a lot of penalties to get certain gameplay aspects down. The previous version of the M21 set actually had more penalty adjustments here, but this go around is different. There is no need to have previous version's values as the title update, along with slider values, have helped to get this in a good spot.
All penalties/On default except:
Holding: 65
• This is the anchor of Version 4. I considered placing this at the very top, but I wanted to remain consistent. This value is what controls the OL/DL interaction and block shedding that is essential to having resistance at the LOS. This was my initial solution for AP user running because there was zero resistance at the LOS that you could pull off 5-10 yards easy. It's not to say it's extremely difficult now on AP, but it's on the right track. I also like this change because it creates a sense of lower PBL, without lowering the PBL value. When you lower the PBL value, it makes the OL just be a bit more absent minded versus actually losing out to a proper battle in the trenches.
Roughing the Kicker: Off
• Still happens in the title update. Simply just needed to turn it off because it gets called to often. The animation of walking into the kicker results in the kicker falling down easily.
VERSION 5
Spoiler
================================= Slider Update Log - VERSION 5
================================= 9/11/2020: Okay, so this is a small update, but a massive correction in the animations, so much so that I have to go through with it. As I have said before, my focus is in animations and ensuring they are as smooth and contextual as possible. The tricky part in approaching it this way is needing to find points of isolation on what could be triggering them. The animation that I was fixated on was the foot planting and turning up field animation. To me, it was way too labored, to the point it was like the player was slowing down tremendously as they tried to turn up field. This also applied to running backs where they would take such decisive cuts and be stopped easily because they were essentially still deciding to go while the defense never slows down.
The smoothness of Version 1 thru 3 is also back because the value I've decided to modify here is Threshold/Speed Disparity from 55 to 65. It truly brings the animations to where they need to be. The entire feel of the game is back to not only tightness, but less out of control. The forward momentum that players have is something I have missed. There is so much subtlety that can be felt, and I've found myself in replays a lot more than before.
So, here's Version 5.
Speed Disparity Scale: 65 (Previous: 65)
• The focus is animations, and I wanted them smoother. That is the key here, and the best part is the forward momentum of players being tackled is back to how it was in previous versions. The change of direction/foot planting is much smoother now versus the almost out of limbs animation that made players slower as they tried to turn upfield - despite having all the momentum before possessing the football.
If you provide feedback, please advise of any modifications you have done from this OP set. Also note, you can either import into franchise, or manually adjust. The sync of previous Maddens does not seem necessary this year. I've tested both and have not seen anything outstanding that has de-synced the experience.
Version 5 - Game Settings
Skill Level: All-Madden || All-Pro
• I list it this way because I test on AM first, then All-Pro. Most of the time, I'm able to make some subtle changes to the AM set to be more balanced for AP as a result. This allows me to keep the core of the slider set intact through the two skill levels.
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 9 minutes
• I want to ensure there is enough plays in the game. This should get an average of about 60-65 total. Raise it higher if you'd like though.
Accelerated Clock: Off
• This value is off because I want to take advantage of experiencing the CPU QB audible, not to mention give myself more pre-snap reads. I think the QBs this year have such depth to their play, that it would only make sense to give them more time as well.
Superstar Abilities: User Preference
• I'm not seeing too much arcade-like gameplay with this on. Either way, it's user preference, but I have tested both and am personally keeping the abilities on.
Gameplay Helpers
• Mainly default On
Defensive Auto Strafe: Off
Defensive Ball Hawk: On
Defensive Heat Seeker Assist: On
Defensive Switch Assist: On
Game Options
Injuries: 15
• I love injuries this year, but it does seem like there are a bit too many on 10/25 (MM/Franchise) set ups.
Fatigue: 70
• There is a certain threshold in which fatigue doesn't even take place, and when it does, you won't see proper recovery time. If a running back unleashes a 40+yard run, he's most likely going to be subbed out to get some oxygen. I wanted to ensure this happens, but to multiple positions. I check the fatigue pre-snap and the indicators of stamina drain by OL, receivers, backs and QBs, is a thing of beauty. I think it builds another level of play management as a result.
Speed Disparity Scale: 65 (Previous: 65)
• The focus is animations, and I wanted them smoother. That is the key here, and the best part is the forward momentum of players being tackled is back to how it was in previous versions. The change of direction/foot planting is much smoother now versus the almost out of limbs animation that made players slower as they tried to turn upfield - despite having all the momentum before possessing the football.
Key: All-Madden || All-Pro I may use some references to previous Madden iterations and my theories behind gameplay values, so some of this may not make a lot of sense if you haven't taken part in my slider approach before.
QB Accuracy: 40/30 || 48/50 (Previous: 50/50 || 50/50)
• All Madden || The change here is a reluctant one because I have always liked the intent that 50 QBA produces. I could either keep that and lower pass block, but then we'd be left with those odd plays where the receivers streak up the field and the QB stands still - then somehow completes a 30 yard comeback route - that or get sacked on a 4-verts. Despite the better coverage from the title update, the CPU QB was still hitting darts. Note, this isn't an aim to take down Robo QB, it's more so the animations that these 50 level QBA throws would produce. Every pass was on a rope. I feel we started to lose out on the throw characteristics that each of these QBs can produce. From touch passes, bullets, underthrown and overthrown - it has to be in the game. The coverage is tight enough in which it will produce some great contextual animations from defender, receiver and QB.
• All Pro || The CPU QB for AP to me plays the best at 50. A good variety of throws, with plenty of room to make mistakes. I lowered the user's because I started to feel it was too automatic at times, and there needs to be some accountability for the types of passes we're able to produce.
Pass Blocking: 50/50 || 50/52 (Previous: 50/50 || 50/50)
• All Madden || With the lowering of QBA, I need the CPU to perceive they still have time in the pocket. The adjustment to the holding penalty value will create the sense of urgency though rather than if I lowered PBL it would just make their OL be out of sync or downright forgetful of who to block.
• All Pro || With the adjustment to the holding penalty, I have to give the CPU QB a bit more time here. They won't have as much, but it will be enough for them to play a bit like an AM QB where they throw a bit quicker and make decisions like an NFL QB. Not to mention, they will try to keep the play alive versus stand still. Keep in mind there are just some playbooks out there designed for quick routes, and if it's defended, sometimes the heavy passing QBs just would rather take the sack or throw away.
WR Catch: 48/48 || 48/48 (Previous: 48/45 || 48/48)
• All Madden || With lowering CPU QBA there had to be an adjustment to help the offense, so the WR Catch value gets bumped back to where it was in V2. Coverage is tighter due to the title update, so this makes the most sense to me.
• All Pro || No adjustments here as it still produces a good variety of catch and no catch animations. Still plenty of room to see spectacular catches as well.
Run Blocking: 50/50 || 50/55 (Previous: 50/50 || 50/50)
• All Madden || No adjustments because I've used the holding penalty value as the modifier of OL/DL interaction.
• All Pro || An adjustment for the CPU RBL because the holding penalty value acts as a modifier that will mean more blocks shed in certain spots. This will affect the USER run game as well as it should not be as easy when there is actual resistance felt at the LOS.
Fumbles: 50/50 || 55/55 (Previous: 50/50 || 50/50)
• All Madden || No change here. I have noticed some fumbles, but nothing out of the ordinary.
• All Pro || For some reason there are more fumbles by the QB and RB on this difficulty. As a result, had to bump it a bit.
Pass Defensive Reaction: 55/50 || 50/50 (Previous: 50/50 || 50/50)
• All Madden || A bump for the user because for some reason they just don't react in the air quickly enough, despite being in good position. I made other adjustments in other areas, such as lowering DPI back to default and lowering INT value to ensure the pass defelection animation takes priority.
• All Pro || No changes here as I feel there is a good enough balance in the contextual animations.
Interceptions: 25/25 || 35/35 (Previous: 35/35 || 35/35)
• All Madden || Dropped this down for both to not only reduce interceptions, but to ensure that the deflection animation takes priority.
• All Pro || No changes as there is a good balance of brick hands and interceptions.
Pass Coverage: 50/50 || 50/50 (Previous: 60/50 || 50/50)
• All Madden || With the better coverage of title update #3, there's just no need to get PCV any higher. The threshold move from 60 to 55 will also help the animations to play out with enough space, meaning that because the coverage was tight, it gave little room to actually create a reaction animation at times - other than tackle after the ball is caught.
• All Pro || Again, just no need to modify this value as it plays out well with the change to threshold and improvement of title update #3.
Tackling: 46/48 || 40/55 (Previous: 46/48 || 46/52)
• All Madden || No change needed in AM as there really isn't any type of standout animation that has been affected by the title update or threshold adjustment.
• All Pro || This is where things matter the most as the User TAK value influences the decision making of the CPU RB. Overall, the CPU RB is influenced by additional values, but in terms of the TAK value, they perceive the impact/collision of the tackle and will go so far to avoid it if it's too high. This is why there are times when they can sprint straight ahead, but choose to desperately follow their OL, even if the OL is on the other side of the field. Due to the holding value being modified, it impacts the OL/DL shed interactions so the CPU RB perceives they have less time. As a result, they have a sense of urgency, but also need some help via the RBL. The CPU TAK value is significant because running on AP is quite easy for the user. I've made sure that the adjustments to holding penalty serve as the animation of block shedding in the right timing so that there is felt resistance at the LOS, then let the TAK value to take over in making an attempt on the ball carrier.
Special Teams
FG Power: 70/70
• Another year of devs not addressing the oomph! of how kickers kick the ball. As a former kick myself, it's all about height - and the only way to get decent height in this game (ball above midpoint of posts) is to raise power.
FG Accuracy: 40/40
• Received feedback that kicks were going sideways. Personally haven't seen it, but safe bet to just raise the value.
Punt Power: 55/55
• Raised this value because the CPU tends to not call a fair catch, even if there's no room to run after. As a result, just wanted to give them more space to either call early or run after.
Punt Accuracy: 45/45
• With the bump in power, just had to balance by reducing the accuracy.
Kickoff Power: 52/52
• A bump here to get more kicks out of the endzone.
Penalties
• Penalties do affect gameplay. In previous Maddens I have had to use a lot of penalties to get certain gameplay aspects down. The previous version of the M21 set actually had more penalty adjustments here, but this go around is different. There is no need to have previous version's values as the title update, along with slider values, have helped to get this in a good spot.
All penalties/On default except:
Holding: 65 (Previous: 50)
• This is the anchor of Version 4. I considered placing this at the very top, but I wanted to remain consistent. This value is what controls the OL/DL interaction and block shedding that is essential to having resistance at the LOS. This was my initial solution for AP user running because there was zero resistance at the LOS that you could pull off 5-10 yards easy. It's not to say it's extremely difficult now on AP, but it's on the right track. I also like this change because it creates a sense of lower PBL, without lowering the PBL value. When you lower the PBL value, it makes the OL just be a bit more absent minded versus actually losing out to a proper battle in the trenches.
Roughing the Kicker: Off
• Still happens in the title update. Simply just needed to turn it off because it gets called to often. The animation of walking into the kicker results in the kicker falling down easily.
VERSION 4
Spoiler
================================= Slider Update Log - VERSION 4
================================= 9/9/2020: The title update #3 really changed things - and for the better. The coverage is better, the overall focus to get upfield is in a better spot. There are still some original issues glaring that I believe have been addressed in this version 4.
Since the changes are a depart from the previous versions, I am not going to list out each individual change in this slider log update. Each value was looked at and reviewed, so I've included my notes in detail to explain the decision making.
I do want to stress the importance of penalties this go around because they do play a significant role in achieving the OL/DL interaction that affects both All-Madden and All-Pro difficulties. If you look at it, the main penalty value that needs to be changed is Holding to 65. It is the anchor of this version, and the source of how I am able to keep the run/pass block values near 50.
Overall, I am feeling great about where the game is at, and how the sliders have been customized to the title update. M21 is really one of the best gameplay bases we have had on the frostbite engine. There is a true sense that anything can happen, and it requires 100% of your attention. I hope the slider changes make sense, but don't hesitate to ask questions if they don't. Enjoy Version 4!
If you provide feedback, please advise of any modifications you have done from this OP set. Also note, you can either import into franchise, or manually adjust. The sync of previous Maddens does not seem necessary this year. I've tested both and have not seen anything outstanding that has de-synced the experience.
Version 4 - Game Settings
Skill Level: All-Madden || All-Pro
• I list it this way because I test on AM first, then All-Pro. Most of the time, I'm able to make some subtle changes to the AM set to be more balanced for AP as a result. This allows me to keep the core of the slider set intact through the two skill levels.
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 9 minutes
• I want to ensure there is enough plays in the game. This should get an average of about 60-65 total. Raise it higher if you'd like though.
Accelerated Clock: Off
• This value is off because I want to take advantage of experiencing the CPU QB audible, not to mention give myself more pre-snap reads. I think the QBs this year have such depth to their play, that it would only make sense to give them more time as well.
Superstar Abilities: User Preference
• I'm not seeing too much arcade-like gameplay with this on. Either way, it's user preference, but I have tested both and am personally keeping the abilities on.
Gameplay Helpers
• Mainly default On
Defensive Auto Strafe: Off
Defensive Ball Hawk: On
Defensive Heat Seeker Assist: On
Defensive Switch Assist: On
Game Options
Injuries: 15
• I love injuries this year, but it does seem like there are a bit too many on 10/25 (MM/Franchise) set ups.
Fatigue: 70
• There is a certain threshold in which fatigue doesn't even take place, and when it does, you won't see proper recovery time. If a running back unleashes a 40+yard run, he's most likely going to be subbed out to get some oxygen. I wanted to ensure this happens, but to multiple positions. I check the fatigue pre-snap and the indicators of stamina drain by OL, receivers, backs and QBs, is a thing of beauty. I think it builds another level of play management as a result.
Speed Disparity Scale: 55 (Previous: 60)
• With the better coverage, there was no need to keep players so tight together any longer. However, I was also finding the threshold started to create some wonky animations, such as players running into eachother - and limbs bending in weird ways.
Key: All-Madden || All-Pro I may use some references to previous Madden iterations and my theories behind gameplay values, so some of this may not make a lot of sense if you haven't taken part in my slider approach before.
QB Accuracy: 40/30 || 48/50 (Previous: 50/50 || 50/50)
• All Madden || The change here is a reluctant one because I have always liked the intent that 50 QBA produces. I could either keep that and lower pass block, but then we'd be left with those odd plays where the receivers streak up the field and the QB stands still - then somehow completes a 30 yard comeback route - that or get sacked on a 4-verts. Despite the better coverage from the title update, the CPU QB was still hitting darts. Note, this isn't an aim to take down Robo QB, it's more so the animations that these 50 level QBA throws would produce. Every pass was on a rope. I feel we started to lose out on the throw characteristics that each of these QBs can produce. From touch passes, bullets, underthrown and overthrown - it has to be in the game. The coverage is tight enough in which it will produce some great contextual animations from defender, receiver and QB.
• All Pro || The CPU QB for AP to me plays the best at 50. A good variety of throws, with plenty of room to make mistakes. I lowered the user's because I started to feel it was too automatic at times, and there needs to be some accountability for the types of passes we're able to produce.
Pass Blocking: 50/50 || 50/52 (Previous: 50/50 || 50/50)
• All Madden || With the lowering of QBA, I need the CPU to perceive they still have time in the pocket. The adjustment to the holding penalty value will create the sense of urgency though rather than if I lowered PBL it would just make their OL be out of sync or downright forgetful of who to block.
• All Pro || With the adjustment to the holding penalty, I have to give the CPU QB a bit more time here. They won't have as much, but it will be enough for them to play a bit like an AM QB where they throw a bit quicker and make decisions like an NFL QB. Not to mention, they will try to keep the play alive versus stand still. Keep in mind there are just some playbooks out there designed for quick routes, and if it's defended, sometimes the heavy passing QBs just would rather take the sack or throw away.
WR Catch: 48/48 || 48/48 (Previous: 48/45 || 48/48)
• All Madden || With lowering CPU QBA there had to be an adjustment to help the offense, so the WR Catch value gets bumped back to where it was in V2. Coverage is tighter due to the title update, so this makes the most sense to me.
• All Pro || No adjustments here as it still produces a good variety of catch and no catch animations. Still plenty of room to see spectacular catches as well.
Run Blocking: 50/50 || 50/55 (Previous: 50/50 || 50/50)
• All Madden || No adjustments because I've used the holding penalty value as the modifier of OL/DL interaction.
• All Pro || An adjustment for the CPU RBL because the holding penalty value acts as a modifier that will mean more blocks shed in certain spots. This will affect the USER run game as well as it should not be as easy when there is actual resistance felt at the LOS.
Fumbles: 50/50 || 55/55 (Previous: 50/50 || 50/50)
• All Madden || No change here. I have noticed some fumbles, but nothing out of the ordinary.
• All Pro || For some reason there are more fumbles by the QB and RB on this difficulty. As a result, had to bump it a bit.
Pass Defensive Reaction: 55/50 || 50/50 (Previous: 50/50 || 50/50)
• All Madden || A bump for the user because for some reason they just don't react in the air quickly enough, despite being in good position. I made other adjustments in other areas, such as lowering DPI back to default and lowering INT value to ensure the pass defelection animation takes priority.
• All Pro || No changes here as I feel there is a good enough balance in the contextual animations.
Interceptions: 25/25 || 35/35 (Previous: 35/35 || 35/35)
• All Madden || Dropped this down for both to not only reduce interceptions, but to ensure that the deflection animation takes priority.
• All Pro || No changes as there is a good balance of brick hands and interceptions.
Pass Coverage: 50/50 || 50/50 (Previous: 60/50 || 50/50)
• All Madden || With the better coverage of title update #3, there's just no need to get PCV any higher. The threshold move from 60 to 55 will also help the animations to play out with enough space, meaning that because the coverage was tight, it gave little room to actually create a reaction animation at times - other than tackle after the ball is caught.
• All Pro || Again, just no need to modify this value as it plays out well with the change to threshold and improvement of title update #3.
Tackling: 46/48 || 40/55 (Previous: 46/48 || 46/52)
• All Madden || No change needed in AM as there really isn't any type of standout animation that has been affected by the title update or threshold adjustment.
• All Pro || This is where things matter the most as the User TAK value influences the decision making of the CPU RB. Overall, the CPU RB is influenced by additional values, but in terms of the TAK value, they perceive the impact/collision of the tackle and will go so far to avoid it if it's too high. This is why there are times when they can sprint straight ahead, but choose to desperately follow their OL, even if the OL is on the other side of the field. Due to the holding value being modified, it impacts the OL/DL shed interactions so the CPU RB perceives they have less time. As a result, they have a sense of urgency, but also need some help via the RBL. The CPU TAK value is significant because running on AP is quite easy for the user. I've made sure that the adjustments to holding penalty serve as the animation of block shedding in the right timing so that there is felt resistance at the LOS, then let the TAK value to take over in making an attempt on the ball carrier.
Special Teams
FG Power: 70/70
• Another year of devs not addressing the oomph! of how kickers kick the ball. As a former kick myself, it's all about height - and the only way to get decent height in this game (ball above midpoint of posts) is to raise power.
FG Accuracy: 40/40
• Received feedback that kicks were going sideways. Personally haven't seen it, but safe bet to just raise the value.
Punt Power: 55/55
• Raised this value because the CPU tends to not call a fair catch, even if there's no room to run after. As a result, just wanted to give them more space to either call early or run after.
Punt Accuracy: 45/45
• With the bump in power, just had to balance by reducing the accuracy.
Kickoff Power: 52/52
• A bump here to get more kicks out of the endzone.
Penalties
• Penalties do affect gameplay. In previous Maddens I have had to use a lot of penalties to get certain gameplay aspects down. The previous version of the M21 set actually had more penalty adjustments here, but this go around is different. There is no need to have previous version's values as the title update, along with slider values, have helped to get this in a good spot.
All penalties/On default except:
Holding: 65 (Previous: 50)
• This is the anchor of Version 4. I considered placing this at the very top, but I wanted to remain consistent. This value is what controls the OL/DL interaction and block shedding that is essential to having resistance at the LOS. This was my initial solution for AP user running because there was zero resistance at the LOS that you could pull off 5-10 yards easy. It's not to say it's extremely difficult now on AP, but it's on the right track. I also like this change because it creates a sense of lower PBL, without lowering the PBL value. When you lower the PBL value, it makes the OL just be a bit more absent minded versus actually losing out to a proper battle in the trenches.
Roughing the Kicker: Off
• Still happens in the title update. Simply just needed to turn it off because it gets called to often. The animation of walking into the kicker results in the kicker falling down easily.
VERSION 3
Spoiler
9/5/2020: Quite the obvious change that needed to happen here, and it isn't CPU QBA . No, in this case, it's about the receiver catching. They catch too many in traffic and it makes the CPU QB have no sense of hesitation in making certain passes. With it lowered in this version, the DB has a chance to make something happen even if they are lagging a bit behind. The good thing is the receiver drops do not increase by much at all.
Here are some highlights of Big Ben trying to find completions against a stout Ravens D.
Video here:
So, here's Version 3. Think it's in a good spot for while until we get the title update. I hope that it addresses the big coverage issues this game has.
WR Catch: 48/45 || 48/48 (Previous: 48/48 || 48/48)
• A drop for the All-Madden set in the WR Catch because they were simply catching too many passes in traffic. They already have the advantage vs a soft coverage, so this will help balance things out. It is by no means an attempt to fix the perception of Robo QB, but it does address the logical animations that should be occurring more often in traffic. There are some brick hand animations that occur a slight bit more than before as well, which are welcomed.
If you provide feedback, please advise of any modifications you have done from this OP set. Also note, you can either import into franchise, or manually adjust. The sync of previous Maddens does not seem necessary this year. I've tested both and have not seen anything outstanding that has de-synced the experience.
Version 3 - Game Settings
Skill Level: All-Madden || All-Pro
• I list it this way because I test on AM first, then All-Pro. Most of the time, I'm able to make some subtle changes to the AM set to be more balanced for AP as a result. This allows me to keep the core of the slider set intact through the two skill levels.
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 9 minutes
• I want to ensure there is enough plays in the game. This should get an average of about 60-65 total. Raise it higher if you'd like though.
Accelerated Clock: Off
• This value is off because I want to take advantage of experiencing the CPU QB audible, not to mention give myself more pre-snap reads. I think the QBs this year have such depth to their play, that it would only make sense to give them more time as well.
Superstar Abilities: User Preference
• I'm not seeing too much arcade-like gameplay with this on. Eitherway, it's user preference, but I have tested both and am personally keeping the abilities on.
Gameplay Helpers
• Mainly default On
Defensive Auto Strafe: Off
Defensive Ball Hawk: On
Defensive Heat Seeker Assist: On
Defensive Switch Assist: On
Game Options
Injuries: 15
• I love injuries this year, but it does seem like there are a bit too many on 10/25 (MM/Franchise) set ups.
Fatigue: 70
• There is a certain threshold in which fatigue doesn't even take place, and when it does, you won't see proper recovery time. If a running back unleashes a 40+yard run, he's most likely going to be subbed out to get some oxygen. I wanted to ensure this happens, but to multiple positions. I check the fatigue presnap and the indicators of stamina drain by OL, receivers, backs and QBs, is a thing of beauty. I think it builds another level of play management as a result.
Speed Disparity Scale: 60
• I explained a bit above, but the goal is to tighten the coverage throughout. This will create a ripple effect of other values being able to stay near default because it is a reaction to the different tightness. Passing windows are smaller, gaps close quicker, etc.
Key: All-Madden || All-Pro I may use some references to previous Madden iterations and my theories behind gameplay values, so some of this may not make a lot of sense if you haven't taken part in my slider approach before.
QB Accuracy: 50/50 || 50/50
• There isn't a need to change this value for either All Madden or All Pro because there is just more depth to the QB this year. They scramble, they throw out of sacks, they dump off, they go deep. It's just too much goodness to change.
Pass Blocking: 50/50 || 50/50
• I have played around with lowering this value, but against the QBs are dynamic and spend most of the time running backwards too quickly. The push on the line is quite good as is, and when the combination of a higher threshold + RTP + fatigue takes part, it introduces many more elements than just stock strength vs strength matchups. This is why I do not need to adjust the usual Offside-FalseStart-Holding values to make a block shed threshold as I did in previous years. It's that good from the start.
WR Catch: 48/45 || 48/48 (Previous: 48/48 || 48/48)
• A drop for the All-Madden set in the WR Catch because they were simply catching too many passes in traffic. They already have the advantage vs a soft coverage, so this will help balance things out. It is by no means an attempt to fix the perception of Robo QB, but it does address the logical animations that should be occurring more often in traffic. There are some brick hand animations that occur a slight bit more than before as well, which are welcomed.
Run Blocking: 50/50 || 50/50
• I've played with this value a lot, and determined that it's not necessarily about quality of blocks but more so the speed of the blocks. The second layer of that is the speed of the blocks going upfield. With the threshold at 60, the attempt at the blocks happen as is - but it's the RTP that then plays its role in aggression that can make defenders accountable to their pursuit angles. Again though, fatigue will play its role, and a tired pulling guard may just run into their running back more often than not. In terms of difficulty, I use the tackling value to dictate that.
Fumbles: 50/50 || 50/50
• With the way the CPU run game was going, this was an obvious value to look into. Thankfully, the increase in threshold and RTP has helped the CPU runners take more direct routes - but they will still use their OL when needed. In terms of the actual occurrence of fumbles, I'd say there are more factors at play than just this one.
Pass Defensive Reaction: 50/50 || 50/50
• No reason to change this away from default because it shows up in the right times, even after the soft cushion animation causes some defensive lag in the routes. Some really great animations this year.
Interceptions: 35/35 || 35/35
• The interceptions on 50 were just too frequent. The defenders could catch better than the receivers at times. It was just too consistent, and to me, unrealistic. Get a bit more "brick hands" with this lower value, not to mention the pass deflection animations raised in priority over interception animation.
Pass Coverage: 60/50 || 50/50
• Raised value for the User on All-Madden to help with some defensive awareness, not to mention give the receivers more to think about before catching the ball. CPU QB's perception also adjusts, which does not necessarily mean they are going to take off running or throw downfield - they will still try to find completions no matter what, or they'll take the sack depending on player traits.
Tackling: 46/48 || 46/52
• Tackling is where the AM and AP set start to separate, but not as significant in terms of animations. The good thing is this year the tackling is built to be more realistic looking wrap-ups versus WWE big hits. As a result, the tackle value for AP can be raised to a higher value. I settled on 52 because going higher than that and it seemed there were far too many perfect tackles in open-field, regardless of ratings.
Special Teams
FG Power: 70/70
• Another year of devs not addressing the oomph! of how kickers kick the ball. As a former kick myself, it's all about height - and the only way to get decent height in this game (ball above midpoint of posts) is to raise power.
FG Accuracy: 40/40
• Received feedback that kicks were going sideways. Personally haven't seen it, but safe bet to just raise the value.
Example video:
Punt Power: 55/55
• Raised this value because the CPU tends to not call a fair catch, even if there's no room to run after. As a result, just wanted to give them more space to either call early or run after.
Punt Accuracy: 45/45
• With the bump in power, just had to balance by reducing the accuracy.
Kickoff Power: 52/52
• A bump here to get more kicks out of the endzone.
Penalties
• Penalties do affect gameplay. In previous Maddens I have had to use a lot of penalties to get certain gameplay aspects down. This year, so far, it's in a better spot and penalties to be used as gameplay adjustments is lessened.
False Start: 55
• Just wanted to see more of this penalty being called.
Defensive Pass Interference: 60
• Same, I just wanted to see more DPI's called and take advantage of the tighter coverage.
Intentional Grounding: Off
• Bit of a reliable value to change when things get settled in a bit more. I like IG off because it feels like the CPU QB gets off the rails more, and tries to make things happen more often.
Roughing the Passer: 40
• This is used as a tool to raise the aggression of the defenders. Since there is less of a perceived chance to the penalty being called, they choose to be even aggressive on their own. This can be a good or bad thing - it just depends. Good because more pressure on the QB, but maybe bad because poor defensive players can take wrong angles in their pursuit. A proper balancing act. An added reward is that the penalty still gets called.
Video:
Roughing the Kicker: Off
• Simply just needed to turn it off because it gets called to often. The animation of walking into the kicker results in the kicker falling down easily.
VERSION 2
Spoiler
================================= Slider Update Log - VERSION 2
================================= 9/1/2020: Some good feedback the last couple days, so thanks everyone. Version 1 is how I'd expect it to go. A solid base, with some standout issues. As I may have said before, this year's version is fairly linear in troubleshooting. The biggest issue is the way the CPU is completing high % in passing. While the slider set is there to keep players closer together, I did make a mention on Version 1 why the issue arises because of the cushion defenders not making plays - or suspended in animation.
I've tested multiple values again, mainly because after editing the complex versions of M19 and M20, it's hard to believe that M21 is really that straight forward in slider-land. I did throw in a bit of mystery though with a reliable adjustment, which is turning Intentional Grounding "Off". When I've turned this off in the past, it seems to get the CPU QB off the rails of their programming a bit more. They just try to make things happen more, and veer away from a textbook approach. Whether it's making a risky throw or taking what yards are in front of them.
So IG is going to be "Off" for Version2, and after that it's straightforward in raising Pass Coverage for the user to 60, from 50. What I've found with this value, after of course dropping it under 50 to isolate, is that it also affects how the receivers behave towards the ball. I've seen more incompletions by way of terrible hands or losing 50/50 battles in the air. The CPU QB will still take advantage where they can, but you will also see some more risk/reward with such tighter coverage. Keep in mind, it's not a fix to the soft DB animations as I illustrated in Version 1 (see spoiler at the bottom of the OP to view videos).
Last change is jut addressing the odd user kickers shanking their extra points and field goals. I personally haven't seen or experienced it, but the % of feedback is strong enough that I will default to adjust it back up to 40 for User. Keep in mind if you modify in Franchise, you can change the value there - and it will apply to the CPU as well.
Overall, the changes are positive, I feel. I do want to reiterate that I am not searching for stats here. I am looking for logical animations in the passing. If I can get passes from the CPU like this once in a while, I'll be more than happy.
Video here:
So, here's Version 2. Hope you guys are enjoying M21 as much as I am!
Pass Coverage: 60/50 || 50/50 (Previous: 50/50 || 50/50)
• Raised value for the User on All-Madden to help with some defensive awareness, not to mention give the receivers more to think about before catching the ball. CPU QB's perception also adjusts, which does not necessarily mean they are going to take off running or throw downfield - they will still try to find completions no matter what, or they'll take the sack depending on player traits.
FG Accuracy: 40/40 (Previous: 30/40)
• Received feedback that kicks were going sideways. Personally haven't seen it, but safe bet to just raise the value.
Intentional Grounding: Off (Previous: On)
• Bit of a reliable value to change when things get settled in a bit more. I like IG off because it feels like the CPU QB gets off the rails more, and tries to make things happen more often.
If you provide feedback, please advise of any modifications you have done from this OP set. Also note, you can either import into franchise, or manually adjust. The sync of previous Maddens does not seem necessary this year. I've tested both and have not seen anything outstanding that has de-synced the experience.
Version 2 - Game Settings
Skill Level: All-Madden || All-Pro
• I list it this way because I test on AM first, then All-Pro. Most of the time, I'm able to make some subtle changes to the AM set to be more balanced for AP as a result. This allows me to keep the core of the slider set intact through the two skill levels.
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 9 minutes
• I want to ensure there is enough plays in the game. This should get an average of about 60-65 total. Raise it higher if you'd like though.
Accelerated Clock: Off
• This value is off because I want to take advantage of experiencing the CPU QB audible, not to mention give myself more pre-snap reads. I think the QBs this year have such depth to their play, that it would only make sense to give them more time as well.
Superstar Abilities: User Preference
• I'm not seeing too much arcade-like gameplay with this on. Eitherway, it's user preference, but I have tested both and am personally keeping the abilities on.
Gameplay Helpers
• Mainly default On
Defensive Auto Strafe: Off
Defensive Ball Hawk: On
Defensive Heat Seeker Assist: On
Defensive Switch Assist: On
Game Options
Injuries: 15
• I love injuries this year, but it does seem like there are a bit too many on 10/25 (MM/Franchise) set ups.
Fatigue: 70
• There is a certain threshold in which fatigue doesn't even take place, and when it does, you won't see proper recovery time. If a running back unleashes a 40+yard run, he's most likely going to be subbed out to get some oxygen. I wanted to ensure this happens, but to multiple positions. I check the fatigue presnap and the indicators of stamina drain by OL, receivers, backs and QBs, is a thing of beauty. I think it builds another level of play management as a result.
Speed Disparity Scale: 60
• I explained a bit above, but the goal is to tighten the coverage throughout. This will create a ripple effect of other values being able to stay near default because it is a reaction to the different tightness. Passing windows are smaller, gaps close quicker, etc.
Key: All-Madden || All-Pro I may use some references to previous Madden iterations and my theories behind gameplay values, so some of this may not make a lot of sense if you haven't taken part in my slider approach before.
QB Accuracy: 50/50 || 50/50
• There isn't a need to change this value for either All Madden or All Pro because there is just more depth to the QB this year. They scramble, they throw out of sacks, they dump off, they go deep. It's just too much goodness to change.
Pass Blocking: 50/50 || 50/50
• I have played around with lowering this value, but against the QBs are dynamic and spend most of the time running backwards too quickly. The push on the line is quite good as is, and when the combination of a higher threshold + RTP + fatigue takes part, it introduces many more elements than just stock strength vs strength matchups. This is why I do not need to adjust the usual Offside-FalseStart-Holding values to make a block shed threshold as I did in previous years. It's that good from the start.
WR Catch: 48/48 || 48/48
• I wanted to make this value universal for both AM and AP because the animations that played out were much smoother. At higher values, even at 50, the arcade type of catches come out - especially those in traffic - that just did not make sense. Once or twice every 3 games or so, fine - but not every game. I wanted instant hits on catches to be felt, and a proper animation to play out. I want diving attempts that don't always result in a catch. Sure, you can make AP harder by raising this value for the CPU, but the animations just wouldn't feel balanced enough to validate.
Run Blocking: 50/50 || 50/50
• I've played with this value a lot, and determined that it's not necessarily about quality of blocks but more so the speed of the blocks. The second layer of that is the speed of the blocks going upfield. With the threshold at 60, the attempt at the blocks happen as is - but it's the RTP that then plays its role in aggression that can make defenders accountable to their pursuit angles. Again though, fatigue will play its role, and a tired pulling guard may just run into their running back more often than not. In terms of difficulty, I use the tackling value to dictate that.
Fumbles: 50/50 || 50/50
• With the way the CPU run game was going, this was an obvious value to look into. Thankfully, the increase in threshold and RTP has helped the CPU runners take more direct routes - but they will still use their OL when needed. In terms of the actual occurrence of fumbles, I'd say there are more factors at play than just this one.
Pass Defensive Reaction: 50/50 || 50/50
• No reason to change this away from default because it shows up in the right times, even after the soft cushion animation causes some defensive lag in the routes. Some really great animations this year.
Interceptions: 35/35 || 35/35
• The interceptions on 50 were just too frequent. The defenders could catch better than the receivers at times. It was just too consistent, and to me, unrealistic. Get a bit more "brick hands" with this lower value, not to mention the pass deflection animations raised in priority over interception animation.
Pass Coverage: 60/50 || 50/50 (Previous: 50/50 || 50/50)
• Raised value for the User on All-Madden to help with some defensive awareness, not to mention give the receivers more to think about before catching the ball. CPU QB's perception also adjusts, which does not necessarily mean they are going to take off running or throw downfield - they will still try to find completions no matter what, or they'll take the sack depending on player traits.
Tackling: 46/48 || 46/52
• Tackling is where the AM and AP set start to separate, but not as significant in terms of animations. The good thing is this year the tackling is built to be more realistic looking wrap-ups versus WWE big hits. As a result, the tackle value for AP can be raised to a higher value. I settled on 52 because going higher than that and it seemed there were far too many perfect tackles in open-field, regardless of ratings.
Special Teams
FG Power: 70/70
• Another year of devs not addressing the oomph! of how kickers kick the ball. As a former kick myself, it's all about height - and the only way to get decent height in this game (ball above midpoint of posts) is to raise power.
FG Accuracy: 40/40 (Previous: 30/40)
• Received feedback that kicks were going sideways. Personally haven't seen it, but safe bet to just raise the value.
Example video:
Punt Power: 55/55
• Raised this value because the CPU tends to not call a fair catch, even if there's no room to run after. As a result, just wanted to give them more space to either call early or run after.
Punt Accuracy: 45/45
• With the bump in power, just had to balance by reducing the accuracy.
Kickoff Power: 52/52
• A bump here to get more kicks out of the endzone.
Penalties
• Penalties do affect gameplay. In previous Maddens I have had to use a lot of penalties to get certain gameplay aspects down. This year, so far, it's in a better spot and penalties to be used as gameplay adjustments is lessened.
False Start: 55
• Just wanted to see more of this penalty being called.
Defensive Pass Interference: 60
• Same, I just wanted to see more DPI's called and take advantage of the tighter coverage.
Intentional Grounding: Off (Previous: On)
• Bit of a reliable value to change when things get settled in a bit more. I like IG off because it feels like the CPU QB gets off the rails more, and tries to make things happen more often.
Roughing the Passer: 40
• This is used as a tool to raise the aggression of the defenders. Since there is less of a perceived chance to the penalty being called, they choose to be even aggressive on their own. This can be a good or bad thing - it just depends. Good because more pressure on the QB, but maybe bad because poor defensive players can take wrong angles in their pursuit. A proper balancing act. An added reward is that the penalty still gets called.
Video:
Roughing the Kicker: Off
• Simply just needed to turn it off because it gets called to often. The animation of walking into the kicker results in the kicker falling down easily.
VERSION 1
Spoiler
================================= Slider Update Log - VERSION 1
================================= 8/30/2020: Okay, first version coming right up. I've logged about 35 hours on the PC version since Early Access, and of course it's just been slider testing. As always, I have tested every value to the limit and understood the Madden 21 game a lot better. I will say it's similar to Madden 20, but is much more polished.
The main focus was to establish the base gameplay on default values. I wanted to see where the shortcomings were, and what type of animations did not seem to be correct - and how consistent this occurred.
The next part was to isolate animations and figure out workarounds. For example, the soft cushion animation is a big bug because it results in the defender to spin briefly and/or jogging in place, thus losing complete momentum in following the route.
Video here:
Of the 35 hours total I've had the game, about 10 hours were geared in removing/reducing those animations. These animations cannot be removed. There is no workaround to remove them, only to accept them and set up the slider set to be in position to ensure its impact is minimal.
With that in mind, the base of any Madden slider set is threshold. I had to find the best one that could not only minimize the effect of the soft cushion animation, but also keep animations smooth, while still ensuring difficulty was on point. For this, I raised threshold from 50 to 60. The fear of raising threshold at anytime is breakaway speed. Can the players' true speed be seen and felt? Will there be the problem of D-linemen chasing down running backs?
Video:
As a result of finding the threshold, it was just about determining which values needed adjusting. What may be a surprising change from those who have followed my previous sliders is that the penalties are moderately changed. The goal was honestly to just produce the penalties more, except for one value, which is Roughing the Passer (RTP). RTP is something I've used in the past in which it acts as an aggression tool for the defenders in the run and pass. I've explained more in its designated section below.
Overall, quite impressed with M21. Definitely some room for improvement. Yes, slider values seem closer to default, but I have threshold playing the anchor role with some other adjustments to further compliment it.
Enjoy Version 1. Hopefully the first of not so many...
If you provide feedback, please advise of any modifications you have done from this OP set. Also note, you can either import into franchise, or manually adjust. The sync of previous Maddens does not seem necessary this year. I've tested both and have not seen anything outstanding that has de-synced the experience.
Version 1 - Game Settings
Skill Level: All-Madden || All-Pro
• I list it this way because I test on AM first, then All-Pro. Most of the time, I'm able to make some subtle changes to the AM set to be more balanced for AP as a result. This allows me to keep the core of the slider set intact through the two skill levels.
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 9 minutes
• I want to ensure there is enough plays in the game. This should get an average of about 60-65 total. Raise it higher if you'd like though.
Accelerated Clock: Off
• This value is off because I want to take advantage of experiencing the CPU QB audible, not to mention give myself more pre-snap reads. I think the QBs this year have such depth to their play, that it would only make sense to give them more time as well.
Superstar Abilities: User Preference
• I'm not seeing too much arcade-like gameplay with this on. Eitherway, it's user preference, but I have tested both and am personally keeping the abilities on.
Gameplay Helpers
• Mainly default On
Defensive Auto Strafe: Off
Defensive Ball Hawk: On
Defensive Heat Seeker Assist: On
Defensive Switch Assist: On
Game Options
Injuries: 15
• I love injuries this year, but it does seem like there are a bit too many on 10/25 (MM/Franchise) set ups.
Fatigue: 70
• There is a certain threshold in which fatigue doesn't even take place, and when it does, you won't see proper recovery time. If a running back unleashes a 40+yard run, he's most likely going to be subbed out to get some oxygen. I wanted to ensure this happens, but to multiple positions. I check the fatigue presnap and the indicators of stamina drain by OL, receivers, backs and QBs, is a thing of beauty. I think it builds another level of play management as a result.
Speed Disparity Scale: 60
• I explained a bit above, but the goal is to tighten the coverage throughout. This will create a ripple effect of other values being able to stay near default because it is a reaction to the different tightness. Passing windows are smaller, gaps close quicker, etc.
Key: All-Madden || All-Pro I may use some references to previous Madden iterations and my theories behind gameplay values, so some of this may not make a lot of sense if you haven't taken part in my slider approach before.
QB Accuracy: 50/50 || 50/50
• There isn't a need to change this value for either All Madden or All Pro because there is just more depth to the QB this year. They scramble, they throw out of sacks, they dump off, they go deep. It's just too much goodness to change.
Pass Blocking: 50/50 || 50/50
• I have played around with lowering this value, but against the QBs are dynamic and spend most of the time running backwards too quickly. The push on the line is quite good as is, and when the combination of a higher threshold + RTP + fatigue takes part, it introduces many more elements than just stock strength vs strength matchups. This is why I do not need to adjust the usual Offside-FalseStart-Holding values to make a block shed threshold as I did in previous years. It's that good from the start.
WR Catch: 48/48 || 48/48
• I wanted to make this value universal for both AM and AP because the animations that played out were much smoother. At higher values, even at 50, the arcade type of catches come out - especially those in traffic - that just did not make sense. Once or twice every 3 games or so, fine - but not every game. I wanted instant hits on catches to be felt, and a proper animation to play out. I want diving attempts that don't always result in a catch. Sure, you can make AP harder by raising this value for the CPU, but the animations just wouldn't feel balanced enough to validate.
Run Blocking: 50/50 || 50/50
• I've played with this value a lot, and determined that it's not necessarily about quality of blocks but more so the speed of the blocks. The second layer of that is the speed of the blocks going upfield. With the threshold at 60, the attempt at the blocks happen as is - but it's the RTP that then plays its role in aggression that can make defenders accountable to their pursuit angles. Again though, fatigue will play its role, and a tired pulling guard may just run into their running back more often than not. In terms of difficulty, I use the tackling value to dictate that.
Fumbles: 50/50 || 50/50
• With the way the CPU run game was going, this was an obvious value to look into. Thankfully, the increase in threshold and RTP has helped the CPU runners take more direct routes - but they will still use their OL when needed. In terms of the actual occurrence of fumbles, I'd say there are more factors at play than just this one.
Pass Defensive Reaction: 50/50 || 50/50
• No reason to change this away from default because it shows up in the right times, even after the soft cushion animation causes some defensive lag in the routes. Some really great animations this year.
Interceptions: 35/35 || 35/35
• The interceptions on 50 were just too frequent. The defenders could catch better than the receivers at times. It was just too consistent, and to me, unrealistic. Get a bit more "brick hands" with this lower value, not to mention the pass deflection animations raised in priority over interception animation.
Pass Coverage: 50/50 || 50/50
• I will say, whether this value is 1 or 99, it doesn't matter. Coverage is built into the threshold in my testing. As a result, there's no point in adjusting this value either.
Tackling: 46/48 || 46/52
• Tackling is where the AM and AP set start to separate, but not as significant in terms of animations. The good thing is this year the tackling is built to be more realistic looking wrap-ups versus WWE big hits. As a result, the tackle value for AP can be raised to a higher value. I settled on 52 because going higher than that and it seemed there were far too many perfect tackles in open-field, regardless of ratings.
Special Teams
FG Power: 70/70
• Another year of devs not addressing the oomph! of how kickers kick the ball. As a former kick myself, it's all about height - and the only way to get decent height in this game (ball above midpoint of posts) is to raise power.
FG Accuracy: 30/40
• As a result of increasing power, the accuracy has to be lowered. It's pretty easy to kick in this game, so some added difficulty is welcomed. If I'm really up for a challenge, I like to use the kicking meter as the direction input as well. A late kick will pull, an early one will push.
Example video:
Punt Power: 55/55
• Raised this value because the CPU tends to not call a fair catch, even if there's no room to run after. As a result, just wanted to give them more space to either call early or run after.
Punt Accuracy: 45/45
• With the bump in power, just had to balance by reducing the accuracy.
Kickoff Power: 52/52
• A bump here to get more kicks out of the endzone.
Penalties
• Penalties do affect gameplay. In previous Maddens I have had to use a lot of penalties to get certain gameplay aspects down. This year, so far, it's in a better spot and penalties to be used as gameplay adjustments is lessened.
False Start: 55
• Just wanted to see more of this penalty being called.
Defensive Pass Interference: 60
• Same, I just wanted to see more DPI's called and take advantage of the tighter coverage.
Roughing the Passer: 40
• This is used as a tool to raise the aggression of the defenders. Since there is less of a perceived chance to the penalty being called, they choose to be even aggressive on their own. This can be a good or bad thing - it just depends. Good because more pressure on the QB, but maybe bad because poor defensive players can take wrong angles in their pursuit. A proper balancing act. An added reward is that the penalty still gets called.
Video:
Roughing the Kicker: Off
• Simply just needed to turn it off because it gets called to often. The animation of walking into the kicker results in the kicker falling down easily.
Focus of the Sliders: Gameplay customization is essential in any sports game, especially now with the emergence of Esports and lootboxes, etc. Like a lot of slider enthusiasts, I'm of an old school nature in trying to bridge the gap of Esports base gameplay to more simulation/realistic. Each year it becomes more difficult, and each year it takes more and more effort to find a proper balance. Which is why I was quite surprised with this year's version of Madden. It has been the closest representation of what I look for in a football game. I could say it's Madden 20.5 as even Madden 20 was pretty close, but just missing some basic elements such as QB's being more active in the pocket and more realistic pass deflections.
As always, I am focused on animations. I've said it before, and not long ago, but animations is the confirmation of logic. Madden's animations are some of the best, but when it's bad...it's really bad. The goal here is to ensure that I'm letting proper animations play out from the contextual library. For example, if a corner is lagging behind on a slant route, I do not want to see him warping to make the play; I'd rather see a dive animation attempting a pass deflection. If the warping happens, I want to find out why and how it can be isolated to ensure it doesn't trigger again.
So, I go through that process of ensuring the games I play have the proper animations playing out. This makes testing take much longer because I have to see the same scenarios multiple times and in different context, such as player fatigue, player ratings and match ups, etc. The good thing is that Madden 21 does a pretty good job, even if it still performs primarily two-man animations, which considering where we are now in video games, you would think physics based gang-tackling would already be here. Overall, though, the game plays really good as a base, and I'll explain my changes, or lack of, in the descriptions.
For those that followed my Madden 21 Sliders , there will be some same concepts, but also some that I haven't explored - or may not feel it's necessary at the time of this post.
================================= Slider Update Log - VERSION 1
================================= 8/30/2020: Okay, first version coming right up. I've logged about 35 hours on the PC version since Early Access, and of course it's just been slider testing. As always, I have tested every value to the limit and understood the Madden 21 game a lot better. I will say it's similar to Madden 20, but is much more polished.
The main focus was to establish the base gameplay on default values. I wanted to see where the shortcomings were, and what type of animations did not seem to be correct - and how consistent this occurred.
The next part was to isolate animations and figure out workarounds. For example, the soft cushion animation is a big bug because it results in the defender to spin briefly and/or jogging in place, thus losing complete momentum in following the route.
Video here:
Of the 35 hours total I've had the game, about 10 hours were geared in removing/reducing those animations. These animations cannot be removed. There is no workaround to remove them, only to accept them and set up the slider set to be in position to ensure its impact is minimal.
With that in mind, the base of any Madden slider set is threshold. I had to find the best one that could not only minimize the effect of the soft cushion animation, but also keep animations smooth, while still ensuring difficulty was on point. For this, I raised threshold from 50 to 60. The fear of raising threshold at anytime is breakaway speed. Can the players' true speed be seen and felt? Will there be the problem of D-linemen chasing down running backs?
Video:
As a result of finding the threshold, it was just about determining which values needed adjusting. What may be a surprising change from those who have followed my previous sliders is that the penalties are moderately changed. The goal was honestly to just produce the penalties more, except for one value, which is Roughing the Passer (RTP). RTP is something I've used in the past in which it acts as an aggression tool for the defenders in the run and pass. I've explained more in its designated section below.
Overall, quite impressed with M21. Definitely some room for improvement. Yes, slider values seem closer to default, but I have threshold playing the anchor role with some other adjustments to further compliment it.
Enjoy Version 1. Hopefully the first of not so many...
If you provide feedback, please advise of any modifications you have done from this OP set. Also note, you can either import into franchise, or manually adjust. The sync of previous Maddens does not seem necessary this year. I've tested both and have not seen anything outstanding that has de-synced the experience.
Version 1 - Game Settings
Skill Level: All-Madden || All-Pro
• I list it this way because I test on AM first, then All-Pro. Most of the time, I'm able to make some subtle changes to the AM set to be more balanced for AP as a result. This allows me to keep the core of the slider set intact through the two skill levels.
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Game Style: Simulation
Quarter Length: 9 minutes
• I want to ensure there is enough plays in the game. This should get an average of about 60-65 total. Raise it higher if you'd like though.
Accelerated Clock: Off
• This value is off because I want to take advantage of experiencing the CPU QB audible, not to mention give myself more pre-snap reads. I think the QBs this year have such depth to their play, that it would only make sense to give them more time as well.
Superstar Abilities: User Preference
• I'm not seeing too much arcade-like gameplay with this on. Eitherway, it's user preference, but I have tested both and am personally keeping the abilities on.
Gameplay Helpers
• Mainly default On
Defensive Auto Strafe: Off
Defensive Ball Hawk: On
Defensive Heat Seeker Assist: On
Defensive Switch Assist: On
Game Options
Injuries: 15
• I love injuries this year, but it does seem like there are a bit too many on 10/25 (MM/Franchise) set ups.
Fatigue: 70
• There is a certain threshold in which fatigue doesn't even take place, and when it does, you won't see proper recovery time. If a running back unleashes a 40+yard run, he's most likely going to be subbed out to get some oxygen. I wanted to ensure this happens, but to multiple positions. I check the fatigue presnap and the indicators of stamina drain by OL, receivers, backs and QBs, is a thing of beauty. I think it builds another level of play management as a result.
Speed Disparity Scale: 60
• I explained a bit above, but the goal is to tighten the coverage throughout. This will create a ripple effect of other values being able to stay near default because it is a reaction to the different tightness. Passing windows are smaller, gaps close quicker, etc.
[i]Key:[i] All-Madden || All-Pro I may use some references to previous Madden iterations and my theories behind gameplay values, so some of this may not make a lot of sense if you haven't taken part in my slider approach before.
QB Accuracy: 50/50 || 50/50
• There isn't a need to change this value for either All Madden or All Pro because there is just more depth to the QB this year. They scramble, they throw out of sacks, they dump off, they go deep. It's just too much goodness to change.
Pass Blocking: 50/50 || 50/50
• I have played around with lowering this value, but against the QBs are dynamic and spend most of the time running backwards too quickly. The push on the line is quite good as is, and when the combination of a higher threshold + RTP + fatigue takes part, it introduces many more elements than just stock strength vs strength matchups. This is why I do not need to adjust the usual Offside-FalseStart-Holding values to make a block shed threshold as I did in previous years. It's that good from the start.
WR Catch: 48/48 || 48/48
• I wanted to make this value universal for both AM and AP because the animations that played out were much smoother. At higher values, even at 50, the arcade type of catches come out - especially those in traffic - that just did not make sense. Once or twice every 3 games or so, fine - but not every game. I wanted instant hits on catches to be felt, and a proper animation to play out. I want diving attempts that don't always result in a catch. Sure, you can make AP harder by raising this value for the CPU, but the animations just wouldn't feel balanced enough to validate.
Run Blocking: 50/50 || 50/50
• I've played with this value a lot, and determined that it's not necessarily about quality of blocks but more so the speed of the blocks. The second layer of that is the speed of the blocks going upfield. With the threshold at 60, the attempt at the blocks happen as is - but it's the RTP that then plays its role in aggression that can make defenders accountable to their pursuit angles. Again though, fatigue will play its role, and a tired pulling guard may just run into their running back more often than not. In terms of difficulty, I use the tackling value to dictate that.
Fumbles: 50/50 || 50/50
• With the way the CPU run game was going, this was an obvious value to look into. Thankfully, the increase in threshold and RTP has helped the CPU runners take more direct routes - but they will still use their OL when needed. In terms of the actual occurrence of fumbles, I'd say there are more factors at play than just this one.
Pass Defensive Reaction: 50/50 || 50/50
• No reason to change this away from default because it shows up in the right times, even after the soft cushion animation causes some defensive lag in the routes. Some really great animations this year.
Interceptions: 35/35 || 35/35
• The interceptions on 50 were just too frequent. The defenders could catch better than the receivers at times. It was just too consistent, and to me, unrealistic. Get a bit more "brick hands" with this lower value, not to mention the pass deflection animations raised in priority over interception animation.
Pass Coverage: 50/50 || 50/50
• I will say, whether this value is 1 or 99, it doesn't matter. Coverage is built into the threshold in my testing. As a result, there's no point in adjusting this value either.
Tackling: 46/48 || 46/52
• Tackling is where the AM and AP set start to separate, but not as significant in terms of animations. The good thing is this year the tackling is built to be more realistic looking wrap-ups versus WWE big hits. As a result, the tackle value for AP can be raised to a higher value. I settled on 52 because going higher than that and it seemed there were far too many perfect tackles in open-field, regardless of ratings.
Special Teams
FG Power: 70/70
• Another year of devs not addressing the oomph! of how kickers kick the ball. As a former kick myself, it's all about height - and the only way to get decent height in this game (ball above midpoint of posts) is to raise power.
FG Accuracy: 30/40
• As a result of increasing power, the accuracy has to be lowered. It's pretty easy to kick in this game, so some added difficulty is welcomed. If I'm really up for a challenge, I like to use the kicking meter as the direction input as well. A late kick will pull, an early one will push.
Example video:
Punt Power: 55/55
• Raised this value because the CPU tends to not call a fair catch, even if there's no room to run after. As a result, just wanted to give them more space to either call early or run after.
Punt Accuracy: 45/45
• With the bump in power, just had to balance by reducing the accuracy.
Kickoff Power: 52/52
• A bump here to get more kicks out of the endzone.
Penalties
• Penalties do affect gameplay. In previous Maddens I have had to use a lot of penalties to get certain gameplay aspects down. This year, so far, it's in a better spot and penalties to be used as gameplay adjustments is lessened.
False Start: 55
• Just wanted to see more of this penalty being called.
Defensive Pass Interference: 60
• Same, I just wanted to see more DPI's called and take advantage of the tighter coverage.
Roughing the Passer: 40
• This is used as a tool to raise the aggression of the defenders. Since there is less of a perceived chance to the penalty being called, they choose to be even aggressive on their own. This can be a good or bad thing - it just depends. Good because more pressure on the QB, but maybe bad because poor defensive players can take wrong angles in their pursuit. A proper balancing act. An added reward is that the penalty still gets called.
Video:
Roughing the Kicker: Off
• Simply just needed to turn it off because it gets called to often. The animation of walking into the kicker results in the kicker falling down easily.
================================= Question and Answers!
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**I'll have more of these as the thread goes along**
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Slider Log Update - Archive
Versions go here
Finally!! I've been checking everyday for your slider thread for Madden 21 lol. I can't wait to try these out. Your sliders for Madden 20 made the game fantastic for me. Can't wait for another amazing year. Thank you for all the work you put in for all of us to enjoy a Madden franchise.
You have been a god send to me the last 2 years! Super pumped to try these out! THank you for all your work homie!!!
I was going to just stick it out myself this year then 2mins ago I said screw it, going back to sliders and boom you just posted these! This was meant to be for me
Played a game with these...not sure if its the FG accuracy slider or not but I missed an extra point and the kick didn't go passed the LOS. I missed a chip shot field goal after getting the meter perfect and the ball went 30 yards to the right of the FG posts. Those were my only 2 kicks, went for it on 4th down and 2 PT conversions the rest of the game.
Everything else seemed to play really well however.
Played a game with these...not sure if its the FG accuracy slider or not but I missed an extra point and the kick didn't go passed the LOS. I missed a chip shot field goal after getting the meter perfect and the ball went 30 yards to the right of the FG posts. Those were my only 2 kicks, went for it on 4th down and 2 PT conversions the rest of the game.
Everything else seemed to play really well however.
Kinda the same for me also. Three extra point tries, way right, way left, & way right again.
It like my kicker was aiming for the back corner of the end zone each time.
The first on caught me off guard, then I remember reading your reasoning for adjusting FG sliders so on the second attempt I made it a point to get the meter as close to dead on as I could and I had a way left result.
Other than that this is a great slider set. I enjoyed last years version also and appreciate the hard work that you put in to these.