Background: For me, sliders, or any type of gameplay customization, has been part of my life since I was a teenager. I do not exactly subscribe to the theory of how games are designed under certain environments, so messing with it will mess up the game. Rather, I believe in pushing games to a limit in which I can explore it, take what I need, and upcycle it back in for the public to use. In its most simplest form, the purpose of sliders are to either enhance the game or to fix its core issues. Each year when I spend time on a game, it's one or the other. After more than a decade doing this, you would think I'd be burnt out, but working in tech and seeing the tech presented to us as gamers is just too amazing not to be inspired.
Focus of the Sliders: Madden 22 has a solid foundation. It has playability, difficulty and incredible scale to modify. There are multiple slider enthusiasts on OS alone that have come up with theories, put in the hours and have truly owned their research. My focus is to do what I mentioned above, take what I can from Madden 22, and improve the base. To be fair, the game does not need that much modification. It does have some cracks in the pass defense and some canned animations that are a bit of an eye-sore. Through the progression of this thread, I am sure I'll obsess over each of them. As always, the sliders presented are a base of my findings, and by no means the "end all, be all".
I will most likely use some theories of the past Maddens, but may also explore some newer ones. I do not see myself asking anything that is out of the ordinary, or that can't be isolated with proof of concept. Even if a concept is proven elsewhere, it does not mean I need to absolutely go down that road - and neither do you. From modifying sliders here in the Madden side, I've also done the project manager job of the FIFA side - and there are only so many specific demands I can ask of the public before things go haywire.
In addition, I will have general summary of each section this year, as opposed to previous year of explaining every single value one-by-one. The reason for this is: 1) Time: it would take me hours to write up the explanation. With how fast we get patches (with the exception of OOTB), I was writing so much on a slider set version, only to have to write the complete opposite the next day (or day of!). It took way too long, and I just can't do that anymore. (2) Ease of reading: I am a junior level web developer and I've learned a lot about writing less code to do more. It's gotten into a lot of my approaches on things, and this thread will show that. It will start off bare bones, but eventually I will incorporate the website I'm working on and other ways to present the findings. Please note: just because a value sits at default 50, it doesn't mean I didn't test it. It would take way too long to explain what was tested - and why it was left alone.
So, you will see a simplified approach to what Madden 22 gives me, and I'll try my best to interpret it into building a solid base. I will do my best to update this thread, but just know with FIFA 22 around the corner, that will take some chunk of my time. I'm no longer a teenager with all the time in the world, just a 36-year old out of shape dad of 3 boys and a beautiful wife, who I remind I could be at a bar...instead of figuring out why the safety with 10 catch rating keeps trying to intercept the ball.
Thanks as always, take care, and stay tuned.
================================= Slider Update Log
================================= 11/7/2021: As mentioned, this the part where I start to get a bit more picky on some values because the slider set is in such a good place. However, I did see some areas of concern, such as poor pursuit angles, CPU catching everything in traffic and some return of poor tackling animations (bear hug --> barrel roll).
These modifications for Version 9 have allowed everything return to a nice balance. The main culprit was the lower RTP, from 20 and now all the way back to 35. It's a sensitive value, and with the block-shedding improved, the RTP would just be too aggressive at low values like 20. At 35, it's more of a read & react, but still enough room to put pressure on the QB. The CPU QB on the AM set is altered too, where elite QBs find they have to focus on location, while lower quality QBs just want to keep plays alive or cut their losses - it just depends.
Overall, these last couple tweaks are right where I'm feeling the need to let it marinate, and won't be updating for a while. Enjoy!
If you provide feedback, please advise of any modifications you have done from this set. Make sure to edit the sliders in the main menu, then import the sliders in franchise.
Matt10's Madden 22 Sliders - Version 9
Game Options
Skill Level: All-Madden | All-Pro Game Style: Simulation Quarter Length: 10 minutes (previous: 9 minutes) Accelerated Clock: Off System: Current Gen (PS5, XB Series X), Last Gen (PC, PS4, Stadia) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference
-------------------------------------------------- Summary (Version 5): I've adjusted the quarter length for 10 minutes, from a previous 9 minutes. If I could have a 9.5 that'd be perfect, but even at 10 it's pretty good, with plenty of plays - without feeling rushed. In addition, because penalties are now working (hooray!) the big plays have a chance of being canceled out, or big plays can happen as a result of the penalties.
*Note* I haven't tested in coach mode or CPU v CPU. I honestly do not plan on it. I really enjoyed playing on straight default in these modes. I think the impact of user input plays a big role to what the CPU will do, which is why default on those modes may be best. I trust someone much more dedicated in those modes regardless though.
--------------------------------------------------
Gameplay Helpers
Defensive Auto Strafe: Off Defensive Ball Hawk: Off Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
-------------------------------------------------- Summary (Version 9): I wanted the fatigue back to get some more snaps for players, but I also needed to let some plays breathe a bit more - without modifying the gameplay sliders all that much. As a result, speed disparity scale gets bumped down from 75 to 72. This allows the penalty sliders and the tight coverage to do what they're meant to, while giving both offensive and defensive time to react.
--------------------------------------------------
Auto-Subs
WR,RB IN/OUT: 30/25
-------------------------------------------------- Summary (Version 6): I do not believe the Progressive Fatigue is still working the way it should, so I still recommend these autosubs + adding the WR, especially after big gains they need a breather.
FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 55/55 Punt Accuracy: 50/50 Kickoff Power: 50/50
-------------------------------------------------- Summary (Version 8 & 9): With the findings on Version 8, and the adjustments to fatigue/threshold of version 9, I had more time to see how a lower WR Catch for the CPU played out. What I liked was that the 50/50 balls are more true to that value rather than the CPU having a bit of an advantage. (Version 8): Pass Coverage concept of getting a bit tighter. It's not as tight as 5 was, but 10/20 respectively (from 35/30) should do just fine. Notice I even gave the user a bit more tighter compared to the CPU to help them a bit more on top of the receiver. This is mainly because I want them focused on their assignment, and with the newest update allowing better zone coverage - that meant the defenders would start to wander a bit earlier, rather than stick to their assignments. By lowering the PCV, they're focused and they are not going to get distracted as early, giving enough time - and momentum - to make a play. From a man coverage perspective, they have been able to stay right on the receivers, but the timing where the QB sets it up perfectly - leaving the defender in the dust, is not as effective because the QBA value has been lowered in the AM set to 25 (from 28).
--------------------------------------------------
FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 55/55 Punt Accuracy: 50/50 Kickoff Power: 50/50
-------------------------------------------------- Summary (Version 6): The fatigue and penalties adjustments actually help solidify the All-Pro set overall. The lowering of the User RBL is simply to keep some of those sticky OL to have their blocks shed just a bit earlier - and that should happen more with the Offensive Holding penalty raised.
--------------------------------------------------
Penalties
Offside: 80 False Start: 80 Offensive Holding: 80 Facemask: 45 (previous: 50) Defensive Pass Interference: 75 Ineligible Receiver Downfield: On Offensive Pass Interference: On Kick Catch Interference: On Illegal Block in the Back: 50 Intentional Grounding: Off Roughing the Passer: 35 (Previous: 20) Roughing the Kicker: On Running into the Kicker: On Illegal Contact: On
-------------------------------------------------- Summary (Version 8 & 9): It was noticeable that the adjustments to RTP was a bit much. It was just a bit too aggressive, and the adjustments to the Offside/Holding/False_start was more than enough to get that good block-shed. Saw some poor pursuit angles as well, even on 30, so instead of changing the Offside/FalseStart/Holding, I opted to raise the RTP to 35. It's done exactly what I wanted to help with those angles both on the ground and in the air as it's focused on getting more read & react versus instant aggression. Facemask adjusted a bit lower to help with some tackling animations that were an issue an update or so ago, in particular the act of a linebacker/lineman bear-hugging the ball carrier and slamming them backwards. Contextually makes sense if the player is stopped due to bodies in the way, but not when it should be a tackle from behind with momentum.
--------------------------------------------------
================================= Video Archive
================================= Version 4:
Spoiler
Some nice QB play on Version 4 sliders, not to mention some defensive attempts. Showing All-Madden.
Version 2:
Spoiler
Showing some videos of some improved, some busted, coverage for both user and CPU. Difficulty is on All-Madden.
*********************
Slider Log Update - Archive
Version 8
Spoiler
================================= Slider Update Log
================================= 11/7/2021:While I was happy with how version 7 was playing, it was noticeable that the adjustments to RTP was a bit much. It was just a bit too aggressive, and the adjustments to the Offside/Holding/False_start was more than enough to get that good block-shed. So reverted back to the reliable 30 RTP to get more balance.
After that, it's a bit more of a reversion to Pass Coverage concept of getting a bit tighter. It's not as tight as 5 was, but 10/20 respectively (from 35/30) should do just fine. Notice I even gave the user a bit more tighter compared to the CPU to help them a bit more on top of the receiver. This is mainly because I want them focused on their assignment, and with the newest update allowing better zone coverage - that meant the defenders would start to wander a bit earlier, rather than stick to their assignments. By lowering the PCV, they're focused and they are not going to get distracted as early, giving enough time - and momentum - to make a play. From a man coverage perspective, they have been able to stay right on the receivers, but the timing where the QB sets it up perfectly - leaving the defender in the dust, is not as effective because the QBA value has been lowered in the AM set to 25 (from 28).
Overall, fans of Version 5 will be happy, and I'm happy - so really Madden 22 is in a good spot for me (and hope for you all) yet again. At this point it's just solidifying the set, and building to what works and what didn't. Thankfully subtle adjustments are all that was needed.
Enjoy!
If you provide feedback, please advise of any modifications you have done from this set. Make sure to edit the sliders in the main menu, then import the sliders in franchise.
Matt10's Madden 22 Sliders - Version 8
Game Options
Skill Level: All-Madden | All-Pro Game Style: Simulation Quarter Length: 10 minutes (previous: 9 minutes) Accelerated Clock: Off System: Current Gen (PS5, XB Series X), Last Gen (PC, PS4, Stadia) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference
-------------------------------------------------- Summary (Version 5): I've adjusted the quarter length for 10 minutes, from a previous 9 minutes. If I could have a 9.5 that'd be perfect, but even at 10 it's pretty good, with plenty of plays - without feeling rushed. In addition, because penalties are now working (hooray!) the big plays have a chance of being canceled out, or big plays can happen as a result of the penalties.
*Note* I haven't tested in coach mode or CPU v CPU. I honestly do not plan on it. I really enjoyed playing on straight default in these modes. I think the impact of user input plays a big role to what the CPU will do, which is why default on those modes may be best. I trust someone much more dedicated in those modes regardless though.
--------------------------------------------------
Gameplay Helpers
Defensive Auto Strafe: Off Defensive Ball Hawk: Off Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
-------------------------------------------------- Summary (Version 7): Building off of Version 6, I wanted to just bring the fatigue back up because there were a bit too many times where the rotation needed to happen, but didn't. Such as a running back not being subbed out after a long run, etc. I think the animations are a bit smoother as well, but I had to make sure the coverage wasn't affected with random jogging, etc.
--------------------------------------------------
Auto-Subs
WR,RB IN/OUT: 30/25
-------------------------------------------------- Summary (Version 6): I do not believe the Progressive Fatigue is still working the way it should, so I still recommend these autosubs + adding the WR, especially after big gains they need a breather.
FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 55/55 Punt Accuracy: 50/50 Kickoff Power: 50/50
-------------------------------------------------- Summary (Version 8): Pass Coverage concept of getting a bit tighter. It's not as tight as 5 was, but 10/20 respectively (from 35/30) should do just fine. Notice I even gave the user a bit more tighter compared to the CPU to help them a bit more on top of the receiver. This is mainly because I want them focused on their assignment, and with the newest update allowing better zone coverage - that meant the defenders would start to wander a bit earlier, rather than stick to their assignments. By lowering the PCV, they're focused and they are not going to get distracted as early, giving enough time - and momentum - to make a play. From a man coverage perspective, they have been able to stay right on the receivers, but the timing where the QB sets it up perfectly - leaving the defender in the dust, is not as effective because the QBA value has been lowered in the AM set to 25 (from 28).
--------------------------------------------------
FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 55/55 Punt Accuracy: 50/50 Kickoff Power: 50/50
-------------------------------------------------- Summary (Version 6): The fatigue and penalties adjustments actually help solidify the All-Pro set overall. The lowering of the User RBL is simply to keep some of those sticky OL to have their blocks shed just a bit earlier - and that should happen more with the Offensive Holding penalty raised.
--------------------------------------------------
Penalties
Offside: 80 False Start: 80 Offensive Holding: 80 Facemask: 50 Defensive Pass Interference: 75 Ineligible Receiver Downfield: On Offensive Pass Interference: On Kick Catch Interference: On Illegal Block in the Back: 50 Intentional Grounding: Off Roughing the Passer: 30 (Previous: 20) Roughing the Kicker: On Running into the Kicker: On Illegal Contact: On
-------------------------------------------------- Summary (Version 8): It was noticeable that the adjustments to RTP was a bit much. It was just a bit too aggressive, and the adjustments to the Offside/Holding/False_start was more than enough to get that good block-shed. So reverted back to the reliable 30 RTP to get more balance.
--------------------------------------------------
Version 7
Spoiler
================================= Slider Update Log
================================= 11/3/2021:Really quite happy with what I'm seeing from Version 6, so Version 7 is just building off of that. I wanted to bring back a bit more fatigue, while making sure the resistance is felt in the run game and more pass rush felt.
Overall, loving how the game is playing right now. Not going to jinx it in saying it's a final version, but it's close enough that I'll be doing a video explanation soon.
If you provide feedback, please advise of any modifications you have done from this set. Make sure to edit the sliders in the main menu, then import the sliders in franchise.
Matt10's Madden 22 Sliders - Version 7
Game Options
Skill Level: All-Madden | All-Pro Game Style: Simulation Quarter Length: 10 minutes (previous: 9 minutes) Accelerated Clock: Off System: Current Gen (PS5, XB Series X), Last Gen (PC, PS4, Stadia) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference
-------------------------------------------------- Summary (Version 5): I've adjusted the quarter length for 10 minutes, from a previous 9 minutes. If I could have a 9.5 that'd be perfect, but even at 10 it's pretty good, with plenty of plays - without feeling rushed. In addition, because penalties are now working (hooray!) the big plays have a chance of being canceled out, or big plays can happen as a result of the penalties.
*Note* I haven't tested in coach mode or CPU v CPU. I honestly do not plan on it. I really enjoyed playing on straight default in these modes. I think the impact of user input plays a big role to what the CPU will do, which is why default on those modes may be best. I trust someone much more dedicated in those modes regardless though.
--------------------------------------------------
Gameplay Helpers
Defensive Auto Strafe: Off Defensive Ball Hawk: Off Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
-------------------------------------------------- Summary (Version 7): Building off of Version 6, I wanted to just bring the fatigue back up because there were a bit too many times where the rotation needed to happen, but didn't. Such as a running back not being subbed out after a long run, etc. I think the animations are a bit smoother as well, but I had to make sure the coverage wasn't affected with random jogging, etc.
--------------------------------------------------
Auto-Subs
WR,RB IN/OUT: 30/25
-------------------------------------------------- Summary (Version 6): I do not believe the Progressive Fatigue is still working the way it should, so I still recommend these autosubs + adding the WR, especially after big gains they need a breather.
FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 55/55 Punt Accuracy: 50/50 Kickoff Power: 50/50
-------------------------------------------------- Summary (Version 6): I wanted to get the pass coverage in a better spot as on 5/5 it was just too tight, to the point that the defenders could not make a reaction. Now, paired up with the aggression via RTP, they are moving to the ball, and they are contesting passes when possible. The bump in pass coverage loosens up just enough that whatever route the receive runs, and depending on the defender's ratings, there's enough respectable space to perform some type of reaction. The CPU QBA to 28 may look subtle, but it is a difference maker in how they address pressure. No longer are they able to throw across their bodies on the run, instead they opt for safe throws out of bounds or scramble - or just sometimes take the sack. There is no limit to how far they throw either, and will continue to exploit mismatches just how All-Madden loves to do. The difference is in that the location of their passes will not always be 100% on point, giving the User defenders much more opportunity to make a play. The receivers can also make a play with the high aggression via RTP, which makes for a exciting gameplay overall.
--------------------------------------------------
FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 55/55 Punt Accuracy: 50/50 Kickoff Power: 50/50
-------------------------------------------------- Summary (Version 6): The fatigue and penalties adjustments actually help solidify the All-Pro set overall. The lowering of the User RBL is simply to keep some of those sticky OL to have their blocks shed just a bit earlier - and that should happen more with the Offensive Holding penalty raised.
--------------------------------------------------
Penalties
Offside: 80 (Previous: 75) False Start: 80 (Previous: 75) Offensive Holding: 80 (Previous: 75) Facemask: 50 (Previous: 55) Defensive Pass Interference: 75 Ineligible Receiver Downfield: On Offensive Pass Interference: On Kick Catch Interference: On Illegal Block in the Back: 50 Intentional Grounding: Off Roughing the Passer: 20 Roughing the Kicker: On Running into the Kicker: On Illegal Contact: On
-------------------------------------------------- Summary (Version 7): I noticed that under 80 Offside/False-Start/Off. Holding would be a bit sticky in certain spots, making the aggressive defenders getting "caught" up and not able to shake free quick enough. With these subtle adjustments, the aggression is more on point, and there is more resistance by the defenders. Facemask goes down to 50 from 55 because I started to see some repetitive tackling animations, such as players being bear-hugged and dragged backwards - like a wrestling move. By lowering the value, it allows a bit more wrap-up attempts, but also some pushing players into traffic, etc.
--------------------------------------------------
Version 6
Spoiler
Matt10's Madden 22 Sliders - Version 6
Game Options
Skill Level: All-Madden | All-Pro Game Style: Simulation Quarter Length: 10 minutes (previous: 9 minutes) Accelerated Clock: Off System: Current Gen (PS5, XB Series X), Last Gen (PC, PS4, Stadia) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference
-------------------------------------------------- Summary (Version 5): I've adjusted the quarter length for 10 minutes, from a previous 9 minutes. If I could have a 9.5 that'd be perfect, but even at 10 it's pretty good, with plenty of plays - without feeling rushed. In addition, because penalties are now working (hooray!) the big plays have a chance of being canceled out, or big plays can happen as a result of the penalties.
*Note* I haven't tested in coach mode or CPU v CPU. I honestly do not plan on it. I really enjoyed playing on straight default in these modes. I think the impact of user input plays a big role to what the CPU will do, which is why default on those modes may be best. I trust someone much more dedicated in those modes regardless though.
--------------------------------------------------
Gameplay Helpers
Defensive Auto Strafe: Off Defensive Ball Hawk: Off Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
-------------------------------------------------- Summary (Version 6): I wanted to keep a high fatigue, but at 75 I started to see a bit too much fatigue that even when intercepting the ball, the sprint would have to be measured and the player started to jog due to the meter emptying out. I also wanted to keep players intensity engaged a bit more, but not sacrifice the players subbing in due to fatigue. At 60, the CPU RBs rarely rotated, and the defense never got under 90%. At 65, there's a good balance of keeping the defense engaged, but can get fatigued on long drives, while the CPU rotates players more often.
--------------------------------------------------
Auto-Subs
WR,RB IN/OUT: 30/25
-------------------------------------------------- Summary (Version 6): I do not believe the Progressive Fatigue is still working the way it should, so I still recommend these autosubs + adding the WR, especially after big gains they need a breather.
FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 55/55 Punt Accuracy: 50/50 Kickoff Power: 50/50
-------------------------------------------------- Summary (Version 6): I wanted to get the pass coverage in a better spot as on 5/5 it was just too tight, to the point that the defenders could not make a reaction. Now, paired up with the aggression via RTP, they are moving to the ball, and they are contesting passes when possible. The bump in pass coverage loosens up just enough that whatever route the receive runs, and depending on the defender's ratings, there's enough respectable space to perform some type of reaction. The CPU QBA to 28 may look subtle, but it is a difference maker in how they address pressure. No longer are they able to throw across their bodies on the run, instead they opt for safe throws out of bounds or scramble - or just sometimes take the sack. There is no limit to how far they throw either, and will continue to exploit mismatches just how All-Madden loves to do. The difference is in that the location of their passes will not always be 100% on point, giving the User defenders much more opportunity to make a play. The receivers can also make a play with the high aggression via RTP, which makes for a exciting gameplay overall.
--------------------------------------------------
FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 55/55 Punt Accuracy: 50/50 Kickoff Power: 50/50
-------------------------------------------------- Summary (Version 6): The fatigue and penalties adjustments actually help solidify the All-Pro set overall. The lowering of the User RBL is simply to keep some of those sticky OL to have their blocks shed just a bit earlier - and that should happen more with the Offensive Holding penalty raised.
--------------------------------------------------
Penalties
Offside: 75 (Previous: 65) False Start: 75 (Previous: 65) Offensive Holding: 75 (Previous: 65) Facemask:[/color] 55 Defensive Pass Interference: 75 Ineligible Receiver Downfield: On Offensive Pass Interference: On Kick Catch Interference: On Illegal Block in the Back: 50 Intentional Grounding: Off Roughing the Passer: 20 (Previous: 30) Roughing the Kicker: On Running into the Kicker: On Illegal Contact: On
-------------------------------------------------- Summary (Version 6): Biggest change here is the Roughing the Passer (RTP) lowered to 20. This is going to create that effect of missed tackles via aggression, and not broken tackles via lowering the TAK slider value - which makes every defender a victim of the stiff arm or cut-back juke move. This also helps with the how aggressive the defender will be in tackling the ball carrier or intended receiver. For the All-Madden set, the CPU QB at 28 will result in less perfect location in their passing, which will result in the receiver to make a play - and the defender get a bit more of a chance to break up plays. After that, the offside, false start and holding values get a bump to 1) get called more and 2) help shed some more blocks to put pressure on the QB and RB.
--------------------------------------------------
[/indent]
Version 5
Spoiler
================================= Slider Update Log
================================= 10/20/2021:In terms of working on the sliders, I've played pretty much every night. The patch update was so good and I feel it's helped this set show what I intended early on, especially with the threshold 75 holding up nicely.
The QB % could be a bit lower, but it's so tricky because of the said variety. I blanked the Cardinals out as the Jags the other night - they had no answer whatsoever, and Murray went 15 for 35 and we spied him all game. I've found that controlling a linebacker is the easiest way to get more incompletions and put pressure [to perform] on the QB. It's been really rewarding lately.
Overall, I am still playing and still trying to find any wonky animations, but not to the point if I try to address them that I go down a significant rabbit hole that may not be worth it. I'd hate to lose the variety and how the slider set, in my opinion, plays to the strengths of the game overall.
For now, Version 5 is still good as ever, and I'm loving Madden this year. Keep feedback coming with anything strange you see that can be replicated and I'll keep note. You guys know I'm always looking at these things regardless.
9/4/2021: For those wondering, I had stated I tested CPU QBA at 10, when in fact I had not. I had actually put in my spreadsheet to test QBA 10, but got distracted with Fatigue at 75, and ended up not change in-game. The games were so good on this setting that I followed my notes/spreadsheet rather than what was in-game when typing up my findings. Clerical error aside, QBA at 30 with a fatigue of 75 really does play some great football.
9/4/2021: It's always a good sign when the next version is only a couple adjustments - but each of them are significant in complimenting the ethos of the set as a whole. That's what I've been able to do with Version 5.
With the new update, I thought I'd increase the fatigue from 52 to 75. This is a significant jump, but I have mentioned before how I was working on a "version zero" set well before posting this thread, in which I used threshold 75 and fatigue 75. I thought the 75 fatigue played a role in what we now know as the fatigue progression glitch, so I am glad, in a sense, that it's not that big of an impact. What it does impact though is the overall play through each drive. From the RBs getting tired, or the QB getting tired after scrambling - or getting sacked. It's evident in the way they carry themselves and the management of the game is dictated by fatigue/stamina.
Now, the progressive fatigue glitch is annoying - especially because as the season goes along, the starting RB doesn't last for more than a few snaps. As a result, I recommend the Auto-Subs for RB (I haven't tested other positions) at In/Out 30/25. This ensures the starter doesn't go out right away, and has to get pretty low on stamina till the backup takes over. The backup won't stay in for too long either, and by then the starter will be a bit more rested. The 75 fatigue will play a role here too as the more snaps the starter gets, the stamina % will go down in 2-4% increments. If it's a long run, it could go as far as 10%.
Lastly, I've adjusted the quarter length for 10 minutes, from a previous 9 minutes. If I could have a 9.5 that'd be perfect, but even at 10 it's pretty good, with plenty of plays - without feeling rushed. In addition, because penalties are now working (hooray!) the big plays have a chance of being canceled out, or big plays can happen as a result of the penalties.
Overall, I feel like this set is as complete as I've experienced in M22. I'm really happy with it, and I really don't think there will be much more needed to adjust until the next title update.
Enjoy!
If you provide feedback, please advise of any modifications you have done from this set. Make sure to edit the sliders in the main menu, then import the sliders in franchise.
Matt10's Madden 22 Sliders - Version 5
Game Options
Skill Level: All-Madden | All-Pro Game Style: Simulation Quarter Length: 10 minutes (previous: 9 minutes) Accelerated Clock: Off System: Current Gen (PS5, XB Series X), Last Gen (PC, PS4, Stadia) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference
-------------------------------------------------- Summary (Version 5): I've adjusted the quarter length for 10 minutes, from a previous 9 minutes. If I could have a 9.5 that'd be perfect, but even at 10 it's pretty good, with plenty of plays - without feeling rushed. In addition, because penalties are now working (hooray!) the big plays have a chance of being canceled out, or big plays can happen as a result of the penalties.
Summary (Version 4): Same comments here for Version 4. Staying with the approach of the accelerated clock off. I still feel like the CPU approaches games differently here. With the idea of momentum such a driving force in nextgen, it makes more sense that the game not be sped up and give more opportunities to change at the LOS. I've noticed the CPU, especially on AM, will take advantage of my assumptions when I adjust coverages. Just little things like that that play into the chess game.
*Note* I haven't tested in coach mode or CPU v CPU. I honestly do not plan on it. I really enjoyed playing on straight default in these modes. I think the impact of user input plays a big role to what the CPU will do, which is why default on those modes may be best. I trust someone much more dedicated in those modes regardless though.
--------------------------------------------------
Gameplay Helpers
Defensive Auto Strafe: Off Defensive Ball Hawk: Off Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
-------------------------------------------------- Summary (Version 5):This is a significant jump, but I have mentioned before how I was working on a "version zero" set well before posting this thread, in which I used threshold 75 and fatigue 75. I thought the 75 fatigue played a role in what we now know as the fatigue progression glitch, so I am glad, in a sense, that it's not that big of an impact. What it does impact though is the overall play through each drive. From the RBs getting tired, or the QB getting tired after scrambling - or getting sacked. It's evident in the way they carry themselves and the management of the game is dictated by fatigue/stamina.
Summary (Version 4): Threshold goes from 90 to 75, and I honestly couldn't be happier with it. Yes, 90 played well, but 90 also prevented any real big plays from happening. One cut-back and the entire LB/DL are running alongside your RB/WR. In addition, the threshold allows the coverage to react in-time versus be so close that they are handcuffed in performing an animation other than tackling the ball carrier/receiver. Fatigue at 52 to see if there's a balance of keeping the starting RB in the whole game without dissappearing - although it may just be a bug at this point. Feel free to put it at 50 if needed.
--------------------------------------------------
Auto-Subs
RB IN/OUT: 30/25
-------------------------------------------------- Summary (Version 5): The progressive fatigue glitch is annoying - especially because as the season goes along, the starting RB doesn't last for more than a few snaps. As a result, I recommend the Auto-Subs for RB (I haven't tested other positions) at In/Out 30/25. This ensures the starter doesn't go out right away, and has to get pretty low on stamina till the backup takes over. The backup won't stay in for too long either, and by then the starter will be a bit more rested. The 75 fatigue will play a role here too as the more snaps the starter gets, the stamina % will go down in 2-4% increments. If it's a long run, it could go as far as 10%.
FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 55/55 Punt Accuracy: 50/50 Kickoff Power: 50/50
-------------------------------------------------- Summary (Version 5): Fatigue will play it's role in the QBA department, which is why it can stay where it's at.
Summary (Version 4): The composition of this set is built around the fatigue and threshold, so from there it's about identifying the issues with the game. The main item that stood out for me was interceptions. Too many of them, too many canned animations of them as well. So the values of interceptions and pass coverage played a role there. For pass coverage, I've used the concept of defenders staying focused to their assignment. If the value goes up, their field of view increases and more distractions can occur. The reason I have this at 5, instead of 1, is because the threshold is above 50, which means there's less separation and I still need a bit of separation so the receiver and defender to perform their animations without warping into each other.
--------------------------------------------------
FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 55/55 Punt Accuracy: 50/50 Kickoff Power: 50/50
-------------------------------------------------- Summary (Version 4): So in this version I really wanted to give the AP set a go, and basically make it play like a toned-down All-Madden. The importance is making it challenging offensively, without being arcade-like. The interceptions are still a threat, but not automatic.
--------------------------------------------------
Penalties
Offside: 65 False Start: 65 Offensive Holding: 65 Facemask:[/color] 55 Defensive Pass Interference: 75 Ineligible Receiver Downfield: On Offensive Pass Interference: On Kick Catch Interference: On Illegal Block in the Back: 50 Intentional Grounding: Off Roughing the Passer: 30 Roughing the Kicker: On Running into the Kicker: On Illegal Contact: On
-------------------------------------------------- Summary (Version 4): The most significant value here is the lowering of Roughing the Passer (RTP). One of my favorite penalty adjustments to get pressure on the CPU QB. This is what builds up their perception of what is in front of them, without lowering the blocking slider values too significantly either. The other values are turned back on to make up for the adjustment to Intentional Grounding being turned off. IG controls QB play, and in my opinion it keeps the QB engaged in keeping the play alive - which is the balancing act of increasing pressure on them. It basically separates the elite from the subpar, but also brings unpredictability to the game.
--------------------------------------------------
Version 4
Spoiler
================================= Slider Update Log
================================= 8/31/2021: Video Archive updated with Version 4 videos.
8/30/2021: It's been a long day of testing. After playing a lot of current-gen on my PS5, it's been hard to really enjoy last-gen(PC, Stadia), but today I actually enjoyed the games I played. I think the first couple versions I released were testers and trying my best to keep things near default, but also exploring some out of the box values. The following version 4 is taking in a lot of what I've learned over the past week or so and it's been tested quite extensively through each environment (currentgen, last-gen, offline and online franchise). Ironically enough, some of the base values are what I would've deemed close to my unpublished Version ZERO, where I was loving 75 threshold + 75 fatigue, but scrapped it in thinking the fatigue was a glitch and everything that was good with 75 threshold was relative to that value. Turns out I was wrong-ish. For the most part, I didn't want to modify a whole bunch of penalty values, and not go drastic with gameplay sliders either. Unfortunately, it's another year of Madden where animations don't match the slider value, so I have to build sets off of the positional perception. Such as a low QBA vs a perceived low pass coverage and reaction doesn't mean the CPU QB won't try to throw deep - and doesn't mean the secondary won't challenge the ball in the air on that deep throw.
The intent with Version 4 is have All-Madden play realistically, but challenging. I want the CPU QB to be the star/villain of the show accordingly. What is put in front of his face is how his ratings will match up to the moment. There are multiple values that help to create this effect, and they are roll into a really entertaining, varied, game of Madden 22. I would always say to give it more than one game, facing different types of QBs.
With Version 4 of the All-Pro set, I really wanted to get the overall offense to put up a fight, and the defense to stop giving up weird angles in their pursuit. It's too easy at times to run straight at a defender, and slightly turn backwards at an angle, then forward to avoid them. With this set, those are much more tricky, but not to the point that every single DB can make a momentum stopping tackle on the likes of Derrick Henry.
The threshold change has allowed the coverage to remain tighter, but also given enough time to make a play on the ball. Same goes offensively, which stresses even more accuracy needed to complete passes. I wanted to also ensure there was a chance that big plays were rewarded and not tracked down each and every time. If there's a receiver lined up against a slow LB, I want it to be exploited. Same with height differences throughout. Making those throws when the receiver has 5-yards should be on point, but the close-down rate by the secondary should make the QB second-guess the throw. Basically, establish more chess games in play.
Now, I know there are some wonky values with Reaction and Pass Coverage. I've already given my thoughts on Pass Coverage, but I'll go about it again. If you start at 50, you will see over-coverage, or defenders constantly being wrong footed. On currentgen, they even run around the receiver first before making a play. I scaled this from 50 all the way down to 5. With the threshold at 75, DPI at 75 and an increase in CPU QB pressure, the pass coverage has go to be 'right there' with the receivers. Only speed/acc and agility, basically getting free, are the ratings that allow the receiver to get loose. On All-Madden, the CPU QB will attempt to expose this, but with the low QBA, the pressure, etc, they won't 100% be successful every time. In regards to the Pass Def Reaction, it's the same way essentially. With it high, such as 50, they choose not do anything. Their reaction is to wait and tackle. I wanted that to be less of a priority in respect to just breaking on the ball between the QB and the receiver. Even if the tackle is timed to knock the ball loose, I'm happy with that - especially on curentgen, since that pass deflection animation is not as common as currentgen.
I also dropped the fatigue even further down, to a somewhat reliable 52. It's not the most ideal as I mentioned above, I love high fatigue (75 was my favorite), but the issue with players not returning was too annoying - and frankly, skewing, for slider testing.
Lastly, Intentional Grounding Off isn't a random choice. However, whenever I turn it on, I have to basically start near default on the other penalty sliders - so values that were Off previously, are back On. Since the biggest issue we see with All-Madden, and even All-Pro, is the QB play, there has to be an element that controls how they choose what throws to make. I want them to keep plays alive in a realistic fashion, but also not be afraid to throw away. In the battle of RoboQb, and the fact that Intentional Grounding rarely gets called anyways, I don't see anything wrong with turning this value off completely.
So, here's Version 4 after a long writeup. Apologies to those who wanted it out sooner. I just had more testing to do - and honestly wasn't feeling good the majority of the last two days (Kansas heat+humidity = migraine for days). I do feel good about this set for both difficulties and each environment. Hopefully we can get a patch soon that doesn't affect things too badly - but definitely brings back penalties as I do miss them quite a bit.
Enjoy!
(*Note: I've gone ahead and removed previous version(s) summaries as the Version 4 set is built on its own, and some references wouldn't make sense.)
If you provide feedback, please advise of any modifications you have done from this set. Make sure to edit the sliders in the main menu, then import the sliders in franchise.
Matt10's Madden 22 Sliders - Version 4
Game Options
Skill Level: All-Madden | All-Pro Game Style: Simulation Quarter Length: 9 minutes Accelerated Clock: Off System: Current Gen (PS5, XB Series X), Last Gen (PC, PS4, Stadia) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference
-------------------------------------------------- Summary (Version 4): Same comments here for Version 4. Staying with the approach of the accelerated clock off. I still feel like the CPU approaches games differently here. With the idea of momentum such a driving force in nextgen, it makes more sense that the game not be sped up and give more opportunities to change at the LOS. I've noticed the CPU, especially on AM, will take advantage of my assumptions when I adjust coverages. Just little things like that that play into the chess game.
*Note* I haven't tested in coach mode or CPU v CPU. I honestly do not plan on it. I really enjoyed playing on straight default in these modes. I think the impact of user input plays a big role to what the CPU will do, which is why default on those modes may be best. I trust someone much more dedicated in those modes regardless though.
--------------------------------------------------
Gameplay Helpers
Defensive Auto Strafe: Off Defensive Ball Hawk: Off Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
-------------------------------------------------- Summary (Version 4): Threshold goes from 90 to 75, and I honestly couldn't be happier with it. Yes, 90 played well, but 90 also prevented any real big plays from happening. One cut-back and the entire LB/DL are running alongside your RB/WR. In addition, the threshold allows the coverage to react in-time versus be so close that they are handcuffed in performing an animation other than tackling the ball carrier/receiver. Fatigue at 52 to see if there's a balance of keeping the starting RB in the whole game without dissappearing - although it may just be a bug at this point. Feel free to put it at 50 if needed.
--------------------------------------------------
FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 55/55 Punt Accuracy: 50/50 Kickoff Power: 50/50
-------------------------------------------------- Summary (Version 4): The composition of this set is built around the fatigue and threshold, so from there it's about identifying the issues with the game. The main item that stood out for me was interceptions. Too many of them, too many canned animations of them as well. So the values of interceptions and pass coverage played a role there. For pass coverage, I've used the concept of defenders staying focused to their assignment. If the value goes up, their field of view increases and more distractions can occur. The reason I have this at 5, instead of 1, is because the threshold is above 50, which means there's less separation and I still need a bit of separation so the receiver and defender to perform their animations without warping into each other.
--------------------------------------------------
FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 55/55 Punt Accuracy: 50/50 Kickoff Power: 50/50
-------------------------------------------------- Summary (Version 4): So in this version I really wanted to give the AP set a go, and basically make it play like a toned-down All-Madden. The importance is making it challenging offensively, without being arcade-like. The interceptions are still a threat, but not automatic.
--------------------------------------------------
Penalties
Offside: 65 False Start: 65 Offensive Holding: 65 Facemask: 55 (previous: 50) Defensive Pass Interference: 75 (50) Ineligible Receiver Downfield: On (previous: Off) Offensive Pass Interference: On (previous: Off) Kick Catch Interference: On (previous: Off) Illegal Block in the Back: 50 Intentional Grounding: Off (previous: On) Roughing the Passer: 30 (previous: 50) Roughing the Kicker: On Running into the Kicker: On Illegal Contact: On
-------------------------------------------------- Summary (Version 4): The most significant value here is the lowering of Roughing the Passer (RTP). One of my favorite penalty adjustments to get pressure on the CPU QB. This is what builds up their perception of what is in front of them, without lowering the blocking slider values too significantly either. The other values are turned back on to make up for the adjustment to Intentional Grounding being turned off. IG controls QB play, and in my opinion it keeps the QB engaged in keeping the play alive - which is the balancing act of increasing pressure on them. It basically separates the elite from the subpar, but also brings unpredictability to the game.
--------------------------------------------------
Version 2
Spoiler
[indent]
================================= Slider Update Log
================================= 8/29/2021: The fatigue factor is a real pain right now. I thought some animations would clear up if I dropped it back to 50, but that wasn't the case. The issue was the pass coverage just wasn't consistent week to week, gen to gen and offline to online franchise. As a result, I've had to bump some threshold up all the way to 90. This is just to keep it inline with the flow of the game. At anything below, it felt like whatever exposure there was to the user or CPU's defense, was so significant that it felt like either playing with zero threshold or with true zero coverage.
Due to having to bump it up so high, I had to make some adjustments to penalties so the OL/DL animations would free up a tad, so the usual Offside/FalseStart/Holding got their bump, and as a result DPI and Illegal Contact go back to normal values.
Try these out, let me know you're thoughts. Please let me know if you made any modifications before submitting feedback. I'm trying to isolate this further, and running 4 different environments (Online,Offline,Last Gen, Current Gen) is a bit of a chore to begin with.
Also, Happy Birthday to Mrs. 10; maybe that'll be a good thing or something .
If you provide feedback, please advise of any modifications you have done from this set. Make sure to edit the sliders in the main menu, then import the sliders in franchise.
Matt10's Madden 22 Sliders - Version 3
Game Options
Skill Level: All-Madden | All-Pro Game Style: Simulation Quarter Length: 9 minutes Accelerated Clock: Off System: Current Gen (PS5, XB Series X), Last Gen (PC, PS4, Stadia) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference
-------------------------------------------------- Summary (Version 3): Staying with the approach of the accelerated clock off. I still feel like the CPU approaches games differently here. With the idea of momentum such a driving force in nextgen, it makes more sense that the game not be sped up and give more opportunities to change at the LOS. I've noticed the CPU, especially on AM, will take advantage of my assumptions when I adjust coverages. Just little things like that that play into the chess game.
Summary (Version 2): I have to say, the difference of accelerated clock on vs off is significant. The way the CPU approaches the game is much more in sync, and as a result, the user's defense is given more strength in the gameplan.
Summary (Version 1): I have tested on both current gen and last gen, and thankfully a lot of the values carry over. I started testing in current gen first, and yes the benefits of the animations are definitely better overall. I think it's just a better experience, but at the same time, past gen is more familiar - and isn't plagued by the same two-man animation libraries. In terms of quarter length, this has just been my preference to get enough plays and a bit more strategy involved versus just snapping aimlessly, which is very easy to do when testing multiple games (especially of the same one).
*Note* I haven't tested in coach mode or CPU v CPU. I honestly do not plan on it. I really enjoyed playing on straight default in these modes. I think the impact of user input plays a big role to what the CPU will do, which is why default on those modes may be best. I trust someone much more dedicated in those modes regardless though.
--------------------------------------------------
Gameplay Helpers
Defensive Auto Strafe: Off Defensive Ball Hawk: Off Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
-------------------------------------------------- Summary (Version 1): I tested with Defensive Ball Hawk on vs off, and with it on it felt like there were more canned animations than I would like. Too many attempts to intercept the ball rather than swat or tackle first. Of course, other values come into play there, but those were the findings.
--------------------------------------------------
-------------------------------------------------- Summary (Version 3): As mentioned, the fatigue is being a real pain point. Week to week fatigue, even after conditioning teams, it just had some adverse animations such as jogging - even if fatigue was at zero. So knowing that this is an issue, I decided just limit the exposure, and get things tighter via threshold. Bumping it to 90 still allows spacing and exposure to coverages, but whatever effects of fatigue there are, the gap is covered in a more realistic fashion. Where a 90 spd/acc doesn't take a 88 spd/acc to the cleaners each and every time. The animations, as always on higher thresholds, are gorgeous - but I've also brought in the OL/DL interactions to further those via the ol reliable of Offside/False start/Holding.
Summary (Version 2): I have to say, the difference of accelerated clock on vs off is significant. The way the CPU approaches the game is much more in sync, and as a result, the user's defense is given more strength in the gameplan.
Summary (Version 1): I bumped injuries just a bit because I felt there weren't enough as I went through the season. Granted, I had not modified any off-field values, so that is down to user preference. Fatigue and Disparity Scale (threshold) are the most important values of the set. Go too high in fatigue and the CPU's running back doesn't show up in the second half. They will show if you choose to simulate the first half though, but if you play all the way through, they rarely come back. I loved having fatigue as high as 75 - but for the running back not returning issue, I had to compromise. Threshold, or disparity scale, is essential to the set in keeping everything structured without warping animations like it would on lower values. I tested and scaled in 5 point increments. On the low end, I loved 35, on the high end I wanted 75 to be real. unfortunately, 35 too much warping and 75 not much separation.
--------------------------------------------------
FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 55/55 Punt Accuracy: 50/50 Kickoff Power: 50/50
-------------------------------------------------- Summary (Version 1): The composition of this set is built around the fatigue and threshold, so from there it's about identifying the issues with the game. The main item that stood out for me was interceptions. Too many of them, too many canned animations of them as well. So the values of interceptions and pass coverage played a role there. For pass coverage, I've used the concept of defenders staying focused to their assignment. If the value goes up, their field of view increases and more distractions can occur. The reason I have this at 5, instead of 1, is because the threshold is above 50, which means there's less separation and I still need a bit of separation so the receiver and defender to perform their animations without warping into each other.
--------------------------------------------------
FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 55/55 Punt Accuracy: 50/50 Kickoff Power: 50/50
-------------------------------------------------- Summary (Version 1): All-Pro difficulty is very enjoyable this year. The CPU is no longer a push-over. You can know that running the ball will be more of a challenge, and not feel like you have to pull punches because the CPU couldn't stop the run. In addition, they put up a fight, and stay in games. That's all we could ever ask for on AP. As a result, there are some values that just needed tweaking, and those, specifically Pass Coverage and INT, to use the same concepts from the All-Madden set.
--------------------------------------------------
Penalties
Offside: 65 (50) False Start: 65 (50) Offensive Holding: 65 (50) Facemask: 50 Defensive Pass Interference: 50 (75) Ineligible Receiver Downfield: Off Offensive Pass Interference: Off Kick Catch Interference (KRI): Off Illegal Block in the Back: 50 Intentional Grounding: On Roughing the Passer: 50 Roughing the Kicker: On Running into the Kicker: On Illegal Contact: On (Off)
-------------------------------------------------- Summary (Version 3): As mentioned above, I had to adjust the penalties to help with the increase in threshold. The balance of reducing gap, meant that values had to normalized in some respects. The OL/DL interaction is very important to mantain when raising threshold, and that is still true through all the gens of Offside/FalseStart/OffensiveHolding.
Summary (Version 2): Illegal contact goes off in this case because it helps with the DBs to stick a bit more body on the receivers while the routes are being run. This helps with the balance of lowering threshold as the ball will be a lot more free so anyone can make a play on it.
Summary (Version 1): It's well documented that some penalties are not working right out of the gates. I have seen the odd one here and there. I turned off some notable ones to get some different animations. The offensive pass interference being off has allowed lessening of those two-man animations, and rather than raising receiver catching, it's brought in some interesting catches in traffic. That helps with the interceptions - but of course doesn't remove the possibility. Defensive pass interference was raised significantly to balance the tight coverage and improve the separation so those animations can play out even further. Other than that, the other significant value is Kick Catch Interference which in NexGen allows the CPU receiver to call for a fair catch, where as before they would catch and take the hit.
--------------------------------------------------
Version 2
Spoiler
[indent] 8/26/2021: The minute I realized that Version 2 was on the right track is when my 20th game as the Texans against Mayfield and the Browns had a different feel completely. First thing that happened was Mayfield stopped throwing those timing passes where my secondary had zero time to react to, and another was when his incompletions were sailing over, under and beyond. In addition, there was a much more balance to the type of throws he tried. He threw deep, threw into tighter windows and even tried across his body. On the other side of the ball, not every single pass seemed like it was going to be a pick 6. If I lofted the ball up, it wasn't always going to be an unrealistic pick animation from the DB. If I threw right at the defender, it wasn't always going to be a pick. It's like the game had finally gotten back in sync with the slider values.
So, the sliders. The very first change isn't a gameplay slider at all, it's the clock. Turn off accelerated clock. Just turn it off alltogether. As a result, I went from 12 mins, 20 accel to a reliable 9 minutes flat. With this change alone, I could see the difference. I could feel the difference. The way the Browns set up their offense was less about just taking what I gave them, and it was more so about them actually having a gameplan. It was more purposeful. I could just sense that they were taking their time and exploring their playbook more. So many different types of throws, so I also threw out different types of coverages. I just felt like they earned their yards and their points. I was rewarded with a reall good performance of keeping them scoreless in the first half. Ended up losing 14-7, with Mayfield just barely getting to 70% comp. Note: I'm in the middle of a game right as I type this, where Darnold is 7-16, 157 yds and 2 TDs - a 43% comp. Those 2 TD's were bombs.
Here's one:
Unfortunately, my recorder wouldn't work on my Stadia, for last gen, so I couldn't get replays. But in that one I'm up against Rodgers, who has thrown 2 picks to my 49ers secondary. He's still incredible and able to throw on the run. I'll see if I can get some video clips.
So, clock, changed. This is absolutely a requirement going forward. Next, sliders, some very slight, some a bit much.
Threshold is going from 55 to 35. I need the receivers to get the advantage in a world where the DBs tend to get to the ball first. With this change, the receiver now has the upper hand, but I balance it out with turning off Illegal Contact, which allows the DB to get a body on the receiver during the routes run.
Threshold change isn't just to give the receivers the edge, it's also to get the football to loosen itself a bit more from its destination. At higher threshold, while buttery smooth animations, the ball can often times reach the players, whether a receiver or defender, too directly. With the lower threshold, now it opens up a bit, the ball can go anywhere - and it respects the QB accuracy a lot more - and within context (under pressure vs not). As a result, the CPU QB passing variety increases dramatically. Especially as the user's coverage improves.
So, I've updated to Version 2. Give it a go. Turn off the accelerated clock, drop it to 9 minutes, threshold to 35 and illegal contact off. That's it. Enjoy!
If you provide feedback, please advise of any modifications you have done from this set. Make sure to edit the sliders in the main menu, then import the sliders in franchise.
Matt10's Madden 22 Sliders - Version 2
Game Options
Skill Level: All-Madden | All-Pro Game Style: Simulation Quarter Length: 9 minutes (previous: 12 minutes) Accelerated Clock: Off (previous: 20 secs) System: Current Gen (PS5, XB Series X), Last Gen (PC, PS4, Stadia) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference
-------------------------------------------------- Summary (Version 2): I have to say, the difference of accelerated clock on vs off is significant. The way the CPU approaches the game is much more in sync, and as a result, the user's defense is given more strength in the gameplan.
Summary (Version 1): I have tested on both current gen and last gen, and thankfully a lot of the values carry over. I started testing in current gen first, and yes the benefits of the animations are definitely better overall. I think it's just a better experience, but at the same time, past gen is more familiar - and isn't plagued by the same two-man animation libraries. In terms of quarter length, this has just been my preference to get enough plays and a bit more strategy involved versus just snapping aimlessly, which is very easy to do when testing multiple games (especially of the same one).
*Note* I haven't tested in coach mode or CPU v CPU. I honestly do not plan on it. I really enjoyed playing on straight default in these modes. I think the impact of user input plays a big role to what the CPU will do, which is why default on those modes may be best. I trust someone much more dedicated in those modes regardless though.
--------------------------------------------------
Gameplay Helpers
Defensive Auto Strafe: Off Defensive Ball Hawk: Off Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
-------------------------------------------------- Summary (Version 1): I tested with Defensive Ball Hawk on vs off, and with it on it felt like there were more canned animations than I would like. Too many attempts to intercept the ball rather than swat or tackle first. Of course, other values come into play there, but those were the findings.
--------------------------------------------------
-------------------------------------------------- Summary (Version 2): I have to say, the difference of accelerated clock on vs off is significant. The way the CPU approaches the game is much more in sync, and as a result, the user's defense is given more strength in the gameplan.
Summary (Version 1): I bumped injuries just a bit because I felt there weren't enough as I went through the season. Granted, I had not modified any off-field values, so that is down to user preference. Fatigue and Disparity Scale (threshold) are the most important values of the set. Go too high in fatigue and the CPU's running back doesn't show up in the second half. They will show if you choose to simulate the first half though, but if you play all the way through, they rarely come back. I loved having fatigue as high as 75 - but for the running back not returning issue, I had to compromise. Threshold, or disparity scale, is essential to the set in keeping everything structured without warping animations like it would on lower values. I tested and scaled in 5 point increments. On the low end, I loved 35, on the high end I wanted 75 to be real. unfortunately, 35 too much warping and 75 not much separation.
--------------------------------------------------
FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 55/55 Punt Accuracy: 50/50 Kickoff Power: 50/50
-------------------------------------------------- Summary (Version 1): The composition of this set is built around the fatigue and threshold, so from there it's about identifying the issues with the game. The main item that stood out for me was interceptions. Too many of them, too many canned animations of them as well. So the values of interceptions and pass coverage played a role there. For pass coverage, I've used the concept of defenders staying focused to their assignment. If the value goes up, their field of view increases and more distractions can occur. The reason I have this at 5, instead of 1, is because the threshold is above 50, which means there's less separation and I still need a bit of separation so the receiver and defender to perform their animations without warping into each other.
--------------------------------------------------
FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 55/55 Punt Accuracy: 50/50 Kickoff Power: 50/50
-------------------------------------------------- Summary (Version 1): All-Pro difficulty is very enjoyable this year. The CPU is no longer a push-over. You can know that running the ball will be more of a challenge, and not feel like you have to pull punches because the CPU couldn't stop the run. In addition, they put up a fight, and stay in games. That's all we could ever ask for on AP. As a result, there are some values that just needed tweaking, and those, specifically Pass Coverage and INT, to use the same concepts from the All-Madden set.
--------------------------------------------------
Penalties
Offside: 50 False Start: 50 Offensive Holding: 50 Facemask: 50 Defensive Pass Interference: 75 Ineligible Receiver Downfield: Off Offensive Pass Interference: Off Kick Catch Interference (KRI): Off Illegal Block in the Back: 50 Intentional Grounding: On Roughing the Passer: 50 Roughing the Kicker: On Running into the Kicker: On Illegal Contact: Off
-------------------------------------------------- Summary (Version 2): Illegal contact goes off in this case because it helps with the DBs to stick a bit more body on the receivers while the routes are being run. This helps with the balance of lowering threshold as the ball will be a lot more free so anyone can make a play on it.
Summary (Version 1): It's well documented that some penalties are not working right out of the gates. I have seen the odd one here and there. I turned off some notable ones to get some different animations. The offensive pass interference being off has allowed lessening of those two-man animations, and rather than raising receiver catching, it's brought in some interesting catches in traffic. That helps with the interceptions - but of course doesn't remove the possibility. Defensive pass interference was raised significantly to balance the tight coverage and improve the separation so those animations can play out even further. Other than that, the other significant value is Kick Catch Interference which in NexGen allows the CPU receiver to call for a fair catch, where as before they would catch and take the hit.
--------------------------------------------------
Version 1
Spoiler
================================= Slider Update Log
================================= 8/24/2021: The main thing that I needed to sort out was getting some better pass coverage on both sides. I also wanted to reduce the two-man canned animations. The latter has been a bit tougher, especially on nex-gen, as the CPU's priority is to pick off the ball more than swat it away. I fear this is something that may be embedded in the momentum based system that we have now. The system as a whole is not something I'm against at all. I actually thought it was a bit gimmicky and arcade like, at first, but the variety that occurs with the multiple restrictions and punishments - are actually really interesting.
With that in mind, it places a higher emphasis in sample size - and an even greater consideration to context of the game scenario. From a slider testing perspective, this brings in a whole set of variables that make it harder to isolate plays and the animations that occur within. It's why I haven't streamed any of my Madden testing yet. I have played the same game about 20x, from start to finish, and just make mental - and physical - notes as I go along. TBH, I was surprised to see so many slider sets pop up on OS over this week considering how much more difficult it will be to isolate these animations and effectiveness of them.
If you provide feedback, please advise of any modifications you have done from this set. Make sure to edit the sliders in the main menu, then import the sliders in franchise.
Matt10's Madden 22 Sliders - Version 1
Game Options
Skill Level: All-Madden | All-Pro Game Style: Simulation Quarter Length: 12 minutes Accelerated Clock: On, 20 secs System: Current Gen (PS5, XB Series X), Last Gen (PC, PS4, Stadia) Rosters: EA Default (Active or Preseason) Auto-subs: Default Superstar Abilities: On | Personal Preference
-------------------------------------------------- Summary (Version 1): I have tested on both current gen and last gen, and thankfully a lot of the values carry over. I started testing in current gen first, and yes the benefits of the animations are definitely better overall. I think it's just a better experience, but at the same time, past gen is more familiar - and isn't plagued by the same two-man animation libraries. In terms of quarter length, this has just been my preference to get enough plays and a bit more strategy involved versus just snapping aimlessly, which is very easy to do when testing multiple games (especially of the same one).
*Note* I haven't tested in coach mode or CPU v CPU. I honestly do not plan on it. I really enjoyed playing on straight default in these modes. I think the impact of user input plays a big role to what the CPU will do, which is why default on those modes may be best. I trust someone much more dedicated in those modes regardless though.
--------------------------------------------------
Gameplay Helpers
Defensive Auto Strafe: Off Defensive Ball Hawk: Off Defensive Heat Seeker Assist: Off Defensive Switch Assist: Off
-------------------------------------------------- Summary (Version 1): I tested with Defensive Ball Hawk on vs off, and with it on it felt like there were more canned animations than I would like. Too many attempts to intercept the ball rather than swat or tackle first. Of course, other values come into play there, but those were the findings.
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-------------------------------------------------- Summary (Version 1): I bumped injuries just a bit because I felt there weren't enough as I went through the season. Granted, I had not modified any off-field values, so that is down to user preference. Fatigue and Disparity Scale (threshold) are the most important values of the set. Go too high in fatigue and the CPU's running back doesn't show up in the second half. They will show if you choose to simulate the first half though, but if you play all the way through, they rarely come back. I loved having fatigue as high as 75 - but for the running back not returning issue, I had to compromise. Threshold, or disparity scale, is essential to the set in keeping everything structured without warping animations like it would on lower values. I tested and scaled in 5 point increments. On the low end, I loved 35, on the high end I wanted 75 to be real. unfortunately, 35 too much warping and 75 not much separation.
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FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 55/55 Punt Accuracy: 50/50 Kickoff Power: 50/50
-------------------------------------------------- Summary (Version 1): The composition of this set is built around the fatigue and threshold, so from there it's about identifying the issues with the game. The main item that stood out for me was interceptions. Too many of them, too many canned animations of them as well. So the values of interceptions and pass coverage played a role there. For pass coverage, I've used the concept of defenders staying focused to their assignment. If the value goes up, their field of view increases and more distractions can occur. The reason I have this at 5, instead of 1, is because the threshold is above 50, which means there's less separation and I still need a bit of separation so the receiver and defender to perform their animations without warping into each other.
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FG Power: 50/50 FG Accuracy: 50/50 Punt Power: 55/55 Punt Accuracy: 50/50 Kickoff Power: 50/50
-------------------------------------------------- Summary (Version 1): All-Pro difficulty is very enjoyable this year. The CPU is no longer a push-over. You can know that running the ball will be more of a challenge, and not feel like you have to pull punches because the CPU couldn't stop the run. In addition, they put up a fight, and stay in games. That's all we could ever ask for on AP. As a result, there are some values that just needed tweaking, and those, specifically Pass Coverage and INT, to use the same concepts from the All-Madden set.
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Penalties
Offside: 50 False Start: 50 Offensive Holding: 50 Facemask: 50 Defensive Pass Interference: 75 Ineligible Receiver Downfield: Off Offensive Pass Interference: Off Kick Catch Interference (KRI): Off Illegal Block in the Back: 50 Intentional Grounding: On Roughing the Passer: 50 Roughing the Kicker: On Running into the Kicker: On Illegal Contact: On
-------------------------------------------------- Summary (Version 1): It's well documented that some penalties are not working right out of the gates. I have seen the odd one here and there. I turned off some notable ones to get some different animations. The offensive pass interference being off has allowed lessening of those two-man animations, and rather than raising receiver catching, it's brought in some interesting catches in traffic. That helps with the interceptions - but of course doesn't remove the possibility. Defensive pass interference was raised significantly to balance the tight coverage and improve the separation so those animations can play out even further. Other than that, the other significant value is Kick Catch Interference which in NexGen allows the CPU receiver to call for a fair catch, where as before they would catch and take the hit.
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Matt addressed it in his explanation. Certainly goes against the grain but I can follow his logic. In my limited play time at default, I saw defenders (mostly safeties in zones) get locked on receivers that they really shouldn't be worried about (eg, playing Cover 2 and reacting to underneath routes in the LBs zones). Haven't played with Matt's settings yet.
Quote:
Originally Posted by Matt10
For pass coverage, I've used the concept of defenders staying focused to their assignment. If the value goes up, their field of view increases and more distractions can occur. The reason I have this at 5, instead of 1, is because the threshold is above 50, which means there's less separation and I still need a bit of separation so the receiver and defender to perform their animations without warping into each other.
ayo im excited 2c u back on Matty Matt.. i used ur slider set all last year while running with the Bengals 7seasons straight with 2 AFC championship appearances but no Superbowl and no matter what i stilled enjoed every minute of it while playing on all-pro.. i would jus like 2c the Cpu take more shots down field but all-in-all ur the best hands down.. this year its either Bucs, Chargers or Pats... cant wait 2start my franchise with 1out of the 3... #matt10 #madden22 #damurgood