I did it again and posted towards bottom of board. Reposting:
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Slider Update Log
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9/4/2022:
It's been a fun last couple of days. I think Version 2 had the base I was looking for, but Version 3 here really takes it to the next level of sim gameplay. Returning to partner up (last in Madden 20) this go around is none other than MrHurriicane himself, and his insight was exactly what was needed to solidify the values.
As I've mentioned previously, I will provide a summary of the version changes, but won't go as in-depth as I have before. It'd take too long. Wait for the video explanation instead.
Overall, the focus with this Version 3 was to build off of what Version 2 did right. The first priority was getting the coverage in a much better spot, but not just that we wanted to get the receiver to be a priority when the ball was in the air. By raising the threshold, we were able to bridge the gap closer to how the game plays on 50, but without the priority of interceptions as the default animation for defenders.
Cane's goal was to use a good minutes per quarter and accel clock combo. He determined that 15-minutes and 15-secs was the best to get the right number of plays without making games too long (just barely over an hour). I'm on board with this change as it produces not only the right amount of plays and duration, it also doesn't detract from getting engrossed in the game itself or feel like it's taking too long. The way the CPU plays respects this as well, still calling audibles and approaching the game with variety.
A note about fatigue. I'm never touching this value again. We had to take it back to 50 because skill moves (jukes, etc) results in such a stamina depletion to the point that big plays resulted in the player jogging towards the end or at the worst times.
One of the more significant value changes was turning off Illegal Contact. This value results in the animation of the DB/LB feeling for the receiver they are covering just a bit longer, which naturally tightens up coverage. We saw this consistently throughout various thresholds tested, and from there it was a matter of which one still gave the best reaction animation to produce. This can be a swat animation, an interception or a perfectly timed tackle. Once we determined the strengths of Illegal Contact set to Off, it was about reviewing previous penalty values that contribute further towards coverage. For this, it was two-fold in Defensive Pass Interference and Offside.
Offside is a sensitive value, and what it mainly controls is the route coverage and reaction relative to the pass coverage gameplay slider (which is why this is at 50 PCV). The threshold being raised from 45 to 48 meant that the we needed to bridge the gap a bit more to put the coverage in a more logical spot. If we go under 50, the route coverage is too tight, which gives less time to produce a reaction animation. As a result, we stepped through as high as 65, which gave too much cushion - and eventually settled at 55 to be just right.
Once the right amount of spacing was determined, it was then about the reactions. The animation is controlled by Pass Defensive Reaction gameplay slider, but the recognition animation is controlled by Defensive Pass Interference penalty value. With threshold raised, along with offside adjusted, we had to get the right balance of recognizing when the defensive player can move into the path of the ball or not. With a low DPI, there is less caution for contact, which results in more 50/50 balls, and thus more realistic interactions. By focusing on the coverage, it allowed the Offensive Pass Interference value to be normalized back to "On" so we could rule out any negative side effects with the DB/WR interactions when the ball is in the air.
The final bit of the penalty adjustments was returning Roughing the Passer back to 50 as it was hurting pursuit angles and aggression in the ground game.
Finally, the actual gameplay sliders had some small adjustments to balance things further. The CPU has the advantage on All-Madden, so we adjusted their blocking to get some quicker passing decisions relative to the timing of the routes. We had to step carefully through WR Catch as the value, along with Interceptions, as the values seems fairly broken, but the perception of the defensive players did seem to be impacted (coverage vs high WRC compared to vs low WRC).
The last value we needed to confirm was QB Accuracy (QBA). We loved how it played on 40 QBA. The ball velocity, the leading of receivers, all very positive. Unfortunately, it resulted in an ease in the way the defensive players could hover and pick off passes left and right. The hard work done by the penalties to achieve reactions was limited, and the return of the same type of interceptions (tip drills success rate, linebackers not swatting, tackling rarely leading to incompletions) were in full force. As soon as we raised QBA back to 45, everything was back to how we wanted Version 3 to perform. So if this is adjusted, just take note.
Overall, we are quite satisfied with the work done in Version 3. I can't thank Cane enough for wanting to partner up as we had done in the past. I feel like we just did a season's long sliders binge and it's time to go play some golf or something .
Hopefully the intent of the sliders are reflected in the games you play. We aren't going to guarantee interceptions are gone, or there aren't going to be wonky animations overall. Like any concept of sliders, you use what you got - and adjust from there. These are franchise ready for us and even if a patch update comes out, we've learned a lot to know what to look for down the road. In addition, I will be able to build the All-Pro set fairly quickly now that the base is solidified.
Enjoy Version 3!
Video examples:
Maybe unnecessary, but nice pass deflection by the user DB here
Tackle resulting in incompletions
No pressure poor throw from Watson (CPU QB)
Great man coverage on the TE here
Watson (CPU QB) misses the throw as pressure arrives
A true 50/50 ball that the receiver wins
Testing the deep coverage, lucky no pick
Battle in the air
Watson feeling the pressure
Incompletion due to the tackle, even though I'm not a fan of the animation
Coverage is too good, and surprised no pick
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 23 Sliders - Version 3Game Options
*Values in ( ) are from previous version*Skill Level: All-Madden
Quarter Length: 15 minutes (12 minutes)
Game Style: Simulation
Accelerated Clock: On
Minimum Play Clock Time: 15 seconds
System: Current Gen (PS5, XB Series X)
Rosters: EA Default (Active or Preseason)
Auto-subs: Default
Superstar Abilities: On | Personal PreferenceGameplay Helpers
Auto Flip Defensive Play Call: Off
Defensive Ball Hawk: On
Defensive Heat Seeker Assist: Off
Defensive Switch Assist: OffPlayer Sliders
Injuries: 25
Fatigue: 50 (55)
Speed Disparity Scale: 48 (45)Penalties
Offside: 55 (50)
False Start: 60
Offensive Holding: 65
Facemask: 55 (50)
Illegal Block in the Back: 50
Roughing the Passer: 50 (45)
Defensive Pass Interference: 25 (35)
Ineligible Receiver Downfield: On
Offensive Pass Interference: On (Off)
Kick Catch Interference: On
Intentional Grounding: Off
Roughing the Kicker: On
Running into the Kicker: On
Illegal Contact: Off (On)Gameplay Sliders
////All-Madden USER/CPU
QB Accuracy: 45/45
Pass Blocking: 51/48 (50/50)
WR Catch: 35/35 (45/45)
Run Blocking: 50/48 (50/50)
Fumbles: 50/50
Pass Defensive Reaction: 75/75
Interceptions: 25/25 (35/25)
Pass Coverage: 50/50 (52/50)
Tackling: 50/45Special Teams
FG Power: 50/50
FG Accuracy: 50/50
Punt Power: 50/50
Punt Accuracy: 50/50
Kickoff Power: 50/50