Aestis AWFL Commish



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Join Date: Feb 2016 Location: Atlanta Posts: 846



RFF's M18 32-man CFM USER v USER Sliders solo franchise play a much more realistic experience. But for those of us in 32-man online leagues, quite frankly the game plays a LOT differently in User v User games, and these sets do not lead to realistic league-wide gameplay.



I have received feedback from many players & leagues that my sliders were the most realistic set they'd ever experienced for User v User games. There were several leagues here on OpSports & around the community running this slider set or basing theirs on it. I will be updating this again for M18!





The Methodology:

Click here to see M17 sliders thread.



Dating back to M15, I've been measuring our league's User v User game stats & benchmarking against the NFL using per-play success metrics (e.g. Pts per play, Yds per rush attempt, Yds per pass attempt, Sacks & INTs per 100 dropbacks/attempts, just to name a few) to balance our sliders.



This means hard data from 32 humans across hundreds of games are what dictate my slider adjustments, NOT the subjective judgment by the slider creator on how they think they should be performing. So if I'm personally having a hard time running the ball, but the league as a whole is tracking great vs NFL run success...the run game goes untouched. Without this visibility into league-wide stats in USER games only, there is no honest & objective way to balance a 32-man league.



And again, this is all benchmarked against NFL median per-play success, not just game-end point & yardage totals. Sim leagues who run 6-minute quarters where each team snaps 35-45 plays/game might end up with realistic looking 34-24 type scores, 280 yds passing by QBs, 90 yds rushing from RBs...but that's off 21 pass attempts and 13 rushes. Despite calling themselves "sim leagues," their actual gameplay is incredibly arcadey . Scoring is MUCH easier in these leagues. Scoring in the NFL is tough, teams have to punt often, and our sliders are designed to reflect this.



If you run this set, to succeed you will have to:



- Stop throwing it into the middle of soft coverage. Hardest thing for most Madden players to learn. NFL QBs don't force it, and they don't try to thread tight needles 15 yards downfield at a huge risk of INT. Madden players tend to force it downfield into coverage no matter what then complain about INTs. NFL QBs check down & live to fight another day--even if it means punting.

- Get the ball out quick. Pass rush can come quickly. You better actually read Ds & have a progression. The "drop back 10+ yds and wait for someone to come open" age-old video game approach won't work.

- ID & adjust to possible blitzes. All the pass block sliders in the world won't make your 5 blockers protect against 6 rushers. In the NFL, 5 man pressure vs 5 blockers reaches the QB in 2.5 seconds or less about half the time. 4 man rushes vs 5 blockers reach the QB in 3 seconds or less about half the time. Better have your "hot" read ready when the D dials up a blitz.

- Get in 3rd & manageable. 3rd & long is just really really tough on these sliders, as it is in the NFL. Don't anticipate converting a whole lot of 3rd & 8+ on these sliders.

- Stop assuming a route will always get open because it always got open in M16/M17. E.g. corner routes are no longer automatic wins on these sliders. (But they can still be highly effective vs the right coverages with the right matchups!)



tldr; Good defense + limiting turnovers + field position = winning, with these sliders.



In short, this will be the slider set for online leagues who want their gameplay to be as realistic as Madden will allow.



What the passing game on these sliders looks like, in a few cool screenshots capturing animations you'll see more of:

Spoiler



Say goodbye to always finding WRs wide open. The NFL is a game of inches. On these sliders, a fast WR gets a step or two on a streak, not 10 yds (but a step is enough with a great throw!). An elite WR can make a contested catch. Your decisions have to be made QUICKLY or windows tighten.



QUICK PASSES:











MID-RANGE PASSES:











DEEP PASSES:











Say goodbye to always finding WRs wide open. The NFL is a game of inches. On these sliders, a fast WR gets a step or two on a streak, not 10 yds (but a step is enough with a great throw!). An elite WR can make a contested catch. Your decisions have to be made QUICKLY or windows tighten.



How this set is benchmarking statistically vs the NFL in our league:

Spoiler

We run ~110-115 snaps per game, NFL runs 125-128. So for the efficiency metrics, goal is to track about ~12% higher than the NFL to get the game-end totals about even. This is still pretty close to NFL feel though still slightly on the offensive side. Most leagues run 35-80% higher than the NFL in offensive success metrics without even realizing it, which means actual gameplay looks nothing at all like the NFL.



- Pts per Game: 22.5 - 23.5 ppg (2016 NFL median = 22.8)

- Pts per Snap: 0.37 - 0.39 (2016 NFL median = 0.36)

- 3rd Down Conversion: 36%-43% (2016 NFL median = 38%)

- Pass Yds per Attempt: 7.4 - 8.4 (2016 NFL median = 7.2)

- Completion Rate: 59%-64% (2016 NFL median = 63%)

- INT Rate: 4.5%-6.2% (2016 NFL median = 2.5%)

- Yds per Carry: 3.96-4.15 (2016 NFL avg weekly median = 3.9)

- Fumble Rate: 0.66% of snaps (2016 NFL median = 0.88%)





SEASON ONE

Spoiler

Last update: Oct 16



Game Options

Game mode: Simulation

Difficulty: All Madden

Speed: Slow

Quarter Length: 12 min

Runoff: 18 sec

Target Goal: 118-120 snaps/gm, ~1:10 realtime length

Injury: 22

Fatigue: 62

SPD Disparity: 70



User Sliders

QB Acc: 62

Pass Blk: 100 (CPU: 80... this is important)

WR Catch: 80

Run Blk: 59

Fumble: 77



Pass D React: 0

INT: 30

Pass Cov: 0

Tackle: 70



FG Power: 45

FG Acc: 100

Punt Power: 53

Punt Acc: 49

Kickoff Power: 51



Penalties

Offsides: 45

False Start: 10 (allows more Fake Hikes vs user DL)

Off Holding: 20 (allows Aggressive Blocking coaching adjustment without excessive Holding calls)

Def Holding: 85

Facemask: 51

Def Pass Int: 65

Off Pass Int: ON

Illegal Blk: 50

Roughing: 50





SEASON THREE

Spoiler

Last update: Nov 26



Game Options

Game mode: Simulation

Difficulty: All Madden

Speed: Slow

Quarter Length: 12 min

Runoff: 20 sec

Target Goal: 118-120 snaps/gm, ~1:10 realtime length

Injury: 22

Fatigue: 62

SPD Disparity: 80



User Sliders

QB Acc: 45

Pass Blk: 100 (CPU PBK: 65... this is important)

WR Catch: 80

Run Blk: 59

Fumble: 77



Pass D React: 100

INT: 33

Pass Cov: 100

Tackle: 80



FG Power: 45

FG Acc: 100

Punt Power: 53

Punt Acc: 45

Kickoff Power: 51



Penalties

Offsides: 55

False Start: 51

Off Holding: 65

Def Holding: 85

Facemask: 50

Def Pass Int: 65

Off Pass Int: ON

Illegal Blk: 50

Roughing: 50





XP Sliders (Based on tdawg's 10-year sim data and balanced down for 32 humans running primarily Gold training & swapping player positions instead of 31 CPUs running Bronze.)

QB: 90

HB: 100

FB: 30

WR: 70

TE: 90

OT: 80

OG: 80

C: 80

DT: 100

DE: 100

OLB: 100

MLB: 100

CB: 100

FS: 100

SS: 100

K: 100

P: 100





SEASON FIVE

Last update: Jan 17



Game Options

Game mode: Simulation

Difficulty: All Madden

Speed: Slow

Quarter Length: 12 min

Runoff: 20 sec

Target Goal: 118-120 snaps/gm, ~1:10 realtime length

Injury: 22

Fatigue: 62

SPD Disparity: 85



User Sliders

QB Acc: 43

Pass Blk: 100 (CPU PBK: 65... this is important)

WR Catch: 80

Run Blk: 61

Fumble: 77



Pass D React: 100

INT: 33

Pass Cov: 100

Tackle: 80



FG Power: 45

FG Acc: 100

Punt Power: 53

Punt Acc: 45

Kickoff Power: 51



Penalties

Offsides: 57

False Start: 53

Off Holding: 67

Def Holding: 85

Facemask: 50

Def Pass Int: 65

Off Pass Int: ON

Illegal Blk: 50

Roughing: 50





XP Sliders (Based on tdawg's 10-year sim data and balanced down for 32 humans running primarily Gold training & swapping player positions instead of 31 CPUs running Bronze.)

QB: 90

HB: 100

FB: 30

WR: 70

TE: 90

OT: 80

OG: 80

C: 80

DT: 100

DE: 100

OLB: 100

MLB: 100

CB: 100

FS: 100

SS: 100

K: 100

P: 100 So much good work is being done on these forums with slider sets from Charter, Flazko, and all the others who put a lot of time into makingfranchise play a much more realistic experience. But for those of us in 32-man online leagues, quite frankly the game plays a LOT differently in User v User games, and these sets do not lead to realistic league-wide gameplay.I have received feedback from many players & leagues that my sliders were the most realistic set they'd ever experienced for User v User games. There were several leagues here on OpSports & around the community running this slider set or basing theirs on it. I will be updating this again for M18!Dating back to M15, I've been measuring our league's User v User game stats & benchmarking against the NFL using per-play success metrics (e.g. Pts per play, Yds per rush attempt, Yds per pass attempt, Sacks & INTs per 100 dropbacks/attempts, just to name a few) to balance our sliders.So if I'm personally having a hard time running the ball, but the league as a whole is tracking great vs NFL run success...the run game goes untouched. Without this visibility into league-wide stats in USER games only, there is no honest & objective way to balance a 32-man league.And again, this is all benchmarked against NFL mediansuccess, not justpoint & yardage totals. Sim leagues who run 6-minute quarters where each team snaps 35-45 plays/game might end up with realistic looking 34-24 type scores, 280 yds passing by QBs, 90 yds rushing from RBs...but that's off 21 pass attempts and 13 rushes. Despite calling themselves "sim leagues," their actual gameplay is. Scoring is MUCH easier in these leagues. Scoring in the NFL is tough, teams have to punt often, and our sliders are designed to reflect this.Hardest thing for most Madden players to learn. NFL QBs don't force it, and they don't try to thread tight needles 15 yards downfield at a huge risk of INT. Madden players tend to force it downfield into coverage no matter what then complain about INTs. NFL QBs check down & live to fight another day--even if it means punting.Pass rush can come quickly. You better actually read Ds & have a progression. The "drop back 10+ yds and wait for someone to come open" age-old video game approach won't work.All the pass block sliders in the world won't make your 5 blockers protect against 6 rushers. In the NFL, 5 man pressure vs 5 blockers reaches the QB in 2.5 seconds or less about half the time. 4 man rushes vs 5 blockers reach the QB in 3 seconds or less about half the time. Better have your "hot" read ready when the D dials up a blitz.3rd & long is just really really tough on these sliders, as it is in the NFL. Don't anticipate converting a whole lot of 3rd & 8+ on these sliders.E.g. corner routes are no longer automatic wins on these sliders. (But they can still be highly effective vs the right coverages with the right matchups!)tldr; Good defense + limiting turnovers + field position = winning, with these sliders.Game mode: SimulationDifficulty: All MaddenSpeed: SlowQuarter Length: 12 minRunoff: 20 secInjury: 22Fatigue: 62SPD Disparity: 85QB Acc: 43Pass Blk: 100 (CPU PBK: 65... this is important)WR Catch: 80Run Blk: 61Fumble: 77Pass D React: 100INT: 33Pass Cov: 100Tackle: 80FG Power: 45FG Acc: 100Punt Power: 53Punt Acc: 45Kickoff Power: 51Offsides: 57False Start: 53Off Holding: 67Def Holding: 85Facemask: 50Def Pass Int: 65Off Pass Int: ONIllegal Blk: 50Roughing: 50QB: 90HB: 100FB: 30WR: 70TE: 90OT: 80OG: 80C: 80DT: 100DE: 100OLB: 100MLB: 100CB: 100FS: 100SS: 100K: 100P: 100 AlvinThe2KGod, dsk1317, bigballerbrand420 and 6 others like this.

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YouTube Channel __________________ Last edited by Aestis; 02-11-2018 at 12:19 AM .