Slider Adjustments

Discussion in 'Thread Archive' started by RFF, Feb 18, 2016.

  1. RFF

    RFF Walk On

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    Hey all,

    I'm creating this thread in the name of transparency to disclose slider adjustments & a brief summary of why we'll be making any given adjustments. We've tweaked things a few times since Madden 16 kicked off, but no changes since S1.W16.

    Couple high level notes about sliders & gameplay:
    • The primary goal is our best attempt at realism. It will never be perfect, some things only EA can change. But we can get (and have gotten) a whole lot better than the out-of-the-box slider set.
    • All changes are backed by data. How our league is tracking vs the NFL, controlled for # of snaps, etc. This also means all changes are made for the entire distribution of the league rather than the whims & feel of a single player playing a couple of games.
    • Whenever possible we will make small changes rather than sweeping ones, because sometimes small bumps can lead to unforeseen & impactful results.
    • As the league changes (real players regress or retire, new drafts come in & develop), sliders may need to change with it. EA balances the talent levels of real players vs incoming drafts differently for each position, and often not very well, so as the league-wide talent at a position changes, so too may sliders need addressing. There is no one single slider set that will work across all seasons.
    • Fun factor is always considered. Case in point, Freak has been hesitant about analyzing injuries, because so many of our players we want to play with would be in & out of the lineups so frequently.

    Below I'll keep a log of any changes we plan to make, beginning with next week's upcoming balance tweaks:

    Season 5 Week 3
    • Run Blocking is getting bumped up a bit.
      • Rushing was in a very strong spot from ~mid S1 into S3 but recently has dipped. Perhaps due to older excellent 90+ RBK/PBK/AWR linemen being replaced by tougher-to-develop draft classes.
    • Players will fumble slightly more often.
      • This is actually a change we thought we made back in ~mid S1. Our fumble rate is WAY lower than the NFL. We simply misunderstood how the slider worked, moved it in the wrong direction (it's really not an intuitive slider) and are now correcting this mistake. This should help occasionally keep offenses slightly more in check.
    • Pass coverage is getting a slight bump.
      • Reasoning is two-fold. 1) Passing in general is still too effective. This should help both man & zone coverage and make passing downfield too often a slightly riskier proposition. 2) Given offenses are already strong, buffing the run game without nerfing the passing game a little bit could be problematic. Teams can still pass down-field with much higher frequency than the NFL, but we'll continue to monitor the risk/reward of this and try our best to align it with the NFL.

    I'm happy to field any questions or address any concerns about how the league is tracking vs the NFL. Just be aware that if you make a definitive claim about how something in the league absolutely is, you should come armed with supporting evidence. :)
     
    Last edited: Feb 18, 2016
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  2. RFF

    RFF Walk On

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    CPU sliders will now mirror Player sliders. This should make CPU offenses less effective and CPU pass coverage a bit better. Net/net this should lead to slightly easier CPU games, as well as potentially bring Practice Mode defenses more in line with the sliders you can expect to see in user games.
     
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  3. RFF

    RFF Walk On

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    Rushing metrics are improving but not quite back to the sweet spot we were in previously, so Run Blocking is receiving a follow-up bump along with a corresponding bump to Pass Coverage.
     

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