
With that finding, I was now able to reintroduce fatigue. So, it's in this set, and even if it's a placebo and doesn't pan out - turning it off in MM wouldn't have made a difference anyways - so no harm. Played the 30 games, and hadn't seen that type of weird jogging animation at all like I had seen before on the lower MM/Franchise injury values. I then moved the injuries in Main Menu back to 10 (default) and bumped it to 45 in Franchise - which is usually a good spot for variety of injuries. So it wasn't until seeing it appear in the Punt Return fair catch animation that I felt there was something out of sync overall. The jukes and broken tackles take a lot of stamina out of player, but the jogging animation only seems to be triggered in that sequence. It also happens after a couple juke moves from any player on the field. This animation looks exactly like the jogging animation that appears when a running back gets hit, but breaks a tackle, several times and then starts jogging randomly. I have seen the jogging animation appear after the fair catch is made, whistle blows, and the player jogs forward with it. The finding is turning off KR/ PR Interference (KRI) in the Main Menu and keeping it On in franchise.

I've already played now 30 games with this setting and haven't seen a negative result from it. Basically, it's an animation based theory, so the way to combat it would be more sample size - which I simply can't keep playing X number of games to reach a conclusion that opposes the findings. With that said, there was also an interesting find that I've been working on in hopes to be able to lower the injuries value in franchise. I know some will remark about completion %'s and what not, but I'd much rather have higher completion percentages than facing a team that I'm willing them to into challenging me. That's not to say it won't happen, but it is to say that the attitude of the QBs will be of a bit more fight compared to before. However, simply raising their QBA isn't enough to keep them from giving up on some plays. It's been noted that lowering their ability has made them a bit too conservative. Some notes on the final version (version 48) in that my goal here was to find the balance of All-Madden QB play. I wanted to get back to the roots of good animations versus just settling for challenging fast action, if that makes sense. It's a combination of multiple sets that I felt had played quite well. This is the last update, the final version. : I believe I've done everything I can do to get the set in a good spot here. I exited Madden for the first time today, already logging 40 hours since I got it on the PC. I took a real big deep dive into default values and tested a lot on finding isolation points. The reason I like realism is because that now creates a sense of challenge, which is usually the whole point of all this.įor those that followed my Madden 19 Sliders, you may see some similar theories applied.

So, in addition to animations, of course I want there to be realism. From there it's making sure they are contextual to the goal at hand. I love it though, and I love seeing different animations play out. They can be triggered and recreated through a proper sequence, but with sliders the source of finding those sequences could be an endless battle. Animations are the confirmation of whether logic exists or not. I have goals for this "20" season though.įocus of the Sliders: It's always about animations for me. I was big into Dynasty/Franchise reporting, and since I've gone more of a YouTube route, that's been placed a bit in the backburner. I'm an old MaddenMania guy, but I'm very proud of how long I've been part of OS.


From editing individual stats in Madden 2004, to creating NCAA sliders with the OS community back when my oldest boy (who's 6 now) had a front row cradle on my computer desk. It's been a huge part of my digital presence. Background: I just love sliders, or gameplay customization, in general.
