__________________ Madden Xbox and PC 24 (CPU vs CPU), Footbal Mogul 24 (CPU vs CPU), Front Office Football 9 (CPU vs CPU), NBA 2K23 (CPU vs CPU), and several Military and 4X PC simulations.
10-07-2021, 05:20 AM
#19
adembroski
49ers
OVR: 43
Join Date: Jul 2002
Location: Prescott, AZ
Posts: 5,798
Blog Entries: 20
Re: Madden 22 XP Sliders
Quote:
Originally Posted by King Gro23
I'm willing to get you a copy, your a long standing OS'er my sincere regards to your trials through these trying times.
We're a community at OS. I know a few posters also wouldn't mind chipping in either so you can have the full game at your arsenal.
I hate the xp system with a passion and I actually got into a shouting match in the office when we were designing it. I hate it. However, they did a great job polishing the turd this year by eliminating drive goals (which introduced a more-or-less untunable complication) and doing a great job of balancing the draft classes.
The biggest remaining problem is still the rich-get-richer issue. Higher rated players are more likely to achieve milestones and win awards. Thus, good players improve and lesser players stagnate. There is little we can do about that.
Overall, the system is better balanced than it has ever been, but it's a flawed system. If you're on PC I highly recommend tdawg's progression mod (did he release it this year? I honestly don't know).
TDawgs progression tool is the primary reason I wanted the next gen version on PC. Obviously there are other perks to it as well, but I also loathe the XP system and long for something more dynamic like what you once had in the game. I love the ambiguity of TDawgs tool. No player is guaranteed any type of progression arc and that's something I think is necessary in a franchise mode. If you can accurately predict how everyone will progress, like you can with the XP system, then the GM side of the mode, which is why many of us play the mode, loses a ton of its luster.
I want guys to come out of nowhere and be stars. I want my first round picks to bust every so often. I want late bloomers, I want guys that progress big time in year 1 and get hyped up, but they never get better after that. Those stories make sports special. We don't get that with an XP system.
Sent from my SM-N950U using Tapatalk
__________________ No one is more hated than he who speaks the truth.
― Plato
Advertisem*nts - Register to remove
10-15-2021, 12:34 PM
#22
Gambo
Rookie
OVR: 0
Join Date: Apr 2017
Re: Madden 22 XP Sliders
Quote:
Originally Posted by canes21
TDawgs progression tool is the primary reason I wanted the next gen version on PC. Obviously there are other perks to it as well, but I also loathe the XP system and long for something more dynamic like what you once had in the game. I love the ambiguity of TDawgs tool. No player is guaranteed any type of progression arc and that's something I think is necessary in a franchise mode. If you can accurately predict how everyone will progress, like you can with the XP system, then the GM side of the mode, which is why many of us play the mode, loses a ton of its luster.
I want guys to come out of nowhere and be stars. I want my first round picks to bust every so often. I want late bloomers, I want guys that progress big time in year 1 and get hyped up, but they never get better after that. Those stories make sports special. We don't get that with an XP system.
Sent from my SM-N950U using Tapatalk
What you're saying here is why a lot of people are moving towards bumping the XP sliders to 300 during camp (and moving it back for Week 1). It's an intriguing theory and I can totally see how it can play out and make it more dynamic.
But you do kind of contradict yourself by saying there is no guaranteed progression arc yet you can accurately predict progress. I actually think the XP system, now that they've tweaked it, has the potential to be more random, especially with the fatigue system worked in and other stuff, because a lot more factors can affect it.
10-15-2021, 12:41 PM
#23
canes21
Hall Of Fame
OVR: 41
Join Date: Sep 2008
Location: Tennessee
Blog Entries: 2
Re: Madden 22 XP Sliders
Quote:
Originally Posted by Gambo
What you're saying here is why a lot of people are moving towards bumping the XP sliders to 300 during camp (and moving it back for Week 1). It's an intriguing theory and I can totally see how it can play out and make it more dynamic.
But you do kind of contradict yourself by saying there is no guaranteed progression arc yet you can accurately predict progress. I actually think the XP system, now that they've tweaked it, has the potential to be more random, especially with the fatigue system worked in and other stuff, because a lot more factors can affect it.
I didn't contradict myself at all. I said I love TDawgs progression tool. In that tool there are no guaranteed progression arcs. A superstar dev trait player isn't guaranteed to even progress 1 point in their career with his system.
The vanilla Madden experience with the XP system is what is predictable.
Sent from my SM-N950U using Tapatalk
__________________ No one is more hated than he who speaks the truth.
― Plato
10-18-2021, 06:28 PM
#24
Landonio
Rookie
OVR: 2
Join Date: Sep 2009
Location: Tuscaloosa, AL
Re: Madden 22 XP Sliders
Quick question. How exactly does progression work for the CPU teams? In previous years there was an option to determine when the CPU progressed. I don't see that option this year. So how does it work exactly? How often do their players progress? What is it based on (winning, stats, etc.)? What about CPU regression? Really curious about this.
EDIT: Also did they really get rid of the mid-week drills? I actually kinda liked those.
__________________ All you gotta do is look up in dat tree.
Fatigue slider affects the overall play of a player when they are tired. If you have it at 90/100, then being on the ice a lot will have an affect on the player. Having it set at 10/100 means no matter how long they have been on the ice, they will be fresh.
Adjust the slider to increase or decrease the minimum in game speed for players. A lower number creates a greater separation between the fastest and slowest pairs. This option has a value range of 0 to 100. The default is set to 50.
Slinger 1 is the best Throwing Style/Animation in Madden 22 and any other Madden that has it. This animation has the quickest release and is the top one that we recommend and that is regardless of the type of league you are playing in.
Skill Level allows you to choose either Rookie, Pro, All-Pro, or All- Madden. Rookie is the easiest level and All-Madden is the most difficult. Game Style allows you to choose how you want to play the game.
Five players have perfect 99 ratings this year, led by quarterback Patrick Mahomes, who shares the cover of Madden NFL 22 with Tom Brady. The other four members of the 99 Club: defensive tackle Aaron Donald, cornerback Jalen Ramsey, wide receiver Davante Adams and tight end Travis Kelce.
Sliders give you the ability to increase the efficiency of the stat you are changing. Some players prefer to play on All Madden and put the sliders close to zero. Some players put the sliders just below 50 for some stats and above 50 for others. 100 means that this stat will be highlighted greatly.
They adjust how prominent certain aspects of the game are/are not when you play. For example, if you move your user sliders down for run blocking, your team will not have as good of an ability to run block. If you instead turned it up, it would make it easier for you to run.
Introduction: My name is Mrs. Angelic Larkin, I am a cute, charming, funny, determined, inexpensive, joyous, cheerful person who loves writing and wants to share my knowledge and understanding with you.
We notice you're using an ad blocker
Without advertising income, we can't keep making this site awesome for you.