Mike (PFL comish) and I
have had many discussions on gameplay and Madden AI workings.
So this is REDI-SET's tweaks to put some of those things we
discussed into action.
First of all, let me explain a little about ratings. You
think that a player's ratings go from 1-99 and that each point
earned improves your player. Not true. each point
earned, let's say speed, is not even noticeable...not 2 pts,
not 3, not 4. Think of your attributes as 1-10, not 1-99
All that in between, let's say between 70 and 80 is like
gaining XP for Everquest or WOW. No real change takes
place until you actually advance to the next level. So
consider your player as having 10 levels. 80 is better than
70. 90 is better than 80. An 82 speed WR will not out
run an 80 speed CB. not on a hundred yard field. With that
said, below are some attribute changes we've made to improve
gameplay in the Actual REDI-SET franchise file.
REDI-SET views some player attributes as important for
realistic gameplay. Those attributes most noticed
All starting QBs have been given a minimum AWR rating
of 80. The most important position in the game.
Starting OLBs, FS, SS, CBs have been boosted in both zone and
man coverage. Everyone knows that especially man coverage is
less than adequate.
1 WR and TE on each team had his run block increased, usually
it was your WR and TE who had the best run block rating to
begin with that received the boost, not necessarily a starter
in this situation that was adjusted. Talk about creating
strategy. Is your opponent using a true FB in his lineup
or is he using a backup WR or TE for their blocking ability?
You might wanna protect vs the run and you might want to scout
your opponent to know his players for this reason. Or maybe
he's putting those guys in to trick you?
FB blocking has been increased across the league. Not
many teams have a FB, but in the future, they will become more
valuable as the drafts add new, boosted blocking talent at
Rookie classes will be tweaked each year before the draft to
reflect these requirements for realism. Some of you may
remember that this is what the PFL used to do to create good
gameplay. With the change to Madden'19, this became more
difficult, requiring more time and was dropped. I am
simply bringing back what we used to do.
These beginning adjustments only apply to your pro-set
formation starters. They DO NOT apply to back ups. In
other words.... your top 2 CBs will benefit from this but not
your nickleback. Only starting outside LBs received a
coverage boost. MLBs have not been boosted and are not as good
It will be your responsibility to keep your young players properly
trained. You'll be given plenty of camp points to take
care of it and besides...the rookie crop will always be
adjusted to fall in line with REDI-SET guidelines before the
draft and a complete viewing sheet of all rookie players,
showing all rookie attributes will be made available each year
for everyone to download.
Back to the basics, guys! It's all about the gameplay
and creating a fair and balanced opportunity for everyone to
create a championship team. Like I said.... Fair chance
and equal ''opportunity''. It is up to you to build a winner
by being a good coach/GM for your team!.
My goal as Commissioner of REDI-SET is the same as it was for
the PFL more than 20 years ago....Get the perfect mix of
slider settings and player attributes that can over-ride AI
flaws to create realistic gameplay. And another thing.... I
will create a place for team owners to post pointers. Let's
get everyone on the same page and educated on AI flaws that
might exist. Only then will every single team owner truly look
forward to their game each week.
Training camp allotments
As you all know, You will improve your players solely from
training camp points earned in the off season from team OVR
and broadcasts. We will be more liberal with awarded
points than the PFL. We will also allow more than 2 points per
attribute and 4 points added to your player depending on
attributes and positions. I'll have this updated on the rules
page in the coming days and certainly before season kickoff.
So obviously, a FB's OVR rating will be higher than normal
because of the blocking boosts. However, other
attributes will be lessoned with the creation of FBs in the
draft, such as speed and acc. We want FBs to be valuable
blockers but not good runners. Their usefulness will be
blocking and short yardage gains with a few being good short
yardage receivers out of the backfield..
Player OVRs in general
Since blocking and coverage attributes to certain positions
are boosted for realistic play and to overcome AI flaws, You
will have to get used to evaluating players a little
differently. Baseline ratings for man/zone coverage is
boosted, therefore, a player with 80 coverage skills might
simply be a functional CB while an elite CB will need to be
90+ in that skill. This is something everyone should know
since man coverage, mostly, does not work as well as it
should. The combination of skill boosts and slider settings
should give us more realistic gameplay for the seconday.