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Thread to show how the sim engine looks post patch

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Old 08-09-2024, 01:12 AM   #33
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Re: Thread to show how the sim engine looks post patch

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Originally Posted by ncaa98
it's sad 3 weeks in everyone is testing bugs instead of enjoying the game. I thought with an extra year to produce the game much of this would have already been resolved.
99% of us ARE enjoying the game. You guys nitpicking sim stats over and over again are an extremely small minority.

Also: 3 years to make an entire NCAA football game basically from scratch isn't THAT much time. Not sure why you guys think they had a decade to work on this thing.
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Old 08-09-2024, 02:02 AM   #34
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Re: Thread to show how the sim engine looks post patch

They should start at the result and work their way back with the sim. Sort of like how we force a win

1. Team A is 93 overall, Team B is 83 overall. Then Team A has 98% chance winning game. If we sim this game 100 times 98 will be wins by team A no matter what. It could be by 1 or 50 points. Seems everything is left to chance but we know how real college football goes. There are upsets but it’s rare
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Old 08-09-2024, 05:13 AM   #35
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Re: Thread to show how the sim engine looks post patch

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Originally Posted by BA2929
99% of us ARE enjoying the game. You guys nitpicking sim stats over and over again are an extremely small minority.

Also: 3 years to make an entire NCAA football game basically from scratch isn't THAT much time. Not sure why you guys think they had a decade to work on this thing.
It’s not from scratch. A lot of it used madden as its base. 3 years means they should’ve had time to see all these SIM issues
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Old 08-09-2024, 10:13 AM   #36
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Re: Thread to show how the sim engine looks post patch

I simmed like 10 dynasty's around 6 to 10 years deep (I was trying to futz around with XP sliders - but that's another story). I also played around with settings, like turning Wear and Tear off, trying to use XP sliders to make defenses underpowered and RB's and OL overpowered, and a bunch of other variables. None of it had much of an effect.

Post-patch, the first two years are always improved with 18-24 1,000 yard rushers. Then, it dips down from anywhere from 6 to 10 1,000 yard rushers. EA just needs to add 15-20 running plays per game for all teams, maybe take away 5-10 passing plays. Give higher rated RBs and scrambling QBs more carries than is typical for the engine. Especially option teams.

Out of all the sims there was ONE TIME a Michigan RB had 340 carries for 2,200 yards and 24 TDs in the fourth year. There were still only 9 total 1,000 yard rushers that year, but this was by far the most attempts and rushing yards I had seen. After the first 2 seasons, you almost never see more than 1,300 yards.

To me, it feels like they put a band-aid on the problem, hoping no one would make it past 2 years to see the sim rushing stats are still basically where they were post-patch after those 2 initial seasons.

Additionally, sack, TFL, and INT sorting are still completely broken.

You would think this would be easily tuned, but maybe it breaks something else? The sim stat system really needs an overhaul.
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Old 08-09-2024, 10:23 AM   #37
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Re: Thread to show how the sim engine looks post patch

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Originally Posted by Seanzino
I simmed like 10 dynasty's around 6 to 10 years deep (I was trying to futz around with XP sliders - but that's another story). I also played around with settings, like turning Wear and Tear off, trying to use XP sliders to make defenses underpowered and RB's and OL overpowered, and a bunch of other variables. None of it had much of an effect.

Post-patch, the first two years are always improved with 18-24 1,000 yard rushers. Then, it dips down from anywhere from 6 to 10 1,000 yard rushers. EA just needs to add 15-20 running plays per game for all teams, maybe take away 5-10 passing plays. Give higher rated RBs and scrambling QBs more carries than is typical for the engine. Especially option teams.

Out of all the sims there was ONE TIME a Michigan RB had 340 carries for 2,200 yards and 24 TDs in the fourth year. There were still only 9 total 1,000 yard rushers that year, but this was by far the most attempts and rushing yards I had seen. After the first 2 seasons, you almost never see more than 1,300 yards.

To me, it feels like they put a band-aid on the problem, hoping no one would make it past 2 years to see the sim rushing stats are still basically where they were post-patch after those 2 initial seasons.

Additionally, sack, TFL, and INT sorting are still completely broken.

You would think this would be easily tuned, but maybe it breaks something else? The sim stat system really needs an overhaul.
Another example of how 14 was better. You could go into each coach profile and increase their run ratio +5 while decreasing pass by -5. When you did this the sim stats would change dramatically. It’s a complete failure that they didn’t put it in. But how else they going to make you buy next years game. Oh wait, I would have bought it anyway.
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Old 08-09-2024, 10:52 AM   #38
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Re: Thread to show how the sim engine looks post patch

Quote:
Originally Posted by BA2929
99% of us ARE enjoying the game. You guys nitpicking sim stats over and over again are an extremely small minority.

Also: 3 years to make an entire NCAA football game basically from scratch isn't THAT much time. Not sure why you guys think they had a decade to work on this thing.
I'm enjoying the game too but I don't know how I feel about the term "nitpicking". Everybody plays the game differently. For example, me personally... I don't play online so any issues in that area would have zero impact on me but I'm still not going to knock anyone who is constantly speaking up on those issues because I want them to enjoy the game they paid full price for.

It may seem insignificant or silly to you but this is a game with zero editing options. I understand getting frustrated with constant threads about the same issue (which happens a lot when new games come out) but I also don't think the "1 percent" should just get over it because the other 99 percent are happy.
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Old 08-09-2024, 11:26 AM   #39
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Re: Thread to show how the sim engine looks post patch

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Originally Posted by DarthRambo
Crossing fingers with a roster update they realize this and do a massive overhaul to have it spread out to what you're saying. However, no way it happens because real life players would throw a fit if they're rated a 55 overall because you play for Vanderbilt. Kids these days are too much into their brand to allow that. It would be same way for NFL as well. If they updated a roster so the worst team actually only wins 2 or 3 in a simulated season, the players on that team would be crying so much that EA would put it back immediately.


The only way they fix the sim engine is if they can somehow do something like take in account the team's versus history (including those played in dynasty). Make home and away games matter even more. Especially for large schools with 60k+ capacity.


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I mean so what if the players are unhappy with it? Like what are they going to do about it exactly? Their choice would still remain the same, either appear in the game or not at all. They don't exactly have much bargaining power in this case when their choice is opt in, be in the game, even if you don't like your rating and get some money for it or you get nothing. People tend to chose the option where you get money even if it is not a large amount.
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Old 08-09-2024, 12:51 PM   #40
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Re: Thread to show how the sim engine looks post patch

I don't care about individual stats so much as TEAM stats.

Where are the TEAMS rushing for 200+ yds per game?

Where is Air Force rushing for 300+ yds per game?

If you look at TEAM stats it's even worse when compared to IRL.
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