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Tuning Data

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Old 08-05-2010, 11:02 AM   #25
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Re: Tuning Data

It downloaded correctly here on PS3. Let's hope that dynasty is improved. Simming a season right now to check.
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Old 08-05-2010, 11:03 AM   #26
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Re: Tuning Data

Quote:
Originally Posted by Roggie
It's working fine on 360.

Looking at recruits, WRs juke, evasiveness, spin, and stiff arm are all still around D- on average, and I'm only looking at 5 stars. Awareness is low, as it should be, but I haven't simmed through yet to see progression.
That is not good news, so far...
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Old 08-05-2010, 11:08 AM   #27
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Re: Tuning Data

Quote:
Originally Posted by Roggie
It's working fine on 360.

Looking at recruits, WRs juke, evasiveness, spin, and stiff arm are all still around D- on average, and I'm only looking at 5 stars. Awareness is low, as it should be, but I haven't simmed through yet to see progression.

Halfbacks do have a higher carrying rating, though.
Yeah I can confirm this, looking at the top 25 WRs they nearly all have a D in each of these categories. Some have a C in one or two of them.

About to sim a few seasons out.
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Old 08-05-2010, 11:10 AM   #28
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Re: Tuning Data

Quote:
Originally Posted by Roggie
It's working fine on 360.

Looking at recruits, WRs juke, evasiveness, spin, and stiff arm are all still around D- on average, and I'm only looking at 5 stars. Awareness is low, as it should be, but I haven't simmed through yet to see progression.

Halfbacks do have a higher carrying rating, though.
Noticing the same two things as well. Looking at the top WR recruits I see virtually all D- in those categories, while break tackle for those guys seems to be high(too high IMO.)
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Old 08-05-2010, 11:10 AM   #29
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Re: Tuning Data

Quote:
Originally Posted by poopoop
Yeah I can confirm this, looking at the top 25 WRs they nearly all have a D in each of these categories. Some have a C in one or two of them.

About to sim a few seasons out.
Not the correction we needed???
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Old 08-05-2010, 11:14 AM   #30
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Re: Tuning Data

Also looking. Halfbacks have a higher carry rating. That's needed. I don't mind seeing low awareness for recruits, as long as it increases steadily as they progress in their career. I'm in the process of simulating a season to look closely at ratings and progression (doing it as Va Tech first to see how well 3-5 star players are rated.)
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Old 08-05-2010, 11:16 AM   #31
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Re: Tuning Data

Another issue I notice and maybe it was this way before the patch and I didn't notice, but awareness looks heavily skewed towards the offensive recruits.

Seeing a good number of B's to C's for offensive recruits awareness and a ton of D- for defensive recruits in awareness including alot of the top defensive recruits.
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Last edited by mgoblue678; 08-05-2010 at 11:22 AM.
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Old 08-05-2010, 11:19 AM   #32
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Re: Tuning Data

Update on the blog, including:

• Increased the default starting values for all Recruits.
• Slightly increased progression for low and mid tier teams.
• Tuned CPU recruiting to prevent teams from signing too many players at any one particular position.
• Increased CPU's focus upon needed positions in recruiting.
• Top schools will sign 5 star prospects earlier in the season.
• After a recruit Soft Commits, any CPU team that is not ranked in the top three will spend significantly less time calling the recruit.
• Addressed an issue with big lineman jumping too high and deflecting passes.
• Tuned ESPN U Top 150 Players to be more in line with actual top 150 recruits by decreasing the number of Fullbacks and Kickers.
• Tuned Field Goal, Kick Offs, and Punting in Super Sim.
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