A question on training assignments in Franchise?
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A question on training assignments in Franchise?
How long should I wait to change a players training assignment? How long does it take before a certain attribute being trained increases? I can't seem to find a conclusive answer anywhere!MLB: Miami Marlins
NFL: Miami Dolphins
NBA: Miami Heat
NCAA: Florida State Seminoles
NHL: Florida PanthersTags: None -
Re: A question on training assignments in Franchise?
Wish I could help you, but training is one of the few mysteries in this game I've yet to figure out. I do know that training can help stymie a decline in an attribute. Beyond that, I have no idea.
I also wish I knew if there is any point to picking NOT TRAINING in the menu. extensive research has been inconclusive at best.
I think what I'm trying to say is: your guess is as good as mine. Let me know if you find anything out. -
Re: A question on training assignments in Franchise?
I change up the training each month.
Or just leave it on auto. But if you want to handle it, the best way to do it IMO is at the start of each month to change their training assignment. use your common sense for each player and train them in area's you feel will best improve their overall game.Now Playing on PS5:
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Re: A question on training assignments in Franchise?
I change up the training each month.
Or just leave it on auto. But if you want to handle it, the best way to do it IMO is at the start of each month to change their training assignment. use your common sense for each player and train them in area's you feel will best improve their overall game.
Sent from my HTC One mini using TapatalkReally wish sports games played to ratings!
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Madden get rid of the extras (SS/XF, HFA, media, scenarios, game plan) or turn them down considerably.Comment
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Re: A question on training assignments in Franchise?
OK so for those of you that set training to auto, have you guys ever noticed how long it took the CPU to change the training assignment?
It's so frustrating that the developers have never taken the time to fully explain this to us!MLB: Miami Marlins
NFL: Miami Dolphins
NBA: Miami Heat
NCAA: Florida State Seminoles
NHL: Florida PanthersComment
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Re: A question on training assignments in Franchise?
I don't know how long it takes or how much it impacts, but I change very infrequently.
Usually I set them according to what long-term theme/plan/type his skill profile seems to be showing and if I want to maximize it or try to change him into something else.
I probably check mostly at the All-Star Break and then again next April.
I do Auto for any player who is a C or lower prospect (mostly to streamline the workload and maybe those guys might benefit from more micromangement than I'm going to do).
For veterans and B or higher prospects, I'll manual train and set the program to whatever they need or I want to maximize. For example, for Davis in my carryover (36) I'll focus on power. I do the same for Gallo and Schwarber in my fresh franchise - maximize their skill profiles while their trajectory is likely at its zenith.Last edited by KBLover; 10-14-2016, 08:02 PM."Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18Comment
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Re: A question on training assignments in Franchise?
We should be able to upgrade our franchise players the same exact way we would develope OUR own player in RTTS. Hits, good AB's, defensive work, etc give each player XP (like in RTTS) therefore letting us develope a player how we see fit. Plus it'd be cool if certain coaches gave discounts on certain attribute costs based on the coaches expertise and prospects with an A or B potential can start off by having a double XP advantage in order to develop them even faster! I think this would be the most efficient and realistic way to develop our young prospects rather than just assigning a training regiment that barely gives us any feedback on player progression.
I really think this system would work just for the simple fact that the better the player is, the more expensive the upgrades would be. So it's not like we'll be able to turn a player like Mike Trout into a 99 overall player just on the simple fact that his attributes are already so high that it'd cost way too much to further raise his attributes...not to mention keep them from regressing if not trained (like in RTTS)!MLB: Miami Marlins
NFL: Miami Dolphins
NBA: Miami Heat
NCAA: Florida State Seminoles
NHL: Florida PanthersComment
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Re: A question on training assignments in Franchise?
From the distant past:
You must train your players in the areas that you want them to improve/stop regressing
2. If you want a player to improve his contact, try the batting cages
3. If you want a player to improve his power, hit the weights
4. If you have a hitting coach that has a (+2) or above on both contact and power assign your player to "hitting coach" (this will allow you to not waste time with the weights and cages)
5. If you want to improve stamina, have your player do some long distance running.
6. Improve speed with "sprints"
7. etc., etc., etc.,
***Do not train a player in more than three (3) categories as doing so seems to cause regression across the board for this player.
*** Players do not progress at or after the age of 31. If you want players to hold steady at this point (for 2-4 seasons), train them in "stretching" only. DO NOT TRAIN PLAYERS IN ANY OTHER CATEGORY (other than stretching) WHEN THEY ARE 31 OR OLDER AS DOING SO WILL RESULT IN A DRAMATIC REGRESSION.
*** Change training after every series or week for best results.
In the same thread, from Russell...
It's your coaches, player potential, and your training. But its not an exact science. What you want to do is pick three categories to train each player in any more than that and I believe its over kill. (I'll get confirmation from Kolbe but I'm pretty sure its 3)
Now this is not the official word this is what I do so don't take this part as the gospel. I look at players and decide where I think I should focus to become the type of players I want or the type of players they are already developing into. For instance I traded P.Fielder for C.Pena in my franchise so since hes already a power hitter I choose batting cages + hitting coach + infield drills. I leave them there for one month at a time. Then I may switch it up hitting coach + weight training + infield drills.
I just alternate my 1 Baseman training between those two splits from month to month. I do this for every position now it gets a little tricky when you are trying to develop five tool players in the outfield. Because you want them to be fast, hit for avg., hit for power, have a good glove, and a nice arm it will quickly become a labor of love and pain.
Batting cages, hitting coach, weight training, sprints, long distance running, base running drills, long toss, and shagging fly balls. You have those 8 training assignments and since you should only have players doing three at a time well you get the picture.
Player around with only choosing three at a time and trying to focus on a couple of areas. Then try to find that holly grail of how much time is enough time to train 2 weeks, 3 weeks, a month etc. I just finished season 3 in my franchise and I made the mistake of trying to do to much in a given month. My players didn't progress very much at all. In hindsight the season before I stuck with a general them for each position and a lot of my youngsters with A and B potential had gains of 10 points to 16 overall points max.
Hope that helps I'll do some testing right now in 09 and I'll post the results
Main difference I see is that you can only train one skill instead of three, but that skill can train 1-4 different stats. I still would stick to the monthly schedule, and only train Durability after 31 until we get new input on it.Comment
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Re: A question on training assignments in Franchise?
We should be able to upgrade our franchise players the same exact way we would develope OUR own player in RTTS. Hits, good AB's, defensive work, etc give each player XP (like in RTTS) therefore letting us develope a player how we see fit. Plus it'd be cool if certain coaches gave discounts on certain attribute costs based on the coaches expertise and prospects with an A or B potential can start off by having a double XP advantage in order to develop them even faster! I think this would be the most efficient and realistic way to develop our young prospects rather than just assigning a training regiment that barely gives us any feedback on player progression.
I really think this system would work just for the simple fact that the better the player is, the more expensive the upgrades would be. So it's not like we'll be able to turn a player like Mike Trout into a 99 overall player just on the simple fact that his attributes are already so high that it'd cost way too much to further raise his attributes...not to mention keep them from regressing if not trained (like in RTTS)!
Only if it's an option that can be turned off. I hate the XP in Madden.Comment
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A question on training assignments in Franchise?
We should be able to upgrade our franchise players the same exact way we would develope OUR own player in RTTS. Hits, good AB's, defensive work, etc give each player XP (like in RTTS) therefore letting us develope a player how we see fit. Plus it'd be cool if certain coaches gave discounts on certain attribute costs based on the coaches expertise and prospects with an A or B potential can start off by having a double XP advantage in order to develop them even faster! I think this would be the most efficient and realistic way to develop our young prospects rather than just assigning a training regiment that barely gives us any feedback on player progression.
I really think this system would work just for the simple fact that the better the player is, the more expensive the upgrades would be. So it's not like we'll be able to turn a player like Mike Trout into a 99 overall player just on the simple fact that his attributes are already so high that it'd cost way too much to further raise his attributes...not to mention keep them from regressing if not trained (like in RTTS)!
God please no. I am another person that hates the XP style progression in madden.
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2020: 52-39Comment
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Re: A question on training assignments in Franchise?
Sent from my HTC One mini using TapatalkReally wish sports games played to ratings!
Only thing SIM about sports games now, are the team name and players
CFB 25 The absolute GOAT!!!
MLB 23 FOREVER 20 is better, 23 just for Guardians
Madden get rid of the extras (SS/XF, HFA, media, scenarios, game plan) or turn them down considerably.Comment
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Re: A question on training assignments in Franchise?
Regarding when to change training I don't have a detailed answer because I don't think it has been explained by the devs but what I do is look at each position player and set training according to what that player is deficient in. Then I check about once a month to see what the player is doing. If he is regressing in a category I might switch training to that category to stabilize him.
For pitchers - because I use manage mode - I lean heavily toward h/9, k/9 and bb/9. The exception is if a player has poor durability in which case I might train durability but If durability is in the 40's or below the player is unlikely to ever progress enough to be a reliable player.Last edited by tessl; 10-19-2016, 11:15 AM.≡Comment
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Re: A question on training assignments in Franchise?
I hated XP in M13, but not necessarily because it's "arcade" but it's not implemented any better with how you get XP. Picking off 3 passes lets you get better at tackling (or whatever you choose). Doesn't make sense.
In Madden 13, I came up with a house-rules "development system". Which, to me, would be no different than people's house rules about how they use budget or trade or when to call up prospects.
If it worked more like HC 09 where XP for a rating was tied to what you do on the field and applied XP to the relevant ratings (picking off passes makes you better at hands and coverage), at least that's better.
Then training could do that (XP for whatever ability you're training, causing possible improvement/slower decline due to training), and then training would do something concrete and explainable and still realistic/same net effect as we assume it does now. Removes guessing about how we can use it to develop players.
In real game, no one has to guess about what certain training techniques and such could possibly do. The "guesswork" is in how those actions will interact with the player's own trajectory/makeup. In The Show, that's reversed imo, trajectory is known and plain as day but the training aspect is in a fog.
Basically, XP done right could open up different, less-black-box-pure-RNG ways to develop players and express trajectories/career arcs. Because Madden didn't do it in the most realistic way possible (in the main Madden games, I think HC was better but those never went "mainstream") doesn't mean there's no possible realistic expression for it.
I guess I don't think we should reject something out of hand because it's "copying Madden", but instead see if the system could be incorporated in The Show to provide realistic and less "what does this even do?" conversations that are also less "pure RNG" as well."Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18Comment
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Re: A question on training assignments in Franchise?
That was one of the many things I liked about Skyrim. I became a warrior not because I chose it, but because of how I played the game.Comment
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Re: A question on training assignments in Franchise?
Maybe MLB could copy Skyrim, where you had to use a skill in order for it to improve? Not sure how that would work for things like BB/9, Power and Durability, but it would certainly intrigue me.
That was one of the many things I liked about Skyrim. I became a warrior not because I chose it, but because of how I played the game.
That would be interesting. Perhaps there could be "player skills" that certain players had. So maybe a pitcher has a "Control Pitcher" skill that he can "awaken" if he builds up 250 training points in Control rating.
Then his BB/9 and Control would go up as a result.
But if you didn't want to take him from conditioning (raising Stamina and Durability, say you think he could be a good power starting pitcher but might seem low duration and/or injury-prone), then you stay that course. He might come back to it later in his career once his K/9 starts declining to turn into more of a control artist.
Hmm..."Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18Comment
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