Dynamic Player Progression System - No Editor Needed
Collapse
Recommended Videos
Collapse
X
-
Re: Dynamic Player Progression System - No Editor Needed
It slows everything down but that actually my preference. I get through maybe 1 season in a month now. With a baby at home, I might not get time to play a whole game on a given night, but I can always take 15 minutes to write an article or make some fake tweets.Comment
-
Re: Dynamic Player Progression System - No Editor Needed
I might have to start doing that or something involving my dynasty. I lose interest quick if I’m not viewing it or doing something in it daily so I might even if there’s days like you I can’t play a full game still load up the save practice for 10-15 min, go over recruiting board, edit gear, something just to keep it fresh in my mind. I used to write recaps and stuff but it became something I dreaded doing after every gameComment
-
Re: Dynamic Player Progression System - No Editor Needed
This is a very cool idea. I implemented your system into my dynasty and there have been few triumphs and a lot of heartbreak, which truly makes it more interesting. Ive had 3 or 4 elite freshman recruits get the dreaded double sixes right out of the gate. Also had more than a few guys roll a 1 or 2 every single season. My current senior SS is a 63 OVR and has a speed rating of 72 due to a very unfortunate series of rolls over the seasons. Anyway, cool idea and thanks for it!Comment
-
Re: Dynamic Player Progression System - No Editor Needed
Been meaning to try this forever. Seems wonderful since I don't use an editor and my time is so short that I don't want to spend much time updating players.
Question, back to your Vandy example. Have you toyed around with tweaking the system, based on something like historical greatness? Not sure how to word that.
So, a school like New Mexico State will unlikely to get as much of player progression as Alabama. Maybe that's covered by having House Rules and/or not wanted, since you eventually want to build a New Mexico State school into a powerhouse?Space for rentComment
-
Re: Dynamic Player Progression System - No Editor Needed
I'm using Kawkeye Dynamic Player Progression in my current dynasty. I've recruit 12 classes and apply the dynamic progression to each one.
First of all, thank you again Kawkeye for this amazing system and the work you put on it.
I've just make 2 adjustments to the system.
One “major” re-roll the 1 and 5 like your 6, for double regression (double 1) or progression (double 5), apply twice the random number 1-49. And another one is a small tweak on Work Ethic/Potential, instead of Low, Average and High, I've 6 levels, Super Low, can't roll 5, Low, can't roll double 5, Average, Average, High, one re-roll, Super High, two re-roll → if I re-roll I must take the new D6/number and not choose between best result (“strategic” choice here).
And now, for the numbers, among 198 players, all recruit by myself :
I roll for 7 transfers, including 3 decommitment (and I had 6 others in-game transfers).
Overall year 1 is 0,35 lesser than Overall at Signing Day
Throughout career :
5 % players end up with a lesser OVR than the one at Signing Day
13,4 % players progress on average lesser than 1,5 point by year
35,5 % players progress on average lesser than 2,5 points by year
27 % players progress on average more than 4 points by year
10 % players progress on average more than 5 points by year
3 players gain 30+ ovr through their career :
1* QB, 61 OVR on Signing day, roll 3 times a progression over '40', end up at 97
3* QB, 65 OVR on Signing day, roll 2 times over '40' and one time '30', end up at 99
2* HB, 61 OVR on Signing day, roll no progress all years except on time mega progression, double '30'
Major Bust :
3* WR, 69 OVR on Signing day, roll double regression (48) and regression (31) in freshman and sophomore year, end up at 64.
2* T, 63 on Signing day, roll a double regression (44) in first year to be a 50 OVR freshman and add two roll for regression after that, end up at 59.
2* MLB, 63 on Signing day, roll 4 times a regression in his 5 year at school, end up 62.
Bust :
4* T, 77 OVR on Signing day, end up 83
3* T, 68 OVR on Signing day, end up 76
3* CB, 69 OVR on Signing day, end up 74
I was very lucky with the QB and it help a lot to my success. If I'm beginning a era with the same misfortune at QB that the one I had at OL and DB, it's gonna be wild but exciting.
The system is to make it a lot unpredictable and it works well. You gonna have some great joy and sadness.Comment
-
Re: Dynamic Player Progression System - No Editor Needed
This has provided a much more exciting and imo realistic dynasty experience for me, so big thanks for the creativity.
A couple small tweaks I made for personal preference were:
Roll a d4 to determine work ethic/potential. 1=low, 2,3=normal, 4=high
This way normal dev traits are more common than low and high
Also I added different attribute progression/regression tables for the different player archetypes within a position. For example, if a scrambling qb will progress and regress on different attributes than a pocket passer. Each position still has the same attributes affected, but by different values per archetype in each column of PFactor. This does make the process a little longer, but I enjoy this part almost as much as playing the actual game, so it's worth while for me.
To piggyback on the archetype specific pro/regression, I added a "coachability" factor for each player that is separate from their dev trait. flip a coin or any generator that has 50/50 odds to determine wether the player is coachable or not. If they are coachable, then they can progress in an archetype that is not their default. If not coachable, they are confined to their default tendency. This means, if you are running a very specific kind of scheme, you can choose to develop coachable players to better fit that scheme. (Some people like to recruit based on scheme, which is great, but I like to have recruiting limitations that make this harder.)
If anyone is interested I can post my tweaks to the PF columns for the different archetypes.
PS. I'm working on this in conjuncture with a dynamic coaching system that is a WIP, but in short, coaches and coordinators have archetypes as well that determine their playbooks, run/pass, aggressive/conservative. It's much more complicated and I plan on creating a thread once I've finished.Comment
-
Re: Dynamic Player Progression System - No Editor Needed
This has provided a much more exciting and imo realistic dynasty experience for me, so big thanks for the creativity.
A couple small tweaks I made for personal preference were:
Roll a d4 to determine work ethic/potential. 1=low, 2,3=normal, 4=high
This way normal dev traits are more common than low and high
Also I added different attribute progression/regression tables for the different player archetypes within a position. For example, if a scrambling qb will progress and regress on different attributes than a pocket passer. Each position still has the same attributes affected, but by different values per archetype in each column of PFactor. This does make the process a little longer, but I enjoy this part almost as much as playing the actual game, so it's worth while for me.
To piggyback on the archetype specific pro/regression, I added a "coachability" factor for each player that is separate from their dev trait. flip a coin or any generator that has 50/50 odds to determine wether the player is coachable or not. If they are coachable, then they can progress in an archetype that is not their default. If not coachable, they are confined to their default tendency. This means, if you are running a very specific kind of scheme, you can choose to develop coachable players to better fit that scheme. (Some people like to recruit based on scheme, which is great, but I like to have recruiting limitations that make this harder.)
If anyone is interested I can post my tweaks to the PF columns for the different archetypes.
PS. I'm working on this in conjuncture with a dynamic coaching system that is a WIP, but in short, coaches and coordinators have archetypes as well that determine their playbooks, run/pass, aggressive/conservative. It's much more complicated and I plan on creating a thread once I've finished.
If you have an average guy get low work ethic, what’s to stop you from cutting him after or even before year 1? House rules maybe?
Looking for suggestions to make it hidden, but I can’t think of any right now.
I might be able to whip up a simple IOS app on code.org or similar site that I could share out that might accomplish this. If I ever get it accomplished I will share it out.
And I appreciate all the kind words about this system and love the fact that at least some people have had good results and have been able to make it their own. I made it with the intention of constantly improving it but life has gotten in the way and I’ve barely played the last couple of years.Comment
-
Re: Dynamic Player Progression System - No Editor Needed
A couple of you have mentioned the work ethic rating. The only thing that holds me back on that is that it is not “hidden.”
If you have an average guy get low work ethic, what’s to stop you from cutting him after or even before year 1? House rules maybe?
Looking for suggestions to make it hidden, but I can’t think of any right now.
I might be able to whip up a simple IOS app on code.org or similar site that I could share out that might accomplish this. If I ever get it accomplished I will share it out.
And I appreciate all the kind words about this system and love the fact that at least some people have had good results and have been able to make it their own. I made it with the intention of constantly improving it but life has gotten in the way and I’ve barely played the last couple of years.
I'm using house rules. I can't cut a scholarship, if I've offered it, he can stay four year (prevent over-recruiting). So I'm not bothered by this non-hidden attribute. The only con for me is that I know from the start that this player will probably not become a superstar (but some are still relevant starter).Comment
-
Re: Dynamic Player Progression System - No Editor Needed
I added this to the OP. Haven’t had as much time as I wanted but I did make a little tool:
2/2/22*Here is a link to a little tool I made in app lab. I know it’s ugly as hell but it’s just something I whipped up in like 10 minutes. Anyways, it’s a number tool that contains multiple number generators that align to the progression system, as well as some quick directions. You should be able to add it to the home screen of your phone. I basically got tired of switching between a random dice roller and random number generator and having to set the parameters every time. This one already has the parameters in the code, so you just hit the blue button, then hit either the red or green button if needed. I’m gonna work on a tool that can be more of an all-in-1 where you can store your roster, link to the tables, etc. if I get really ambitious, I’ll code in the tables and make it a 1 click process (ie. select position, click button, immediately see results for what to add/subtract to each attribute. Here’s the link: 2/2/22*Here is a link to a little tool I made in app lab. I know it’s ugly as hell but it’s just something I whipped up in like 10 minutes. Anyways, it’s a number tool that contains multiple number generators that align to the progression system, as well as some quick directions. You should be able to add it to the home screen of your phone. I basically got tired of switching between a random dice roller and random number generator and having to set the parameters every time. This one already has the parameters in the code, so you just hit the blue button, then hit either the red or green button if needed. I’m gonna work on a tool that can be more of an all-in-1 where you can store your roster, link to the tables, etc. if I get really ambitious, I’ll code in the tables and make it a 1 click process (ie. select position, click button, immediately see results for what to add/subtract to each attribute. Here’s the link: https://studio.code.org/projects/app...AczYx-cNS-6B_QComment
-
Re: Dynamic Player Progression System - No Editor Needed
Not sure how many are using this, but gauging interest in the app I talked about above. Let me know if it is something you would be interested in. I like to tinker on app lab and basically just want to make something to streamline this process.
My vision is an app that has a few different modules/screens.
Screen 1: A bare-bones roster where you can track a player’s overall rating over the course of four years. You would have to manually enter names and overall ratings, which would take some time on the front end, but then each year you would only need to add the ~20 players you add through recruiting. The purpose of this would be so you can see that Player X was a 72 overall player as a freshman, 75 as a sophomore, 82 as a junior, and 85 as a senior. It doesn’t help anything other than being able to visualize progression over time, but is something that would add value and immersion to me personally.
Screen 2: 1-Click-Progression. I want to make a screen where you select the position you want to progress, and then click one button that will simultaneously calculate a determining number 1-6, calculate the progression factor, and report the end result immediately. For example, when I progress a QB, I would click a button that says “Progress QB,” and it will immediately tell me which attributes to change and how much to change them by. Or if I’m progression a WR, I’d click “Progress WR” and it will immediately say “no changes needed”. Or if I click “Progress MLB,” it would immediately say “this player has decided to transfer out of your program.”
Screen 3: Directions linking the original pdf as well as buttons you can click that will give a brief tutorial on the various add-ons developed by myself and others (like “Freshman Phenom, Mega Progression, etc.”). One of my biggest annoyances with this system is having to change tabs between a dice roll app, a random number generator, the pdf, finding a specific post on this forum, etc.. If I could get this all under one roof it would save me a considerable amount of time.
What other ideas do you guys have? I’m not a professional coder or anything but I somewhat enjoy tinkering with app lab, so throw out some ideas and I’ll see if I can make them happen.
Also, I’ll clean up that first app I posted above. I made it way too fast on my lunch break today and at this point, it is ugly but gets the job done.Last edited by kawkeye; 02-02-2022, 09:47 PM.Comment
-
Re: Dynamic Player Progression System - No Editor Needed
I wrote a Exel Program to implement your regression/progression model.
The main reason to start it was so that the Work ethic is hidden. Work ethic score stays the same his entire career. Because of this I have tweeked your model to include a one time work ethic score (1-9) that is added to the random number (1-100) to each spring Practice. I call it the Spring practice Report Card. If the Grade are C-/C/C+ no change. F -4,D- -3, D -2, D+ -1, B- +1, B +2, B+ +3,A- +4,A +4(+5 to 2 added catagory boosts)
Because the Work ethic is added to The spring practice random generator every year, It would be next to impossible for a 1 work effect to get a A- grade. (would need to roll 100) However a 9 work ethic can roll a 92 and still get a A- grade.
A player can only obtain an A ranting if he has a 6,7,8,or 9 Work ethic score.
i.e. (random numer + work ethic score) = 0-9 F grade, 10-19 D- grade,....90-99 B+ grade, 100-105 A- grade,106-109 A Grade
I have had a 9 player (yes i peeked) get report cards of B+,C-,B-,D+
I have had a 1 player get report cards of D,B,B-,C
Basically a high work ethic can bump you up a grade each year.
It requires entering a roster into exel every year,(which I do anyway) but removes all the dice rolling and hides the work ethic score.
Your work in sending me down this path is greatly appreciated. It greatly helps emersion. Thank YouComment
-
Re: Dynamic Player Progression System - No Editor Needed
I wrote a Exel Program to implement your regression/progression model.
The main reason to start it was so that the Work ethic is hidden. Work ethic score stays the same his entire career. Because of this I have tweeked your model to include a one time work ethic score (1-9) that is added to the random number (1-100) to each spring Practice. I call it the Spring practice Report Card. If the Grade are C-/C/C+ no change. F -4,D- -3, D -2, D+ -1, B- +1, B +2, B+ +3,A- +4,A +4(+5 to 2 added catagory boosts)
Because the Work ethic is added to The spring practice random generator every year, It would be next to impossible for a 1 work effect to get a A- grade. (would need to roll 100) However a 9 work ethic can roll a 92 and still get a A- grade.
A player can only obtain an A ranting if he has a 6,7,8,or 9 Work ethic score.
i.e. (random numer + work ethic score) = 0-9 F grade, 10-19 D- grade,....90-99 B+ grade, 100-105 A- grade,106-109 A Grade
I have had a 9 player (yes i peeked) get report cards of B+,C-,B-,D+
I have had a 1 player get report cards of D,B,B-,C
Basically a high work ethic can bump you up a grade each year.
It requires entering a roster into exel every year,(which I do anyway) but removes all the dice rolling and hides the work ethic score.
Your work in sending me down this path is greatly appreciated. It greatly helps emersion. Thank You
Since it’s on excel, I wonder if some of the Editor Gurus could figure out a way to export their dynasty roster in .cvs, automate it using excel, then import it back into the editor?
I suck at the editor.Comment
-
Re: Dynamic Player Progression System - No Editor Needed
I wrote a Exel Program to implement your regression/progression model.
The main reason to start it was so that the Work ethic is hidden. Work ethic score stays the same his entire career. Because of this I have tweeked your model to include a one time work ethic score (1-9) that is added to the random number (1-100) to each spring Practice. I call it the Spring practice Report Card. If the Grade are C-/C/C+ no change. F -4,D- -3, D -2, D+ -1, B- +1, B +2, B+ +3,A- +4,A +4(+5 to 2 added catagory boosts)
Because the Work ethic is added to The spring practice random generator every year, It would be next to impossible for a 1 work effect to get a A- grade. (would need to roll 100) However a 9 work ethic can roll a 92 and still get a A- grade.
A player can only obtain an A ranting if he has a 6,7,8,or 9 Work ethic score.
i.e. (random numer + work ethic score) = 0-9 F grade, 10-19 D- grade,....90-99 B+ grade, 100-105 A- grade,106-109 A Grade
I have had a 9 player (yes i peeked) get report cards of B+,C-,B-,D+
I have had a 1 player get report cards of D,B,B-,C
Basically a high work ethic can bump you up a grade each year.
It requires entering a roster into exel every year,(which I do anyway) but removes all the dice rolling and hides the work ethic score.
Your work in sending me down this path is greatly appreciated. It greatly helps emersion. Thank You
any chance of sharing said worksheet? haha
Sent from my iPhone using TapatalkOakland Raiders
LA Dodgers
LA Clippers
UNLV Rebels
Newcastle United
LV Black Knights?Comment
-
Re: Dynamic Player Progression System - No Editor Needed
I’ve been out of the game for a couple of years but finally life has slowed down and I’ve got the itch again.
Just gauging interest in something.
I’ve learned a lot about conditional formatting and mass data editing on spreadsheets/csv. files over the past year and was thinking about creating something where you can:
1. Copy the values from your editor
2. Paste those values into a spreadsheet
3. Press a button
4. All players are progressed instantly, values changed.
5. Paste the new values back into the spreadsheet.
I’ve only read about the utility tool by bleedingred. Seems like it might be a better version of what I’m talking about? Opinions on those of you who have used the utility tool and if it would be worth me making something similar that just mass edits the db editor file? Or wouldn’t be wasting my time.
TIAComment
Comment