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CFM Rated Roster (XB1)

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Old 12-23-2017, 03:41 PM   #25
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Re: CFM Rated Roster (XB1)

Quote:
Originally Posted by StefJoeHalt
Khaliib can u explain the zeroed out XP slider part again..I’m not understanding how players progress without it on. Thanks


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Rex tipped his hand in an interview about introducing “Rank Up” mechanisms in the mode and this is one.

It’s a lose-lose mechanism to use in the mode because it’s poorly implemented.
- AI doesn’t know how to dispense the points with a logical purpose in mind for the player

We’ve never had a true deep dive about what is all going on in CFM, just quick tidbits.

Anyway, there are mechanisms underneath that allow players to progress (ie Goals, Awards etc)

Here is the Rams 1st Rd pick (#6) right before the playoffs began
- his core POS ratings increased because of his stellar performance
- he was OL of Year
- Made Pro Bowl
- he allowed only 5 sacks the entire year and played every snap since pre-season

How “0” XP works is, the slowing of OVR Regression is dictated by performing well to balance a players Conf Rating
- OVR is negatively influenced when it hits “40”
- OVR is positively influenced when it hits “71”
- everything between keeps it balanced

As long as players perform they will not regress as fast.

Benefits to this:
- Injuries play a huge role as XP not there to overwrite it’s impact (we can manually edit if needed)

- Draft Bust play a role because XP not there to artificially increase
- Late Draft Rd gems now play a role

- Player Differentiation is maintained throughout the CFM
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Old 12-25-2017, 12:55 PM   #26
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Re: CFM Rated Roster (XB1)

Merry Christmas all, just wanted drop in and ask if there has been any progress on the PS4 side of things. I would also help out if needed. I would really like to try this. Also, khaliib, do you just play on default slider settings?
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Old 12-25-2017, 01:22 PM   #27
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Re: CFM Rated Roster (XB1)

Quote:
Originally Posted by Ogimaa
Merry Christmas all, just wanted drop in and ask if there has been any progress on the PS4 side of things. I would also help out if needed. I would really like to try this. Also, khaliib, do you just play on default slider settings?
I touch not one Slider.

There is a “Stability” issue with sliders when you shift them from their preset settings to Custom.
- when you altar one Slider, it shifts to Custom setup

Part of the stability issue lies with when they tuned to work with the different player badges back in ‘12 (I believe), but since those have been disconnected from use in CFM, alterations monkey up affects on ratings and the game.

The other alternative is to just Sim 10-12 yrs to cycle out default roster players and start your CFM from there.
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Old 12-25-2017, 02:02 PM   #28
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Re: CFM Rated Roster (XB1)

Quote:
Originally Posted by khaliib
I touch not one Slider.

There is a “Stability” issue with sliders when you shift them from their preset settings to Custom.
- when you altar one Slider, it shifts to Custom setup

Part of the stability issue lies with when they tuned to work with the different player badges back in ‘12 (I believe), but since those have been disconnected from use in CFM, alterations monkey up affects on ratings and the game.

The other alternative is to just Sim 10-12 yrs to cycle out default roster players and start your CFM from there.
Thanks for quick reply, definitely want to try this with the modified rosters. Any way I can help speed up the process, please let me know
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Old 12-25-2017, 04:48 PM   #29
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Re: CFM Rated Roster (XB1)

Love everything about this idea. Will be checking out this roster soon. Can't wait.

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Old 12-25-2017, 08:00 PM   #30
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Re: CFM Rated Roster (XB1)

Quote:
Originally Posted by khaliib
If you PS4 guys can group edit, it will get done really quick.

I just simmed 20 yrs to cycle out all default roster to find the min/median/max of ratings players were generating at
70’s is the median level for POS ratings
- 60 = Min
- 80’s = Max
* there were no 90’s generated POS ratings

Most AWR fall under 65
- QB’s and OL have to manually edit higher if wanted due to the extra role AWR plays for these POS

OVR wise, mid to high 70’s on down to low 60’s is the generated scale.
- A generated player coming in over 80 usually is due to the AWR rating being over 65.

I got editors fatigue trying to edit 3027 players by myself (3wks worth) so o just mainly edited default rosters AWR down to the generated high end (65) and stopped.

There are some off edits from generated levels I’m now doing to enhance gameplay.
- lower DL TKL rating below 50 for at/behind LOS Animation triggering with ball carriers

- QB THP 70-85 to be in balance with 70’s MCV/ZCV levels, otherwise high THP will void and make them useless (ie back to unbalance Mode)

- some elite CB/Safeties MCV/ZCV to 90

That’s it for the most part.
Couple questions. What is the high and low end you'd use on Awr for QB and OL? Same question for the DL Tak rating. I see you say below 50 but what range would you use? Thanks khaliib. Always good seeing your insights on these games.
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Old 12-25-2017, 10:13 PM   #31
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Re: CFM Rated Roster (XB1)

i see you do not use adjust any sliders, but what game speed, injury setting, fatigue setting, and speed threshold do you use personally? Default everything??

same question with auto subs..

thank you!
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Old 12-25-2017, 11:10 PM   #32
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Re: CFM Rated Roster (XB1)

Quote:
Originally Posted by tdawg3782
Couple questions. What is the high and low end you'd use on Awr for QB and OL? Same question for the DL Tak rating. I see you say below 50 but what range would you use? Thanks khaliib. Always good seeing your insights on these games.
When the Raiders game is over, I’m going to use the default CFM roster (not loaded) and Sim 10-12 yrs to cycle those players out of the league and go from there.

The only ratings I will touch is lowering QB THP and DL TKL Ratings.

I have this sneaky feeling that since CFM really didn’t get touched, there’s still a carry over of that upload issue we had before where the default CFM roster played better.

Been thinking about this for a while, might end up being nothing.
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