Welcome to the very first iteration of the TrueSim Roster Project for Madden. After successful releases for the MLB the Show series (18, 19, 20), the NHL series (19, 20) and the NBA 2k series (2k16), I have decided to expand to another sport I have always loved: football.
Now Available for Download
File Name: TrueSim
Gamertag: Cycloniac24
What's Included
-Re-rates for the majority of NFL players based on 3 years of data (standard and advanced metrics)
-Accurate positions for improved depth chart logic
-Refined player archetypes to give better snapshot of player roles, strengths and weaknesses
-Streamlined trait system for all players, based on play style.
-All injuries as of week 1, using the NFL kickoff weekend roster update from EA as the base
With this project, I am to increase the immersion and longevity of franchise modes by implementing the TrueSim Projection System (TPS), an algorithm I developed to assess players. TPS uses a mix of common and advanced statistics to measure player productivity, strengths and weaknesses. It uses a three-year baseline where possible, giving the most recent season the most weight.
In addition to full re-rates for most players on every NFL team, traits will also be adjusted to improve the way players behave on the field. EA's week 1 roster update will be used as the base. Teams take about an hour and a half to complete in-game for me, so I will keep this thread updated with progress.
Rating Process
Spoiler
EA has done a great job improving the ratings spread (last year and continuing this year). My goal is to ensure every player’s strengths, weaknesses and role show on the field. There are separate algorithms for each of the 11 main positional groupings: QB, RB, WR, TE, OL, DL, LB, CB, S, K, P.
Sites used to gather data and advanced stats include Pro Football Reference, Pro Football Focus and Player Profiler (Roto Underworld).
Quarterbacks are assessed based on, but not limited to:
-Passing and Rushing Yardage
-Turnover Ratio
-Net Yards per Attempt
-Play Action Completion Percentage
-Deep Ball Completion Percentage
-Completion Percentage when Under Pressure
-Frequency of "Danger Plays" i.e. high-risk plays
-Fumble Rate
Running Backs are assessed based on, but not limited to:
-Yardage and Carries Per Game
-Breakaway Rate
-Yards Created per Touch
-Receptions per Game
-BMI (influences grouping into one of four categories, along with weight: balanced, elusive (change of pace/scatback), receiving, power)
Wide Receivers are assessed on, but not limited to:
-Yardage per game
-Average Depth of Target (influences role i.e. slot vs primary/flanker)
-Yards After Catch per Reception
Tight End ratings are based on:
-Yardage per game
-Average Depth of Target
-Percentage of snaps used as blocker
Offensive linemen are rated using PFF's pass blocking and run blocking grades as a baseline. Playing time is then factored in.
Defensive linemen are assessed based on, but not limited to:
-QB pressure rate
-Impact play rate i.e. sacks, forced fumbles, tackles for loss
-Weight (to determine physical stats, as well as power or speed bias)
-Playing time (influences role i.e. starter vs rotational lineman)
-Missed tackle rate
If a lineman has an elite pressure rate, PFF's pass rush and run defense grades are factored in. This helps to seperate players like Maxx Crosby, who is an excellent edge rusher, but not as polished defending the run at this stage of his career.
Linebackers are assessed based on, but not limited to:
-Completion percentage and passer rating allowed, with adjustments based on number of targets (influences LB type: coverage, balanced, pass rush as well as coverage ratings)
-QB pressure rate
-Impact play rate
-Solo tackle rate vs missed tackle rate
-Playing time
Cornerbacks are rated based on:
-Completion percentage and passer rating allowed, with ceilings implemented based on number of targets (influences coverage skills in man and zone)
-Average Depth of Target (influences role i.e. slot vs man-to-man/zone)
-Playing time
Safeties are rated based on:
-Completion percentage and passer rating allowed, with number of targets factored in
-Solo tackle and tackle for loss rate
-Forced fumbles dictate hit power
Kicker ratings are based on:
-Touchback percentage (kick power)
-Field goal percentage (kick accuracy)
Punter ratings are based on:
-Yards allowed per punt return
-Percentage of punts inside the 20-yard line
-Number of kickoffs (kick power bonus to identify kickoff specialists)
Once all of the ratings are completed, traits are adjusted for every player. As a result:
-Only the elite players known to force fumbles receive the big hitter trait
-Physical/deep threat receivers receive the aggressive play ball trait, all others are balanced
-All defensive linemen have play ball set to conservative
-Only elite ball hawks at CB/S receive aggressive play ball, most are balanced
In order to make sure the CPU does not make silly moves like cutting key players, this is what you need to do. It will only take about half an hour.
1. Start in the preseason.
2. Turn injuries off.
3. Create characters for all 32 teams.
4. Advance week until you see the popup prompting you to cut x number of players. This should be week 4. The number of cuts will vary from team to team, but it will be between 0 and 6. Take control of each team, one by one, and cut as needed. I suggest moving as many players to the practice squad as you can, to make sure they don't disappear in free agency.
5. Retire each team after cuts are made, except for the team you intend to control.
6. Don't forget to turn injuries back on.
7. Enjoy franchise as normal.
XP Sliders and Dev Trait Targets
Spoiler
Alright, after more testing, here are the final progression settings:
QB 105
HB 110
WR 125
FB 100
TE 125
T 150
G 100
C 150
DE 85
DT 110
MLB 90
OLB 75
CB 125
FS 125
SS 125
K 210
P 100
My goal with these was to try to keep a similar spread found in the roster, and to keep the balance between the few elites, the good players, and the aerage players. I also wanted to ensure that generated rookies could progress realistically. I wanted to make sure that they had a chance to be elite players as well.
Here is how the top 30 players at the positions look after a 10 year sim
Desired X Factors: 75 (Top 4%)
Desired Superstars: 100 (Top 6%)
Desired Stars: 400 (Top 23.6%)
These targets will ensure the top third of the league shines.
Optional: increase all XP sliders to 300 at the start of traininng camp, then switch back to the above setting at the start of the regular season. This will give the preseason/training camp more meaning. This is the time of year where you see the most development, and gives rookies a chance to make an impression.
Do you have a spreadsheet or anything like you do for The Show? I unfortunately already started my CFM, would love to be able to incorporate your stuff into my CFM.
I'm mostly interested in the trait edits and ratings... As I've went thru depth charts and moved guys to correct positions.
__________________ Milwaukee Brewers|Green Bay Packers|North Carolina Tar Heels|Wisconsin Badgers
Do you have a spreadsheet or anything like you do for The Show? I unfortunately already started my CFM, would love to be able to incorporate your stuff into my CFM.
I'm mostly interested in the trait edits and ratings... As I've went thru depth charts and moved guys to correct positions.
There is a spreadsheet, but it only has the traits for QBs, I'm doing the others by hand based on position and attributes.
Welcome to the very first iteration of the TrueSim Roster Project for Madden. After successful releases for the MLB the Show series (18, 19, 20), the NHL series (19, 20) and the NBA 2k series (2k16), I have decided to expand to another sport I have always loved: football.
What Will Be Included
-Re-rates for the majoriy of NFL players
-Accurate positions for improved depth chart logic
-Refined player archetypes to give better snapshot of player roles, strengths and weaknesses
-Streamlined trait system for all players, based on play style.
-All injuries as of week 1, using the NFL kickoff weekend roster update from EA as the base
With this project, I am to increase the immersion and longevity of franchise modes by implementing the TrueSim Projection System (TPS), an algorithm I developped to assess players. TPS uses a mix of common and advanced statistics to measure player productivity, strengths and weaknesses. It uses a three year baseline where possible, giving the most recent season the most weight.
In addition to full re-rates for the majority of players on every NFL team, traits will also be adjusted to improve the way players behave on the field. EA's week 1 roster update will be used as the base. Teams take about an hour and a half to complete in-game for me, so I will keep this thread updated with progress.
Love ur work in the show really looking forward to this!
Welcome to the very first iteration of the TrueSim Roster Project for Madden. After successful releases for the MLB the Show series (18, 19, 20), the NHL series (19, 20) and the NBA 2k series (2k16), I have decided to expand to another sport I have always loved: football.
What Will Be Included
-Re-rates for the majoriy of NFL players
-Accurate positions for improved depth chart logic
-Refined player archetypes to give better snapshot of player roles, strengths and weaknesses
-Streamlined trait system for all players, based on play style.
-All injuries as of week 1, using the NFL kickoff weekend roster update from EA as the base
With this project, I am to increase the immersion and longevity of franchise modes by implementing the TrueSim Projection System (TPS), an algorithm I developped to assess players. TPS uses a mix of common and advanced statistics to measure player productivity, strengths and weaknesses. It uses a three year baseline where possible, giving the most recent season the most weight.
In addition to full re-rates for the majority of players on every NFL team, traits will also be adjusted to improve the way players behave on the field. EA's week 1 roster update will be used as the base. Teams take about an hour and a half to complete in-game for me, so I will keep this thread updated with progress.