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TDawg's Madden 17 XP Sliders

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Old 08-26-2016, 12:44 PM   #65
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Re: TDawg's Madden 17 XP Sliders

Question tdawg. How much do you think doing the practice drills will slew the results for the user? Better to sim those or does it not matter?
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Old 08-26-2016, 04:04 PM   #66
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Re: TDawg's Madden 17 XP Sliders

Thanks for this thread, TDawg. Exactly what I was looking for. Great stuff!
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Old 08-26-2016, 04:53 PM   #67
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Re: TDawg's Madden 17 XP Sliders

This is great work. Thank you for doing this and sharing. Will human progrssion for solo CFM may throw things out of whack, or should it all balance out?
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Old 08-26-2016, 05:32 PM   #68
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Re: TDawg's Madden 17 XP Sliders

Quote:
Originally Posted by JoshC1977
Question tdawg. How much do you think doing the practice drills will slew the results for the user? Better to sim those or does it not matter?
I think simming is probably the way to go. We can already progress players better then the cpu even with identical amounts of xp just because we are human and can think. Cpu just uses algorithms. So no need to give an extra advantage to us.

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Old 08-26-2016, 05:33 PM   #69
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Re: TDawg's Madden 17 XP Sliders

Quote:
Originally Posted by Brandwin
This is great work. Thank you for doing this and sharing. Will human progrssion for solo CFM may throw things out of whack, or should it all balance out?
I don't think it will throw much off. Granted we can naturally progress players better then the cpu but as long as you are playing sim football and not breaking records every year then it should all fall in line.

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Old 08-26-2016, 05:38 PM   #70
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Re: TDawg's Madden 17 XP Sliders

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Originally Posted by SyncereBlackout
Do you know how the CPU applies XP if you used an end of year progression vs 4weeks?
As far as I know the cpu spends as much xp as they can at what ever progression is set at. So with every 4 weeks they will spend as much as possible every 4 weeks. End of season they will spend as much as possible then. The main difference is you can aquire a lot more xp to spend at once with end of season opposed to every 4 weeks. This allows for purchase of much more expensive attributes/traits that would never be possible with 4 week progression. Now this is only for the cpu. No matter where you set it the human team can progress whenever which is fine because you can save for what you want.

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Old 08-26-2016, 06:23 PM   #71
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Re: TDawg's Madden 17 XP Sliders

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Originally Posted by howboutdat
Great work @tdawg! I may have missed the answer to this , but how would these sliders differ from the simms to a 32 man league where all games get played. Im curious if the stats would turn out lower, higher, or would it probably come out about the same?

Appreciate your diligence and hard work on all this for us all!Much props.
I'd be interested in knowing how these sliders would fit in a 32 man league as well.

But I agree, fantastic work tdawg.
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Old 08-26-2016, 07:01 PM   #72
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Re: TDawg's Madden 17 XP Sliders

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Originally Posted by tdawg3782
In 32 man leagues this would all be irrelevant. Because each human owner is progressing his own players how he wants it wouldn't matter at all. This is for the cpu teams only. It's a way to manipulate the AI into making the best progress decisions and keep the balance of the league solid.


I think irrelevant is a bit harsh. This speaks to at least the amount of available XP that players could use and if done efficient a range of overalls.

At a minimum it's a starting point
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