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The Pain and Misery of Simulated Stats

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Old 10-11-2024, 09:34 PM   #9
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Re: The Pain and Misery of Simulated Stats

were not broken at all. Im on PC, (Madden) I just modded the stats much closer to real life and have since it was on PC years ago. Whats stopping a professional dev from doing this, thats the real question.
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Old 10-12-2024, 07:50 PM   #10
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Re: The Pain and Misery of Simulated Stats

I'm obviously in the minority but I'm less interested in sim stats in games I'm not even apart of and more interested in the game keeping my attention. I still tweak sliders but at the end of the day, if sim stats were spot on but I didn't enjoy playing, I wouldn't keep playing. The closer to IRL simmed stats are, the better but it can't be the reason I play or don't play. Again, I realize I'm in the minority but I can live with that.
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Old 10-14-2024, 11:36 PM   #11
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Re: The Pain and Misery of Simulated Stats

I (among others) tuned SuperSim on Madden 13 (and yes, you have to work around the playbooks. It's a huge pain in the ***). Every month or so, you have to get up in front of a bunch of management types and the rest of your team and justify what you're working on.

So, I'd never in my life given a live presentation or really done much public speaking at all. The meeting ended up being cited as one of the reasons I was hired full time (I was a contractor until then.)

My job, as the ranking on-site designer, was to bring our team up one by one to explain their projects (one of the reasons I impressed was that I was intimately aware of everything happening on Franchise, so when the other designers fumbled an explination, I picked up the slack. Management liked that I knew everything and could articulate it better even than the folks working on individual features).

Anyways, we came to my part of the presention and why A.) we were ripping out the old stat-gen entirely and replacing it with SuperSim and B.) why we were dumping months of my own man hours into tuning it.

My opening slide was of the 2009 rushing leaders, topped off by Chris Johnson's 2,006 yards. I pointed out the milestone that 2,000 yards rushing is, emphasizing that it happens rarely. I wanted to make sure the people in the room who weren't football fans understood the magnitude of a 2,000 yard season before I sprung the next slide.

The next slide was a screenshot from Madden 05 of the rushing leaders at the end of a simulated season. If I remember correctly, there were 6 2,000 yard rushers.

I said something along the lines of the following: Imagine, playing through a full season with a player you drafted and built around, you ran every play, perhaps 400 carries for that specific back, and you did it. You broke 2,000 yards, perhaps the greatest single season accomplishment a back can have. And you go to the stat sheet and see this. You're 5th in the league in rushing.

I had a script, but I forgot it and winged it here. I was honestly nervous and just rushing. I went through two more slides that illustrated the disappointment and frustrating our users have with bad stats, emphasizing that franchise mode, of all modes, must be pure sim.

I do remember how I ended. "... so that this [back twice to the '05 screenshot] never happens again."

I was the only person actually applauded in that meeting. It was pretty cool.
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Old 10-18-2024, 12:24 PM   #12
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Re: The Pain and Misery of Simulated Stats

This has always been the bane of my Madden experience. My low key OCD obsesses over tackle stats. Wayyyy too many assisted tackles from my team compared to other cpu teams in Franchise.
Does anyone know if the tackle stats reflect more solo tackles than assisted this year?

Thanks
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