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Gameplanning in CFM is not correct.

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Old 10-04-2016, 01:30 PM   #17
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Re: Gameplanning in CFM is not correct.

Quote:
Originally Posted by mrprice33
This is definitely where it has to get to. For the first year of this type of tracking, I can't be too upset by it being limited to first down. Oftentimes the best tendency tracking is 1st and 10 and within 14 points, so if that's what we get now, that's okay. I wish it was communicated better.
Clarification question for you - the OP said the data "weighs first down more heavily" (citing John White), not that the data is "limited to first down". Which is correct?
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Old 10-04-2016, 05:41 PM   #18
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Re: Gameplanning in CFM is not correct.

Quote:
Originally Posted by CM Hooe
Clarification question for you - the OP said the data "weighs first down more heavily" (citing John White), not that the data is "limited to first down". Which is correct?
I might have misspoken. I would assume it's a weight and not "only."
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Old 10-04-2016, 08:59 PM   #19
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Re: Gameplanning in CFM is not correct.

Quote:
Originally Posted by mrprice33
I might have misspoken. I would assume it's a weight and not "only."
Yes, thats how John sort of described it, but wouldnt really give any details ,and still hasnt.

https://twitter.com/EA_White/status/781102575689007104


im just not sure how its being done at all, and sounds like no one really knows , which , bottom line, is a problem.
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Old 10-05-2016, 06:18 PM   #20
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Re: Gameplanning in CFM is not correct.

It'd be nice if they could blow this out next year for both the CPU and User side. Have ratios and tendencies based on downs, distance, personnel, formation, etc. Do it big. It's tougher for the CPU because the games are simmed rather than played but if they greatly expanded playbook GamePlans and even made them a bit dynamic, all the CPU data you would need would be right there and then they could hit two birds with one stone (Improving bad CPU playcalling and supplying meaningful and accurate data for CPU opponents).
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Old 10-05-2016, 06:36 PM   #21
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Re: Gameplanning in CFM is not correct.

This was a feature back in the PS2 days as well and the statistics were very false.
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Old 10-05-2016, 06:39 PM   #22
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Re: Gameplanning in CFM is not correct.

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Originally Posted by DeuceDouglas
It'd be nice if they could blow this out next year for both the CPU and User side. Have ratios and tendencies based on downs, distance, personnel, formation, etc. Do it big. It's tougher for the CPU because the games are simmed rather than played but if they greatly expanded playbook GamePlans and even made them a bit dynamic, all the CPU data you would need would be right there and then they could hit two birds with one stone (Improving bad CPU playcalling and supplying meaningful and accurate data for CPU opponents).
2K had this with their VIP profiles. You could also have the CPU play with the tendencies of someone elses profile. Tracked how much you called specific formations, run vs. pass, left vs. right runs, short/long passes, hot routes, shifts, blitzes, man vs. zone, so much detail.
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Old 10-05-2016, 09:58 PM   #23
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Re: Gameplanning in CFM is not correct.

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Originally Posted by xCoachDx
2K had this with their VIP profiles. You could also have the CPU play with the tendencies of someone elses profile. Tracked how much you called specific formations, run vs. pass, left vs. right runs, short/long passes, hot routes, shifts, blitzes, man vs. zone, so much detail.

Oh yeah, I forgot about that! That was very cool.

You could actually have the CPU play using your profile and play against yourself!
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Old 10-05-2016, 10:14 PM   #24
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Re: Gameplanning in CFM is not correct.

Saddening that EASports is caught being dishonest and failing to add things that have been around for over a decade in other games and the mods come to their defense.

There is no defense here.

Ea lie. Ea was lazy. And ea was busted ffs.
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