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Cfm drafts where almost all players suck?

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Old 10-12-2016, 11:20 AM   #81
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Cfm drafts where almost all players suck?

Quote:
Originally Posted by ksnyder5282
Here is another thing I am noticing. Even using an xp slider set that used to provide balance. My rookie quarterback had 33,000+ xp after week 17. I progress every 4 weeks, I progress only awareness to a certain point(80th for starters, 70 for depth players) and auto progress everything else. My rookie went from a solid 81 to a 93. Maybe the need should have been on xp for awards and pro bowls.

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NO, we do not need nerfs to xp AGAIN. You do not have to auto develop or spend all of the xp.


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Old 10-12-2016, 06:36 PM   #82
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Re: Cfm drafts where almost all players suck?

Maybe soon we will have to actually develope these guys like real life. Practice, group meetings and endless hours of film study. No more xp at all.

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Old 10-12-2016, 07:10 PM   #83
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Re: Cfm drafts where almost all players suck?

Quote:
Originally Posted by NDAlum
I don't buy the "the new draft classes ruin the CPU talent" because it's no different than before. The only difference is now we, the user, have a smaller talent pool to draft from. We can't snag as many instant starter types in the draft.

For those of us who implement house rules and do everything we can to not take advantage of the CPU, I think it's a better system.

There are many on OS who want to just have a fun CFM where they try and get the best team as possible and don't mind if they directly or indirectly take advantage of the CPU AI. Trading has been proven to be too easy. Guys will pick up FA's and flip them for picks. They will sign all of the best FA's and stack their roster.

The only real way to have a "fair" CFM is to implement rules to handcuff yourself. It's doesn't really matter what the CFM rookies are rated.

Also, they gave us the ability to edit all players and their ratings. It's there if you choose to utilize it.

I know I'm going to edit all rookies to 22 years old MAX because I think they put too many 23+ guys in. I would prefer to not edit this stuff but I want it changed and I have the ability to do it, so I'm going to.
agree with both of these things. house rules are vital, otherwise my team is out of control pretty soon.

have been editing down player ages for sometime now.

Quote:
Originally Posted by BleedGreen710
Completely agree with this. Spot on!

I love the new draft classes. Couldn't stand the old ones.
we’re clearly in the same place.
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Old 10-12-2016, 07:11 PM   #84
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Re: Cfm drafts where almost all players suck?

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Originally Posted by cityofchampions
I said it before, and I will say it again, I am tired of having my experience dictated by other people.
i’m a little confused. who is “dictating” your playing experience?
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Old 10-12-2016, 07:12 PM   #85
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Re: Cfm drafts where almost all players suck?

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Originally Posted by mavfan21
See, this doesn't work though. I can still out draft the CPU every draft. I am better at scouting and filling my teams needs. I don't cheese or cheat. I draft for realism. I go and edit 1-2 players on each CPU team draft class just so they don't cut most of their class. I NEVER edit my own players (except for age, which I do for the CPU as well).

Don't get me started on how poorly the CPU develops talent.

The CPU needs those higher rated players to keep pace with me. I HATE having the best roster in the league by year 3, every time. Those default classes prevented that as the CPU had better luck.

By year 5-6 I am cutting guys that will be starters for CPU teams because they have whole units that are below 75 OVR. Some teams don't have an OL over 80.
can i suggest letting the CPU pick some players for you? i’m three seasons in and i have a 86 OVR team which is the 11th best in the league.

on every madden, you've needed house rules. M17 is no different.
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Old 10-12-2016, 07:13 PM   #86
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Re: Cfm drafts where almost all players suck?

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Originally Posted by Sturzinator
Are you manually assigning XP for your players?

Using auto progress really helps to maintain the parity between user and CPU player development.

Customizing the XP system (ala Tdawg's thread) helps as well.
good thinking. might try doing that.
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Old 10-12-2016, 07:15 PM   #87
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Re: Cfm drafts where almost all players suck?

Quote:
Originally Posted by ksnyder5282
In year 9 of my cfm I have been to 5 straight super bowls winning 4. On the old classes. I had three drafts where almost all my picks were quick, superstar or stud normals. It gets boring fast, and is not they way things happen irl. So I find myself changing teams, or starting over entirely out of boredom. I have considered simulating every other pick or only making three selections myself on the draft. Its fun at first, but gets boring quickly.
i only scout for the first two rounds now & pretty much let the CPU make my picks following that round. only scout players who match my archetypes.

Quote:
Originally Posted by ksnyder5282
Here is another thing I am noticing. Even using an xp slider set that used to provide balance. My rookie quarterback had 33,000+ xp after week 17. I progress every 4 weeks, I progress only awareness to a certain point(80th for starters, 70 for depth players) and auto progress everything else. My rookie went from a solid 81 to a 93. Maybe the need should have been on xp for awards and pro bowls.
getting the right XP sliders are crucial.
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Old 10-12-2016, 07:23 PM   #88
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Re: Cfm drafts where almost all players suck?

Any suggestions on xp sliders?

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