Player Progression: The Most 'Sim' Setting

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  • scitychamps87
    MVP
    • Apr 2010
    • 1201

    #1

    Player Progression: The Most 'Sim' Setting

    With regards to CFM progression I used weekly progression with auto progress in '17 as to not over inflate the ratings of my own guys. This had mixed results with my budding stars. For example at WR, over the course of a few seasons, I had a couple of guys with fast to superstar Dev traits. One reached near superstardom with a rating near 91 while another peaked around 83 in his late 20s despite having over 1,000 yards receiving and around 9 TDs per year. Obviously, my results were inconsistent, which is somewhat realistic and comparable to the NFL. But, which progression option do you guys use in CFM and what results have you seen? Note: I used the default XP sliders.
    PITTSBURGH PROUD
    --6 Time Super Bowl Champions--
    --5 Time World Series Champions--
    --5 Time Stanley Cup Champions--
  • Sucram7777
    Rookie
    • Aug 2014
    • 332

    #2
    Re: Player Progression: The Most 'Sim' Setting

    Personally, I used "Every 4 Weeks" Progression.

    As for XP Sliders - I scoured this site and looked for the most effective, and I found the set that Tdawg & Company have refined to be quite adequate.

    Comment

    • scitychamps87
      MVP
      • Apr 2010
      • 1201

      #3
      Re: Player Progression: The Most 'Sim' Setting

      I looked through a lot of Deuce's CFM mock ups and they're phenomenal. I'm wondering what his opinion is on the current state of progression in the game and what kind of 'house rules' so to speak we can impose on our Franchises to up the Sim and immersion factors,
      especially with progression.

      Also, is there any particular reason for progressing only every 4 weeks? Are more key attributes targeted since more XP was earned over the time period than weekly? (Aka Catch rating instead of injury or something else) Just curious.
      PITTSBURGH PROUD
      --6 Time Super Bowl Champions--
      --5 Time World Series Champions--
      --5 Time Stanley Cup Champions--

      Comment

      • BleedGreen710
        Eagles Fan
        • Oct 2012
        • 4025

        #4
        Re: Player Progression: The Most 'Sim' Setting

        Originally posted by scitychamps87
        I looked through a lot of Deuce's CFM mock ups and they're phenomenal. I'm wondering what his opinion is on the current state of progression in the game and what kind of 'house rules' so to speak we can impose on our Franchises to up the Sim and immersion factors,
        especially with progression.

        Also, is there any particular reason for progressing only every 4 weeks? Are more key attributes targeted since more XP was earned over the time period than weekly? (Aka Catch rating instead of injury or something else) Just curious.
        4 weeks is best because with end of season the players have a lot of xp and the cpu spends it foolishly. I could go more in depth but that's the main issue. With weekly, players wont get enough xp to ever buy certain ratings or traits during the season.

        I thought progression was pretty solid in m17 with the xp sliders tdawg and I worked on. You will never get realism with default xp sliders though. My main complaint was that the CPU will always buy the same things no matter what the player really needs. So you end up with a ton of guys who's rating are so similar like halfbacks with 99 carrying, for example (the CPU always keeps buying it until it reaches Max).

        Already talked to tdawg and we plan to collaborate on xp sliders for m18 and hopefully release a solid set quickly after release.

        Sent from my HTC Desire 625 using Tapatalk

        Comment

        • Ueauvan
          MVP
          • Mar 2009
          • 1625

          #5
          Re: Player Progression: The Most 'Sim' Setting

          i was doing some testing with a save at the offseason wk 1, ie after resign and first time you can trade. i did some experimentation with the top ten players, especially rookies.

          the number 1 on droy were not necessarily the players that had that honour or exps on their player progression tab

          i traded for the droy, a CB 78 overall at that point with Normal progression. he had 55k exps to spend. (i use tdawg exp sliders)
          so it seems after week 17 even if the team enters playoffs, 4 wk progression doesnt happen until next season.

          Comment

          • scitychamps87
            MVP
            • Apr 2010
            • 1201

            #6
            Re: Player Progression: The Most 'Sim' Setting

            Originally posted by BleedGreen710
            4 weeks is best because with end of season the players have a lot of xp and the cpu spends it foolishly. I could go more in depth but that's the main issue. With weekly, players wont get enough xp to ever buy certain ratings or traits during the season.

            I thought progression was pretty solid in m17 with the xp sliders tdawg and I worked on. You will never get realism with default xp sliders though. My main complaint was that the CPU will always buy the same things no matter what the player really needs. So you end up with a ton of guys who's rating are so similar like halfbacks with 99 carrying, for example (the CPU always keeps buying it until it reaches Max).

            Already talked to tdawg and we plan to collaborate on xp sliders for m18 and hopefully release a solid set quickly after release.

            Sent from my HTC Desire 625 using Tapatalk
            I will definitely be giving this a try for Madden '18. This community always takes sim to the next level.
            PITTSBURGH PROUD
            --6 Time Super Bowl Champions--
            --5 Time World Series Champions--
            --5 Time Stanley Cup Champions--

            Comment

            • scoobyskyline3
              Rookie
              • Jan 2011
              • 377

              #7
              Re: Player Progression: The Most 'Sim' Setting

              I like Tdawgs sliders but they didnt really work out for my league since we have a bunch of users, once we meddle with the way our players progress it becomes OP

              Comment

              • BleedGreen710
                Eagles Fan
                • Oct 2012
                • 4025

                #8
                Re: Player Progression: The Most 'Sim' Setting

                Originally posted by scoobyskyline3
                I like Tdawgs sliders but they didnt really work out for my league since we have a bunch of users, once we meddle with the way our players progress it becomes OP
                yeah, they're based on getting accurate results for people who auto progress their players.

                when you have humans at the controls it throws a wrench into things

                Comment

                • vrtkolman
                  Rookie
                  • Nov 2004
                  • 308

                  #9
                  Re: Player Progression: The Most 'Sim' Setting

                  Some people ended up auto progressing every 4 weeks, as manual progression gives the user a big advantage over the CPU (like most things in CFM). It's not very fun and I personally don't enjoy that, but it's probably the most sim in terms of competitive advantage.

                  Comment

                  • Sucram7777
                    Rookie
                    • Aug 2014
                    • 332

                    #10
                    Re: Player Progression: The Most 'Sim' Setting

                    Originally posted by BleedGreen710
                    4 weeks is best because with end of season the players have a lot of xp and the cpu spends it foolishly. I could go more in depth but that's the main issue. With weekly, players wont get enough xp to ever buy certain ratings or traits during the season.

                    I thought progression was pretty solid in m17 with the xp sliders tdawg and I worked on. You will never get realism with default xp sliders though. My main complaint was that the CPU will always buy the same things no matter what the player really needs. So you end up with a ton of guys who's rating are so similar like halfbacks with 99 carrying, for example (the CPU always keeps buying it until it reaches Max).

                    Already talked to tdawg and we plan to collaborate on xp sliders for m18 and hopefully release a solid set quickly after release.

                    Sent from my HTC Desire 625 using Tapatalk

                    I can't thank you guys enough for taking the time to do this.

                    Comment

                    • Grey_Osprey
                      Pro
                      • Feb 2013
                      • 753

                      #11
                      Re: Player Progression: The Most 'Sim' Setting

                      Like others, I use TDawgs XP settings. I adjust a few of the %'s down to keep OVR's a little lower. I also have cpu progression set at every 4 weeks, but I usually do my own 1/2 way through the season, at the end of reg season, and after the playoffs (if I make it). I auto progress after the preseason.

                      Comment

                      • DeuceDouglas
                        Madden Dev Team
                        • Apr 2010
                        • 4297

                        #12
                        Re: Player Progression: The Most 'Sim' Setting

                        Originally posted by scitychamps87
                        I looked through a lot of Deuce's CFM mock ups and they're phenomenal. I'm wondering what his opinion is on the current state of progression in the game and what kind of 'house rules' so to speak we can impose on our Franchises to up the Sim and immersion factors,
                        especially with progression.

                        Also, is there any particular reason for progressing only every 4 weeks? Are more key attributes targeted since more XP was earned over the time period than weekly? (Aka Catch rating instead of injury or something else) Just curious.
                        I never really got into a CFM this year until recently but the one thing I've always done is to not progress any of my players until before preseason of my next season. I've always auto-progressed as well but after reading Tdawg's thread about how the CPU will always buy DEV trait if they can (which is why you'd want to use 4-week vs. yearly) I started progressing my own players but that's super annoying as well.

                        But I absolutely hate progression in Madden and think it's terrible all around. I like the idea behind what they tried to implement with practice XP and think that could be built into something but by adding the huge award bonuses along with the Dynamic DEV trait tied to awards it's still a system based largely around stat chasing which I can't stand. Seeing my players getting huge chunks of XP for winning something as inconsequential as player of the week awards is the kind of stuff I hate seeing especially considering how nonsensical the decision making behind those awards can be. The entire set up is one big mess that has only seemed to get worse and worse each year and needs to be torn apart as soon as possible IMO. Take the practice system and expand upon it but everything else needs to go because progression as a whole is so gamey and nonsensical I don't feel it belongs anywhere near any kind of sports franchise mode.

                        Comment

                        • Alex the Great
                          Rookie
                          • Jul 2009
                          • 182

                          #13
                          Re: Player Progression: The Most 'Sim' Setting

                          Originally posted by scoobyskyline3
                          I like Tdawgs sliders but they didnt really work out for my league since we have a bunch of users, once we meddle with the way our players progress it becomes OP
                          We have an online league where we sim all the games and a mixture of tdawg and my sliders and did some tinkering over a few years. All you really need to do is drop most of them about 20%. Not 20 percentage points, but 20%, i.e. if it's 200% drop it down by 40 percentage points, 90 by 18, etc.

                          If you want to see what we ended up with, you can find it in our league rules here.

                          Comment

                          • weaklandwarrior
                            Rookie
                            • Jun 2011
                            • 48

                            #14
                            Re: Player Progression: The Most 'Sim' Setting

                            We used tdawgs sliders in our league. We're 14 seasons in. Using those sliders even with users spending xp still got good results. We had a few people with 2-4 loses each seasons and a few with 1 or 2 wins. Around year 8 or 9 we finally got the sliders to where good user teams were good and bad/poorly managed user teams were bad.

                            Comment

                            • icvu42
                              Rookie
                              • Feb 2003
                              • 226

                              #15
                              Re: Player Progression: The Most 'Sim' Setting

                              Question about Auto progress. I am still playing M17. I have it set to auto progress my players and set for every 4 weeks. But at the end of each game after I exit the game screen, it comes to the screen with the XP points. I always back out of this to the main screen. I assume that CPU is then auto progressing my points. But at this screen should I be selecting the button to auto spend my points?

                              Rick

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