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Turning Salary Cap Off For Franchise Helps

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Old 09-05-2011, 03:12 PM   #33
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Re: Turning Salary Cap Off For Franchise Helps

i just simmed season 1 and the following offseason and at the start of season 2 there´s still around 10 UDFAs with sub 50 ratings on every roster...

The problem quite simply is that the CPU goes by the "projected" ratings for the game created UDFAs which are absurdly high in a lot of cases, it has very little to do with the salary cap.

Last edited by Whomario; 09-05-2011 at 03:34 PM.
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Old 09-05-2011, 03:26 PM   #34
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Re: Turning Salary Cap Off For Franchise Helps

Quote:
Originally Posted by Whomario
i just simmed season 1 and the following offseason and at the start of season 2 there´s still around 10 UDFAs with sub 50 ratings on every roster...
Wow, really? 10 players with sub 50 ratings on each team is pretty ridiculous.
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Old 09-05-2011, 03:46 PM   #35
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Re: Turning Salary Cap Off For Franchise Helps

Quote:
Originally Posted by Whomario
i just simmed season 1 and the following offseason and at the start of season 2 there´s still around 10 UDFAs with sub 50 ratings on every roster...

The problem quite simply is that the CPU goes by the "projected" ratings for the game created UDFAs which are absurdly high in a lot of cases, it has very little to do with the salary cap.

Outrageous. Really this is very disappointing this went to retail like this.

32 team control. It has come to that for me. I love Madden football and I want to have this game to be competitive for multiple franchise years.

Thank god for the guide to help me manage this task for 31 stinking teams.

Sigh.
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Old 09-05-2011, 07:20 PM   #36
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Re: Turning Salary Cap Off For Franchise Helps

Quote:
Originally Posted by Whomario
i just simmed season 1 and the following offseason and at the start of season 2 there´s still around 10 UDFAs with sub 50 ratings on every roster...

The problem quite simply is that the CPU goes by the "projected" ratings for the game created UDFAs which are absurdly high in a lot of cases, it has very little to do with the salary cap.
Question,

Was this after you simulated the pre-season and cut down days or is this the start of pre-season.

I ask because every pre-season we will have 75 man rosters and they will fill those rosters with UDFA for us to unlock their ratings each week of the pre-season.

If this is after you simulated the pre-season and cut down days then the no salary cap idea does not solve it the way I hoped.
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Old 09-05-2011, 08:00 PM   #37
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Re: Turning Salary Cap Off For Franchise Helps

Of those 10 udfa's what were their potential ratings?
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Old 09-05-2011, 09:30 PM   #38
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Re: Turning Salary Cap Off For Franchise Helps

I'll try it in my fantasy draft franchise - or maybe start another one and sim a season out like others have.
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Old 09-05-2011, 09:34 PM   #39
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Re: Turning Salary Cap Off For Franchise Helps

Quote:
Originally Posted by Whomario
The problem quite simply is that the CPU goes by the "projected" ratings for the game created UDFAs which are absurdly high in a lot of cases, it has very little to do with the salary cap.


A shame, a real shame. A promising feature screwed up by a combo of the ratings projections and AI not HEAVILY favoring existing players/drafted players over the "walk-on" players.
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Old 09-05-2011, 11:30 PM   #40
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Re: Turning Salary Cap Off For Franchise Helps

I'm gonna sim and give it a go. I'll let you know what I find.
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