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Unrealistic rushing stats for other simmed teams

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Old 09-07-2012, 10:03 AM   #9
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Re: Unrealistic rushing stats for other simmed teams

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Originally Posted by jazztrumpet5
Man...

Well, just a point of clarification: I'm talking about the other 15 (simmed) games during the week. My in-game stats are pretty excellent. I figured we got this fixed a couple years ago.

So, there's no fix?
There has been only 1 year they tried to fix sim stats. Not looking good. EA has not even mentioned it or any of the other problems of cc. I wonder if anyone test sim stats before release. I noticed problems within 10 minutes of having the game. I notice major problems EVERY year. Why EVERY year EA?
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Old 09-07-2012, 10:52 AM   #10
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Re: Unrealistic rushing stats for other simmed teams

Weird, highest ypg average thorugh week 9 on my offline ccm is 107 with Chris Johnson with a 5.3 average per carry.

Nothing crazy so far.
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Old 09-07-2012, 12:23 PM   #11
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Re: Unrealistic rushing stats for other simmed teams

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Originally Posted by spyoutofthecold
Weird, highest ypg average thorugh week 9 on my offline ccm is 107 with Chris Johnson with a 5.3 average per carry.

Nothing crazy so far.
It's not YPC that is messed up. It's the total number of yards thats too high. (RB's getting 250 or more yards totals in 1 game.... or QB's getting insane passing yards in 1 game.)

The reason this is happening is because of the high total number of plays happening in the sim engine. If you take a second look you will see the reason RB's are getting 250 tyards is because there are over 200 total plays happening when each game is simmed.

In real life its more like 120.

Thats why stat totals are so high.

Theoretically this should be an easy fix... instead of having 200+ plays in the sim engine, fix it be 120.
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Old 09-07-2012, 12:43 PM   #12
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Re: Unrealistic rushing stats for other simmed teams

Where are you guys even finding league leader stats? Offline CCm.

All i could find were roster stats, there was no option (at least that i've found) to view NFL as a whole for league leaders.

Thanks.
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Old 09-07-2012, 12:59 PM   #13
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Re: Unrealistic rushing stats for other simmed teams

I found all of the end of season simmed stats to be perfect in my test except for CPU Passing offensive maybe 5-10% too low
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Old 09-07-2012, 01:17 PM   #14
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Re: Unrealistic rushing stats for other simmed teams

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Originally Posted by BrianU
I found all of the end of season simmed stats to be perfect in my test except for CPU Passing offensive maybe 5-10% too low
Sim a couple seasons. In my 4th test season 23 QBs had 30 TD passes. Tebow had 34. His overall was only 74 and accuracy ratings all in the mid and low 70s. 200+ plays in sim games. I think if we get a fix it wont be till the second patch. So maybe we all will be satisfied October/November.

Last edited by haloofduty; 09-07-2012 at 01:20 PM.
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Old 09-07-2012, 01:45 PM   #15
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Re: Unrealistic rushing stats for other simmed teams

Edit The inflation in plays is because Accel clock in CCM does not work when siming or non user play. Plus your sliders have alot to do with sim stats. Sliders Definately effect super-sim stats. I have been testing all week and collecting data just been busy got a new job that has me working 10+ hours a weekday. So my madden lab time has been spliced.
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Last edited by King Gro23; 09-07-2012 at 02:41 PM.
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Old 09-07-2012, 05:45 PM   #16
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Re: Unrealistic rushing stats for other simmed teams

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Originally Posted by King Gro23
Edit The inflation in plays is because Accel clock in CCM does not work when siming or non user play. Plus your sliders have alot to do with sim stats. Sliders Definately effect super-sim stats. I have been testing all week and collecting data just been busy got a new job that has me working 10+ hours a weekday. So my madden lab time has been spliced.
I'm going to start my 1 player online CCM tomorrow when the the final rosters drop. I play 15 min qtrs with 12 sec accl clock. I will play all of my games. My sliders are pretty close to default All-Pro ( My run defense is set 5 points lower across the board to help the cpu run game). Will the stats in the cpu vs cpu games be realistic or should I expect to see these ludicrous stats due to too many plays being run i.e. 200 total vs 120 (real life) or so?
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