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Tdawg's "Adjusted Scale" Re-rated Roster

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Old 08-07-2018, 12:32 AM   #361
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Re: Tdawg's "Adjusted Scale" Re-rated Roster

Hi Tdawg! What is the status of the new workbook? Still working on it? Another question... I am using your workbook but I came up with my own ratings scale. However, when I go into my second season and run the progression fix it automatically goes back to your old ratings system. 31,63,95 and 0 agility etc. Any way to change that? Thanks!
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Old 08-07-2018, 05:33 PM   #362
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Re: Tdawg's "Adjusted Scale" Re-rated Roster

Quote:
Originally Posted by hornfan
Hi Tdawg! What is the status of the new workbook? Still working on it? Another question... I am using your workbook but I came up with my own ratings scale. However, when I go into my second season and run the progression fix it automatically goes back to your old ratings system. 31,63,95 and 0 agility etc. Any way to change that? Thanks!
I feel confident in saying that tdawg is prolly immersed in Madden 19 right now because he is the XP Slider man.
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Old 08-01-2019, 02:28 PM   #363
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Re: Tdawg's "Adjusted Scale" Re-rated Roster

Bumping to see if Tdawg has done any more work on this. About to fire up another dynasty but want to use these.
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Old 10-16-2019, 05:34 PM   #364
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Re: Tdawg's "Adjusted Scale" Re-rated Roster

I wrote a python script to do the roster re-rating every year. I'm curious about how you handle progression in your macros. There are two issues I'm concerned about:

1) Once a player gets set to 31, 63, etc for an attribute, that attribute will stay at that level for their whole career, unless you do something to manually progress to the next bin, right? Do you do something about that?

2) For high ratings, you will be putting the player into the next bin if the value is between 79 and 90. i.e., an incoming freshman with a value between 79-90 will have that attribute set to 95. Every year after that, it will be set to 127, since 95 > 90. Is this intended or do you do something about that?

3) How does the sim engine interact with the edits? By that I really mean, if I make the roster edits for the first time in the middle of a season, will the sim engine really even know about it because of the team strength ratings present in a different part of the database? What I'd like to do is tailor my sliders so that I'm not drastically different in any statistical areas. There are always sacrifices that must be made since the sim engine is, uh, terrible, but I need to know whether the sim engine will need an offseason with the re-rated rosters for them to really go into effect.

I'm still not sure how I feel about the stamina rating being low. I'm not necessarily looking for "realistic" injuries since the 70 man roster limit is not realistic either. Otherwise, as a CPU vs CPU realism guy, I'll need to mess around with my own sliders to really use these. Still, I like what I've seen so far, especially the addition of fumbles and QB off-target throws.
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Old 10-16-2019, 06:27 PM   #365
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Re: Tdawg's "Adjusted Scale" Re-rated Roster

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Originally Posted by doctorhay53
1) Once a player gets set to 31, 63, etc for an attribute, that attribute will stay at that level for their whole career, unless you do something to manually progress to the next bin, right? Do you do something about that?
I use his MS Excel workbook to global edit before each new season. One of the Dynasty Roster tabs will boost those attributes for seniors. That is the one I use. I like it because sometimes smaller schools will have a standout 9-3 season with a lot of seniors at key positions before regressing to their typical 5-7 mediocrity the following season.
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Old 10-16-2019, 07:12 PM   #366
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Re: Tdawg's "Adjusted Scale" Re-rated Roster

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Originally Posted by return.specialist
I use his MS Excel workbook to global edit before each new season. One of the Dynasty Roster tabs will boost those attributes for seniors. That is the one I use. I like it because sometimes smaller schools will have a standout 9-3 season with a lot of seniors at key positions before regressing to their typical 5-7 mediocrity the following season.
Thanks. For the excel workbook, is it *only* for seniors?

I was thinking about adding some player progression randomness, since now I'm already tinkering in the rosters anyway. Like, 5-10% of players get a 1-bin boost to all of their binned attributes or something. Another 5-10% get a 1 bin regression.
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Old 10-21-2019, 07:15 PM   #367
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Re: Tdawg's "Adjusted Scale" Re-rated Roster

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Originally Posted by doctorhay53
Thanks. For the excel workbook, is it *only* for seniors?

I was thinking about adding some player progression randomness, since now I'm already tinkering in the rosters anyway. Like, 5-10% of players get a 1-bin boost to all of their binned attributes or something. Another 5-10% get a 1 bin regression.
the boost is only for senior as far as i can tell.

I like that idea of some players regressing and some increasing. You could link the randomization to the Discipline variable (i think the header is PDIS but it's not visible from the console). The Discipline variable is a scale of 0-6 with higher values indicating greater discipline.

Notes from user Kalhil (sp?) about Discipline:

- affects the mental side of the player (per Raw Data)
-Def players bite, misread plays, take horrible pursuit angles etc...
-Off players miss blocks, run wrong routes, drop passes, fumble etc...
-the Raw Data says "6" is the least to make mistake
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Last edited by return.specialist; 10-21-2019 at 07:19 PM.
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Old 10-22-2019, 07:09 AM   #368
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Re: Tdawg's "Adjusted Scale" Re-rated Roster

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Originally Posted by return.specialist
the boost is only for senior as far as i can tell.

I like that idea of some players regressing and some increasing. You could link the randomization to the Discipline variable (i think the header is PDIS but it's not visible from the console). The Discipline variable is a scale of 0-6 with higher values indicating greater discipline.

Notes from user Kalhil (sp?) about Discipline:

- affects the mental side of the player (per Raw Data)
-Def players bite, misread plays, take horrible pursuit angles etc...
-Off players miss blocks, run wrong routes, drop passes, fumble etc...
-the Raw Data says "6" is the least to make mistake
Good thoughts, thanks. After playing with the re-rated rosters for a couple of days, I'm not sure I'm going to stick with it. However, I think I am actually going to implement some sort of progession system.

My first thought was to use awareness as a sort of "potential" attribute. Basically, after the normal offseason progression, I would generate a normal distribution based on some stat (awareness, discipline perhaps, whatever). The goal would be to add OVR to each player, ranging from -X to -X (my first thought was -2 to 2) by adding to their ratings.
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