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Trying to make dynasty mode better. Need opinions.

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Old 09-28-2017, 07:44 PM   #1
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Trying to make dynasty mode better. Need opinions.

I just started playing this again and am in year 6 and I get frustrated because mid to low tier teams improve too much. It's just way too easy to build a dumpster team into a top 10 rated team without just blatantly making rules to not sign recruits. Even CPU controlled teams become too good after several years. It's really noticeable with power 5 teams where almost all teams have A ratings or higher by year 5.

I seen in the roster section someone edited the dynasty recruiting class with the editor. Can you do that for each year? If yes, what would be the best way to lower stats without having to edit thousands of recruits individually to keep the top rated players in tact while lowering the others. I think the top rated players are fine, but the mid to lower ones are the ones that need to be adjusted.

The solution I thought of is to use spreadsheet formulas to lower each stat based on how high that rating is and just copy n paste the results to each ability.
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Old 09-29-2017, 11:28 AM   #2
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Re: Trying to make dynasty mode better. Need opinions.

I use recruiting house rules. I can't remember who came up with these, and I don't wanna take credit, so if you see them know I'm giving you credit...anyway...put 35 prospects on the board. can't add any after that. don't scout until committed. I only add prospects that I'm in their top 10. so it makes you go after not only guys that are good, but guys you can get. do you spend more points on a 69 ovr RB that you have 3 underclassmen at that position, or a 74 ovr qb with 2 seniors on your depth chart...the qb is more needed probably. and you won't sign them all, and some are busts that you don't know about. it prevents you from going into a season w/ 3-4 guys that are 90+ at each position on your roster.


The way I do it, I go through the roster and if my qb's have 1 senior, I add about 3 prospects to the board, 2 hb's, i'll add about 4-5 hb's, etc etc...offer scholarships only to the number of seniors you have leaving (1 senior qb, offer 1 of the 3 qbs, can put as many points as you want to each but only 1 official offer and don't over sign, 13 seniors = a class of 13 recruits, delete all others added later that you didn't recruit) you won't always get the best guy, and you won't only sign gems and cut the busts...also try j-kits sliders, that's what I use...its hard to build...I just finished year 4 of a dynasty taking over Virginia, went 8-5, 7-6, 8-5, and 11-3 with a team that's 85 overall. not a stacked team, hard sliders....keeps it very interesting...there's obviously much more detail and I can get into it if interested...but at least I hope that gets the ball rolling.
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Old 09-29-2017, 12:38 PM   #3
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Re: Trying to make dynasty mode better. Need opinions.

House rules are king in this game. What I do is go this site and draw a 300-mile radius circle around the city my school is in. For instance, pretend I'm the coach at Colorado. I draw a 300-mile circle around Boulder, and any state that is touched by that circle is a state I can recruit. That means my recruiting states are: Colorado, New Mexico, Utah, Wyoming, South Dakota, Nebraska, Kansas, Oklahoma and it clips part of Texas, but I ignore Texas/California/Florida, it just makes the recruiting too easy. So of the eight states that I'll recruit from, really only Colorado and Oklahoma have a decent number of recruits (more than 30, I think) and the rest are pretty barren. So that makes recruiting harder right away. I take the viewpoint of limiting where I can recruit over putting restrictions on prestige, though that is also a valid viewpoint as well.

I also employ a manual random improvement method inspired by Hellisan on these boards. This assigns a work ethic for each player and that gets used to choose a random number within a range of numbers to improve the player by.

So, to walk through I use this, I include the average off-season improvement that happens in the game, which is about 4.5 points per player. So, a player with 65 work ethic is going to get a random improvement interval of -8 to 1 points.

So he ends the season as 70 overall. He gets to 75 with the normal offseason improvement. He rolls a -7 in my manual improvement which drops him to a 68 overall, worse than his overall last year. This allows more fluidity on my depth chart. The improvement are also randomly rolled in different categories like mental, physical, technique, etc.

I also lower my players injury ratings based as follows:

Offense:
QB (-10)
HB/FB (-15)
OLINE (-70)
Remainder of the offense: (-20)

Defense:
DL (-30)
LB (-40)
DB (-50)

I also take -15 stamina off all my players, lower my kickers accuracy and power. All of this is an attempt to rectify problems with the game: Kickers never miss when you use them, injuries don't occur for the user and players getting better at the exact same rate.

These recruiting and manual improvement allow me to add more randomness and restrictions on getting good too fast. I remove plays that I find myself relying on and I just recently switched to a 3-3-5 defense for the first time ever and I'm loving that challenge as well. Couple all that with a great statistical tracking sheet and scheduling very hard and the dynasty gets resurrected into something far greater.
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Old 09-29-2017, 01:12 PM   #4
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Re: Trying to make dynasty mode better. Need opinions.

I'm looking for opinions on the best way to edit dynasty recruits with the editor. I know I can limit myself by creating rules and adjust ratings ect. That doesn't solve the problem of taking a dumpster school to a power 5 conference and facing all A rated teams every game.

Last edited by thehardknoxlife; 09-29-2017 at 01:15 PM.
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Old 09-29-2017, 02:52 PM   #5
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Re: Trying to make dynasty mode better. Need opinions.

It's a function of progression being broken. Hard to fix this when everyone progresses +5 every year like clockwork
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Old 09-29-2017, 03:24 PM   #6
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Re: Trying to make dynasty mode better. Need opinions.

Quote:
Originally Posted by bucknut7
It's a function of progression being broken. Hard to fix this when everyone progresses +5 every year like clockwork
I agree. I'm working on a spreadsheet that will lower all the 3* and under players coming in. That should make it so the teams that recruit the top players will remain good while the teams that live on 3*'s will be good but never be able to get the A rankings through progression unless they scout well (or however the cpu determines to recruit players).
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Old 09-29-2017, 10:43 PM   #7
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Re: Trying to make dynasty mode better. Need opinions.

Sample

Here's what I have so far.

It checks the recruits star rating then will roll a chance to randomly lower the stat(within a set range) based on how high the rating is. Numbers will have to be tweaked to try to flatten out the mid to low rated players of course. In theory it should keep all the high rated 3* players in tact mostly but lower the others. Right now it's set to leave all the 4 and 5 star players alone. Will need testing for sure.
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Old 09-30-2017, 01:53 AM   #8
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Re: Trying to make dynasty mode better. Need opinions.

by the time all the base players (2013, or community made) are wiped out, you’ll begin to see a lot less teams rated 90 or higher. i’m looking at my file right now (season 11) and there’s surprisingly a good # of P5 schools in the 80 range.

still can’t deny the fact that progression is flawed though.


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