Dynamic Player Progression System - No Editor Needed

Collapse

Recommended Videos

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • kawkeye
    Rookie
    • Dec 2019
    • 83

    #1

    Dynamic Player Progression System - No Editor Needed

    2/2/22*Here is a link to a little tool I made in app lab. I know it’s ugly as hell but it’s just something I whipped up in like 10 minutes. Anyways, it’s a number tool that contains multiple number generators that align to the progression system, as well as some quick directions. You should be able to add it to the home screen of your phone. I basically got tired of switching between a random dice roller and random number generator and having to set the parameters every time. This one already has the parameters in the code, so you just hit the blue button, then hit either the red or green button if needed. I’m gonna work on a tool that can be more of an all-in-1 where you can store your roster, link to the tables, etc. if I get really ambitious, I’ll code in the tables and make it a 1 click process (ie. select position, click button, immediately see results for what to add/subtract to each attribute. Here’s the link: https://studio.code.org/projects/app...AczYx-cNS-6B_Q

    2/27/21*PDF Updated with some slight changes, and also some add-on's that can add some additional immersion.* More changes coming soon!

    I have been playing NCAA 14 for years, and one thing that has always bothered me is the predictability of offseason player progression. All players seem to progress by 4-7 points (depending on program) and it makes it way too easy and predictable. For example, I know that if I recruit a 79 overall player, redshirt him, and keep him for 5 years, his final ranking will be between 94 and 99 overall. That is boring. This simple system provides two things: balance and unpredictability. Balance is important so that user rosters don’t get “out of whack” and unpredictability is important because… well… at this point we have all been playing this game for 6-7 years and need some new ways to spice things up.

    Rationale:
    The rationale behind this system is simple:
    -Make progression more unpredictable and dynamic
    -Make progression balanced
    -Slightly handicap the user because if you are like me, I get bored taking Vanderbilt to the National Championship with a 99 overall roster in just 3 or 4 years
    -Save time -other systems may take several hours to implement. Mine takes somewhere between 5 minutes (if you only dynamically progress user players), and a couple hours (if you do this for some/all CPU rosters).
    -More transfers - the game has a player transfer from/to any given program every few years. Real life programs have 2-5 players transfer in a given year.

    I won't take up any more space here, but it is all in the attached PDF file. If you have time and want to try out a new progression system, give it a look and send me some feedback.

    I have been using it for a while, have evolved it, and finally feel like I have it right, so I thought I would share it here.

    Disclaimer: The document is very long, but actually pretty simple once you get the hang of it. That said, it will not be for everyone, but feel free to leave constructive feedback. It has completely breathed new life into the game for me.
    Attached Files
    Last edited by kawkeye; 02-02-2022, 10:18 PM. Reason: Changed somethings
  • Darianj22
    Rookie
    • Dec 2018
    • 23

    #2
    Re: Dynamic Player Progression System - No Editor Needed

    biggest key for me was the no editor needed part, can’t wait till i get home to try this system. i’ll be sure to update when i get the chance.


    Sent from my iPhone using Operation Sports

    Comment

    • Darianj22
      Rookie
      • Dec 2018
      • 23

      #3
      Re: Dynamic Player Progression System - No Editor Needed

      Originally posted by Darianj22
      biggest key for me was the no editor needed part, can’t wait till i get home to try this system. i’ll be sure to update when i get the chance.


      Sent from my iPhone using Operation Sports


      oh nah i just peeped the PDF (you might have to open a tab for OS on your internet browser in case it won’t load for those on the app) and it’s 7 pages of straight details [emoji24] you da goat bruh


      Sent from my iPhone using Operation Sports

      Comment

      • AKEjcl41
        Rookie
        • May 2017
        • 158

        #4
        Re: Dynamic Player Progression System - No Editor Needed

        I like your system overall that the editor is not needed. My only hang up is that a guy may start at 76, then be 82...then be 79, then be 73, then end at 74, altough i'm sure some guys rubber band like that, its uncommon. I use the work rating that i believe Hellisan is using, as in it tells you if the guy is a hard worker, he'll always improve, whether its 1 point or up to 8 year to year, and if its low, he'll regress or stay the same...and end up buried on the depth chart...i do like the dice roll for the transfer, and plan on using that.

        Comment

        • kawkeye
          Rookie
          • Dec 2019
          • 83

          #5
          Re: Dynamic Player Progression System - No Editor Needed

          Originally posted by AKEjcl41
          I like your system overall that the editor is not needed. My only hang up is that a guy may start at 76, then be 82...then be 79, then be 73, then end at 74, altough i'm sure some guys rubber band like that, its uncommon. I use the work rating that i believe Hellisan is using, as in it tells you if the guy is a hard worker, he'll always improve, whether its 1 point or up to 8 year to year, and if its low, he'll regress or stay the same...and end up buried on the depth chart...i do like the dice roll for the transfer, and plan on using that.
          Yeah I get that. My rational behind that was unpredictability. For some reason, it does not appeal to me to know a players “work ethic” his freshman year and know he’s going to be good. There are lots of college players with great work ethic who don’t pan out for a variety of reasons.

          For example, when I have a player progress, then regress, then progress again, etc., I chalk it up to unpredictable circumstances such as offseason injury, etc.

          An example would be Adrian Martinez who is the QB for Nebraska. He had a great freshman year and by all accounts has great work ethic. He was a predicted Heisman candidate going into this year but had a pretty below-average season. It turns out that he had an offseason injury and some other factors that contributed to this.

          I prefer the non-linear nature of my system, but I totally understand what you are saying. Thanks for the feedback!

          Comment

          • kawkeye
            Rookie
            • Dec 2019
            • 83

            #6
            Re: Dynamic Player Progression System - No Editor Needed

            Originally posted by Darianj22
            oh nah i just peeped the PDF (you might have to open a tab for OS on your internet browser in case it won’t load for those on the app) and it’s 7 pages of straight details [emoji24] you da goat bruh
            Lol yeah, I figured I would get that response and I get it. I don’t think the system is very complicated once you go through it once. And to me, it’s a time saver because I’m only actually editing about half of the players. It takes me about 7-8 minutes to do my team. But if you are learning it from scratch it’s definitely going to be front-loaded as you learn the rules.

            I would suggest reading the background information once, then progressing the players. It’s really only a couple pages of details and the rest is the charts you use to know how many points to add/remove. After your first time through, you might have it memorized and only need the position charts. I barely even use those anymore because I have done so many times.

            To spare you some details, the only truly vital pieces of information are the determining numbers, progression factors, and the position charts. A lot of the other information is some examples to hopefully help people see some ways the system can play out.

            Comment

            • frankinho
              Rookie
              • Mar 2009
              • 126

              #7
              Re: Dynamic Player Progression System - No Editor Needed

              Wow nice, was just looking for ways to do this. Cant wait to try this out on my NCAA 13 dynasty. Awesome of you to do the detailed breakdown and sharing it.
              Thank you!

              Comment

              • kawkeye
                Rookie
                • Dec 2019
                • 83

                #8
                Re: Dynamic Player Progression System - No Editor Needed

                Originally posted by frankinho
                Wow nice, was just looking for ways to do this. Cant wait to try this out on my NCAA 13 dynasty. Awesome of you to do the detailed breakdown and sharing it.
                Thank you!
                Thanks man, I hope it works out for you! I know there are a couple ratings that are in ‘13 but not ‘14 (blocking skills, if I recall correctly), so hopefully the math still checks out. Let me know!

                Comment

                • Darianj22
                  Rookie
                  • Dec 2018
                  • 23

                  #9
                  Re: Dynamic Player Progression System - No Editor Needed

                  Originally posted by kawkeye
                  Lol yeah, I figured I would get that response and I get it. I don’t think the system is very complicated once you go through it once. And to me, it’s a time saver because I’m only actually editing about half of the players. It takes me about 7-8 minutes to do my team. But if you are learning it from scratch it’s definitely going to be front-loaded as you learn the rules.



                  I would suggest reading the background information once, then progressing the players. It’s really only a couple pages of details and the rest is the charts you use to know how many points to add/remove. After your first time through, you might have it memorized and only need the position charts. I barely even use those anymore because I have done so many times.



                  To spare you some details, the only truly vital pieces of information are the determining numbers, progression factors, and the position charts. A lot of the other information is some examples to hopefully help people see some ways the system can play out.


                  my post wasn’t intended to slight the OP at all, in fact i’d rather have a more detailed layout and outline with multiple pages rather than being skimped on vital info. i just applied it to my defense first and i’ve had a freshman pass rusher progress from a 75 to 79 ovr to overtake the starting position from (rs) junior, but on the down side my all-MAC free safety regressed from an 88 to an 82 ovr. personally i add storylines to those who progress/regress to add another small layer as to why the player did what they did in the offseason.


                  Sent from my iPhone using Operation Sports

                  Comment

                  • kawkeye
                    Rookie
                    • Dec 2019
                    • 83

                    #10
                    Re: Dynamic Player Progression System - No Editor Needed

                    Originally posted by Darianj22
                    my post wasn’t intended to slight the OP at all, in fact i’d rather have a more detailed layout and outline with multiple pages rather than being skimped on vital info. i just applied it to my defense first and i’ve had a freshman pass rusher progress from a 75 to 79 ovr to overtake the starting position from (rs) junior, but on the down side my all-MAC free safety regressed from an 88 to an 82 ovr. personally i add storylines to those who progress/regress to add another small layer as to why the player did what they did in the offseason.


                    Sent from my iPhone using Operation Sports
                    Exactly my thought process as well. Maybe your All-MAC safety has an offseason injury? Maybe he is having a slump after not working as hard, thinking he didn’t have to because he was so successful last year? I actually enjoy coming up with the storylines.

                    I’ve lost my best player to transfer and also lucked out and gotten a transfer from another school at a position of need nonetheless. Like I’ve said, it’s not for everyone, but can lead to a more SIM experience if you use your imagination and don’t mind some major disappointment every now and then. Such is the life of a sports fan I guess.

                    Comment

                    • Son of Sam99
                      MVP
                      • Jul 2008
                      • 1307

                      #11
                      Re: Dynamic Player Progression System - No Editor Needed

                      I like this a lot, looking forward to trying it out! Quick question though: how do you do a "fatigue reset" mid game? I've actually never heard this term before.
                      @SCooper9


                      Return to HockeyTown... A Detroit Red Wings BeaGM
                      One Goal-- Jack Walker's NBA Journey

                      Comment

                      • kawkeye
                        Rookie
                        • Dec 2019
                        • 83

                        #12
                        Re: Dynamic Player Progression System - No Editor Needed

                        Originally posted by Son of Sam99
                        I like this a lot, looking forward to trying it out! Quick question though: how do you do a "fatigue reset" mid game? I've actually never heard this term before.
                        So the idea behind it is to keep the CPU competitive for four quarters. Their appears to be a “comeback engine” in the game that makes it way too easy to make a 28 point comeback or blow teams out. If you have fatigue OFF in the main menu, and ON in your dynasty, it seems to help a little.

                        The biggest thing you can do to keep the CPU competitive is reset fatigue at halftime. Immediately after halftime, go to settings (house rules), turn fatigue OFF for a play or two, then go back and turn it ON for the rest of the game. In my experience, you still have an advantage over the CPU in the fourth quarter, but not nearly as much as if you leave fatigue on the whole game and never reset it.

                        Comment

                        • Son of Sam99
                          MVP
                          • Jul 2008
                          • 1307

                          #13
                          Re: Dynamic Player Progression System - No Editor Needed

                          Originally posted by kawkeye
                          Immediately after halftime, go to settings (house rules), turn fatigue OFF for a play or two, then go back and turn it ON for the rest of the game.
                          Love it! Now I just have to remember to implement next time I play!!
                          @SCooper9


                          Return to HockeyTown... A Detroit Red Wings BeaGM
                          One Goal-- Jack Walker's NBA Journey

                          Comment

                          • xToXiCxSAVAGEx
                            Pro
                            • Jul 2011
                            • 641

                            #14
                            Re: Dynamic Player Progression System - No Editor Needed

                            Originally posted by kawkeye
                            So the idea behind it is to keep the CPU competitive for four quarters. Their appears to be a “comeback engine” in the game that makes it way too easy to make a 28 point comeback or blow teams out. If you have fatigue OFF in the main menu, and ON in your dynasty, it seems to help a little.

                            The biggest thing you can do to keep the CPU competitive is reset fatigue at halftime. Immediately after halftime, go to settings (house rules), turn fatigue OFF for a play or two, then go back and turn it ON for the rest of the game. In my experience, you still have an advantage over the CPU in the fourth quarter, but not nearly as much as if you leave fatigue on the whole game and never reset it.

                            I stopped doing the reset and seemed to get better game. However, I also turned HFA off as it seems to have a huge hidden effect on how the CPU plays.

                            Comment

                            • kawkeye
                              Rookie
                              • Dec 2019
                              • 83

                              #15
                              Re: Dynamic Player Progression System - No Editor Needed

                              Not sure if anyone is using this, but I played 12 additional seasons using this method since I last posted and have been pleased with the results. My team reached an all time low of 79 overall due to some bad luck and transfers. My team also reached an all time high of 95 overall 6 years later, and then dropped back down to 89 in just two years.

                              I LOVE the unpredictability. For one 3 year stretch, my top 2 QB’s regressed majorly. During another stretch, a 71 overall freshman ended up being a 96 overall stud. My defense had a series of bad roles one year and my team suffered. In another year, my offense seemed to get al good roles and made a big jump. It has just been very life like and immersive.

                              Comment

                              Working...