Amount of plays simmed CFM games?!
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Amount of plays simmed CFM games?!
So I have an offline 32 team CFM and the simmed games in the mode are consistently giving both teams a combined total of 90-105 plays per game. I'm pretty sure that number should be more like 120-135 give or take. I have no problems getting the right amount of snaps in games I play, but this is going to definitely hurt realistic league stats over the course of the franchise.... any help?Tags: None -
Re: Amount of plays simmed CFM games?!
I've been working on Frosty edits to improve SimStats so have had a chance to get under the hood.
OP is right - the SimStat engine generates less plays per game then there should be - I make it around 58 plays per team, which is 4 to 5 too few.
It is fixable in Frosty by changing the values for PlayTime - I have changed the spotball max/min times to get around 62.5 plays a game per team each.
Not an option for non PC users though.
Once I get my final set of edits I will be trying to contact Clint and give him my recommended settings.What would Blackie Lawless do?Comment
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Re: Amount of plays simmed CFM games?!
Through some minimal testing I'm noticing 110 to be the average per simmed game. Anywhere from 105-115 usually. 50-60 plays per team.
In a default 6 minute quarters/20 sec runoff game there was a total of 72 plays. In a 24 minute game, 72 plays is 3 plays per minute. To add to this, in just over 10 minutes of T.O.P. I had 31 plays in my test game. So 3 plays per minute seems accurate. Knowing this...
6 minute Qtrs/24 minutes - 72 total plays/36 per team
8 minute Qtrs/32 minutes - 96 total plays/48 per team
9 minute Qtrs/36 minutes - 108 total plays/54 per team
10 minute Qtrs/40 minutes - 120 total plays/60 per team
So if the average simmed game has around 105-115 total plays, 9 minute quarters would appear to be the closest. Remember this is with a 20 second runoff.Last edited by Rye; 09-24-2019, 10:58 AM.Comment
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Re: Amount of plays simmed CFM games?!
Are all of these assuming there’s a 20 second acc play clock?Through some minimal testing I'm noticing 110 to be the average per simmed game. Anywhere from 105-115 usually. 50-60 plays per team.
In a default 6 minute quarters/20 sec runoff game there was a total of 72 plays. In a 24 minute game, 72 plays is 3 plays per minute. To add to this, in just over 10 minutes of T.O.P. I had 31 plays in my test game. So 3 plays per minute seems accurate. Knowing this...
6 minute Qtrs/24 minutes - 72 total plays/36 per team
8 minute Qtrs/32 minutes - 96 total plays/48 per team
9 minute Qtrs/36 minutes - 108 total plays/54 per team
10 minute Qtrs/40 minutes - 120 total plays/60 per team
So if the average simmed game has around 105-115 total plays, 9 minute quarters would appear to be the closest. Remember this is with a 20 second runoff.Currently Playing
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Re: Amount of plays simmed CFM games?!
Yes, all with a 20 second runoff
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Re: Amount of plays simmed CFM games?!
Were you running supersim from within a game?Through some minimal testing I'm noticing 110 to be the average per simmed game. Anywhere from 105-115 usually. 50-60 plays per team.
In a default 6 minute quarters/20 sec runoff game there was a total of 72 plays. In a 24 minute game, 72 plays is 3 plays per minute. To add to this, in just over 10 minutes of T.O.P. I had 31 plays in my test game. So 3 plays per minute seems accurate. Knowing this...
6 minute Qtrs/24 minutes - 72 total plays/36 per team
8 minute Qtrs/32 minutes - 96 total plays/48 per team
9 minute Qtrs/36 minutes - 108 total plays/54 per team
10 minute Qtrs/40 minutes - 120 total plays/60 per team
So if the average simmed game has around 105-115 total plays, 9 minute quarters would appear to be the closest. Remember this is with a 20 second runoff.
Changing the quarter length from Settings makes no difference to the season wide number of plays which are generated when running an entire season.
I just ran another test (using SABO's latest mod v1.1) - the number of plays (pass attempts, rush attempts & sacks) added up to 30,125 plays.
That works out at 941 a team or 58.8 a game. This is 4 plays a game too low.
AFAIK the only way to fix this is via Frosty. Or the devs of course.What would Blackie Lawless do?Comment
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Re: Amount of plays simmed CFM games?!
So this few plays per team are happening in CPUvsCPU games in all CFM’s? (so not SuperSim, regularly simulated games)
That’s a big bummer. Between this and sim stats being as unrealistic as they are, the immersion just isn’t there this year it seems.
I can’t believe in the year 2019 we don’t have realistic stats or plays per game.Comment
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Re: Amount of plays simmed CFM games?!
No, I know the play count doesn't change depending on quarter length. I was just showing my findings on best quarter length to be in line with the CPU. I been testing further and see anywhere from 110-125 plays per game in simulated matchups. So basing off of my testing, when using a 20 second runoff, 10 minute quarters is best to get the same amount of plays as the CPU in franchise mode so stats aren't off by the end of the year. I tested a few games including Oakland at Indy and Carolina at Houston. Both week 4 matchups. In the Indy game, I had 59 plays at halftime, so if it continued the same it'd be about 118. Well in the simulation of that matchup there was a total of 125 plays. In the Carolina game I had 55 plays at halftime, so same thing.. if continued I'd end with 110 total plays. In the simulation there was 111 plays.Were you running supersim from within a game?
Changing the quarter length from Settings makes no difference to the season wide number of plays which are generated when running an entire season.
I just ran another test (using SABO's latest mod v1.1) - the number of plays (pass attempts, rush attempts & sacks) added up to 30,125 plays.
That works out at 941 a team or 58.8 a game. This is 4 plays a game too low.
AFAIK the only way to fix this is via Frosty. Or the devs of course.
So in my findings 10 minute quarters with a 20 second runoff gets you the closest total plays compared to the CPU in cfm.
Sent from my LG-D850 using Operation Sports mobile appComment
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Re: Amount of plays simmed CFM games?!
Good findings!No, I know the play count doesn't change depending on quarter length. I was just showing my findings on best quarter length to be in line with the CPU. I been testing further and see anywhere from 110-125 plays per game in simulated matchups. So basing off of my testing, when using a 20 second runoff, 10 minute quarters is best to get the same amount of plays as the CPU in franchise mode so stats aren't off by the end of the year. I tested a few games including Oakland at Indy and Carolina at Houston. Both week 4 matchups. In the Indy game, I had 59 plays at halftime, so if it continued the same it'd be about 118. Well in the simulation of that matchup there was a total of 125 plays. In the Carolina game I had 55 plays at halftime, so same thing.. if continued I'd end with 110 total plays. In the simulation there was 111 plays.
So in my findings 10 minute quarters with a 20 second runoff gets you the closest total plays compared to the CPU in cfm.
Sent from my LG-D850 using Operation Sports mobile appCurrently Playing
My Teams
Chicago Bulls
St. Louis Blues
St. Louis Cardinals
Green Bay Packers
Bradley University Basketball
University of Michigan FootballComment
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Re: Amount of plays simmed CFM games?!
OK nice one, thanks for the research, useful to know.No, I know the play count doesn't change depending on quarter length. I was just showing my findings on best quarter length to be in line with the CPU. I been testing further and see anywhere from 110-125 plays per game in simulated matchups. So basing off of my testing, when using a 20 second runoff, 10 minute quarters is best to get the same amount of plays as the CPU in franchise mode so stats aren't off by the end of the year. I tested a few games including Oakland at Indy and Carolina at Houston. Both week 4 matchups. In the Indy game, I had 59 plays at halftime, so if it continued the same it'd be about 118. Well in the simulation of that matchup there was a total of 125 plays. In the Carolina game I had 55 plays at halftime, so same thing.. if continued I'd end with 110 total plays. In the simulation there was 111 plays.
So in my findings 10 minute quarters with a 20 second runoff gets you the closest total plays compared to the CPU in cfm.
Sent from my LG-D850 using Operation Sports mobile appWhat would Blackie Lawless do?Comment
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Re: Amount of plays simmed CFM games?!
The really frustrating thing is that if you get a chance to see the Simulated Stat attributes within Frosty then you realise that someone at EA at some point in the past has created a very nice sophisticated sim engine. It's incredibly deep.So this few plays per team are happening in CPUvsCPU games in all CFM’s? (so not SuperSim, regularly simulated games)
That’s a big bummer. Between this and sim stats being as unrealistic as they are, the immersion just isn’t there this year it seems.
I can’t believe in the year 2019 we don’t have realistic stats or plays per game.
What then sucks is that not enough effort was put into actually creating the right values to put into that engine.
The number of plays per game is a case in point. It takes us less than 5 minutes to get that information (https://www.pro-football-reference.com/ is my go to site for stats). Yet it seems no one at EA could be bothered to check if the number of plays generated by their sim engine matches the actual real life NFL figure. Someone probably took a look at it and went - yeah that looks vaguely correct and then walked away.
It also takes 5 minutes to change those values to match real life. Just a simple change to the spotball max/min times.What would Blackie Lawless do?Comment
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Re: Amount of plays simmed CFM games?!
Well it took them 3 years just to get the wind arrow to point the right direction on FG’s and XP’s.... so I’m not surprised. lol
The really frustrating thing is that if you get a chance to see the Simulated Stat attributes within Frosty then you realise that someone at EA at some point in the past has created a very nice sophisticated sim engine. It's incredibly deep.
What then sucks is that not enough effort was put into actually creating the right values to put into that engine.
The number of plays per game is a case in point. It takes us less than 5 minutes to get that information (https://www.pro-football-reference.com/ is my go to site for stats). Yet it seems no one at EA could be bothered to check if the number of plays generated by their sim engine matches the actual real life NFL figure. Someone probably took a look at it and went - yeah that looks vaguely correct and then walked away.
It also takes 5 minutes to change those values to match real life. Just a simple change to the spotball max/min times.
I dunno man, Madden just isn’t worth it anymore. I miss football video games.Comment
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Re: Amount of plays simmed CFM games?!
i assume total plays is = total pass attempts+sacks+rush attempts+kickoffs+xpas+punts+fgs ? seems that 9 min no run off is giving me 136 or so average, calcs tell me 8 mins will give me 122 or so average gonna give that a goComment

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