Unrealistic Sim Stats (2nd String HBs)

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  • bartone33
    Rookie
    • Nov 2010
    • 122

    #1

    Unrealistic Sim Stats (2nd String HBs)

    Has anyone looked at the sim stats for some of the second string halfbacks? I've done a few sims (with injuries and trades off) and every time there are a handful of second string halfbacks, usually guys like Knile Davis, DeAngelo Williams, Matt Asiata, etc. are getting 10+ touchdowns. Also, the starting halfbacks on these teams are getting 10+ touchdowns as well. I've been simming in offline franchises.


    Has anyone else noticed this?


    From my last sim:
    LeSean McCoy (BUF) 338 CAR 1735 YDS 14 TDS
    Bryce Brown (BUF) 150 CAR 442 YDS 10 TDS
    C.J Anderson (DEN) 308 CAR 1359 YDS 13 TDS
    Montee Ball (DEN) 151 CAR 485 YDS 11 TDS
    Jamaal Charles (KC) 307 CAR 1776 YDS 11 TDS
    Knile Davis (KC) 164 CAR 644 YDS 13 TDS
    DeMarco Murray (PHI) 291 CAR 1595 YDS 12 TDS
    Darren Sporles (PHI) 151 CAR 698 YDS 13 TDS
    Justin Forsett (BAL) 280 CAR 1492 YDS 13 TDS
    Lorenzo Taliaferro (BAL) 173 CAR 615 YDS 17 TDS
    Le'veon Bell (PIT) 293 CAR 1389 YDS 18 TDS
    DeAngelo Williams (PIT) 105 CAR 388 YDS 10 TDS
    Adrian Peterson (MIN) 317 CAR 1620 YDS 18 TDS
    Matt Asiata (MIN) 145 CAR 463 YDS 11 TDS


    These are all the teams that had two running backs with 10+ touchdowns. Most of the other teams had at least 8 touchdowns from two running backs.
  • dpower15
    MVP
    • Jul 2012
    • 1029

    #2
    Re: Unrealistic Sim Stats (2nd String HBs)

    Wow I hope that's not the case, those stats are ridiculous


    Sent from my iPad using Tapatalk

    Comment

    • gabs485
      Rookie
      • Sep 2005
      • 446

      #3
      Re: Unrealistic Sim Stats (2nd String HBs)

      I noticed this too. It has to do with goal line situations and fatigue.

      That's my gut feeling, it's annoying as hell.

      A few years ago the issue was AI never running at the goal line so QBs would get ridiculous amount of TDs. Now this


      Sent from my iPhone using Tapatalk
      follow me on twitter at http://twitter.com/MrBetances

      Comment

      • Robo COP
        Pro
        • Feb 2012
        • 911

        #4
        Re: Unrealistic Sim Stats (2nd String HBs)

        yea I pointed this out before in another thread. I had Lynch and Michael both have 16 TDs a piece one season.

        I would assume it has something to do with fatigue and long drives during simming

        Comment

        • dpower15
          MVP
          • Jul 2012
          • 1029

          #5
          Re: Unrealistic Sim Stats (2nd String HBs)

          Originally posted by gabs485
          I noticed this too. It has to do with goal line situations and fatigue.

          That's my gut feeling, it's annoying as hell.

          A few years ago the issue was AI never running at the goal line so QBs would get ridiculous amount of TDs. Now this


          Sent from my iPhone using Tapatalk

          Even so, if it is fatigue related if that was changed you'd just have the tds reallocated.. So instead of 15 and 15 it would be 25 and 5 or something that would blow up starter stats.


          Sent from my iPad using Tapatalk

          Comment

          • metal134
            MVP
            • Feb 2004
            • 1420

            #6
            Re: Unrealistic Sim Stats (2nd String HBs)

            What ever happened to the ability to set the carry split between HB1 and HB2 in the coaching schemes? I hadn't bought Madden in a long time before this year and I remember it being an option in years past and now it's gone.
            A screaming comes across the sky...

            Comment

            • HozAndMoose
              MVP
              • Mar 2013
              • 3614

              #7
              Re: Unrealistic Sim Stats (2nd String HBs)

              Biggest issue for me right now. Bigger than the LT regression or the high speed for WR. Im running some test sims to get AVGs. But i can already tell you that there are no reasons why it should be happening. Usually if you get one thing happening it has an effect on another. So more rushing TD should = less passing TD or less FG. But it is not the case here so far.

              Comment

              • McG
                Rookie
                • Jan 2012
                • 196

                #8
                Re: Unrealistic Sim Stats (2nd String HBs)

                Originally posted by bartone33
                Has anyone looked at the sim stats for some of the second string halfbacks? I've done a few sims (with injuries and trades off) and every time there are a handful of second string halfbacks, usually guys like Knile Davis, DeAngelo Williams, Matt Asiata, etc. are getting 10+ touchdowns. Also, the starting halfbacks on these teams are getting 10+ touchdowns as well. I've been simming in offline franchises.


                Has anyone else noticed this?


                From my last sim:
                LeSean McCoy (BUF) 338 CAR 1735 YDS 14 TDS
                Bryce Brown (BUF) 150 CAR 442 YDS 10 TDS
                C.J Anderson (DEN) 308 CAR 1359 YDS 13 TDS
                Montee Ball (DEN) 151 CAR 485 YDS 11 TDS
                Jamaal Charles (KC) 307 CAR 1776 YDS 11 TDS
                Knile Davis (KC) 164 CAR 644 YDS 13 TDS
                DeMarco Murray (PHI) 291 CAR 1595 YDS 12 TDS
                Darren Sporles (PHI) 151 CAR 698 YDS 13 TDS
                Justin Forsett (BAL) 280 CAR 1492 YDS 13 TDS
                Lorenzo Taliaferro (BAL) 173 CAR 615 YDS 17 TDS
                Le'veon Bell (PIT) 293 CAR 1389 YDS 18 TDS
                DeAngelo Williams (PIT) 105 CAR 388 YDS 10 TDS
                Adrian Peterson (MIN) 317 CAR 1620 YDS 18 TDS
                Matt Asiata (MIN) 145 CAR 463 YDS 11 TDS


                These are all the teams that had two running backs with 10+ touchdowns. Most of the other teams had at least 8 touchdowns from two running backs.
                The first word that comes into my mind is "barf". I am sadly getting to the point of hopelessness. I just feel like Franchise mode is so low on the list of priorities at EA that I doubt they will ever get it right. It's so incredibly disheartening to come to that realization. If you would have told me 10 years ago that this would be the Franchise mode that we would have in 2015 I would have laughed in your face and probably kicked you out of my house. Seriously, who would have thought there would have been such a lack of progress over the last 10 years? It's honestly mind-boggling and confusing. Where did it all go so wrong? I hope I'm just overreacting and a magic fix is coming.
                Xbox One GT- II McG II

                Comment

                • HozAndMoose
                  MVP
                  • Mar 2013
                  • 3614

                  #9
                  Re: Unrealistic Sim Stats (2nd String HBs)

                  Originally posted by McG
                  The first word that comes into my mind is "barf". I am sadly getting to the point of hopelessness. I just feel like Franchise mode is so low on the list of priorities at EA that I doubt they will ever get it right. It's so incredibly disheartening to come to that realization. If you would have told me 10 years ago that this would be the Franchise mode that we would have in 2015 I would have laughed in your face and probably kicked you out of my house. Seriously, who would have thought there would have been such a lack of progress over the last 10 years? It's honestly mind-boggling and confusing. Where did it all go so wrong? I hope I'm just overreacting and a magic fix is coming.
                  I think they have the right people there now to get it worked out in the next couple years.

                  Comment

                  • HozAndMoose
                    MVP
                    • Mar 2013
                    • 3614

                    #10
                    Re: Unrealistic Sim Stats (2nd String HBs)

                    Alright went through 5 test sims. I tracked Rushing and Passing Touchdowns. FG Made / Attempted and Total Points. As well as the team with the most Rushing Touchdowns and team with 20+ Rushing Touchdows. Here are the results.

                    The real life 2014 season there were 380 Rushing Touchdowns (11.9 Per Team), 807 Passing Touchdows (25.2 Per Team), 829 FG Made (25.9 Per Team) 987 FG Attempted (30.8 Per Team), 11,565 Total Points (361.4 Per Team). Seahawks had 20 Rushing Touchdowns and were the only team to score 20+.

                    My 5 sims had an AVG of 625 Rushing Touchdowns (19.5 Per Team), 803 Passing Touchdowns (25.1 Per Team), 749 FG Made (23.4 Per Team), 878 FG Attempted (27.4 Per Team), 12,750 Total Points (398.4 Per Team). The team with the most Rushing Touchdowns had 33.4 on AVG. And there were 14.8 teams with 20+ Rushing Touchdowns.

                    Hello college stats.

                    So on AVG there were 245 more Rushing Touchdowns, 3.2 less Passing Touchdowns (pretty damn good there), 80 less FG made, 109 less FG attempted, and 1,185.2 more Total Points.

                    Clearly we have an issue. Teams are passing pretty much perfectly. Field Goals are low but not any where close enough to make up for the amount of Rushing Touchdowns.

                    Seems like something that MIGHT be able to fixed with a tuner. But what the hell do you even fix there? You dont screw with passing at all. Are teams just getting to many possessions per game? Need some more testing on a few things. Hopefully we can figure it out.

                    This was done offline controlling just one team. 32 team seems to fix all those confidence issues so ill try a 32 team sim when i wake up see if it makes any difference at all.
                    Last edited by HozAndMoose; 09-12-2015, 04:27 AM.

                    Comment

                    • McG
                      Rookie
                      • Jan 2012
                      • 196

                      #11
                      Re: Unrealistic Sim Stats (2nd String HBs)

                      Originally posted by HozAndMoose
                      Alright went through 5 test sims. I tracked Rushing and Passing Touchdowns. FG Made / Attempted and Total Points. As well as the team with the most Rushing Touchdowns and team with 20+ Rushing Touchdows. Here are the results.

                      The real life 2014 season there were 380 Rushing Touchdowns (11.9 Per Team), 807 Passing Touchdows (25.2 Per Team), 829 FG Made (25.9 Per Team) 987 FG Attempted (30.8 Per Team), 11,565 Total Points (361.4 Per Team). Seahawks had 20 Rushing Touchdowns and were the only team to score 20+.

                      My 5 sims had an AVG of 625 Rushing Touchdowns (19.5 Per Team), 803 Passing Touchdowns (25.1 Per Team), 749 FG Made (23.4 Per Team), 878 FG Attempted (27.4 Per Team), 12,750 Total Points (398.4 Per Team). The team with the most Rushing Touchdowns had 33.4 on AVG. And there were 14.8 teams with 20+ Rushing Touchdowns.

                      Hello college stats.

                      So on AVG there were 245 more Rushing Touchdowns, 3.2 less Passing Touchdowns (pretty damn good there), 80 less FG made, 109 less FG attempted, and 1,185.2 more Total Points.

                      Clearly we have an issue. Teams are passing pretty much perfectly. Field Goals are low but not any where close enough to make up for the amount of Rushing Touchdowns.

                      Seems like something that MIGHT be able to fixed with a tuner. But what the hell do you even fix there? You dont screw with passing at all. Are teams just getting to many possessions per game? Need some more testing on a few things. Hopefully we can figure it out.
                      Did you happen to check Def TD's scored? Your sim v real life, that could be part of the problem/solution. Either way, it just seems that the run game is strangely overused. I wonder if the sim engine is some how "doubling down" on RB stats. For instance, RB1 is supposed to be the one running (earning stats) but it's giving the stats to both RB1 and RB2, or vis versa. The sim stats seem to be all over the board again this year (other than passing). In regards to passing, from the sims I've done and what others have posted, do the INTs seem a bit high to you? Also, I haven't checked up on the "LT/RT giving up sacks equaling to regression" status after the patch and "new roster". Is that still all messed up?

                      With all these issues in Franchise mode, it's making me think the worst. My biggest fear with all these issues is that they will just give up trying to fix it this year after trying to fix it for the next few months and we will get stuck "hoping and waiting" that it will be fixed properly next year. I have played and owned every Madden since the very first one, but I will say this. If they don't fix it this year, I refuse to buy it next year, flat out. I had also been buying and playing FIFA every year since 08. I had access to the closed Beta last month and Career mode was also completely ignored on it too. You think people complain about issues and problems on Madden... don't even get me started on the lack of depth on FIFA Career. The player editing on FIFA is so bugged it's comical, but I don't want to get sidetracked. The point I'm making is this, it seems that EA is doing like an 80%(UT/online)/20%(Franchise/Career Mode) if that, in regards to attention and resources utilized. I get that UT for EA is a huge money maker and for some it can be a great deal of fun. It just leaves out the Franchise junkies and what we crave, an in depth and immersive Franchise like experience.

                      Thanks for the research and I will keep taps on what you come up with.
                      Xbox One GT- II McG II

                      Comment

                      • HozAndMoose
                        MVP
                        • Mar 2013
                        • 3614

                        #12
                        Re: Unrealistic Sim Stats (2nd String HBs)

                        Originally posted by McG
                        Did you happen to check Def TD's scored? Your sim v real life, that could be part of the problem/solution. Either way, it just seems that the run game is strangely overused. I wonder if the sim engine is some how "doubling down" on RB stats. For instance, RB1 is supposed to be the one running (earning stats) but it's giving the stats to both RB1 and RB2, or vis versa. The sim stats seem to be all over the board again this year (other than passing). In regards to passing, from the sims I've done and what others have posted, do the INTs seem a bit high to you? Also, I haven't checked up on the "LT/RT giving up sacks equaling to regression" status after the patch and "new roster". Is that still all messed up?

                        With all these issues in Franchise mode, it's making me think the worst. My biggest fear with all these issues is that they will just give up trying to fix it this year after trying to fix it for the next few months and we will get stuck "hoping and waiting" that it will be fixed properly next year. I have played and owned every Madden since the very first one, but I will say this. If they don't fix it this year, I refuse to buy it next year, flat out. I had also been buying and playing FIFA every year since 08. I had access to the closed Beta last month and Career mode was also completely ignored on it too. You think people complain about issues and problems on Madden... don't even get me started on the lack of depth on FIFA Career. The player editing on FIFA is so bugged it's comical, but I don't want to get sidetracked. The point I'm making is this, it seems that EA is doing like an 80%(UT/online)/20%(Franchise/Career Mode) if that, in regards to attention and resources utilized. I get that UT for EA is a huge money maker and for some it can be a great deal of fun. It just leaves out the Franchise junkies and what we crave, an in depth and immersive Franchise like experience.

                        Thanks for the research and I will keep taps on what you come up with.
                        I didnt check Defensive TD. I thought about that after i was done and plan on doing so tomorrow as well as return touchdowns.

                        INT's did seem high. Linebackers were getting a lot more than they did in real life. Was the same last year so i edited all LB to have no more than 65 catching and the ones i needed to edited to get down to that i also changed their play ball in air down from Aggressive to Balanced or Balanced to Conservative. And i lowered all DB to no more than 80 catching. Getting pretty good numbers from that.

                        LT/RT issues i really havent looked into to much. I did check LT sacks allowed at one point and they were pretty high. Its still an issue from what i hear.

                        Comment

                        • Dwaresacksqb
                          Pro
                          • Jun 2009
                          • 696

                          #13
                          Re: Unrealistic Sim Stats (2nd String HBs)

                          Can somebody PLEASE tweet Rex this information please. This is a HUGE issue and should be enough to get their attention. Thank you
                          BoOm!

                          Comment

                          • Dwaresacksqb
                            Pro
                            • Jun 2009
                            • 696

                            #14
                            Re: Unrealistic Sim Stats (2nd String HBs)

                            Sorry for double post. I don't believe them tuning their Sim engine too meet Sim standard for rushing attempts and touchdowns should be a huge mountain to climb. I have complete faith this is fixed in the near future with the proper support from the OS community and recognition from the developers. So again, please bring this issue to Rex. I really like that guy. Ty
                            BoOm!

                            Comment

                            • Kilendil
                              Rookie
                              • Jul 2015
                              • 12

                              #15
                              Re: Unrealistic Sim Stats (2nd String HBs)

                              Originally posted by Dwaresacksqb
                              Can somebody PLEASE tweet Rex this information please. This is a HUGE issue and should be enough to get their attention. Thank you
                              How is this a "HUGE" issue? If you don't mind me asking. Seems like more of an eye sore for some. I miss the days irl of running backs being focal points and getting a healthy amount of tds. I would rather see the cpu pass defense be tweaked so I don't have to have user acc at 5 and catching at 30 on all madden just to get competitive games.... Screw simulated game stats from games I'm not playing.

                              Comment

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