CFM Rated Roster (XB1)

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  • khaliib
    MVP
    • Jan 2005
    • 2884

    #1

    CFM Rated Roster (XB1)

    Roster Name: CFMRATEDROSTER

    Sim Play Style uses the “Delta” (disparity between interacting ratings) between interacting players to dictate/decide what will happen and/or how often a player will win.
    **important to remember as to not confuse with set Thresholds used in Comp Play Style


    This is a roster template that has players rated to be in-line with generated players in CFM.

    - Important because EA and most rosters that are loaded into the mode are based on a H2H build meant for Play Now and have players carrying ratings that are rated on the high end, thus preventing the min/max rating levels that generated players produce to function, allowing the various mechanisms in the mode to balance each other.

    With this roster template...

    - older players cycle out of the league faster instead of bloating and/or pushing younger players to the FA pool

    - Player Differentiation is more vivid due to players with lower POS ratings now getting some actual playing time on teams

    - 70’s represents the median range of POS ratings by generated players, with 80’s being the high end, while 60’s is the low range
    - these POS ratings will -/+ based on players performance (see XP Sliders below)


    Important Notes:
    1) “0” all XP Sliders (this causes other mechanisms in the mode to not be in balance with each other.
    - performing and meeting goals help to maintain their initial ratings longer preventing ratings regression from starting immediately
    - AI assigns points with no logic just to spend the points

    - POS Ratings take a hit due to injuries, but XP overrides by increasing ratings back upwards

    - Draftees ratings are what they are
    - those 1st rd bust or 6th rd gems now impact both User/AI rosters

    - Player Types are in-line with designated Type rating
    example:
    WR Quick Route Runner has 80’s RTE Rating, but lower in other POS ratings
    WR Possesion Receiver has 80’s CIT Raying, but lower in other POS ratings

    - Balanced players will eventually fall into a more specific player type as their POS ratings fluctuate -/+

    2) User Control Teams “Must” have CPU sign Draftee Contracts otherwise teams CAP will be bloated compared to other AI controlled teams
    - will see some 1st rd Low rated bust sign some huge contracts

    3) For extra challenge and added realism to User(s), don’t Scout Ratings
    - you’re stuck with what you Draft, good or bad

    4) Only two Draftee ratings that really need to be edited
    - QB THP Rating to range from 70-85
    (needed to pair correctly with generated MCV/ZCV ratings that range 60-80’s)

    - DL TKL Rating to be below 65, ** lower is better
    - allows varied RB Animation Thresholds the ability to trigger behind/at LOS w/out Tackling Animation over powering what’s able to trigger

    5) AWR rating
    -
    - only QB’s, OL can have rating manually edited to be higher than generated levels if you choose
    - QB’s for Pocket Threat AWR
    - OL improve Blitz pickup the better OL units

    6) Older Elite QB’s OVR are initially rated so otherwise they will float around the league into their 40’s unseating even 75’ish 1st rd Drafted QB’s
    - a few QB’s from loaded roster will still be around, but rated at a level forcing them to be backups

    7) Edit DL Play Rec, JMP & ZCV Ratings to be “99” if you want them to attempt jumping to block passes at the line often

    8) If you choose to utilize Slider alterations from default, just know you’re shifting Delta’s, formulas and some unknowns etc..., so keep this in mind if this is your thing.



    Not 100% in-line but a template roster that’s closer to generated players levels.

    If there is a question pertaining to a rating, don’t hesitate to ask, as there is more than likely a reason why.
    Last edited by khaliib; 12-17-2017, 05:03 PM.
  • mpd3892
    Rookie
    • Aug 2005
    • 494

    #2
    Re: CFM Rated Roster (XB1)

    I just wanted to add something here that will hopefully get others onboard:

    Many see roster editing as a daunting task, while it does take time, when you compare that to the amount of time spent adjusting sliders it may very well be better time spent. Look at it this way, suppose we could take the game on opening day, create an edited roster that meets the parameters set out by khaliib. Once that was done you could move on and not worry about what slider does what and how it affects gameplay.

    It has long been my opinion that release rosters are made to appease the egos of the real life players. Every year there is great anticipation to what the ratings will be. Once released players begin to complain their ratings are too low or make fun of other players. I get this and really can't fault EA for this as they need the support of the players to promote their product.

    Once you move beyond to generated players you begin to see a much better game.

    Perhaps we should be using for a universal roster editor like what once existed.

    Looking forward to running with this roster.

    Thanks khaliib, really appreciate the time and willingness to share.

    Comment

    • Arlingtonwil
      Rookie
      • Feb 2016
      • 53

      #3
      Re: CFM Rated Roster (XB1)

      I like this I'll DL the roster and take a look I hate ea rosters and starting new cfm as the year passes by cause out the inflated player but I have a question does 0xp still get xp to upgrade those awr for ol those I like the idea of this alot though I use another DL roster where the guy edited the entire roster and he makes his weekly changes as the season progress

      Comment

      • TheDominator273
        Rookie
        • Feb 2013
        • 1065

        #4
        Re: CFM Rated Roster (XB1)

        So with 0 XP do you have players never progress or do you do some manual progression for players?

        Comment

        • khaliib
          MVP
          • Jan 2005
          • 2884

          #5
          Re: CFM Rated Roster (XB1)

          Originally posted by lbj273
          So with 0 XP do you have players never progress or do you do some manual progression for players?
          I didn’t know this until just recently, but players POS ratings will -/+ automatically w/out XP points based on their performance/meeting goals etc...

          Comment

          • TheDominator273
            Rookie
            • Feb 2013
            • 1065

            #6
            Re: CFM Rated Roster (XB1)

            Originally posted by khaliib
            I didn’t know this until just recently, but players POS ratings will -/+ automatically w/out XP points based on their performance/meeting goals etc...
            I haven't seen this happen, just a few weeks ago I did a CFM with 0 XP and players only regressed, there was no progression of any kind

            Comment

            • khaliib
              MVP
              • Jan 2005
              • 2884

              #7
              Re: CFM Rated Roster (XB1)

              Originally posted by lbj273
              I haven't seen this happen, just a few weeks ago I did a CFM with 0 XP and players only regressed, there was no progression of any kind
              Had to correct OP.

              There’s no + to increase Ratings, good performance helps hold their ratings a little longer before regression is applied.

              Comment

              • TheDominator273
                Rookie
                • Feb 2013
                • 1065

                #8
                Re: CFM Rated Roster (XB1)

                Originally posted by khaliib
                Had to correct OP.

                There’s no + to increase Ratings, good performance helps hold their ratings a little longer before regression is applied.
                In your mind would turning on XP for the advance from Week 17 to the Wild Card round so players get goal and Milestone XP only be beneficial at all with your roster?

                Comment

                • jfsolo
                  Live Action, please?
                  • May 2003
                  • 12965

                  #9
                  Re: CFM Rated Roster (XB1)

                  I'm glad to have a CFM Rated original roster to use when I eventually restart my CFM from year one.
                  Jordan Mychal Lemos
                  @crypticjordan

                  Do this today: Instead of $%*#!@& on a game you're not going to play or movie you're not going to watch, say something good about a piece of media you're excited about.

                  Do the same thing tomorrow. And the next. Now do it forever.

                  Comment

                  • khaliib
                    MVP
                    • Jan 2005
                    • 2884

                    #10
                    Re: CFM Rated Roster (XB1)

                    Originally posted by lbj273
                    In your mind would turning on XP for the advance from Week 17 to the Wild Card round so players get goal and Milestone XP only be beneficial at all with your roster?
                    Something you’ll have to test to see how much is applied to players and it’s affect of older players cycling out of your league at a rate you’re ok with.

                    For me I want some of those generated players in the 60’s to play a role in the mode and actually get playing time on some teams.

                    The multiple CFM test I did with XP Sliders being used, showed that these type of players (60’s) basically became place holders on rosters and eventually bloated the FA at a relatively young age.

                    Because of Brady, QB’s are tuned with a higher age ceiling, which is why I rated Breese, Rivers etc... in the mid-high 70’s so they cycle out in 1-3 yrs.

                    One CFM had Rams signing Breese at 42 yrs old and replacing Goff who was a 77 OVR.
                    The AI is goofy in this area

                    Comment

                    • mpd3892
                      Rookie
                      • Aug 2005
                      • 494

                      #11
                      Re: CFM Rated Roster (XB1)

                      It appears that when you start a new franchise, CPU teams will gain XP from the initial week (whether pre-season or regular season start). I've looked to see if there is a way to stop this, but have been unable to find one.

                      After the first week al teams will no longer gain XP from weekly training. Perhaps to keep things even, start a franchise will XP from weekly trading on and after training turn it off before advancing to the next week.

                      Players still gain XP from achievements during gains, mainly from when fantasy milestones are met.

                      In a test run, I turned XP off and advanced the franchise 10 years. Most starters were in the 75-80 range. A few players were in the mid 80s. The highest was an 86 OVR generated QB. I believe to this idea is that people need to suspend their understanding of OVR and its affects on the game. From what I've read, it only affects depth charts and contract money.

                      One area here that I am interested in paying close attention to, is whether adjusting XP has an affect on gameplay (good or bad). Others have stated that they believe adjusting XP sliders does in fact negatively affect gameplay.

                      Comment

                      • RaiderDaveMusic
                        Rookie
                        • Dec 2017
                        • 228

                        #12
                        Re: CFM Rated Roster (XB1)

                        Originally posted by lbj273
                        In your mind would turning on XP for the advance from Week 17 to the Wild Card round so players get goal and Milestone XP only be beneficial at all with your roster?
                        what is the full meaning of the acronym CFM?

                        Is there a tool used outside of the xbox itself to create rosters and port them each year?

                        I'm a newb but about OG roster creation and want to learn well.

                        Comment

                        • mpd3892
                          Rookie
                          • Aug 2005
                          • 494

                          #13
                          Re: CFM Rated Roster (XB1)

                          CFM refers to "Connected Franchise Mode". Its where you choose a team and play out seasons.

                          Unfortunately there is no tool for editing rosters on Madden. In the past there was one, but that was many generations ago. Khallib invested a lot of time into rerating players within the game.

                          Comment

                          • Darth Aegis
                            Lord of Suffering
                            • Jul 2012
                            • 4169

                            #14
                            Re: CFM Rated Roster (XB1)

                            Im going to check this out. Thanks for sharing.
                            OS needs a Thumbs DOWN button

                            Playing:

                            Comment

                            • Joshduvernay
                              Rookie
                              • Aug 2014
                              • 23

                              #15
                              Re: CFM Rated Roster (XB1)

                              This looks very interesting and would love to try out myself. Since im on ps4 im going to have to do myself. Any chance someone can give me a couple of positions with recrecommended attributes used? I know there was pretty good detail but i basicly have a hard time getty things like this just by reading. I do much better at seeing couple examples and then it will click for me and ill understand better. Also what about traits and their affects? I saw someone saying high motor is a bad thing unless its defensive line. Thanks and sorry if i sound weird that its hard for me to get

                              Comment

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