New XP and Progression system
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New XP and Progression system
In previous versions it would always save up my XP until the end of the year before spending it. With the new system and points, does anyone see any pro's or benefits to saving them up until the end or is it now better to spend them as you get them?Tags: None -
Re: New XP and Progression system
I spend them when I get them because skill points for me are so scarce. I played 1 season of my franchise so far and I think on average I got 2-3 skill points per starter. My older players didn't get that much of a boost but my younger players did. Also it seemed like those with better development traits got more upgrades than the slower guys. Some guys would get two things upgraded while another guy got like 10 things upgraded.GT: Bigsteve15 -
Re: New XP and Progression system
There is no benefit to saving them. Althougb, i am thinking about saving them anyway and spending them all in preseason to have determine position battles.Comment
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Re: New XP and Progression system
I save them because I feel like it's more realistic if players get better season to season and not game to gameComment
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Re: New XP and Progression system
It's probably best to spend them right away though, as I would imagine the older a player gets, the more XP they need to accumulate in order to get another skill point.Comment
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Re: New XP and Progression system
Yep just spend the points, the only instance I can think of to not spend points is with practice squad players. Once those players get up to a certain overall (I'd say around 70), teams will sign him off of your practice squad. If you like the player enough then save those points and spend them once you sign them to your active roster.Comment
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Re: New XP and Progression system
On the topic of skill points, why do some randomly end up with a ton of skill points at the end of the year? Like my depth offensive line guys are getting stupid amounts of skill points.Comment
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Re: New XP and Progression system
For depth OL specifically, this is unfortunately a bug that was in the game last year and not patched for M19. For some reason, depth OL players on your roster who never see the field make the pro bowl when your starters do tooComment
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Re: New XP and Progression system
OL Probowl has not been fixed so if a team goes 16-0 they will send the backups to the probowl. We have a spreadsheet that manually works out OL probowl based on Sacks per Throw, YPC, YPA etc. We're expanding this to also work out OL fluid dev progression and regression as they're immune to these (they don't have stats to determine good/bad seasons).
As for the XP, it's earned at a rate depending on current OVR and age, therefore younger lower guys will progress quicker (see the green bar fill up under the OVR on roster tile). The XP for awards this year seems reduced, plus the rate of skill points vs XP seems a bit slower than last year, likely because that practice squad player you could buy 10 play rec and 10 awr and have him jump up 5 points now has a more rigid expensive development system to contend with.Comment
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Re: New XP and Progression system
I had a strange thing happen after my first season of a 32-team control offline franchise. The Steelers won the Super Bowl and then every player in the off-season had at least 30 points to increase stats. Some had over 100. Luckily I controlled every team so I just didn't use them but has anyone else seen this??Comment
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Re: New XP and Progression system
I had a strange thing happen after my first season of a 32-team control offline franchise. The Steelers won the Super Bowl and then every player in the off-season had at least 30 points to increase stats. Some had over 100. Luckily I controlled every team so I just didn't use them but has anyone else seen this??Comment
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Re: New XP and Progression system
I had a strange thing happen after my first season of a 32-team control offline franchise. The Steelers won the Super Bowl and then every player in the off-season had at least 30 points to increase stats. Some had over 100. Luckily I controlled every team so I just didn't use them but has anyone else seen this??
Depends on position.
In some cases I see 2-3 attributes increased (specially K/P), in some other cases (especially TE) it is 15-20 for one skill point. That means to increase +1 OVR it is quite easy for some positions with only 1-2 points awareness, for others it takes many attributes to gain.
So if you have a young breakout TE with 5-6 skill points at the end of the season, the increased attributes could be huge.Comment
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Re: New XP and Progression system
Depends on position.
In some cases I see 2-3 attributes increased (specially K/P), in some other cases (especially TE) it is 15-20 for one skill point. That means to increase +1 OVR it is quite easy for some positions with only 1-2 points awareness, for others it takes many attributes to gain.
So if you have a young breakout TE with 5-6 skill points at the end of the season, the increased attributes could be huge.Comment
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Re: New XP and Progression system
I did use a set I had from last year that varies per position. Since they changed the Dev Trait scale most players get half the points they did last year. I really think some kind of glitch happened for this one team. I'm going to try to recreate it since I saved a file as a template before the season started if I ever wanted to start over. Just FYI, I simmed the first season and thats what I got. If a different team wins the Super Bowl hopefully they won't have the same problem.Comment
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Re: New XP and Progression system
Have they tuned down the confidence in franchise? The last couple years by around week 9 all of my players had high confidence and I would just start destroying teams on all madden. Only in week 2 of mine now so haven’t been able to find out yetComment
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