Sim Rushing Stats Need Massive Work

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  • tdogg097
    Pro
    • Jun 2012
    • 843

    #1

    Sim Rushing Stats Need Massive Work

    This was an issue in '14 and it's just as bad in '25. I simmed a season and Michigan led the nation at 179 ypg. That would have been 38th best IRL. MTSU had the worst output at 26.1 ypg !!!! I have not done a deep dive but a lot of the sim engine seems dialed in except for this massive discrepancy.
    Last edited by tdogg097; 07-17-2024, 11:34 AM.
  • lowndsy
    Rookie
    • Sep 2008
    • 313

    #2
    Re: Sim Rushing Stats Need Massive Work

    Originally posted by tdogg097
    This was an issue in '14 and it's just as bad in '25. I simmed a season and Michigan led the nation at 179 ypg. That would have been 38th best IRL. MTSU had the worst output at 26.1 ypg !!!! I have not done a deep dive but a lot of the sim engine seems dialed in except for this massive discrepancy.
    Are you playing 15 min qtrs it may not matter to CPU stats but it might, just a thought.
    Supporting Brighton, Buccs & UCF Knights
    Headcoach was amazing.

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    • tdogg097
      Pro
      • Jun 2012
      • 843

      #3
      Re: Sim Rushing Stats Need Massive Work

      Originally posted by lowndsy
      Are you playing 15 min qtrs it may not matter to CPU stats but it might, just a thought.
      Yes, 15 minute quarters. Don't think it makes a difference. I have done some super simming and the stats look pretty good and you can super sim every game. It's just a very time consuming process. It would be nice to not have to go thru all the effort.

      Another crazy stat. 5! that's how many individual 1,000 rushers there were. There were 45 last year IRL. That is a massive discrepancy

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      • mtmetcalfe
        Rookie
        • Jun 2009
        • 491

        #4
        Re: Sim Rushing Stats Need Massive Work

        Wasn’t it claimed this was a stat sorting issue?

        Comment

        • tdogg097
          Pro
          • Jun 2012
          • 843

          #5
          Re: Sim Rushing Stats Need Massive Work

          Originally posted by mtmetcalfe
          Wasn’t it claimed this was a stat sorting issue?
          Definitely not. The service academies were barely over 150 ypg.

          Comment

          • tdogg097
            Pro
            • Jun 2012
            • 843

            #6
            Re: EA Brought The '14 Sim Engine Back

            I did 2 super sim seasons. One with Air Force and one with Michigan. Air Force averaged 169 ypg. Under T.Calhoun they have never averaged less than 250. Michigan averaged exactly what they did in a standard sim, 179 ypg. From past experience with Madden this will never be addressed. EA got me again. Shiny car, sh*tty motor.

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            • fightingirish595
              Rookie
              • Apr 2010
              • 166

              #7
              Re: Sim Rushing Stats Need Massive Work

              I got PTSD when I saw the scheme/playbook menu from Madden in Dynasty. Very worried about the sim engine

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              • Mcgibblets82
                Rookie
                • Sep 2017
                • 488

                #8
                Re: Sim Rushing Stats Need Massive Work

                I've noticed this as well. I'm currently gathering simmed game results in preparation to begin testing sliders. The issue looks to stem from the fact that simmed games don't have enough plays. It looks like simmed games are coming in around 115 plays give or take a few, excluding kicks and punts. This is what leads to reduced numbers in the simmed stats. If you don't want to blow the cpu out of the water at the end of the season in every stat category, you will need to adjust your clock settings accordingly.

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                • dylanrocks83
                  Rookie
                  • Sep 2011
                  • 393

                  #9
                  Re: Sim Rushing Stats Need Massive Work

                  But, but, but you should just be happy that a college football video game is back! /s

                  Comment

                  • tdogg097
                    Pro
                    • Jun 2012
                    • 843

                    #10
                    Re: Sim Rushing Stats Need Massive Work

                    Originally posted by Mcgibblets82
                    I've noticed this as well. I'm currently gathering simmed game results in preparation to begin testing sliders. The issue looks to stem from the fact that simmed games don't have enough plays. It looks like simmed games are coming in around 115 plays give or take a few, excluding kicks and punts. This is what leads to reduced numbers in the simmed stats. If you don't want to blow the cpu out of the water at the end of the season in every stat category, you will need to adjust your clock settings accordingly.
                    Unfortunately, sliders do not impact number of plays. Neither does your clock setting. I used 15 min qtr with no accel clock. Penalty sliders do increase penalty stats, I have not touched any other sliders yet.

                    In my super sim season with Michigan they ran it 533 times in 12 games (44.4 pg) but only 4.0 ypc.

                    Comment

                    • matt2053
                      Rookie
                      • Feb 2009
                      • 315

                      #11
                      Re: Sim Rushing Stats Need Massive Work

                      Originally posted by fightingirish595
                      I got PTSD when I saw the scheme/playbook menu from Madden in Dynasty. Very worried about the sim engine
                      Your fears are justified. They are, unfortunately, just using the Madden sim engine.

                      Comment

                      • Kyleimb
                        Rookie
                        • Aug 2016
                        • 157

                        #12
                        Re: Sim Rushing Stats Need Massive Work

                        TFLs and Sacks are too low as well in simmed games. It is what it is but since these tie into playing style dealbreakers, it does impact other parts of the game as well. Also, when they copy pasted the sim engine from Madden, when they made whatever adjustments they did make, someone forgot that sacks count as TFLs in college cuz they def don't in this game.

                        Still having a blast but these types of things will def bother me when the new car smell fades.

                        Comment

                        • DorianDonP
                          MVP
                          • May 2010
                          • 1121

                          #13
                          Re: Sim Rushing Stats Need Massive Work

                          I've been on the fence on buying or waiting since buying the game means finally forking over the $500 for a console. I was leaning towards buy but this issue I think may cause me to wait for a patch or 2. I don't think I can fully enjoy dynasty as a sim head with the sim engine this off.

                          Still encouraged by some other aspects so I'm not totally off the train. But I think I'll be patient and wait to see what the devs try to patch.
                          Last edited by DorianDonP; 07-16-2024, 09:04 PM.

                          Comment

                          • Kyleimb
                            Rookie
                            • Aug 2016
                            • 157

                            #14
                            Re: Sim Rushing Stats Need Massive Work

                            Yeah they just need to clean up a lot of stuff here. Tackles are also too low with the issue of there being way to low amount of assisted tackles. Some areas where they show tackle stats in little featured spots they're using solo tackles, others its total tackles (should always be total in those situations imo). Then the team stats page is super annoying cuz they have the yardages all as total yards for the season rather than per game. Got me over here doing math anytime I wanna figure out if they look decent or not.

                            Comment

                            • jcabler24
                              Rookie
                              • Jul 2008
                              • 141

                              #15
                              Re: Sim Rushing Stats Need Massive Work

                              Simmed 7 years in dynasty (15 minuter quarters)

                              1,000 yard rushers by season:

                              2024- 3 (High of 1,098)
                              2025- 1 (High of 1,011)
                              2026- 2 (High of 1,119)
                              2027- 3 (High of 1,308)
                              2028- 0 (High of 976)
                              2029- 1 (High of 1,037)
                              2030- 4 (High of 1,425)

                              Sim passing stats seemed reasonable, tons of 1,000 yard receivers though. Nation leader in sacks we never in double digits except for only one season
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