It use to be that at 30 players would start decreasing, mainly in speed which is not 100% accurate with real life but now at the age of 28, players are dropping regardless of their development grade. It hurts CFM b/c it forces you to immediately play your rookies who outside of a lottery pick is probably not ready to see the field and maybe need a year or two or even three to develop. Speed will always be the most important attribute and you have ton of players sitting on Free Agency with high overalls but you cant use them with having 82 speed. Ea please, some players hit their primes when they turn 28..... do something about this.
Unrealistic with speed drops in CFM
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Re: Unrealistic with speed drops in CFM
It use to be that at 30 players would start decreasing, mainly in speed which is not 100% accurate with real life but now at the age of 28, players are dropping regardless of their development grade. It hurts CFM b/c it forces you to immediately play your rookies who outside of a lottery pick is probably not ready to see the field and maybe need a year or two or even three to develop. Speed will always be the most important attribute and you have ton of players sitting on Free Agency with high overalls but you cant use them with having 82 speed. Ea please, some players hit their primes when they turn 28..... do something about this.
Players will lose a step at 30, 32, but not ten steps. Usually 26-30 is a Player's PRIME, not the time they start declining. Players usually don't decline noticeably until their 2nd free agent contract, or at least on the tail end of their first; not BEFORE their first free agent contract.
Darrell Green was still one of the fastest players in the league even in his last couple of seasons.Last edited by ForUntoOblivionSoarโ; 12-03-2016, 02:01 AM.Originally posted by Therebelyell626I am going to create a team called "the happy town fundament rapscallions" and hurt your already diminishing image
Last edited by your mom; 06-06-2006 at 6:06 PM. -
Re: Unrealistic with speed drops in CFM
Regression needs a lot of work in this game. It seems they took the easy way by making it the same across the board. They need to make every player an individual. OOTP does it right. Years to peak, years at peak and regression speed for each player. If they can do that for a game on my phone the madden guys should be able to figure it out.Comment
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Re: Unrealistic with speed drops in CFM
Maybe we can appeal to EA to add a regression slider? Set the age for each position to start regressing and how much. Or a dynamic regression system. Where there would be fast normal or slow. And guys could change based on injury, goals met etc. So a player starts with a development rating, When he hits a certain age it turns into a regression trait. That way a player is dynamic through his entire career.
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Re: Unrealistic with speed drops in CFM
Maybe we can appeal to EA to add a regression slider? Set the age for each position to start regressing and how much. Or a dynamic regression system. Where there would be fast normal or slow. And guys could change based on injury, goals met etc. So a player starts with a development rating, When he hits a certain age it turns into a regression trait. That way a player is dynamic through his entire career.
Sent from my LGAS992 using TapatalkOriginally posted by Therebelyell626I am going to create a team called "the happy town fundament rapscallions" and hurt your already diminishing image
Last edited by your mom; 06-06-2006 at 6:06 PM.Comment
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Re: Unrealistic with speed drops in CFM
Maybe we can appeal to EA to add a regression slider? Set the age for each position to start regressing and how much. Or a dynamic regression system. Where there would be fast normal or slow. And guys could change based on injury, goals met etc. So a player starts with a development rating, When he hits a certain age it turns into a regression trait. That way a player is dynamic through his entire career.
Sent from my LGAS992 using Tapatalk
I love the regression slider idea. It doesn't have to be anything fancy, just something where we can slow down or speed up regression. Not even individual players, just across the board. It feels like so many players become useless too early.
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Re: Unrealistic with speed drops in CFM
I love the regression slider idea. It doesn't have to be anything fancy, just something where we can slow down or speed up regression. Not even individual players, just across the board. It feels like so many players become useless too early.
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Re: Unrealistic with speed drops in CFM
There was quite a big thread on this at launch.
Full player edit is in game if you need.
Also, regression is different depending on development rating. There is a post somewhere listing the different regressions at different ages per dev.Comment
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Re: Unrealistic with speed drops in CFM
Yeah it is unrealistic. Speed doesn't really go till 30 or even later like 35. Steve Young was still running past people at 36. Randy Moss lost a little speed late in his career but qhen he retired he still had 4.4 speed. Jerry Rice was still able to get behind a defense at 40.
Players will lose a step at 30, 32, but not ten steps. Usually 26-30 is a Player's PRIME, not the time they start declining. Players usually don't decline noticeably until their 2nd free agent contract, or at least on the tail end of their first; not BEFORE their first free agent contract.
Darrell Green was still one of the fastest players in the league even in his last couple of seasons.
it's been proven that when it comes to speed & acceleration, players peak in the very early twenties, declining around 24/25yo. sprinters overcome this decline through rigorous training that NFL player to not partake in. for the vast majority of NFL players, their latest sprint times will come during draft season.
in general terms, players peak (physically) around 25-27yo in most sports. they maintain their performance by understanding and developing their awareness of how to play the sport they play.
guys likes green and young were insane (speed) athletes at their positions. young is on record saying he he was no longer overly fast by the time he was starting for the niners. instead, he learnt angles, jukes etc that enabled him to run past opponents. only last week on KNBR radio he mentioned knowing he was struggling to run around guys during his second season as the starting QB.
jerry rice got behind D because his route running & cuts were exceptional and he played in an O that was built on route deception. no DB knew where he was going to cut. equally, his downfield behind D threat was never his best skill because he wasn't overly fast. he was very good at quick movements & finding angles that prevented opponents from getting to him. he often beat CB deep with double moves and not speed.
the regression in madden is relatively accurate to real life. improve the players' AWR, PRC & INJ high enough and they'll maintain their OVR.
however, there should be more diversity on when different positions and players drop off. it's not perfect and because it's so different from what madden players are used to in past games, many believe it's not a fair reflection.
our understanding of physical peaks should not be set by previous madden games.
edit: moss' post-NFL career 40 time was dubious to say the least. it was hand timed with other factors that should make us raise an eyebrow.Comment
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Re: Unrealistic with speed drops in CFM
It's standard, from age 29 on, (-2) per attribute and it's not tied to Slow, Normal, Quick, or SS development.
You will see some players at 28 lose attributes as well, so that portion may be tied to development tiers.The Impact of User vs User Sliders In CFM 5.0*
http://www.operationsports.com/forum...post2047473988Comment
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Re: Unrealistic with speed drops in CFM
My issue is it shouldn't be set in stone. There are some older guys who, for whatever reason, do maintain their speed. I think it should be probability based, but the probability increases as they get older until early 30's where ti is 100% per year.Follow me on Twitter @T4VertsComment
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Re: Unrealistic with speed drops in CFM
I thought it was, I mean, I have an entire excel spreadsheet for every position I made from info on here after someone detailed it for each dev at each position... I've never tested it but the info is there (can't find the thread, darn it).
See attachment:Attached FilesComment
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Re: Unrealistic with speed drops in CFM
actually, this is not accurate at all. sorry.
it's been proven that when it comes to speed & acceleration, players peak in the very early twenties, declining around 24/25yo. sprinters overcome this decline through rigorous training that NFL player to not partake in. for the vast majority of NFL players, their latest sprint times will come during draft season.
in general terms, players peak (physically) around 25-27yo in most sports. they maintain their performance by understanding and developing their awareness of how to play the sport they play.
guys likes green and young were insane (speed) athletes at their positions. young is on record saying he he was no longer overly fast by the time he was starting for the niners. instead, he learnt angles, jukes etc that enabled him to run past opponents. only last week on KNBR radio he mentioned knowing he was struggling to run around guys during his second season as the starting QB.
jerry rice got behind D because his route running & cuts were exceptional and he played in an O that was built on route deception. no DB knew where he was going to cut. equally, his downfield behind D threat was never his best skill because he wasn't overly fast. he was very good at quick movements & finding angles that prevented opponents from getting to him. he often beat CB deep with double moves and not speed.
the regression in madden is relatively accurate to real life. improve the players' AWR, PRC & INJ high enough and they'll maintain their OVR.
however, there should be more diversity on when different positions and players drop off. it's not perfect and because it's so different from what madden players are used to in past games, many believe it's not a fair reflection.
our understanding of physical peaks should not be set by previous madden games.
edit: moss' post-NFL career 40 time was dubious to say the least. it was hand timed with other factors that should make us raise an eyebrow.
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Re: Unrealistic with speed drops in CFM
Nope, the rate at which a player's top speed regresses in Madden NFL 17 isn't realistic, and there's data backing that up all over the place.
What it is, however, is an artificial gameplay device which places real pressure on you the user to constantly draft and develop players, which reinforces those core features of the mode and thus increases the sense of reward you feel when you do achieve those goals and build up your young rookies to starting-caliber players. It hits the high-level themes of "the NFL is a league of replacement" and "NFL - Not For Long" right on the nose (and really, it does this better than any other Madden game previous), so in that sense it is entirely authentic. It's also completely predictable in a way that adds meaningful gameplay challenge to franchise, and the game never "cheats" you - you know this regression is going to happen and thus can plan your team-building accordingly. It's solid game design and it makes for a fun video game.
I would like to see more open-ended player regression paths in future Madden games, for example a career arc like Steve Smith Sr. is basically impossible in the current setup. He'd have to start with a SPD rating of like 120 to still be a viable deep threat late into his 30s in M17. However, what we have in M17 is a real baseline starting point from which to build upon, as opposed to the arbitrary and imbalanced regression of past Madden games (looking at you, Madden 25, and your SPD 61 Percy Harvin starting for some team lol).Comment
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Re: Unrealistic with speed drops in CFM
Nope, the rate at which a player's top speed regresses in Madden NFL 17 isn't realistic, and there's data backing that up all over the place.
What it is, however, is an artificial gameplay device which places real pressure on you the user to constantly draft and develop players, which reinforces those core features of the mode and thus increases the sense of reward you feel when you do achieve those goals and build up your young rookies to starting-caliber players. It hits the high-level themes of "the NFL is a league of replacement" and "NFL - Not For Long" right on the nose (and really, it does this better than any other Madden game previous), so in that sense it is entirely authentic. It's also completely predictable in a way that adds meaningful gameplay challenge to franchise, and the game never "cheats" you - you know this regression is going to happen and thus can plan your team-building accordingly. It's solid game design and it makes for a fun video game.
I would like to see more open-ended player regression paths in future Madden games, for example a career arc like Steve Smith Sr. is basically impossible in the current setup. He'd have to start with a SPD rating of like 120 to still be a viable deep threat late into his 30s in M17. However, what we have in M17 is a real baseline starting point from which to build upon, as opposed to the arbitrary and imbalanced regression of past Madden games (looking at you, Madden 25, and your SPD 61 Percy Harvin starting for some team lol).
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