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Dynamic Player Progression System - No Editor Needed

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Old 01-21-2020, 09:53 PM   #9
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Re: Dynamic Player Progression System - No Editor Needed

Quote:
Originally Posted by kawkeye
Lol yeah, I figured I would get that response and I get it. I don’t think the system is very complicated once you go through it once. And to me, it’s a time saver because I’m only actually editing about half of the players. It takes me about 7-8 minutes to do my team. But if you are learning it from scratch it’s definitely going to be front-loaded as you learn the rules.



I would suggest reading the background information once, then progressing the players. It’s really only a couple pages of details and the rest is the charts you use to know how many points to add/remove. After your first time through, you might have it memorized and only need the position charts. I barely even use those anymore because I have done so many times.



To spare you some details, the only truly vital pieces of information are the determining numbers, progression factors, and the position charts. A lot of the other information is some examples to hopefully help people see some ways the system can play out.


my post wasn’t intended to slight the OP at all, in fact i’d rather have a more detailed layout and outline with multiple pages rather than being skimped on vital info. i just applied it to my defense first and i’ve had a freshman pass rusher progress from a 75 to 79 ovr to overtake the starting position from (rs) junior, but on the down side my all-MAC free safety regressed from an 88 to an 82 ovr. personally i add storylines to those who progress/regress to add another small layer as to why the player did what they did in the offseason.


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Old 01-21-2020, 09:59 PM   #10
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Re: Dynamic Player Progression System - No Editor Needed

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Originally Posted by Darianj22
my post wasn’t intended to slight the OP at all, in fact i’d rather have a more detailed layout and outline with multiple pages rather than being skimped on vital info. i just applied it to my defense first and i’ve had a freshman pass rusher progress from a 75 to 79 ovr to overtake the starting position from (rs) junior, but on the down side my all-MAC free safety regressed from an 88 to an 82 ovr. personally i add storylines to those who progress/regress to add another small layer as to why the player did what they did in the offseason.


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Exactly my thought process as well. Maybe your All-MAC safety has an offseason injury? Maybe he is having a slump after not working as hard, thinking he didn’t have to because he was so successful last year? I actually enjoy coming up with the storylines.

I’ve lost my best player to transfer and also lucked out and gotten a transfer from another school at a position of need nonetheless. Like I’ve said, it’s not for everyone, but can lead to a more SIM experience if you use your imagination and don’t mind some major disappointment every now and then. Such is the life of a sports fan I guess.
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Old 01-31-2020, 04:24 PM   #11
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Re: Dynamic Player Progression System - No Editor Needed

I like this a lot, looking forward to trying it out! Quick question though: how do you do a "fatigue reset" mid game? I've actually never heard this term before.
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Old 02-01-2020, 09:48 AM   #12
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Re: Dynamic Player Progression System - No Editor Needed

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Originally Posted by Son of Sam99
I like this a lot, looking forward to trying it out! Quick question though: how do you do a "fatigue reset" mid game? I've actually never heard this term before.
So the idea behind it is to keep the CPU competitive for four quarters. Their appears to be a “comeback engine” in the game that makes it way too easy to make a 28 point comeback or blow teams out. If you have fatigue OFF in the main menu, and ON in your dynasty, it seems to help a little.

The biggest thing you can do to keep the CPU competitive is reset fatigue at halftime. Immediately after halftime, go to settings (house rules), turn fatigue OFF for a play or two, then go back and turn it ON for the rest of the game. In my experience, you still have an advantage over the CPU in the fourth quarter, but not nearly as much as if you leave fatigue on the whole game and never reset it.
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Old 02-01-2020, 01:40 PM   #13
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Unhappy Re: Dynamic Player Progression System - No Editor Needed

Quote:
Originally Posted by kawkeye
Immediately after halftime, go to settings (house rules), turn fatigue OFF for a play or two, then go back and turn it ON for the rest of the game.
Love it! Now I just have to remember to implement next time I play!!
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Old 02-02-2020, 11:53 PM   #14
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Re: Dynamic Player Progression System - No Editor Needed

Quote:
Originally Posted by kawkeye
So the idea behind it is to keep the CPU competitive for four quarters. Their appears to be a “comeback engine” in the game that makes it way too easy to make a 28 point comeback or blow teams out. If you have fatigue OFF in the main menu, and ON in your dynasty, it seems to help a little.

The biggest thing you can do to keep the CPU competitive is reset fatigue at halftime. Immediately after halftime, go to settings (house rules), turn fatigue OFF for a play or two, then go back and turn it ON for the rest of the game. In my experience, you still have an advantage over the CPU in the fourth quarter, but not nearly as much as if you leave fatigue on the whole game and never reset it.

I stopped doing the reset and seemed to get better game. However, I also turned HFA off as it seems to have a huge hidden effect on how the CPU plays.
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Old 03-29-2020, 12:25 AM   #15
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Re: Dynamic Player Progression System - No Editor Needed

Not sure if anyone is using this, but I played 12 additional seasons using this method since I last posted and have been pleased with the results. My team reached an all time low of 79 overall due to some bad luck and transfers. My team also reached an all time high of 95 overall 6 years later, and then dropped back down to 89 in just two years.

I LOVE the unpredictability. For one 3 year stretch, my top 2 QB’s regressed majorly. During another stretch, a 71 overall freshman ended up being a 96 overall stud. My defense had a series of bad roles one year and my team suffered. In another year, my offense seemed to get al good roles and made a big jump. It has just been very life like and immersive.
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Old 04-25-2020, 08:47 AM   #16
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Re: Dynamic Player Progression System - No Editor Needed

I'm loving this feature and the great work you put there @kawkeye.


After reading and studying your PDF file, I'm gonna use your system right now.



I'm adding 2 things :


1/ Like your double-6 result in a transfer, I'm re-roll the 1 and the 5.


a) In case of a double-1, it's a double regression (apply the random number 1-49 twice).


b) In case of a double-5, it's a double progression (apply the random number 1-49 twice)


2/ For each transfer FROM my team (the double-6). I'm using a coin toss (50-50 chance) do determine if there's a transfer TO my team. If yes, then using the random team generator (+ dice roll to choose one from the 6 school) an a random number between 1-70 (rank by overall) to determine which player want to transfer to my school.





I will provide the result for a 3/4 year span in a few weeks. Already really interesting things after year 1...
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