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Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday

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Old 09-09-2015, 01:23 PM   #193
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Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday

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Originally Posted by kse79x
I have a feeling you're right. Unless EA is just being incompetent or ignoring it on purpose. They're basically saying people can start leagues or continue leagues they started based on what Rex tweeted. No response at all to those who asked about the speed issue. If a Roster update will correct it, then they should tweet this out before people start their leagues. So the fact that they're not telling people might mean you are correct. Either way, no direct mention of it just isnt right on EA's part.

100% agree. People are just assuming that is what EA is going to do on Friday with roster update. EA has not said nothing. Go download via roster share there are great rosters there that already have everyone updated and you can now start your CFM with the patch. With everything EA has done and we all know EA you really think they are going to basically re rate a majority of the players speed to match up with Draft Classes in CFM??? Would be nice for EA to just come out and say what's up. But if there not saying anything don't get your hopes up it's an easy question to answer and they've actually been answering a lot via Twitter and prefer not to answer that. I say if your debating....don't wait for another patch thats crazy...start it up!! (Also with Donny Moore out as roster guy the new guy doing them made a point to drop down the speed this year)
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Old 09-09-2015, 01:24 PM   #194
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Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday

Im not sure what the speed issue is? I just looked at the base roster and 24 players have speed 94 or higher? 10 of those are CB's, 2 are RB's, and 12 are WR's...These vary from 94 all the way up to two with 97 speed. 3-4 guys coming in a year with that speed makes sense to me...It appears that the WR's that have the higher speed and are bigger also lack acceleration which is obviously how it should be.
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Old 09-09-2015, 01:25 PM   #195
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Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday

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Originally Posted by CM Hooe
The issue is that left tackles (and right tackles to a lesser extent, but it's mostly left tackles) are allowing a disproportionately high number of sacks relative to other starting offensive linemen.

The total number of sacks allowed is actually pretty solid at a glance, but teams' left tackles are allowing too many sacks. For example, in one given sim, the Cowboys allowed 32 total sacks, but Tyron Smith allowed 12 of them. Washington Post credits Tyron Smith with six sacks allowed in 2014 and he's never allowed double-digit sacks in his career per that source. Another example: Browns LT Joe Thomas - probably the premier left tackle in the league - allowed 13 sacks in the same simulated season (with PBK of 96 following the season); he's never allowed more than six sacks in his career, per Washington Post.

The extreme example: for the Rams, they allowed 60 sacks as a team in one sim I did, and Greg Robinson allowed 41 sacks by himself. No other player on the team allowed more than 9.

Combine this with a component of Game Prep where an offensive tackle will automatically regress if he allows too many sacks in a game. For example, Greg Robinson will automatically lose four points in Pass Blocking permanently if he allows four sacks in a game. The amount of regression may be tied to Consistency; the Rams' right tackle, Rob Havenstein, also allowed four sacks in a single game once this sim, and he lost five points on Pass Blocking instead of four. It appears that three sacks allowed is the threshold for any ratings penalty, so an OL can allow 0, 1, or 2 sacks in a game and be fine.

Going back to Greg Robinson allowing 41 sacks in a season - that's a little over 2.5 sacks a game. In a second sim I did, he allowed at least 3 sacks in 8 games, and in two games allowed more than 6 sacks individually. So he's getting hit with PBK ratings penalties at least eight times in the season.

That's the reason we're seeing the tackles regress so much - they are allowing a ton of sacks individually, and the game is penalizing them for that.

For frame of reference - Washington Post credits Vikings LT Matt Kalil, one of the worst current starting tackles in the NFL by consensus, with 13.75 (.75?) sacks allowed in 2014. Unfortunately sortable real-world individual OL stats are proving really hard for me to find.

If I were to take a stab at what the long-term effects of this would be - CPU teams are going to be at the mercy of the sim engine with respect to developing young offensive tackles, and any who don't perform in the game sims are going to probably discarded quickly on account of the extreme PBK regression. The LTs who already have high ratings, though allowing too many sacks, will probably maintain their ratings more often than not because they mostly won't ever hit the single-game sacks allowed thresholds to incur ratings penalties.

Yea I knew how it happened I was just asking more in a why would EA make regression work that way in a game to begin with.

Then they said it was fixed. Still not fixed.

Should a player even regress in a regular season?

Thanks for the info and data though.




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Old 09-09-2015, 01:27 PM   #196
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Is the OL pass block a regression due to high number of sacks in a sim. Reason why I ask is we have a 32 team CFM, so there shouldnt be many sims. Granted there will still be sacks but I can't imagine as high as the sims. I wonder if the regression is strictly tied to # of sacks.
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Old 09-09-2015, 01:27 PM   #197
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Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday

Quote:
Originally Posted by niles08
Im not sure what the speed issue is? I just looked at the base roster and 24 players have speed 94 or higher? 10 of those are CB's, 2 are RB's, and 12 are WR's...These vary from 94 all the way up to two with 97 speed. 3-4 guys coming in a year with that speed makes sense to me...It appears that the WR's that have the higher speed and are bigger also lack acceleration which is obviously how it should be.

So having multiple players (2 or 3) come in with higher speed than the top guy on the whole file is ok?

I saw about 3 with 98 speed in the first draft class


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Old 09-09-2015, 01:29 PM   #198
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Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday

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Originally Posted by swimfunk
Is the OL pass block a regression due to high number of sacks in a sim. Reason why I ask is we have a 32 team CFM, so there shouldnt be many sims. Granted there will still be sacks but I can't imagine as high as the sims. I wonder if the regression is strictly tied to # of sacks.

Yes. Seems to be just number of sacks given up


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Old 09-09-2015, 01:29 PM   #199
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Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday

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Originally Posted by SuperSeahawks
Did a quick CFM test to confirm that the LT sacks given up is still an issue.

Here is my thing on this, some have said, maybe it wont be an issue in online. Well i guess that means dont use the new " sim a win " feature online then , because if you do , those sack numbers gonna bite the two teams who get simmed. Also for any games where before opponents might agree to a fair sim, now will risk this being an issue for them. Bottom line , the bs isn't fixed at all.

Also my other question, so who i working on a stock , up to date moves , roster that will adjust the speeds of stock players up correctly to match these rookies speeds more? Because ive yet to see anything confirmed by EA that they are doing this, and we need someone to do this .
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Old 09-09-2015, 01:30 PM   #200
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Re: Madden NFL 16 Title Update #1 Available Now, Roster Update Scheduled For Friday

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Originally Posted by charter04
Yea I knew how it happened I was just asking more in a why would EA make regression work that way in a game to begin with.

Then they said it was fixed. Still not fixed.

Should a player even regress in a regular season?

Thanks for the info and data though.
Personally I have no issue with the concept of in-season regression, particularly when paired with the ability to progress players in-season.

The simulated stats are the driver of the problem here, IMO.
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