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Dynamic Player Progression System - No Editor Needed

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Old 01-21-2020, 04:30 PM   #1
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**New Update: 2/2/22** Dynamic Player Progression System - No Editor Needed

2/2/22*Here is a link to a little tool I made in app lab. I know it’s ugly as hell but it’s just something I whipped up in like 10 minutes. Anyways, it’s a number tool that contains multiple number generators that align to the progression system, as well as some quick directions. You should be able to add it to the home screen of your phone. I basically got tired of switching between a random dice roller and random number generator and having to set the parameters every time. This one already has the parameters in the code, so you just hit the blue button, then hit either the red or green button if needed. I’m gonna work on a tool that can be more of an all-in-1 where you can store your roster, link to the tables, etc. if I get really ambitious, I’ll code in the tables and make it a 1 click process (ie. select position, click button, immediately see results for what to add/subtract to each attribute. Here’s the link: https://studio.code.org/projects/app...AczYx-cNS-6B_Q

2/27/21*PDF Updated with some slight changes, and also some add-on's that can add some additional immersion.* More changes coming soon!

I have been playing NCAA 14 for years, and one thing that has always bothered me is the predictability of offseason player progression. All players seem to progress by 4-7 points (depending on program) and it makes it way too easy and predictable. For example, I know that if I recruit a 79 overall player, redshirt him, and keep him for 5 years, his final ranking will be between 94 and 99 overall. That is boring. This simple system provides two things: balance and unpredictability. Balance is important so that user rosters don’t get “out of whack” and unpredictability is important because… well… at this point we have all been playing this game for 6-7 years and need some new ways to spice things up.

Rationale:
The rationale behind this system is simple:
-Make progression more unpredictable and dynamic
-Make progression balanced
-Slightly handicap the user because if you are like me, I get bored taking Vanderbilt to the National Championship with a 99 overall roster in just 3 or 4 years
-Save time -other systems may take several hours to implement. Mine takes somewhere between 5 minutes (if you only dynamically progress user players), and a couple hours (if you do this for some/all CPU rosters).
-More transfers - the game has a player transfer from/to any given program every few years. Real life programs have 2-5 players transfer in a given year.

I won't take up any more space here, but it is all in the attached PDF file. If you have time and want to try out a new progression system, give it a look and send me some feedback.

I have been using it for a while, have evolved it, and finally feel like I have it right, so I thought I would share it here.

Disclaimer: The document is very long, but actually pretty simple once you get the hang of it. That said, it will not be for everyone, but feel free to leave constructive feedback. It has completely breathed new life into the game for me.
Attached Files
File Type: pdf Pre-Season Progression Updated February 2021.pdf (108.6 KB, 1367 views)

Last edited by kawkeye; 02-02-2022 at 10:18 PM. Reason: Changed somethings
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Old 01-21-2020, 05:08 PM   #2
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Re: Dynamic Player Progression System - No Editor Needed

biggest key for me was the no editor needed part, can’t wait till i get home to try this system. i’ll be sure to update when i get the chance.


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Old 01-21-2020, 05:13 PM   #3
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Re: Dynamic Player Progression System - No Editor Needed

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Originally Posted by Darianj22
biggest key for me was the no editor needed part, can’t wait till i get home to try this system. i’ll be sure to update when i get the chance.


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oh nah i just peeped the PDF (you might have to open a tab for OS on your internet browser in case it won’t load for those on the app) and it’s 7 pages of straight details you da goat bruh


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Old 01-21-2020, 06:01 PM   #4
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Re: Dynamic Player Progression System - No Editor Needed

I like your system overall that the editor is not needed. My only hang up is that a guy may start at 76, then be 82...then be 79, then be 73, then end at 74, altough i'm sure some guys rubber band like that, its uncommon. I use the work rating that i believe Hellisan is using, as in it tells you if the guy is a hard worker, he'll always improve, whether its 1 point or up to 8 year to year, and if its low, he'll regress or stay the same...and end up buried on the depth chart...i do like the dice roll for the transfer, and plan on using that.
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Old 01-21-2020, 06:33 PM   #5
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Re: Dynamic Player Progression System - No Editor Needed

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Originally Posted by AKEjcl41
I like your system overall that the editor is not needed. My only hang up is that a guy may start at 76, then be 82...then be 79, then be 73, then end at 74, altough i'm sure some guys rubber band like that, its uncommon. I use the work rating that i believe Hellisan is using, as in it tells you if the guy is a hard worker, he'll always improve, whether its 1 point or up to 8 year to year, and if its low, he'll regress or stay the same...and end up buried on the depth chart...i do like the dice roll for the transfer, and plan on using that.
Yeah I get that. My rational behind that was unpredictability. For some reason, it does not appeal to me to know a players “work ethic” his freshman year and know he’s going to be good. There are lots of college players with great work ethic who don’t pan out for a variety of reasons.

For example, when I have a player progress, then regress, then progress again, etc., I chalk it up to unpredictable circumstances such as offseason injury, etc.

An example would be Adrian Martinez who is the QB for Nebraska. He had a great freshman year and by all accounts has great work ethic. He was a predicted Heisman candidate going into this year but had a pretty below-average season. It turns out that he had an offseason injury and some other factors that contributed to this.

I prefer the non-linear nature of my system, but I totally understand what you are saying. Thanks for the feedback!
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Old 01-21-2020, 08:31 PM   #6
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Re: Dynamic Player Progression System - No Editor Needed

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Originally Posted by Darianj22
oh nah i just peeped the PDF (you might have to open a tab for OS on your internet browser in case it won’t load for those on the app) and it’s 7 pages of straight details you da goat bruh
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.
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Old 01-21-2020, 08:44 PM   #7
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Re: Dynamic Player Progression System - No Editor Needed

Wow nice, was just looking for ways to do this. Cant wait to try this out on my NCAA 13 dynasty. Awesome of you to do the detailed breakdown and sharing it.
Thank you!
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Old 01-21-2020, 09:29 PM   #8
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Re: Dynamic Player Progression System - No Editor Needed

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Originally Posted by frankinho
Wow nice, was just looking for ways to do this. Cant wait to try this out on my NCAA 13 dynasty. Awesome of you to do the detailed breakdown and sharing it.
Thank you!
Thanks man, I hope it works out for you! I know there are a couple ratings that are in ‘13 but not ‘14 (blocking skills, if I recall correctly), so hopefully the math still checks out. Let me know!
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