More details about the Live Tuning Pack can be found right here.
Quote:
"For gameplay you should notice that larger players cannot jump as high to swat down passes making things look and feel more authentic. In Dynasty mode, it means two things. First, the majority of the teams in Dynasty will be slightly better than before due to having access to higher rated Prospects and slightly better progression. Second, CPU teams will do a much better job of accurately filling their rosters."
Why does your chart still clearly show teams degrading? Shouldn't teams be in a constant state of flux, every team on this chart has gotten worse.
Yeah, this is my major concern. I'm not ripping Russ or EA and I really appreciate that this LTP might have made the problem better. But is there any evidence of a team seeing their ratings IMPROVE after 5 or 6 years? Because some teams certainly should!
Here is the ongoing problem, as best I can tell from everything culled from this thread: The LTP does raise move the bell curve of overall ratings upward slightly, and might even slow down the ratings degradation to the point where the gameplay doesn't erode so rapidly after 4 years. But there remains a critical mass of downright crummy prospects who probably never should have gotten a scholarship. And once these guys are on the team, the LTP is probably telling the CPU to fill other "need" positions, even if there are recruits available to them that would upgrade some of the 40-60 OVR guys.
A human controlling a dynasty would cut all of those poorly rated guys immediately, which would create a "need" at the position and allow future recruiting to be more successful. I don't think the CPU does this--I think it's just a numbers game for them. If you have 4 underclassmen QB's, but all of them are rated under 70, the human player is going to target better players and cut the garbage, but I think the CPU will focus more on mid-level recruits at other positions of need...
That looks like a BUSTED to me. So AWR does not effect anything gameplay wise? Just sim? The cat's out of the bag.
Russ you know you probably opened a BIG can or worms with that statement.
Honestly I always figured it was like a boost for overall stats or something. Take Dez Bryant in Madden as an example. His AWR is horrible but his other ratings are Nnnnnnice. The quickest way to make his ratings go through the roof is to up his AWR. Why? I have no idea... Guess it's stat related for sim games. Since I will be playing with the Cowboys I guess his AWR does not really matter?
Awareness has NEVER been fully explained in sports games. One way of thinking of it is that it's kind of like a variable "skill" level for how well the CPU controls that player. But if that were the case, it would be irrelevant to humans controlling that player. So I had assumed (as you had) that it had something to do with boosting or reducing skill sets for players.
It's too bad we don't know what AWR does b/c if you think about the NFL, in particular, guys aren't really faster and stronger at age 28 than they are at age 23. (In many cases, their physical traits actually decline). But most 5-year veterans are much better players than they were as rookies because of their knowledge of the game and the decisionmaking that comes from repetition--things you would associate with "awareness".
That looks like a BUSTED to me. So AWR does not effect anything gameplay wise? Just sim? The cat's out of the bag.
Russ you know you probably opened a BIG can or worms with that statement.
Honestly I always figured it was like a boost for overall stats or something. Take Dez Bryant in Madden as an example. His AWR is horrible but his other ratings are Nnnnnnice. The quickest way to make his ratings go through the roof is to up his AWR. Why? I have no idea... Guess it's stat related for sim games. Since I will be playing with the Cowboys I guess his AWR does not really matter?
It helps with vision cone...OWAIT...that never made it into NCAA and got ran out of Madden. Yet it still has such a major effect on ratings. Go figure.
Ive also been simming a few seasons to look at the results and i am disappointed.
I added 12 teams as player controlled (1 and 2 star teams) and looked at all their stats for 4 years.
I am not seeing any noticeable increase in recruits OVR. 1 stars still come in as 40s which are generally pointless since a walk on is 40. 2 stars are in the 40s and 50s still and I have yet to see a 3 star be rated higher than 69. This is exactly the way it was before the tuner.
I am also seeing the CPU recruit redundant players and end up with silly numbers of backups. Lower teir schools also seem be be having a harder time recruiting in general now. They are still pretty much just recruiting what they can get instead of what they need.
I am sure there was some type of tweaking. I don't question that but it is upsetting that what was done had such little impact.
I don't think I understand what you want. Why is a 2 star prospect that comes in rated a 55 and leaves rated a 75 in 5 years bad? What do you want them to come in as?
If you look at the chart of Before/After LTP1 average OVR has gone up for most teams.
-Russ
Confusing...
Comparing after LPT1 to before, yes, after LPT1 Overall is higher than overall before LPT1.
But what I see though is that even after LPT1, all teams you included in that chart have regressed overall since 2010. So while higher than they were before the LPT1, they are all still lower in 2016 than they were in 2010. Not a single team has a higher overall in 2016 than they did in 2010, regardless of the update or not.
I hope that makes sense.
Quote:
Originally Posted by Russell_Kiniry_EA
Ahh, I understand the question now...
So if you look at the OVR line graphs you'll see that the recruits are still not 100% on par with the default rosters as you get to future years (but still WAY better than what we shipped with). I really didn't want to make too many drastic changes as I feel the top end (in player Overalls) is really good and if I messed with it too much that got broke.
-Russ
OK, I see this response you had to someone else. Unfortunate a little better fix could not be found this year, but I understand what you are saying. Thank you for the adjustments you have been able to make, and making them sensibly without making the situation worse. :-)
We've not seen this in any of our testing (or heard other reports) if this is an Online Dynast PM me your gamertag/dynasty name and I'll see if I can get someone to look at it. However my gut is your console is going bad...
-Russ
Quote:
Originally Posted by The Barnacle
Just a little heads up. If you sim the season full at one time I noticed that the computer recruits terrible. But if you sim week by week you get better results, same with off-season.
When I did a sim with Alabama they mostly signed low-rated players and jucos.
Interesting... can someone else try this and see if it works?
"That looks like a BUSTED to me. So AWR does not effect anything gameplay wise? Just sim? The cat's out of the bag."
You realize every player that the user is not controlling is in 'sim' mode. So it does effect the other 21 players in gameplay.
That's NOT what he said. Russ said the opposite... that there are basically ratings for everything a player does on the field. AWR just helps QBs and who they will throw to.
Wow, that's awesome. Does this mean there are busts? I guess now you really have to look at a recruits attributes rather that just looking at the *'s.
This is from a few pages back, but yeah. I just picked up a three star tackle rated 57 overall. I also had a four star running back come in at 70, while I had a couple of three star guys in the mid to high 70s.
Why is everyone so concerned with overalls going down 2-3 points? My biggest concern was a classic EA overreaction leading to a game full of 99 rated teams. If you read the first couple pages of this thread you'll see Russ says to get the overalls up any more may have caused different problems elsewhere. It's a lot better than before, get used to it.
I think we can all agree that this whole thing is a mess and this is barely a band aid, ratings/recruits/progression needs a total overhaul. It will not be acceptable for this to happen again next year. WR's with D- ratings in skill moves is not acceptable. I don't care why it is that way, just fix it. They should have NORMAL ratings with an average WR having a juke rating of C.
If this doesn't get fixed next year EA is going to find themselves in a deep hole when they finally try to dig out of it while fixing ratings/gameplay issues at some point down the line. The further this gets "band aided" the harder it will be for them to ever completely fix the problem and give us a better playing game.
most teams are overrated on the default roster to begin with.
That's the problem with comparing everything to the default rosters. In a sense, EA shouldn't have even done that with their graphs because many of us believe they were over-rated big time.
Sticky this to your brain and adjust your reference point when evaluating classes "The Default Rosters Were Over-rated"
That's the problem with comparing everything to the default rosters. In a sense, EA shouldn't have even done that with their graphs because many of us believe they were over-rated big time.
Sticky this to your brain and adjust your reference point when evaluating classes "The Default Rosters Were Over-rated"
Don't you think that's a little harsh man? I don't mind the rosters being a little out of balance if the game plays well
I think we can all agree that this whole thing is a mess and this is barely a band aid, ratings/recruits/progression needs a total overhaul. It will not be acceptable for this to happen again next year. WR's with D- ratings in skill moves is not acceptable. I don't care why it is that way, just fix it. They should have NORMAL ratings with an average WR having a juke rating of C.
If this doesn't get fixed next year EA is going to find themselves in a deep hole when they finally try to dig out of it while fixing ratings/gameplay issues at some point down the line. The further this gets "band aided" the harder it will be for them to ever completely fix the problem and give us a better playing game.
What's more important? What a rating says on paper, or what the player actually does on the field?
Russ said that receivers have low spin/juke/etc. moves and it doesn't effect the gameplay because CB's can't tackle, so WR don't even need to be good at those things.
If you notice when playing the game though, you can still juke and spin effectively with those players. There is a minimum threshold and it's not that big of a deal.
So if you're looking for numbers on a piece of paper then you have a point, but what's important is how it plays.
The tuner set is alright.....not what I was looking forward to anyway, I am looking forward to the actual mid august update. I want my dirty uniforms and the cpu AI RB to stop cutting to the middle of the field in trafffic when there is clear wide open space to the outside.
Once those 2 things are fixed.....I would be a happy camper. This tuner set was more geared towards the dynasty players. Over all I love the whole tuner set idea, which more games had tuner sets.
Don't you think that's a little harsh man? I don't mind the rosters being a little out of balance if the game plays well
That's what I don't understand, even if the default ratings are somewhat overinflated they seem to produce very good gameplay for most people. I have seen posts by people who have simmed to way later in dynasty and have reported that the gameplay is not as good as what they were seeing in the first couple years of dynasty.
Personally I want the ratings that produce the best gameplay as long as they aren't too overinflated down the road in dynasty. I assume EA sets the default ratings they way they do because they must feel that it produces the best possible gameplay.
And I still think the weaker teams have far too many players rated in 40's(most are 1* who really shouldn't even be in the game for the most part). To me that is the major issue and something that needs to be further tuned.