QBs with Poor Stats in Franchise Mode

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KeepinItTeal
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QBs with Poor Stats in Franchise Mode

Postby KeepinItTeal » Sun Feb 11, 2018 9:22 pm

Here's the situation: I play out only my team's games (CPU v. CPU) in franchise mode and I am very happy with the stats I am seeing in those games as they are quite comparable to today's NFL games. For all other games each week I hit the 'Simulate Week' button. I also use the feature in NZA's editor that adjusts the head coaches run/pass/aggression sliders which is designed to get more realistic stats. The issue is that while QBs in the league are realizing realistic passing yardage numbers, the interceptions are way too high and TDs are pretty low. Below are the stats, through week 11, from some of what should be the top QBs in the game:

Code: Select all

PASSING                        CMP  ATT  YDS  PCT   YPA SACK   TD  INT LONG RATING
Ben Roethlisbergr              200  334 2293   59   6.8   23   11   11   68   77.8
Jared Goff                     222  351 2056   63   5.8   32   18   15   61   78.4
Tom Brady                      124  188 1353   65   7.1   19    9    9   69   83.0
Cam Newton                     180  325 2037   55   6.2   31   15   16   81   69.2
Jimmy Garoppolo                203  358 2026   56   5.6   29   12   13   62   68.9
Matt Ryan                      215  374 2344   57   6.2   31   17   20   58   68.9
Andrew Luck                    208  381 2359   54   6.1   28   11   11   68   70.9
Jameis Winston                 188  341 1924   55   5.6   32   14   15   65   66.9


Is anyone else seeing this issue? Any thoughts on how to address it? Perhaps reduce the HC aggression sliders on offense even more? Would love to hear others thoughts and analysis on this.

Thanks.

QBs with Poor Stats in Franchise Mode

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Re: QBs with Poor Stats in Franchise Mode

Postby jose21crisis » Sun Feb 11, 2018 10:29 pm

I kind of ran into a similar problem. I did not use NZA's editor for stats, but rather used Moonbax's method of having HC's have a Pass% of around 60-69%. This seems to give pretty realistic stats.

Anyway, back to the point. I have that problem, as seen here:

Code: Select all

PASSING                        CMP  ATT  YDS  PCT   YPA SACK   TD  INT LONG RATING
Kirk Cousins                   239  369 2348   64   6.3   22   19   11   64   87.3
Tyrod Taylor                   204  351 2240   58   6.3   34   16   22   64   66.2
Carson Palmer                  176  286 1798   61   6.2   28    9   17   61   65.3
Philip Rivers                  239  392 2676   60   6.8   39   20   13   64   84.5
Andrew Luck                    210  402 2565   52   6.3   38   15   16   59   68.0
Dak Prescott                   113  178 1251   63   7.0   18   12    6   57   92.6
Carson Wentz                   206  343 2175   60   6.3   35   15   11   66   79.7
Matt Ryan                      264  408 2742   64   6.7   25   17   15   65   82.5
Blake Bortles                  188  335 2147   56   6.4   34   12   16   69   67.6
Aaron Rodgers                  249  383 2795   65   7.2   28   21   13   56   90.8
Cam Newton                     197  326 2041   60   6.2   34   16   12   63   79.5
Tom Brady                      247  379 2737   65   7.2   30   24    5   58  102.0
Jared Goff                     195  353 2076   55   5.8   33   13   10   77   73.1
Joe Flacco                     206  350 2108   58   6.0   26   13    8   62   79.1
Drew Brees                     274  417 2766   65   6.6   23   20   11   67   89.4
Russell Wilson                 187  317 1846   58   5.8   26   17    8   58   82.8
Ben Roethlisbergr              253  390 2937   64   7.5   23   27    6   59  104.1


Those are the QBs that quickly came to mind, not necessarily top QBs (Blake Bortles, Tyrod Taylor and Jared Goff, and looking at all of you) but good for comparision. I guess I could have simply placed Aaron Rodgers with his 11 Picks and it would have been trouble. Most QBs have double digit INTs. Exceptions are Dak Prescott (The Cowboys are having a good season, and Dak rushed for 239 yards on 31 attempts so far), Tom Brady (Is Brady, so I assume is ok), Mr. Elite QB Joe Flacco (He rushed for 129 yards so far), Russell Wilson (Rushed for 739 yards, the highest among any Seahawk player) and the user controlled "Big" Ben Roethlisberger (Rushed for 33 yards). Tyrod Taylor leads the league with 22 INTs. That is just horrible for any QB.

The reason why I think this happens is Head Coach (And maybe Defensive Coach) Pass Defense stats. After looking through moonbax's work on ratings, I found out that Pass Defense% alters a) The type of subpackage called and b)The kind of turnover the defense gets. So, a HC with 51% Pass Defense (49% Run Defense) will use subpackages with 1DT (Nickel 3-3-5, Dime 3-2-6) and will get more INTs. A HC with 49% Pass Defense (51% Run Defense) will use subpackages with 2DTs (Nickel 4-2-5, 2-4-5, Dime 4-2-6) and will get more fumbles. The thing, the farther away you get from 50%, the more turnovers happen. So, a HC with 60% Pass Defense will get far more INTs out of his Defense than a HC with 51% Pass Defense.

There are 2 ways to fix this. The first one, which I'll eventually do on my franchises to make stats more realistic overall, is use Calhoupe's Scripts to use the "Speed Up CPU vs. CPU #2" script, which will speed up CPU vs. CPU games. Then make EVERY game in the week play, while you go do something else. You do that with every game you don't want to watch. Of course, that takes a long ass time. The other method would be to mess around with HC, OC, DC and ST Offensive and Defensive Aggressiveness. Right now, I lined up all of the coaches on a team to have the same philosophies as the HC, as well as the same playbook. Also, like I said, used moonbax's formula for Pass/Run Ratio is the next:

moonbax wrote:If you try to describe this amount of scaling upward that I used as an example where the range ends up around 60-69% Pass, notice that inputting Pass 48% --> (gives) Pass 60%, and Pass 63% --> Pass 69%. If you only look at values close to this range of 48-63 for P, the linear slope ends up being a relatively neat 0.6 (9 up/15 across). Then simply solving for the new P'=60 (new Pass%) at P=48 (old Pass%) gives:

P' = 0.6 * P + 31


(Rounding 31.2 to 31 gives P'(64% Pass) = 69% Pass, so I truncated the .2)


Where P' is the Coach's new Pass/Run Ratio, and P is the coach's Real Pass/Run Ratio. I also made sure Offensive Aggressiveness is 53.

Other than this, not sure. I'd guess the best would be to stop using the Sim Engine, which is fairly broken.
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Re: QBs with Poor Stats in Franchise Mode

Postby jose21crisis » Sun Feb 11, 2018 10:42 pm

More notes: I don't think lowering Off Aggressiveness is a good idea. It makes most of the teams be "Vertical Offense". This will result in lower QB completition %, as well as more deep passes, which are more likely to be picked off. Lower Defensive Pass Aggressiveness will result in less subpackages like Nickel and Dime, and considering most Ds IRL run a lot of Nickel and Dime ...

Also, unrelated but important. When you go to draft in MaddenAMP, if you want the most accurate stats, you need to put 10 hours into the rookies you want to scout. Otherwise, you might end up with a bad read, which is a problem. I just scout all players on a position I want, then see who stands out. I've got a very good Right Guard who was B+ on Run Block in MaddenAMP, he ended up being 83 Run Block. I think the ratings, starting on A+ for about 99-95, go decrementing in 5 points, so a A rated player on a stat could be 94-90, A- could be 89-85, B+ could be 84-80 and so on. If you use all 10 hours on a guy, you'll get a better read on "Our Grades", making some 6th round picks into very worthy 2nd-3rd round picks. And, if you import a draft class, don't use NZA's recalculation function. It will F up the ratings of the draft class. Only use it for Madden generated classes.
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Re: QBs with Poor Stats in Franchise Mode

Postby ultimatum77 » Mon Feb 12, 2018 9:11 pm

KeepinItTeal wrote:Here's the situation: I play out only my team's games (CPU v. CPU) in franchise mode and I am very happy with the stats I am seeing in those games as they are quite comparable to today's NFL games. For all other games each week I hit the 'Simulate Week' button. I also use the feature in NZA's editor that adjusts the head coaches run/pass/aggression sliders which is designed to get more realistic stats. The issue is that while QBs in the league are realizing realistic passing yardage numbers, the interceptions are way too high and TDs are pretty low. Below are the stats, through week 11, from some of what should be the top QBs in the game:

Code: Select all

PASSING                        CMP  ATT  YDS  PCT   YPA SACK   TD  INT LONG RATING
Ben Roethlisbergr              200  334 2293   59   6.8   23   11   11   68   77.8
Jared Goff                     222  351 2056   63   5.8   32   18   15   61   78.4
Tom Brady                      124  188 1353   65   7.1   19    9    9   69   83.0
Cam Newton                     180  325 2037   55   6.2   31   15   16   81   69.2
Jimmy Garoppolo                203  358 2026   56   5.6   29   12   13   62   68.9
Matt Ryan                      215  374 2344   57   6.2   31   17   20   58   68.9
Andrew Luck                    208  381 2359   54   6.1   28   11   11   68   70.9
Jameis Winston                 188  341 1924   55   5.6   32   14   15   65   66.9


Is anyone else seeing this issue? Any thoughts on how to address it? Perhaps reduce the HC aggression sliders on offense even more? Would love to hear others thoughts and analysis on this.

Thanks.


Yea I have the same problem with sim stats being really bad for top qb's...I think it also has something to do with the Sim quarters being about 12 minutes.....(next time click box score and you will see that the sim quarters are really long like 12 min) idk if you can adjust the sim quarter length but a shorter quarter would mean less scoring which could mean fewer passes thrown leading to fewer picks....idk just a theory .....

I would try to adjust the sim quarter length (probably in gameplay settings somewhere)


this is a post from another forum about xbox 360 madden 08 but it should still apply...the user talks of super simming (not sure what that is...)but he talks about unreal running and passing stats as well....


https://gamefaqs.gamespot.com/boards/93 ... 8/41220384
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Re: QBs with Poor Stats in Franchise Mode

Postby jose21crisis » Mon Feb 12, 2018 9:28 pm

ultimatum77 wrote:this is a post from another forum about xbox 360 madden 08 but it should still apply...the user talks of super simming (not sure what that is...)but he talks about unreal running and passing stats as well....


Supersim is a function in next gen Maddens that allow you to sim a part of the game, like the 1st half, or the first quarter, then you can go in to finish the game. But, it is filled with BS, I was reading a little series called "Breaking Madden" which was pretty much giving Madden 25 players that are so overpowered or so bad that the game starts hating and glitching. Now, on one of the episodes, he took Vince Young, made him overpowered with 99s everywhere and placed him in the Texans, gave him 400 lbs O-Lineman and made the Chiefs' Defense (Their opponent) be zeros across the board on everything. The point was trying to make a single play last for as long as possible, the longest he got was 1:23. He used SuperSim for every Chiefs possession and played "normally" for every Texans possession. The Time of possession at the end:

Texans: 57:40, Chiefs: 2:20

The score after the fact?

Texans: 0, Chiefs: 48.

It is BS that in 2:20 mins you can score 48 points, it would mean the Chiefs scored on every 18 secs of possession.
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Re: QBs with Poor Stats in Franchise Mode

Postby Kevin5455 » Tue Feb 13, 2018 3:00 pm

Could rogerjinx's ovr roster calculator be the problem? Are you currently using it?

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Re: QBs with Poor Stats in Franchise Mode

Postby jose21crisis » Tue Feb 13, 2018 3:57 pm

Kevin5455 wrote:Could rogerjinx's ovr roster calculator be the problem? Are you currently using it?


Definitely no. This is a vanilla Madden 08 problem, no mod has altered that. The Sim Engine (Which in later Maddens is known as Super Sim) is simply weird when it comes to INTs.
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And be able to improvise.

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Re: QBs with Poor Stats in Franchise Mode

Postby KeepinItTeal » Tue Feb 13, 2018 8:33 pm

jose21crisis wrote:
Kevin5455 wrote:Could rogerjinx's ovr roster calculator be the problem? Are you currently using it?


Definitely no. This is a vanilla Madden 08 problem, no mod has altered that. The Sim Engine (Which in later Maddens is known as Super Sim) is simply weird when it comes to INTs.


Makes me wonder if Calhoupe could fix it by modifying the script?

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Re: QBs with Poor Stats in Franchise Mode

Postby ultimatum77 » Tue Feb 13, 2018 10:17 pm

jose21crisis wrote:
ultimatum77 wrote:this is a post from another forum about xbox 360 madden 08 but it should still apply...the user talks of super simming (not sure what that is...)but he talks about unreal running and passing stats as well....


Supersim is a function in next gen Maddens that allow you to sim a part of the game, like the 1st half, or the first quarter, then you can go in to finish the game. But, it is filled with BS, I was reading a little series called "Breaking Madden" which was pretty much giving Madden 25 players that are so overpowered or so bad that the game starts hating and glitching. Now, on one of the episodes, he took Vince Young, made him overpowered with 99s everywhere and placed him in the Texans, gave him 400 lbs O-Lineman and made the Chiefs' Defense (Their opponent) be zeros across the board on everything. The point was trying to make a single play last for as long as possible, the longest he got was 1:23. He used SuperSim for every Chiefs possession and played "normally" for every Texans possession. The Time of possession at the end:

Texans: 57:40, Chiefs: 2:20

The score after the fact?

Texans: 0, Chiefs: 48.

It is BS that in 2:20 mins you can score 48 points, it would mean the Chiefs scored on every 18 secs of possession.


Lol that would mean the chiefs turned into the greatest show on the universe lol....
For help running madden please consult my guide and posts from fellow users here....thanks! (link below) viewtopic.php?f=22&t=17907
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Re: QBs with Poor Stats in Franchise Mode

Postby cdcool » Wed Feb 14, 2018 12:58 pm

KeepinItTeal wrote:Here's the situation: I play out only my team's games (CPU v. CPU) in franchise mode and I am very happy with the stats I am seeing in those games as they are quite comparable to today's NFL games. For all other games each week I hit the 'Simulate Week' button. I also use the feature in NZA's editor that adjusts the head coaches run/pass/aggression sliders which is designed to get more realistic stats. The issue is that while QBs in the league are realizing realistic passing yardage numbers, the interceptions are way too high and TDs are pretty low. Below are the stats, through week 11, from some of what should be the top QBs in the game:

Code: Select all

PASSING                        CMP  ATT  YDS  PCT   YPA SACK   TD  INT LONG RATING
Ben Roethlisbergr              200  334 2293   59   6.8   23   11   11   68   77.8
Jared Goff                     222  351 2056   63   5.8   32   18   15   61   78.4
Tom Brady                      124  188 1353   65   7.1   19    9    9   69   83.0
Cam Newton                     180  325 2037   55   6.2   31   15   16   81   69.2
Jimmy Garoppolo                203  358 2026   56   5.6   29   12   13   62   68.9
Matt Ryan                      215  374 2344   57   6.2   31   17   20   58   68.9
Andrew Luck                    208  381 2359   54   6.1   28   11   11   68   70.9
Jameis Winston                 188  341 1924   55   5.6   32   14   15   65   66.9


Is anyone else seeing this issue? Any thoughts on how to address it? Perhaps reduce the HC aggression sliders on offense even more? Would love to hear others thoughts and analysis on this.

Thanks.


From my experience, CPU vs CPU stats and sim stats don't work well together, NZA' editor helps but still.
CPU vs CPU for all games is consistent but most don't want to do that for all games.


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