We worked hard to keep everything in line, and I feel like we nailed it. Nobody wants a league of all studs or all garbage players. So much work was put into getting this part right (much thanks to Maximus Geey and PD on the Discord and the stupid number of sims the did for me). League distribution stays consistent meaning team averaged overalls at the start will be the same 10, 20, and 30 years down the line. While random numbers are being pulled, they are following sets of rules, thresholds, and percentages. Everything in this tool is what I like to call controlled randomness. But you have your QB of the future already. That 6 th rd QB that you got just because. Makes your CFM become so much more dynamic. Players taking over positions from aging vets. What your friend has happen won’t happen to you even if using the exact same rosters and draft classes. This balances Dev Trait percentages for the league and just makes more sense. If a X Factor player drops below 80 Ovr his Dev Trait goes to Superstar. But don’t sleep on normal Dev guys because they can become stars as well. Players with a higher trait have a much better chance of being a good player with less downside. This is how we create those out of no where players who one year did nothing and the next put up 1500 yds rushing. He will earn those 15 points during the 8 progression steps, but he gets the points at random intervals. For example, if player A is 70 Ovr and his potential is 85 Ovr that is 15 points of progression. Each progression step is a random percentage of potential earned. 8 progression steps (2 per year at week 8 and week 16). After that they have hit their max potential. Players will be eligible to progress from their rookie year until they finish their 4 th year. XP is gone and replaced with a controlled random potential system. Complete overhaul of Madden 20 progression system.
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