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Connected Careers Player Progression is broken

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Old 08-31-2012, 02:50 PM   #41
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Re: Connected Careers Player Progression is broken

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Originally Posted by ultralow36
It's broken!!!! Happy now? Troll really? Why because i don't share the same mindset as yours to say it's broken because my guy progress slower then i think they should.....You guys are so quick to call everything broken....I will not reply to the rest....



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You're a troll because you read only the title and then bashed the OP without even addressing his comments or offering your opinion why it isn't broken. It's not hard to just state your opinion without sounding like a total dickhole.

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Old 08-31-2012, 02:52 PM   #42
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Re: Connected Careers Player Progression is broken

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Originally Posted by Whomario
IMO the problem could be the cpu doing weekly progression and thus never buying expensive packages (that would actually improve the Overall because important = expensive in many cases). I just donīt trust the game to be as polished to have the CPU save up points for strategically placed upgrades unless you force it to.
I for my part have set it to yearly progression in the settings.
They shouldn't really be buying the expensive things anyway. If a QB has 93 Short Accuracy and 77 Deep Accuracy, I would imagine he'd spend his time in practice working on his Deep Accuracy moreso than his short accuracy.

For things like Speed, players shouldn't be gaining 5-10 Speed over the course of their career anyway.
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Old 08-31-2012, 03:00 PM   #43
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Re: Connected Careers Player Progression is broken

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Originally Posted by NYwRiter94
They shouldn't really be buying the expensive things anyway. If a QB has 93 Short Accuracy and 77 Deep Accuracy, I would imagine he'd spend his time in practice working on his Deep Accuracy moreso than his short accuracy.

For things like Speed, players shouldn't be gaining 5-10 Speed over the course of their career anyway.

That has been the one good thing I've seen with this new system. Speed takes so much XP it's not likely to happen with most players now (and in some cases I think it's not a spendable option for some players...I think). But man am I worried that overall league ratings are going to look really low with the exception of the stars that already come in as starters.
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Old 08-31-2012, 03:09 PM   #44
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Re: Connected Careers Player Progression is broken

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Originally Posted by NYwRiter94
I'm not 100% certain on this, but I believe utilizing players in practice earns them extra XP.
Anyone know if this is true or not?
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Old 08-31-2012, 09:22 PM   #45
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Re: Connected Careers Player Progression is broken

The thing that got me into madden years ago (12) was the franchise aspect of madden. This year is just a joke. Since when did Madden turn into a d**n RPG? Where did the SIM go?

If they would have just refined last years Franchise and used this years on the field play I would be happy. But EA cant to that. They don't know how to ADD features, they only replace. They do this every 2 years or so.

Take a page from MLB The Show, add to your game. Refine and perfect what you have done before. Stop removing features to put a new one in!

Last edited by gambler1180; 08-31-2012 at 10:05 PM.
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Old 08-31-2012, 10:13 PM   #46
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Re: Connected Careers Player Progression is broken

I did Cake Walk practice, which earns 1100 XP. Since stats are unavailable in practice, all in game stats are estimates.

Reggie Wayne started with 8554 XP. Wayne had approximately 3 catches for about 50 yards and 1 TD. Wayne finished with 8954 XP.

Dwight Freeney started with 8058 XP. Freeney had no notable stats. Freeney finished with 8458 XP.

Robert Mathis started with 6628 XP. Mathis had 1 tackle and 1 sack. Mathis finished with 7028 XP.

Andrew Luck started with 3686 XP. Luck completed (very rough estimate) 11 of 20 passes for 130 yards and 2 TDs. He threw no INTs and took 2 sacks. Luck finished with 4086 XP.

RESULT: Unfortunately, practice performance has no impact on XP earned.
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Old 09-01-2012, 12:34 AM   #47
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Re: Connected Careers Player Progression is broken

It seems to me that the problem isn't necessarily that progression is broken, but instead the sim engine is slightly dysfunctional and the goals for backups are too high in some cases.

In my first season with the Jets, both Bilal Powell and Joe McKnight (running backs) have 100-200-400-600 rushing yards as their goals and I believe 1000-2500-5000-25000 as their XP. The CPU engine won't give either of them carries unless Shonn Greene gets hurt, so they will never gain XP. In reality, McKnight will get carries/catches as the 3rd down back, and Powell will spell Greene for carries, and both should have a legitimate shot at least to get 200 yards rushing this year, meaning they would get AT LEAST 2500 XP on top of any weekly goals that they get (which also seem slightly high for backups) and Milestones.

The same goes for backups at other positions. Madden's sim engine doesn't utilize timeshares in the backfield, hybrid defenses, multi-TE offenses, etc. The problem isn't the progression system, its the sim engine.

Note: I have no idea how to progress backup QBs that don't play. There is legitimately 0 percent chance of getting a Tom Brady, Tony Romo, or even mildly successful journeymen like Ryan Fitzpatrick or Matt Moore.
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Old 09-01-2012, 12:46 AM   #48
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How far are you into your season? How much progression have you seen honestly seen from this?

My slot receiver made a good handful of great plays, but didn't progress his overall. I'd sub in Audie Cole and even when he got his tackles, it didn't equal to hardly any XP. It doesn't seem practical to have to swap in and out a QB in a game just to get him some XP/progression. This system has to have something we're missing, I'd hope.
Isn't this how EA rates their rosters? Draft position and stats determine ratings.

Save up and get the enhanced xp package. Players progress faster as it takes less xp to increase ratings and it pays for itslf fairly quickly.

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