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Player 'Frames'

By Ares
9/22/2016 3:22 am
In its current iteration, it's very rewarding to swap player positions, even to drastically different spots. One of the biggest reason this doesn't happen in real life, is that there's simply only so much weight some folk can fit (and keep) on their frame, and weight is crazy important to certain positions. One possibly fix for this that doesn't include any artificial limitations on position switches would be to have each player's gen'd weight be set as the mid-point of their potential weight range, with the ultimate extent of their range being somewhat randomized. So a 250lb TE could potentially slim down to be a 220lb WR, but he's never going to hit sub 200lb. Where they're at on that range could be represented by a color scale, with their weight showing from bright green (optimal 'natural' weight) to dark red as they approach the limit of their potential weight range.

Re: Player 'Frames'

By WarEagle
9/22/2016 11:23 am
I'm fine with this as long as it is random for each player and not position specific.

A. There is enough being done already to ensure every player at each position eventually ends up looking like twins. Anything done to increase this would just make this feature even worse.

B. There should still be players gen'd at one position who would be better at another, and their "frame" should be more in line with what their best position would be.

I still think all of this is pointless until we are able to have some input on what the ideal weight for a player (not position) should be, as well as having input on how weight is taken into consideration when calculating the player ratings.

Re: Player 'Frames'

By jdavidbakr - Site Admin
9/22/2016 12:05 pm
I would like to do this, most likely not one without the other. My thinking is that each player has his 'frame' weight, as you called it, -probably hidden from you?- that he has no difficulty migrating towards but has an increasingly difficult time moving away from as he gets further away (either up or down). Then, each position would have an 'ideal weight' that you would set (in with the other attributes) where all players assigned to that position attempt to migrate toward. A free agent would always be migrating toward his 'frame' weight.

Then we could include in the 'future' ratings an adjustment for weight based on his 'frame' weight (currently the only adjustment occurs in the 'current' ratings based on his current weight). I'd also like to give you control over the strength of this adjustment.

Re: Player 'Frames'

By raymattison21
9/22/2016 1:13 pm
jdavidbakr wrote:
I would like to do this, most likely not one without the other. My thinking is that each player has his 'frame' weight, as you called it, -probably hidden from you?- that he has no difficulty migrating towards but has an increasingly difficult time moving away from as he gets further away (either up or down). Then, each position would have an 'ideal weight' that you would set (in with the other attributes) where all players assigned to that position attempt to migrate toward. A free agent would always be migrating toward his 'frame' weight.

Then we could include in the 'future' ratings an adjustment for weight based on his 'frame' weight (currently the only adjustment occurs in the 'current' ratings based on his current weight). I'd also like to give you control over the strength of this adjustment.


I am pretty sure the game uses only weight to dictate speed and strength calculations. So "frame" is not the right word, but frame does dictate which way the weight could go. A shorter player should lose weight quicker and a taller just the opposite.

Frame equals weight divided by height. Density. In other words a player that is more dense in theory would lose weight more easy. Or they have potential to lose more than gain. The opposite goes for thin framed fella.

Over time, about 1 or 2 maybe up to 5 pounds of muscle can easliy be gained a month, but a tall guy would have trouble losing more weight as he got thinner and thinner.

I think the trending weights should be hidden but trend to this real life weight distribution.

Not random as some guys gains and losses are almost predicable. For example a 5"11 highschool senior will never be projected as a linemen for a legit D 1 college. Cause scouts know he on the rarest occasion might grow an inch or two and maybe gain 50 pounds at best( especially if hes 200lbs already) where a 6'4 200 pound senior probaly is being projected at several positions, cause 50 pounds could be gained in two years with that frame, and by pro time he would be projected nearing 300 pounds.

If weight mattered more and tall guys gained weight quicker than short guys more tall guys would be converted to o and dline more like reallife (not converting a 5'11 FB to LT or a 5 '10 DB to DT). That is the only thing that bug me about conversions. Tall guys have long arms and that is an advantage in reallife line play.

I would trend weight in this manor for realism sake only as shorter guy use mobility to succeed and should stay fast.

I think Willaim Perry was freakish enough to break this mold. And probaly others(D. Freeney 6'1 270lbs 4.5 forty yerd dash) But Perry is definitly an outlier, a 5"11 muscle bound beast that at 280 pounds had a 38 inch vertical. This was in the 80 s though and now Perry would be good but guys are stonger in general but he is the only one that got that big while being so short and was very effective.

You start to go into ranges that most humans would die as their livers could not dispell that much lactic acid build up from so many muscles moving so much weight at such a velocity. Bigger taller guys have larger livers allowing for more energy proccesses take place thus allowing for the potenial for more muscle growth. More for the football setting because the game calls for these demands but allows for breaks between plays. Other sports follow this physicological pattern. There is just too much runnining involved to allow for super big and fast guys. Only nutrition and training can adjust these measures but genetics is what truely dictates this trend of weight while still being fast.

Re: Player 'Frames'

By WarEagle
9/22/2016 2:25 pm
jdavidbakr wrote:
I would like to do this, most likely not one without the other. My thinking is that each player has his 'frame' weight, as you called it, -probably hidden from you?- that he has no difficulty migrating towards but has an increasingly difficult time moving away from as he gets further away (either up or down). Then, each position would have an 'ideal weight' that you would set (in with the other attributes) where all players assigned to that position attempt to migrate toward. A free agent would always be migrating toward his 'frame' weight.

Then we could include in the 'future' ratings an adjustment for weight based on his 'frame' weight (currently the only adjustment occurs in the 'current' ratings based on his current weight). I'd also like to give you control over the strength of this adjustment.


It may be too much to ask, but I would still like to be able to set my desired weight for each player, not just for each position.

I don't need/want all of my DTs to be huge (like the Fridge), and I don't need/want all of them to be on the smaller side either. If the desired weight is position specific, eventually everyone is going to look the same, just like now. The only difference would be that I have input in what the "twins" look like.

Same thing goes for RBs. I may want Okoye, Megget and Peterson types all at the same time. Not a stable of RBs who are all the same.

Re: Player 'Frames'

By jdavidbakr - Site Admin
9/22/2016 4:07 pm
WarEagle wrote:
jdavidbakr wrote:
I would like to do this, most likely not one without the other. My thinking is that each player has his 'frame' weight, as you called it, -probably hidden from you?- that he has no difficulty migrating towards but has an increasingly difficult time moving away from as he gets further away (either up or down). Then, each position would have an 'ideal weight' that you would set (in with the other attributes) where all players assigned to that position attempt to migrate toward. A free agent would always be migrating toward his 'frame' weight.

Then we could include in the 'future' ratings an adjustment for weight based on his 'frame' weight (currently the only adjustment occurs in the 'current' ratings based on his current weight). I'd also like to give you control over the strength of this adjustment.


It may be too much to ask, but I would still like to be able to set my desired weight for each player, not just for each position.

I don't need/want all of my DTs to be huge (like the Fridge), and I don't need/want all of them to be on the smaller side either. If the desired weight is position specific, eventually everyone is going to look the same, just like now. The only difference would be that I have input in what the "twins" look like.

Same thing goes for RBs. I may want Okoye, Megget and Peterson types all at the same time. Not a stable of RBs who are all the same.


That's not a bad idea, my concern is that it might get unwieldy, but it might be worth adding a control that you can override the position goal or use the weight set in your attribute weight controller.

Re: Player 'Frames'

By murderleg
9/23/2016 6:50 am
jdavidbakr wrote:
WarEagle wrote:
jdavidbakr wrote:
I would like to do this, most likely not one without the other. My thinking is that each player has his 'frame' weight, as you called it, -probably hidden from you?- that he has no difficulty migrating towards but has an increasingly difficult time moving away from as he gets further away (either up or down). Then, each position would have an 'ideal weight' that you would set (in with the other attributes) where all players assigned to that position attempt to migrate toward. A free agent would always be migrating toward his 'frame' weight.

Then we could include in the 'future' ratings an adjustment for weight based on his 'frame' weight (currently the only adjustment occurs in the 'current' ratings based on his current weight). I'd also like to give you control over the strength of this adjustment.


It may be too much to ask, but I would still like to be able to set my desired weight for each player, not just for each position.

I don't need/want all of my DTs to be huge (like the Fridge), and I don't need/want all of them to be on the smaller side either. If the desired weight is position specific, eventually everyone is going to look the same, just like now. The only difference would be that I have input in what the "twins" look like.

Same thing goes for RBs. I may want Okoye, Megget and Peterson types all at the same time. Not a stable of RBs who are all the same.


That's not a bad idea, my concern is that it might get unwieldy, but it might be worth adding a control that you can override the position goal or use the weight set in your attribute weight controller.


I second WarEagle, but I also think there should be more of a randomness factor to height as well. I have only seen one true-generated quarterback at 6'5" or higher...and he completely sucked.

I never see big receivers either, which can be especially frustrating when the game calculates catches in three dimensions.

My point is that it would ruin the immersion if we had a cornerbacks at 250 pounds through 160 but they were all 5'10".

Height needs to be addressed alongside weight imo.
Last edited at 9/23/2016 6:51 am

Re: Player 'Frames'

By raymattison21
9/23/2016 12:52 pm
murderleg wrote:
jdavidbakr wrote:
WarEagle wrote:
jdavidbakr wrote:
I would like to do this, most likely not one without the other. My thinking is that each player has his 'frame' weight, as you called it, -probably hidden from you?- that he has no difficulty migrating towards but has an increasingly difficult time moving away from as he gets further away (either up or down). Then, each position would have an 'ideal weight' that you would set (in with the other attributes) where all players assigned to that position attempt to migrate toward. A free agent would always be migrating toward his 'frame' weight.

Then we could include in the 'future' ratings an adjustment for weight based on his 'frame' weight (currently the only adjustment occurs in the 'current' ratings based on his current weight). I'd also like to give you control over the strength of this adjustment.


It may be too much to ask, but I would still like to be able to set my desired weight for each player, not just for each position.

I don't need/want all of my DTs to be huge (like the Fridge), and I don't need/want all of them to be on the smaller side either. If the desired weight is position specific, eventually everyone is going to look the same, just like now. The only difference would be that I have input in what the "twins" look like.

Same thing goes for RBs. I may want Okoye, Megget and Peterson types all at the same time. Not a stable of RBs who are all the same.


That's not a bad idea, my concern is that it might get unwieldy, but it might be worth adding a control that you can override the position goal or use the weight set in your attribute weight controller.


I second WarEagle, but I also think there should be more of a randomness factor to height as well. I have only seen one true-generated quarterback at 6'5" or higher...and he completely sucked.

I never see big receivers either, which can be especially frustrating when the game calculates catches in three dimensions.

My point is that it would ruin the immersion if we had a cornerbacks at 250 pounds through 160 but they were all 5'10".

Height needs to be addressed alongside weight imo.



This is where frame comes in and current glitches started. A dense player gets tired quicker. Playing with the hieghts and weights will develop unrealistic frames producing unrealistic results opening doors for exploits.

The fatigue algorithim does not account for density. This is why in the old engine 300lb Gaurds with 100 speed could runand currently one reason these fast DTs are getting to QBs too quick on a regualr basis. Based of this from JDB a long time ago, actually in a thread form the first ever question i ever asked.


A player's fatigue level is dynamic throughout the play, and increases based on his conditioning and weight. His top speed constantly is re-calculated based on his fatigue - so a player with lower conditioning and more weight will slow down earlier than a small player in top conditioning


In theory, IRL taller guys would be less dense and slightly faster. Opposite for strength, that tall guy would get pushed around easier. This game follows none of that as caps on speed have been put in place as fixes and the strength rating matters more than a players weight.

Now with weight control one will be gaming the system not adhearing to physics lost right out the gates. More and more artifical caps will have to be added in the future with this implement but no doubt a patch on a flaw.

To me this will get nausiating. IRL A 6'5 DT at 300 lbs is faster than a 6 foot DT at 300 lbs because the fatigue on his muscles is less. More so after a 20 yard sprint chasing down an undecisive QB here.

With all ratings the same a 6'5 DT at 300lbs should be as fast and strong as a 6 footer at 280lbs, but A 6' 300lb DT here is just as fast, when in reality he should be stronger and slower, but definitly not the same player...talk about twins. Its worse than everybody thinks.

These frames dictate where a pro will play based off the physical demands of the postion and it is based of how quickly one gets tired. You are an outlier if you break this mold. And everybody has herd of theres athletic freaks. They are house hold names. Genetics is the determing factor and that should be pretty random.

This game has the has the short 280 pounder preforming at the speed and strength levels that are gernerally assosiated with a real life guy tall guy at 300 lbs.

If taller guys trended heavier and shorter guys trended lower a balance mimicing realife measures of true speed and strength would occur, but really i would use frame to dictate fatigue measures. Not waiting for a guy to gain or lose weight.

Stocky guys get tired quick covering ground but they can generate a better push because they have a low center of gravity. Thats reallife factor is not here and the benefits and negs in the engine now will be even more highlighted as users trend weights for optimal success game these already prominant flaws. Small they may appear but i have been complaining about this one for a long time too.

This will be the last time,because at this point i know i am on to gold. Madden does not even account for this as a base code. And if i could code this it would be the base of any great sport game in which all humans follow this basic physiological proccess.

Re: Player 'Frames'

By Brrexkl
9/23/2016 9:06 pm
jdavidbakr wrote:
I would like to do this, most likely not one without the other. My thinking is that each player has his 'frame' weight, as you called it, -probably hidden from you?- that he has no difficulty migrating towards but has an increasingly difficult time moving away from as he gets further away (either up or down). Then, each position would have an 'ideal weight' that you would set (in with the other attributes) where all players assigned to that position attempt to migrate toward. A free agent would always be migrating toward his 'frame' weight.

Then we could include in the 'future' ratings an adjustment for weight based on his 'frame' weight (currently the only adjustment occurs in the 'current' ratings based on his current weight). I'd also like to give you control over the strength of this adjustment.


To an extent, I'm not a fan of Positional Weight.

Antonio Brown is 5'10", 181 pounds and runs only (for his size) a 4.47 40. So he's not even really fast for his size... but man is he quick, and boy can he use his body for his size to frame for the ball.

Randy Moss is 6'4", 210 pounds and runs a 4.25 40 (one of the fastest in History on an Electronic Timer).

Now, in MFN... Randy Moss isn't allowed to exist. Because being 210 Pounds is going to make his 100 Speed SLOWER than Antonio Browns 181 Pounds at 100 Speed. And Antonio Brown, despite the 4.47 40, HAS to have a 100 SPD on MFN to get that separation from Corner Backs.

It's also crazy at RB. MOST NFL RBs are a nice clip over 200, 210-220 is a good size and your Power Backs go up to 240. In MFN that won't work... they'll be to slow even with 100 Speed 100 Ball Carry. So it's better to have some 180 pound thing at RB... which isn't even close to realistic. How awesome is Dri Archer at RB in the NFL? Not so much.

Now I get I, we don't want a 160 Pound CB moving to DE and getting 1 Million Sacks.

But this Weight/Speed relation thing, while a good idea in concept, really ruins some position switches that SHOULD make perfect sense.