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Badges vs Attributes: A Rework.

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  • #1
    BQ32
    Pro
    • Jan 2011
    • 671

    Badges vs Attributes: A Rework.


    The relationship between badges and attributes has become so convoluted we now often wonder if ratings even matter anymore. The game has become increasingly arcady and less sim each year because more badges are introduced and available to each player which act like superhero tokens. Therefore though it would never happen I suggest badges are used solely for animations and not to increase attributes. They should then increase the amount of attribute categories and tie badges to rating thresholds.

    For example: Let's look at Contact finisher. As is without it equipped even with a high layup or dunk rating you are not likely to be able to finish on contact. with it equipped on hof you will finish much more frequently and even be able to dunk on defenders. a rework for animation approach would instead of increasing the likely hood that you push a button and succeed you better control the outcome. If I am using Lebron and he has contact finisher on HOF he now has access to more animations such as stepping into the defender, bodying them out of the way to create space for a less contested finish, where as Lonzo ball that does not have the badge would either get stonewalled or pushed away from the basket for a stronger contested finish. A layup rating would determine the chance the shot has to go in based on the strength of contest, and even strength rating would help determine how much the contact pushes the defender/offensive player. Now Lebron grinding people to the basket animation package would be locked behind badges that they themselves would be locked behind ratings. So to get the Lebron contact finish package your myplayer would need to have a hof contact finisher badge which would only be able to unlock at a 95 rating.

    Since certain animations seem to become op those animations would be locked behind high ratings and badges that a player needs to design there player around. Same thing would go for acrobatic or slithery finisher, so there would be a Kyrie package that unlocks at 95 acrobat that will double clutch or go up and around contested layup attempts. Or maybe you can unlock the package at gold acrobat but some of the animations are locked until it is HOF acrobat. So I guess if you made a player that could only get to a 90 they can still unlock the package but would never get access to certain animations.

    This would help increase the individuality of playstyles instead of everyone using the same animations and or triggering certain animations on luck or by accident while also maintaining the importance of attribute ratings.
  • #2
    Smirkin Dirk
    All Star
    • Oct 2008
    • 5183

    Re: Badges vs Attributes: A Rework.


    Re: Badges vs Attributes: A Rework.

    I like this.


    Sent from my iPhone using Operation Sports
    2022 'Plug and play' sim roster (XBX)

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    • #3
      Caelumfang
      MVP
      • Oct 2012
      • 1218

      Re: Badges vs Attributes: A Rework.


      Re: Badges vs Attributes: A Rework.

      I always thought this is how it should’ve been for a long time for each particular attribute that can be tied to a badge. It only makes sense.

      90+ = HOF badges and best animations
      80-89 = Gold badges and great animations
      70-79 = Silver badges and good animations
      60-69 = Bronze badges and average animations
      59 and below = No badges and trash animations

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      • #4
        awg811
        Pro
        • Jul 2009
        • 768

        Re: Badges vs Attributes: A Rework.


        Re: Badges vs Attributes: A Rework.

        This needs more likes!!


        Sent from my iPhone using Operation Sports

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