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Old 06-02-2011, 11:37 PM   #34
LorenzoDC
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Join Date: Sep 2010
Re: 18 new screenshots from IGN (ps3)

Quote:
Originally Posted by TMJOHNS18
Are all these new traits going to dictate how we evaluate players? Basically being, if I see a DE do I look for pass rush style traits, bull rush/swim/power, or do I look at his ratings and hope he uses them if I'm not told what he prefers? But what if those traits are not visible and I look at a DE who excels in power moves but underneath will never use them and I have no way of knowing?

For me, the best way to receive this information is like what you've said. If I'm looking at a HB, tell me how he carries the ball and if he's prone to fumbling. This is pretty much like a scouting report, which is kind of what that screenshot of Vick looks like it could lead to. I don't think a scouting report would say "throw it away... no... Trigger Happy under pressure," but to me it seems we might get "Under pressure, does not throw away passes but forces the issue." This leads to us scouting the other team prior to a game and knowing that pressuring the QB could be a good thing to do.
I think the previous statements about scouting say definitely yes, this is part of how you scout players and game plan. There a part of the rookie scouting process that can reveal tendencies, and along with rating, you can use thins information to select players that fit your system.

Also, for players in the league or free agents, it seems like these tendencies might visible as a page in the player information screen? That means you can scout opponents before a game to help you game plan. And during the game, these screens look like you can check on what effect the game is having via DPP on a player's tendencies. It looks like, for example, hitting Vick a lot in game could make him "paranoid" in response to pressure, which makes him more reactive and rash than what his default settings say in his basic player information screen.

That's just one example. It looks like you can pause in game and see what effects DPP is having on players in the game, based on events during the game. That means you can not only game plan before the game based on traits and ratings you scout, but you can adjust your gameplan during the game to take advantage of any new opportunities.

So if your pass rush is rattling Cutler, maybe you get after him more to try to force a turnover.

All of this, if it works this way, means game prep and in game adjustments are a lot deeper, and you can do a better job of scouting rookies, trade targets and free agents to fit your system.
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