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#1 | ||
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n00b
Join Date: Mar 2008
Location: Alberta
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Punishing Hitter?
What does this rating mean? I have taken it be of very minor importance, is it a players ability to cause fumbles? Injuries? I have assumed that it isn't a players ability to make a tackle.
And as long as I'm at it, what does play diagnosis relate to directly? I assume that this rating is very important as it plays a significant role in determining any defensive players OVR rating, but how so? what does it affect on the field? Is it more important for some players, or equally for all players?
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Owner/GM/Head Coach and Towel Boy for the St. Louis Rams.of the FOWL Owner of the Green Bay Packers of the PFL. First Response Coordinator of Public Relations Disasters for the Balzac Ticklers of the FOOLX. (retired) Owner/GM of the soon to be awesome Fort Worth Fury of the IHOF |
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#2 |
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Grizzled Veteran
Join Date: Aug 2008
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Play diagnosis should mean a guy who seems to be always around the ball. It's the other stats that determine how good he is once he is there. Punishing Hitter might be the flip side to courage for WRs. Why did the WR short arm that pass attempt? Because he had low courage and he heard foot steps of the big ugly DB who is a hard hitter. Causing fumbles would also be a good use for it.
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#3 | |
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College Starter
Join Date: Oct 2002
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From the Solecismic Player File Creator Help File:
Quote:
As far as these ratings translate to the field, there is no 100% concrete conclusion. However, it appears that some (including I) believe: Play Diagnosis - When team has many players with high play diagnosis, it seems to allow the defense to become more familiar with what plays the offense frequently runs. This is shown in the gamelogs/Solevision by, "The defense looked very familiar with that play." Punishing Hitter - When a player with a high punishing hitter rating is involved on a play (tackle or sack, etc.), that there is a higher probability that the ball carrier will fumble the ball, take a heavier hit on his endurance, or have a higher propensity for an injury dice roll. The effect of these ratings is hard to test because defense in itself is hard to figure out in FOF. However, unless I'm mistaken, these are the two most common beliefs about the effect these ratings have during a game. |
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#4 |
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Pro Starter
Join Date: Nov 2000
Location: Cary, NC, USA
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I've always thought (completely unproven) that Play Diagnosis was the ability for a defensive player to recover when expecting run and it's a pass; or vice versa.
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#5 |
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"Dutch"
Join Date: Oct 2000
Location: Tampa, FL
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And I thought it was the ability to diffuse a "finese" run.
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#7 |
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Pro Rookie
Join Date: Nov 2002
Location: Sunny South of France
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Seeing those questions pop up regularly is quite funny.
What we need from Jim is not a new game, it's "FOF2007: The Help File". ![]()
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Detroit Vampires (CFL) : Ve 're coming for your blood! Camargue Flamingos (WOOF): pretty in Pink |
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#8 |
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Mascot
Join Date: Nov 2006
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Heck I would pay $40 for an EXTENSIVE help file, including the mechanics of the play calling logic.
Nogram |
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#9 |
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lolzcat
Join Date: Oct 2000
Location: sans pants
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I'm not sure Jim even remembers how it works at this point.
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Superman was flying around and saw Wonder Woman getting a tan in the nude on her balcony. Superman said I going to hit that real fast. So he flys down toward Wonder Woman to hit it and their is a loud scream. The Invincible Man scream what just hit me in the ass!!!!! I do shit, I take pictures, I write about it: chrisshue.com |
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#10 |
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Head Coach
Join Date: Dec 2002
Location: Maryland
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This just hasn't been tested enough apparently. Geez guys, like eight years and you haven't figured it out. What kind of puzzle solvers are you?
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#11 |
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Mascot
Join Date: Nov 2006
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#12 |
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n00b
Join Date: Mar 2008
Location: Alberta
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Thanks RKG, it helps to have a starting point, so at least i can start with the common assumption, even if it's cloudy. I will continue to value PD much more than PH
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__________________
Owner/GM/Head Coach and Towel Boy for the St. Louis Rams.of the FOWL Owner of the Green Bay Packers of the PFL. First Response Coordinator of Public Relations Disasters for the Balzac Ticklers of the FOOLX. (retired) Owner/GM of the soon to be awesome Fort Worth Fury of the IHOF |
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#13 |
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n00b
Join Date: Mar 2008
Location: Alberta
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And yes, it would be helpful to have at least a very basic explanation of how the ratings affect play results and details like that about the game. I don't think the gameplay should be totally transparent, or that we should know exactly how the engine works but sometimes it feels like the game is in a different language, the QB ratings especially are confusing. You'd think that "accuracy" would be a very important rating, and directly related to completion % and interception %. It is my understanding that accuracy has nothing to do with these as it is stated that it is the QB's ability to "hit a receiver in stride".
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Owner/GM/Head Coach and Towel Boy for the St. Louis Rams.of the FOWL Owner of the Green Bay Packers of the PFL. First Response Coordinator of Public Relations Disasters for the Balzac Ticklers of the FOOLX. (retired) Owner/GM of the soon to be awesome Fort Worth Fury of the IHOF |
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#14 | |
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Head Coach
Join Date: Dec 2002
Location: Maryland
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Quote:
One might also think that "timing" would go hand in hand with precision routes - like a timing pattern - but instead it is "their ability to take advantage of defensive miscues (timing)"; or, from the player creator help, the "ability to connect with receivers who deviate from the planned play." And I *still* have to double check between "Big Play Receiving" and "Getting Downfield" for WR.
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#15 |
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High School Varsity
Join Date: Dec 2007
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"their ability to take advantage of defensive miscues (timing)"; or, from the player creator help, the "ability to connect with receivers who deviate from the planned play."
Which in game terms means...? Is it that thing that happens when your QB throws a short pass that goes for 20 yards (or the other way around)? |
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#16 | |
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Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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Timing...
Solecismic Q&A: End-Of-Half Logic, RB Endurance, "Timing" Rating - Front Office Football Central Quote:
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The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#17 |
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Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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__________________
The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#18 |
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Mascot
Join Date: Mar 2008
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For all the things this game does right, i think the rating system is really weak. I think when a football fan cannot easily correlate the ratings to how the player will play, there is certainly a problem.
The current system, which takes some basic talents like strength and speed, and transforms them in to hard-to understand micro skills, is really strange. I would love for there to be a big pool of basic, attributable skills, and just a few position spesific skills. It would, to me, be fathomable that players would ALL have just a bunch of basic skills, and no position spesific skills. It really is just a combination of talent, coaching and experience. Of course, some pos-spesific skills make it a lot more detailed and fun, but a system where they are omitted wouldnt be bad, matter of fact, it would propably be an improvement over the current system. This is just thrown up in a minute, but understandable basic attribute set, that would be fully understood on first read, could be something like: Speed Burst Agility Strength Toughness Height Weight Intelligence Determination Talent Charisma Leadership Personality type Think about guys like, say, Ray Lewis - or on the other end - Chris Henry, and i think you could rate them pretty accurately with this system. Of course, there would be some spesific skills, but these too should be understandable, and not micro-skills which are just a combination of basic skills, coaching and experience. Things like "reading the defense", or "elusiveness" as it's understood in real life football, should never be attributed by a number, much less as accurately as 1-100. What should be rated, are technical skills. Throwing power, tackling, kick accuracy, the like. Again, stuff like "zone defence" is a combination of intelligence, awareness, coaching, experience and familiarity with the system - even speed, and burst matter when making the play. I just cant understand how a player can be rated 1-100 in zone coverage. I could propably go on an on, and i propably already annoyed some people by not undertsanding the current system. I'd like to say, i love FOF and appriciate Jim's work, this is just one part of the game that i feel is extremely illogical. |
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#19 |
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High School Varsity
Join Date: Oct 2000
Location: Florida
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