Ajaxab
03-15-2007, 09:15 PM
I was wondering if anyone had any insight about the 'courage' rating for wide receivers. The draft file creator defines it as "ability to hang in there on routes planned across the middle of the field." So when exactly does this rating go into effect for gameplanning purposes since we can't dictate when routes across the middle occur? It would seem that short, medium or long routes could go across the middle.
I'm also a bit unsure about the 'reading the defense' rating as well. Again, the draft file creator defines it as "ability to adjust to effective defensive pass coverages." The key term seems to be 'effective' here. How does one know whether a defensive pass coverage is/has been effective? One could look at the stats for dbs, but how does one know if a solid passes defensed stat comes from the pass coverage skills of the defense or a defense that has played against poor/average quarterbacks, poor/average receivers or some combination of the three? Sure you can look at the opponents over the course of the year, but the number of variables make it difficult to discern what is really going on.
I guess this rating ambiguity flows into my broader frustration with FOF2K7. A good game provides its players with the ability to discern outcomes that have come from their decisions. I'm not ready to say FOF isn't a good game, but there are a lot of times where it's extremely difficult to tell whether any decision I've made has resulted in any kind of difference. Unfortunately, this seems to be poor design. Having to theorize about what some game features mean (see other threads about key run blocks, whether dbs are in bump 'n run or zone in certain coverages, the earlier ratings confusion about scouted vs. actual, etc.) seems unnecessary to me. Without knowledge of what some game features mean and how they work, it's hard to discern what is going on. I'm not asking to know how they work together, but I am asking to know what some of these things mean.
Do I want a simple game? Not at all. But I do wish there was a better way to discern what was going on. This ability to discern is that much more crucial when we can't see plays unfolding graphically. It was difficult to figure out what was really going on in FOF2K4 and has become that much more difficult in 2K7. I'm not ready to give up on the game yet and I want to like it, but it is beginning to feel more like work than play as I try to make some sense of all of this ambiguity and the frustration grows.
I'm also a bit unsure about the 'reading the defense' rating as well. Again, the draft file creator defines it as "ability to adjust to effective defensive pass coverages." The key term seems to be 'effective' here. How does one know whether a defensive pass coverage is/has been effective? One could look at the stats for dbs, but how does one know if a solid passes defensed stat comes from the pass coverage skills of the defense or a defense that has played against poor/average quarterbacks, poor/average receivers or some combination of the three? Sure you can look at the opponents over the course of the year, but the number of variables make it difficult to discern what is really going on.
I guess this rating ambiguity flows into my broader frustration with FOF2K7. A good game provides its players with the ability to discern outcomes that have come from their decisions. I'm not ready to say FOF isn't a good game, but there are a lot of times where it's extremely difficult to tell whether any decision I've made has resulted in any kind of difference. Unfortunately, this seems to be poor design. Having to theorize about what some game features mean (see other threads about key run blocks, whether dbs are in bump 'n run or zone in certain coverages, the earlier ratings confusion about scouted vs. actual, etc.) seems unnecessary to me. Without knowledge of what some game features mean and how they work, it's hard to discern what is going on. I'm not asking to know how they work together, but I am asking to know what some of these things mean.
Do I want a simple game? Not at all. But I do wish there was a better way to discern what was going on. This ability to discern is that much more crucial when we can't see plays unfolding graphically. It was difficult to figure out what was really going on in FOF2K4 and has become that much more difficult in 2K7. I'm not ready to give up on the game yet and I want to like it, but it is beginning to feel more like work than play as I try to make some sense of all of this ambiguity and the frustration grows.