RTTS Carry Over players - How it could have been done.

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  • Dolenz
    MVP
    • May 2014
    • 2056

    #1

    RTTS Carry Over players - How it could have been done.

    So we know that if we have a carryover player in RTTS and import him into '18 that you are going to be forced to choose a Archetype, which means your player will be nerfed on any skill that is above the cap. We don't know how fast those skills will deteriorate, but they will. Regardless of whether you earned those skills through play or purchased training points to get it done this is very disappointing.


    It seems like a simple solution to this would have been to have a hidden, non-selectable archetype that would be assigned to carry over players. That archetype would not have any caps. Or, with a little more effort, they could have had us choose an Archetype and any skill that was already over the cap would have it's cap removed and any skill below the cap would have the cap enforced.


    I just think that they had options other than forcing carry over players to see many of their skills deteriorate by 20%, 25% and even 50% in some cases, based on the selected archetype.
  • Rob_NYY
    Jedi Master
    • Dec 2004
    • 2495

    #2
    Re: RTTS Carry Over players - How it could have been done.

    When you carry over your RTTS player, they should just give the players an option. Either choose an Archetype and have their player conform to the new way RTTS is or leave the player as-is with his 99 everywhere and just have him start to regress at 34.

    This way players who like the new structure can carry over their player and players who want to keep their superpowered player can do so as well.

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    • ElroyJetson
      MVP
      • Apr 2007
      • 1860

      #3
      Re: RTTS Carry Over players - How it could have been done.

      I had a RTTS player I was using since 16’ and back in January I decided to get a new PS4, well good ole me forgot to upload the saved data from my old system to the new one so I had to restart l.. sold off every DD card in my collection to build my attributes up .. essentially it’s like video game steroids .. so now with the news of the archetypes I’m really not too upset . It’ll be interesting and fun to dive back into RTTS and start fresh .


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      • Dolenz
        MVP
        • May 2014
        • 2056

        #4
        Re: RTTS Carry Over players - How it could have been done.

        Originally posted by ElroyJetson
        I had a RTTS player I was using since 16’ and back in January I decided to get a new PS4, well good ole me forgot to upload the saved data from my old system to the new one so I had to restart l.. sold off every DD card in my collection to build my attributes up .. essentially it’s like video game steroids .. so now with the news of the archetypes I’m really not too upset . It’ll be interesting and fun to dive back into RTTS and start fresh .


        Sent from my iPhone using Operation Sports

        I have no issues with being limited to Archetypes for newly created players. I just don't feel carry over players should be nerfed, sometimes heavily.

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        • Woodweaver
          Developer
          • Apr 2006
          • 1145

          #5
          Re: RTTS Carry Over players - How it could have been done.

          Originally posted by Rob_NYY
          When you carry over your RTTS player, they should just give the players an option. Either choose an Archetype and have their player conform to the new way RTTS is or leave the player as-is with his 99 everywhere and just have him start to regress at 34.

          This way players who like the new structure can carry over their player and players who want to keep their superpowered player can do so as well.


          This is pretty much how it works.
          "Yeah, well, you know, that's just, like, your opinion, man"

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          • Dolenz
            MVP
            • May 2014
            • 2056

            #6
            Re: RTTS Carry Over players - How it could have been done.

            Originally posted by Woodweaver
            This is pretty much how it works.
            I know you could not answer the question yesterday, thinking it would be covered in the stream but I don't think it was. Do you have any information on how quickly our over the cap skills will deteriorate. How long will it take my speed to fall from 99 to 40 if I choose the Power Hitter archetype?

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            • Woodweaver
              Developer
              • Apr 2006
              • 1145

              #7
              RTTS Carry Over players - How it could have been done.

              Originally posted by Dolenz
              I know you could not answer the question yesterday, thinking it would be covered in the stream but I don't think it was. Do you have any information on how quickly our over the cap skills will deteriorate. How long will it take my speed to fall from 99 to 40 if I choose the Power Hitter archetype?


              I am unsure of the final rate the designers settled on (that stuff is all "tunable" to a certain degree), but I believe it is all starts @age 34 and should be at a realistic rate.

              Unless of course your all 99's player starts bungling things on the field...that could expedite things.
              Last edited by Woodweaver; 03-09-2018, 12:26 PM.
              "Yeah, well, you know, that's just, like, your opinion, man"

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              • bcruise
                Hall Of Fame
                • Mar 2004
                • 23274

                #8
                Re: RTTS Carry Over players - How it could have been done.

                Originally posted by Woodweaver
                I am unsure of the final rate the designers settled on (that stuff is all "tunable" to a certain degree), but I believe it is all starts @age 34 and should be at a realistic rate.
                Wow. To me that pretty much makes this a non-issue then. I'm guessing you could potentially lose attribute points before that from poor play, and not be able to get them back, but that would be the only way you'd lose them before natural regression.

                I think most people were worried about their in/before their prime players suddenly starting to gradually drop attributes the moment they start in '18 (which I can definitely see their point on), and it appears that's not the case.

                Thanks for the info, as always.

                Edit: Saw the guess about regression from poor play was right on the money.

                Comment

                • Dolenz
                  MVP
                  • May 2014
                  • 2056

                  #9
                  Re: RTTS Carry Over players - How it could have been done.

                  Originally posted by Woodweaver
                  I am unsure of the final rate the designers settled on (that stuff is all "tunable" to a certain degree), but I believe it is all starts @age 34 and should be at a realistic rate.

                  Unless of course your all 99's player starts bungling things on the field...that could expedite things.


                  See this sounds acceptable. I am willing to see my 99's go down if I don't maintain the production to keep them there. That is absolutely fine.


                  I also did not have a problem with the Age 34 choices they showed as far as regression is concerned.


                  So are you saying that, for example I can maintain 99 in both contact and power, regardless of the archetype I choose as long as I perform well in both categories? And that holds true up until the regression stuff kicks in at 34 (or whatever age it may be)?


                  If so then I am of the same mind as Bcruise in that it is a bit of a non-issue that I have probably blown out of proportion due to the lack of concrete information.
                  Last edited by Dolenz; 03-09-2018, 12:34 PM.

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                  • Rob_NYY
                    Jedi Master
                    • Dec 2004
                    • 2495

                    #10
                    Re: RTTS Carry Over players - How it could have been done.

                    Originally posted by Dolenz
                    If so then I am of the same mind as Bcruise in that it is a bit of a non-issue that I have probably blown out of proportion due to the lack of concrete information.
                    This.

                    I think people are under the impression that their 99 is going to fall down to the cap of, lets say 85, in a matter of days/weeks in game. It seems if your player already has 99 power, he will remain there as long as your player performs (until he gets old, of course).

                    Let's say you have a player with 99 speed and choose the "power bat" Archetype which (I believe) has a speed cap of 40. As long as you continue to steal bases, the speed shouldn't drop at all, if I'm understanding this correctly. If this is the case, I think people will be much more accepting of this new system.

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                    • wellred
                      Banned
                      • Sep 2016
                      • 233

                      #11
                      Re: RTTS Carry Over players - How it could have been done.

                      If you start with 99's in everything, and pick a archetype that has a fielding cap of 90 let's say, everytime you make an error you're going to regress to the cap right? And even if you make 200 straight plays after making 1 error, you're not going to see any gains from that as you're still over the cap. Hitting is going to regress the quickest then, because everytime you have a bad AB or strikeout you're going to regress, and never be able to reacquire those gains until you're below the actual cap. So after a full season of slashing 330/440/590 you're still gonna find yourself probably regressed to the cap because everytime you fail as a hitter you're losing points, and not gaining any when you succeed. It won't take long at all to find yourself at the intended cap in those attributes, if I'm understanding that right.

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                      • Dolenz
                        MVP
                        • May 2014
                        • 2056

                        #12
                        Re: RTTS Carry Over players - How it could have been done.

                        Originally posted by wellred
                        If you start with 99's in everything, and pick a archetype that has a fielding cap of 90 let's say, everytime you make an error you're going to regress to the cap right? And even if you make 200 straight plays after making 1 error, you're not going to see any gains from that as you're still over the cap. Hitting is going to regress the quickest then, because everytime you have a bad AB or strikeout you're going to regress, and never be able to reacquire those gains until you're below the actual cap. So after a full season of slashing 330/440/590 you're still gonna find yourself probably regressed to the cap because everytime you fail as a hitter you're losing points, and not gaining any when you succeed. It won't take long at all to find yourself at the intended cap in those attributes, if I'm understanding that right.
                        We'll have to wait and see I guess. I am not fully committed to playing RTTS in 18 yet but I will pull over my all 99 player and play a few weeks worth of games to see how it goes.

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                        • wellred
                          Banned
                          • Sep 2016
                          • 233

                          #13
                          Re: RTTS Carry Over players - How it could have been done.

                          Originally posted by Dolenz
                          We'll have to wait and see I guess. I am not fully committed to playing RTTS in 18 yet but I will pull over my all 99 player and play a few weeks worth of games to see how it goes.
                          I can't see any other actual way it could go. We know from watching the stream you have the potential to lose attribute points on any pitch of an AB. Swing at a ball out of the zone and miss? Discipline goes down. Make an out with power swing? Power goes down. Those kinda things happen all the time over the course of a game, regardless of how good your player is. And if you're already above the allowed cap, it's the same as being at the cap, you're not gonna make any gains at all.

                          So it's not like "Okay I hit .380 this year my contact isn't gonna go down from 99 at all because I had a good year." It most definitely will continue to go down until you're at the cap, regardless of how good of a hitter you might be. Every pitch you see is a landmine waiting to take a hit on your ratings, it would seem.

                          Just from watching the stream I'd say clutch rating is going to be the main thing that people complain about regressing really really fast. I mean every time you don't get a hit with a man in scoring position, or at least a sac fly, it seems your clutch regresses. That's gonna be hard to maintain at cap even with a standard player. It would be impossible to do that for a 99 guy unless you play with dodgerfilms Bubba Crosby settings or something.
                          Last edited by wellred; 03-09-2018, 10:40 PM.

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                          • R9NALD9
                            MVP
                            • Nov 2008
                            • 1268

                            #14
                            Re: RTTS Carry Over players - How it could have been done.

                            An easy way to fix all the complaints and issues with the Rtts archetype addition is either to give the user the ability to create additional archetypes and/or add more archetypes and more importantly at least add one archetype with all hard caps set to 99.

                            BOOM! That fixes my issue and every single issue I've read about Rtts' changes.
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                            • PhilliesFan13
                              Banned
                              • May 2009
                              • 15651

                              #15
                              Re: RTTS Carry Over players - How it could have been done.

                              Originally posted by Jon Arbuckle
                              Hopefully the carry over works well for those who need to utilize it. I was lucky enough to finally be nearing the end of my career and decided to just push through and make sure I finished it before '18 came out since I'll be switching over on release day.

                              I'm wondering if it might make sense to forego the $5-10 I could get for '17 and instead keep it so I can still at least have the option to create 99 players and carry them over to '18.
                              Have you played every game of the career?

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