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Sign your name here if you want 8-12 minute quarters for my player mode.
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Re: Sign your name here if you want 8-12 minute quarters for my player mode.
im confused. what does the online skill rank have to do with the my player mode offline? do they both work together? Like someone mentioned, why the uniformity? Is the online "crew" area where your player plays with other inidividual created players tied in with my player? I dont get it at all
my player mode at first glance appeared to be like any other mode where the options are set.. 5 min. is fine by me IF other teams sim stats are equal. I want to see how I truly compare with other teams.
This is saddening. I will not play this mode in its current state.
if skill points are an issue, just divide by 2, when you have 10 min qrts. Theres got to be a better way than strictly limiting what we have available
SIGNEDComment
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Re: Sign your name here if you want 8-12 minute quarters for my player mode.
The reason they did this is most likely for everyone with the game to have uniformity and for the sake of online leaderboards. As for the online/offline aspect you can use your player in pickup games online and get skill points that way too. I'd imagine the thinking is that they don't want guys racking up massive amounts of skill points by playing games with extended minutes. Which when you think about it is ironic because you'd actually earn less points with more minutes. The bulk (~ 70%) of your SP comes from your teammate grade and objectives. You do get performance skill points, but that's mainly for scoring steals, etc. It'd be far more efficient to play 20 5 minute games than 10 10 minute games.im confused. what does the online skill rank have to do with the my player mode offline? do they both work together? Like someone mentioned, why the uniformity? Is the online "crew" area where your player plays with other inidividual created players tied in with my player? I dont get it at all
my player mode at first glance appeared to be like any other mode where the options are set.. 5 min. is fine by me IF other teams sim stats are equal. I want to see how I truly compare with other teams.
This is saddening. I will not play this mode in its current state.
if skill points are an issue, just divide by 2, when you have 10 min qrts. Theres got to be a better way than strictly limiting what we have available
SIGNEDComment
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Re: Sign your name here if you want 8-12 minute quarters for my player mode.
Good point.
Also, they could just jack up the price of certain skills past 85. For athletic skills, it'd be size/position specific. So if you're 7 feet, it'd cost you a boatload of skill points to upgrade your speed past 80. For skills, you could do the same thing. Once you get your jumper up to a 90, the skill points necessary could equal several games worth of points.
People would get to an 80 overall rather quickly, but it'd take them much longer to get to All Star/Superstar level.
You might be right. Under this system, you get the worst of both worlds. Unrealistic stats AND overpowered players.Comment
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Re: Sign your name here if you want 8-12 minute quarters for my player mode.
wow, this sounds fishy,but where is the source or did some1 just say this randomly? Personally if this is online only than im cool, but if this is offline too than im defiantly concerned.
I just want to find concrete evidence of this via pared, mo, a vid, or screenshot!Live, Love, Learn
and Play Basketball
I live in a word where I give respect to get it back.
I'm not owed anything by anyone.Comment
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Re: Sign your name here if you want 8-12 minute quarters for my player mode.
Not much else to add but
SIGNED
TheGhost215Comment
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Re: Sign your name here if you want 8-12 minute quarters for my player mode.
Another solution is to have customizable range of Overall in the Crews/My Player pickup games.
It'd say:
Overall Skill:XX-XX (example-65-75)
And you can adjust the numbers on either side. So the host can disallow players too powerful or too scrubby from participating.Comment
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Re: Sign your name here if you want 8-12 minute quarters for my player mode.
Because their thinking is that if they put everyone on equal footing then you deserve to come online with whatever you've earned as with the same amount of work someone else could get to where you got. You're not creating a player, you're earning the points for it, and there's a difference.
I think it's silly that you've got several people in a room who've obviously got logic skills and mathematical talent and none of them figured out that an option to select longer quarters would be a good idea, and could still be normalized across the board.Comment
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Re: Sign your name here if you want 8-12 minute quarters for my player mode.
Put me down for signage.Comment
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Re: Sign your name here if you want 8-12 minute quarters for my player mode.
That would work with some attention to detail. (Though my idea is beyond a patch.)Another solution is to have customizable range of Overall in the Crews/My Player pickup games.
It'd say:
Overall Skill:XX-XX (example-65-75)
And you can adjust the numbers on either side. So the host can disallow players too powerful or too scrubby from participating.
The first problem is that the people who are taking OVR steroids (i.e. pumping up mental stats that don't really help performance) would get TROUNCED by the people who are pumping up physical and skill stats, but I guess that's their problem.
The other issue is that depending on what the OP scaled the OVR cap at you'd have to re-customize your character for every match.
This is how I would make it work. The game should make secondary saves every time your player hits an OVR milestone. In other words it'd make a second save for when you get to every multiple of 5 starting with let's say 65. Now let's say your character's an 80, but you want to get into a max 65 game. You'll play with the 65 OVR version of your guy.Comment
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Re: Sign your name here if you want 8-12 minute quarters for my player mode.
OR....if you want to play in a 65 game but you're rated an 80, tough titty. That's the way it works on every other game ever. Your skill level goes up, you play with players near that level.That would work with some attention to detail. (Though my idea is beyond a patch.)
The first problem is that the people who are taking OVR steroids (i.e. pumping up mental stats that don't really help performance) would get TROUNCED by the people who are pumping up physical and skill stats, but I guess that's their problem.
The other issue is that depending on what the OP scaled the OVR cap at you'd have to re-customize your character for every match.
This is how I would make it work. The game should make secondary saves every time your player hits an OVR milestone. In other words it'd make a second save for when you get to every multiple of 5 starting with let's say 65. Now let's say your character's an 80, but you want to get into a max 65 game. You'll play with the 65 OVR version of your guy.Comment


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