--"Brizzo1, I hope you read this. I was wondering how you guys are going to rate stamina and other ratings for FN4." -- This was before Fight Night Round 4 came out
Brizzo1:
Yup, I'm here.
I didn't work on it, so I don't know what the goal was for the ratings in FNR3. But I know that setting the ratings in a game isn't always easy. On one hand, you can try and make them as true-to-life for each Boxer. On the other hand, you can try to adjust/balance them so that every Boxer has strengths and weaknesses. One way, almost everybody ends up using the same guys (i.e. because he's the greatest heavyweight of all-time, or the best P4P fighter in history). The other way, you get discrepancies that might irk the hardcore fan.
Even if you decide to go with true-to-life ratings, there is a huge difference in opinion on a lot of guys, especially when it comes to legends that had long careers, or when comparing guys from different eras. If you're a boxing fan, you know you could argue about this stuff with other fans for, well, for YEARS and never come to an agreement, lol.
So let me ask you guys, what do you prefer? Boxer Ratings that are set to match each Boxer's abilities in reality, or Boxer Ratings that are "adjusted" to balance all the Boxers on the roster and make it easier to have competitive fights with more than just the 2 or 3 best guys?
My response:
I rather have true to life abilities, Just add sliders, so people can adjust boxers if they want. If a guy is weak in one area let him be that way in the game. I don't want balance if a guy isn't good in real life. If he's knockout material he's knockout material. I want realism.
*You can't call a game a simulation if there is balance with strength, speed, and other physical attributes. Chris Byrd and Tyson's strength are not the same. Strategy balances out a game.
Please click the link to see all the posts he posted in the topic.
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