Was the attribute system, training camp, and progession system overall better on PS2?

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  • Naphtali
    Rookie
    • Jun 2009
    • 51

    #1

    Was the attribute system, training camp, and progession system overall better on PS2?

    I remember renting madden 08 and 09 for 360 and looking at all the ratings and after playing I wondered if some of them were practical or just better for the programmers, how much impact they had on the game; how long would it take me to figure out the science of it?

    Maybe simplicity was best, and other things left up to ambiguity, for example if you wanted a DE to be able to standup to blocking, shed blocks, and attack the line, you would put focus str, acc and maybe a few other things.
    You didn't need a Block shed rating, power move rating, finese rating, weapon rating, why..because it was up to the player to figure out the best way to utilize the skill set of the player. Ex If that DE had a high str rating but low speed you shouldn't be trying to run wide around the tackle, but using your inside moves.
    If you have high awareness, doesn't that suffice for Play recognition at all pos. There are other ratings that are a tremmendous welcome like Zone/man coverage for corners.

    On the other hand the new ratings help the cpu alot and I also feel it and helps you handcraft a team a little bit more. Still what you don't want is a game that is dominated by ratings to the point that the user on field skills are nearly cancelled out.
    Thats how I felt the short time I played 08-09 on 360, and yes I know that game speed had a major part in that.
    In junction with this the PS2 had the training camp feature where you can literally learn the craft of those 1 on 1 battles and gain a more intiamte understanding of how the attributes function in those battles, the art of the pass rush, LB drill taking on blockers and backs, etc and yes I know about the madden trainer, but it wasn't as effective from a teaching standpoint.

    The progression system for the PS2 was more realistic IMO in that your ratings weren't affected game to game like in the playoffs but rather preseason and then weeks 5,11,17. This was more realistic in that a higher level of play would have to be sustained through multiple games and not 1 game or practice before a game. The types of ratings affected during the season were tack,aware,car,btk,stam,tha. AFter the season once players rested and there bodies adjusted, the physical attributes could increase/decrease str/speed/thp/acc.

    Im not asking to completely remake to the ps2 version on the next gen but to get back to some of those principles in your new innovations
    I don't want to ramble on and on, your thoughts
  • pspsalesman
    Rookie
    • Jun 2009
    • 5

    #2
    Re: Was the attribute system, training camp, and progession system overall better on

    Wow this really takes me back lol, I haven't touched my PS2 in years, I moved onto the XBox/PSP scene and haven't looked back since, I'll be digging out that game and my PS2 tonight though thanks to your post
    Complete n00b!

    Comment

    • Nintari
      Banned
      • Aug 2008
      • 655

      #3
      Re: Was the attribute system, training camp, and progession system overall better on

      I'm REALLY close to picking up the PS2 version this year for some of these very same reasons. Last gen was definitely better IMO. I haven't purchased a last gen Madden since, um...03? So it will feel new to me.

      If you ask me, the biggest mistake made was making a new engine. Just look at what VC did with 2K8. They basically used 2K5's engine and threw in some upgrades to improve it. Had EA done that this game would be leaps and bounds better.

      Comment

      • CapnKill
        MVP
        • Feb 2006
        • 1173

        #4
        Re: Was the attribute system, training camp, and progession system overall better on

        Originally posted by Naphtali
        I remember renting madden 08 and 09 for 360 and looking at all the ratings and after playing I wondered if some of them were practical or just better for the programmers, how much impact they had on the game; how long would it take me to figure out the science of it?

        Maybe simplicity was best, and other things left up to ambiguity, for example if you wanted a DE to be able to standup to blocking, shed blocks, and attack the line, you would put focus str, acc and maybe a few other things.
        You didn't need a Block shed rating, power move rating, finese rating, weapon rating, why..because it was up to the player to figure out the best way to utilize the skill set of the player. Ex If that DE had a high str rating but low speed you shouldn't be trying to run wide around the tackle, but using your inside moves.
        If you have high awareness, doesn't that suffice for Play recognition at all pos. There are other ratings that are a tremmendous welcome like Zone/man coverage for corners.

        On the other hand the new ratings help the cpu alot and I also feel it and helps you handcraft a team a little bit more. Still what you don't want is a game that is dominated by ratings to the point that the user on field skills are nearly cancelled out.
        Thats how I felt the short time I played 08-09 on 360, and yes I know that game speed had a major part in that.
        In junction with this the PS2 had the training camp feature where you can literally learn the craft of those 1 on 1 battles and gain a more intiamte understanding of how the attributes function in those battles, the art of the pass rush, LB drill taking on blockers and backs, etc and yes I know about the madden trainer, but it wasn't as effective from a teaching standpoint.

        The progression system for the PS2 was more realistic IMO in that your ratings weren't affected game to game like in the playoffs but rather preseason and then weeks 5,11,17. This was more realistic in that a higher level of play would have to be sustained through multiple games and not 1 game or practice before a game. The types of ratings affected during the season were tack,aware,car,btk,stam,tha. AFter the season once players rested and there bodies adjusted, the physical attributes could increase/decrease str/speed/thp/acc.

        Im not asking to completely remake to the ps2 version on the next gen but to get back to some of those principles in your new innovations
        I don't want to ramble on and on, your thoughts
        Pretty much everythign on the PS2 was better, aside from graphics.

        They are redoing progression on the NG to be closer to PS2 I think....

        If you guys love the PS2 version I'd recommend the PC 08 version, which is basically the same thing as the 08 PS2 game but with cleaner graphics and there's leagues out there that you can still join.

        Comment

        • ZoneKIller
          MVP
          • Mar 2009
          • 1388

          #5
          Re: Was the attribute system, training camp, and progession system overall better on

          Answer to the topic is YES.Everything outdoes the current gen except graphics.
          Graphics is all this generation has compared to the last generation.
          Find out the Truth http://www.amazon.com/Secrets-Heaven...1163314&sr=1-1

          Comment

          • nighttrain32
            Rookie
            • May 2009
            • 240

            #6
            Re: Was the attribute system, training camp, and progession system overall better on

            the ps2 versions had more real football and less glitches. i'm pretty sure that the only thing now i would have a gripe about is the animations but other than that i could actually play more that one year of franchise and not get bored. the attribute system was great but after like 5 years, all of my starters were 99 ovr but i got some good draft picks in trades. they should slow down the progression a little bit if they brought the same system over to the next gen.

            Comment

            • MattUMD224

              #7
              Re: Was the attribute system, training camp, and progession system overall better on

              you could say progression was better.....in my franchise the Miami Dolphins drafted Keith Fitgurgh outta Mississippi State(Real Player from Export NCAA) he came in as a 70-72 and was a back up then the starter got hurt and he never lost the starting spot again...he was Defensive Rookie of The Year/Pro Bowl and went up to an 80 for the second season and progressed up to a 96 in the 10 years i had the game...he was a force in the middle and would watch some of the Dolphins games just to see him knock people out

              Comment

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