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Originally Posted by GameBreaker35 |
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Alright, fair enough. You seem to agree that confidence isn't particularly authentic, but you do like the idea of managing player morale as a factor in roster managment. Is that an accurate statement? Let me offer an alternative that I think satisfies both your need for dynamic user choices and my desire for simulation football.
Instead of having confidence artifically increase player ratings, have it act as a consistency modifier - as it used to work with Dynamic Player Performance. A player that is more confident could perform up to their actual ratings more often than a player with less confidence. Physical ratings such as speed, acceleration, agility, jump, strength, etc. should remain constant regardless of confidence, and technical skills could fluctuate BELOW their abilty from game to game but never ABOVE their abilty.
This gives you a meaningful choice as a user when attempting to make personnel moves, but it also prevents a player from performing above their physical abilty -which unrealistic. What do you think?
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I think the alternative you offer can work.
I don't care as much about the effects of Confidence as long as it has
some tangible effect so the choice I make in Game Prep is meaningful. Heck, one could even rename the thing "Playbook Knowledge" and have it exclusively act as an AWR modifier for all players (as opposed to affecting all technical skills); that could work too, maybe.
The big-picture element of the mechanic I like is the choice between Confidence-increasing drills and XP-rewarding drills in Game Prep. In my Cowboys CFM last year, I opened my season struggling with Tony Romo, throwing INTs all over the place as I was learning the game's redone zone coverage. I really waffled with the decision to do the "pep talk" Game Prep activity to goose his Confidence back up (to remove the low Confidence penalties to accuracy ratings), as opposed to playing through it (risking real games in my season) and instead using the Game Prep hours on XP activities for my young players who I wanted to develop (Zack Martin, Demarcus Lawrence, etc.). It's a choice between immediate short-term gains vs a long play.
Unfortunately, Dynamic Drive Goals has made Confidence really easy to come by this year, minimizing the value of ever using the Confidence drills in Game Prep and eliminating the friction presented by this choice. If I'm struggling with Romo this season, all I have to do is run for 30 yards with my starting RB a few times when prompted and Romo apparently is fine again, and I can just do XP Game Prep activities all the time. This doesn't make sense.
This is why I continue to say that Dynamic Drive Goals is a much bigger issue to me than Confidence. The existing Confidence mechanic was admittedly pretty unforgiving in Madden 15, but it was easy to understand how to work with it and overcome the challenges presented by it, and it was up to the user to either make the choice to use Game Prep or to try to play through slumps. DDG doesn't work with Confidence well at all because it eliminates the challenge presented by low Confidence, and thus makes the game less interesting.