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Old 06-23-2019, 10:46 PM   #57
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Re: I love the idea of superstar abilities but..

The IDEA of superstar/x factor abilities is fine, but the way they have been implemented in game is a giant step backwards for the sim community and I don't see how it can be argued otherwise. Thank all thing holy that at least for now, they can all be turned off inside CFM.
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Old 06-23-2019, 10:53 PM   #58
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Re: I love the idea of superstar abilities but..

Quote:
Originally Posted by TheDominator273
The IDEA of superstar/x factor abilities is fine, but the way they have been implemented in game is a giant step backwards for the sim community and I don't see how it can be argued otherwise. Thank all thing holy that at least for now, they can all be turned off inside CFM.
It depends on what aspect you focus on. I'm not a fan of how the zone abilities are activated by very specific goals. I wish it was more of a confidence thing, something where a player heated up and got into the zone like the old impact players. The abilities that are always active I don't believe are a giant stepback. Some of them I am not a fan of, but making players standout in certain areas, having animations for only the elite players, etc. isn't terrible to me.
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Old 06-23-2019, 11:02 PM   #59
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Re: I love the idea of superstar abilities but..

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Originally Posted by canes21
It depends on what aspect you focus on. I'm not a fan of how the zone abilities are activated by very specific goals. I wish it was more of a confidence thing, something where a player heated up and got into the zone like the old impact players. The abilities that are always active I don't believe are a giant stepback. Some of them I am not a fan of, but making players standout in certain areas, having animations for only the elite players, etc. isn't terrible to me.
I'm talking more about the regular superstar abilities such as

INSIDE DEADEYE

Players who have this ability: Matt Ryan

What this ability does: Passers with this ability have perfect accuracy on all throws inside the numbers except on high/low throws.

DASHING DEADEYE

Players who have this ability: Aaron Rodgers, Russell Wilson, Patrick Mahomes, Andrew Luck

What this ability does: Passers with this ability have perfect accuracy on all throws while running outside the pocket except high/low throws


With abilities such as this always active why even bother with accuracy ratings since they get thrown out the window so easily.

Let's take a look at Running Backs and see how silly some are.

JUKE BOX

Players who have this ability: Tarik Cohen, Melvin Gordon

What this ability does: Ball carriers with this ability have faster just animations

INSIDE ZONE GURU

Players who have this ability: Ezekiel Elliott

What this ability does: Ball carriers with this ability receive better blocking on inside zone plays


Why is the Juke Box ability not covered by the juke rating as it's been in the past where there are different tiers of the rating that gives access more and faster juke animations? Why does having a good running back mean the line blocks better on certain plays rather than the actual lineman's ratings mattering as well as their matchup?

Virtually the entire list of superstar abilities are things that can and should be covered by existing ratings in game and or have no place in a sim game (looking at you deadeye with "perfect" passing accuracy)
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Old 06-23-2019, 11:23 PM   #60
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Re: I love the idea of superstar abilities but..

Quote:
Originally Posted by TheDominator273
The IDEA of superstar/x factor abilities is fine, but the way they have been implemented in game is a giant step backwards for the sim community and I don't see how it can be argued otherwise. Thank all thing holy that at least for now, they can all be turned off inside CFM.
Personally, I think they're a step forward. I think it seems worse than it is this year because all the emphasis was around making "Stars Feel Like Stars" and, no matter what, when you take that approach, the ensuing mechanics are going to be inherently powerful/OP. But this also paves the way for a more robust abilities system that isn't solely based around "stars feeling like stars" and something that can help not only differentiate those stars but also those with unique skill sets.

That being said, I do think a lot of the 'absolute' X-Factor's and abilities like Gambler and Deadeye were a bad move. But hopefully moving forward we'll see more abilities that focus on players beyond stars. Something that comes to mind is a receiver like Brandon Lloyd who wasn't anything close to a star but would be worthy of some sort of spectacular catch ability or pass rush specialists that aren't well rounded players but specialize in one area of their game that is worthy of having some kind of ability.
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Old 06-23-2019, 11:27 PM   #61
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Re: I love the idea of superstar abilities but..

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Originally Posted by DeuceDouglas
Personally, I think they're a step forward. I think it seems worse than it is this year because all the emphasis was around making "Stars Feel Like Stars" and, no matter what, when you take that approach, the ensuing mechanics are going to be inherently powerful/OP. But this also paves the way for a more robust abilities system that isn't solely based around "stars feeling like stars" and something that can help not only differentiate those stars but also those with unique skill sets.

That being said, I do think a lot of the 'absolute' X-Factor's and abilities like Gambler and Deadeye were a bad move. But hopefully moving forward we'll see more abilities that focus on players beyond stars. Something that comes to mind is a receiver like Brandon Lloyd who wasn't anything close to a star but would be worthy of some sort of spectacular catch ability or pass rush specialists that aren't well rounded players but specialize in one area of their game that is worthy of having some kind of ability.
But your Brandon Lloyd example can be had by giving a WR a high spectacular catch rating, and a one dimensional pass rusher can be had by a high power or finesse move rating while poor in the other. The way to make stars feel like stars is to spread the ratings out across the entire rating scale. Then your guys who have a good to elite skill or two can still make an impact in the right role that lets them utilize those skills and stars stand out because they are good to elite in a lot of areas.
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Old 06-24-2019, 12:33 AM   #62
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Re: I love the idea of superstar abilities but..

After reading and watching some video of the X-factors, I think good or bad, I'm willing to give them a chance/pass this year. I'm not entirely sold on some of the x-factors or what activates/deactivates them, but I'm willing to see how it plays out, and how they are tweaked/improved going forward.

I'm curious to see if the CPU tries to activate their x-factors? Do they (aggressively) target them when active? Do they game plan against the other teams x-factors players? If the CPU drafts one of these players, will it try to develop them, or will they sit on the bench buried down the depth chart? 5 or 10 years into a CFM, is there going to be a disparity between teams with and without x-factors players?

Can't wait for EA Access and check it out.







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Old 06-24-2019, 02:53 PM   #63
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Re: I love the idea of superstar abilities but..

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Originally Posted by Grey_Osprey
After reading and watching some video of the X-factors, I think good or bad, I'm willing to give them a chance/pass this year. I'm not entirely sold on some of the x-factors or what activates/deactivates them, but I'm willing to see how it plays out, and how they are tweaked/improved going forward.

I'm curious to see if the CPU tries to activate their x-factors? Do they (aggressively) target them when active? Do they game plan against the other teams x-factors players? If the CPU drafts one of these players, will it try to develop them, or will they sit on the bench buried down the depth chart? 5 or 10 years into a CFM, is there going to be a disparity between teams with and without x-factors players?

Can't wait for EA Access and check it out.







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Yeah the CPU uses them, I played the beta
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Old 06-24-2019, 11:33 PM   #64
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Re: I love the idea of superstar abilities but..

I'm down with most of the SS/XF abilities, but the Gambler ability where the QB can't be intercepted by the AI when they're in the zone is absurd. I'm stunned that Clint and the other gameplay devs think that this is a good ability to have in the game.
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