Re: Speed is King: It's not rebalance ratings that'll fix it
I agree with the OP. There are a couple of important things here.
First, in terms of playcalling logic and gameplanning, computer controlled teams are pretty horrible. It never adjusts, and really has no framework to even understand how to go about adjusting. The computer has no real ability to anticipate what I'm trying to do (on either offense or defense), based on personnel, previous playcalling history, etc..., and then even if it did, it has no way to try and figure out things to take that away. The computer, for example, never keeps track of the fact that every single time it calls man coverage, I complete a pass for 10+ yards, and so as a result, it keeps calling man coverage, whereas an online opponent might recognize that I keep beating the man coverage and start to mix in more and more zone coverages. The computer doesn't remember that every single time it calls a screen play (in NCAA), it loses yards, and so it keeps calling screen plays. And so as a result, the computer is essentially a bad player, in terms of skill level. Even if you set it on All Madden and adjust sliders, really all that you're doing is hardwiring in advantages for computer controlled players in terms of physical abilities, but even so, it can only carry the poor playcalling/strategy so far. The bottom line is that for these games to be interesting for long-term replay value in offline modes (franchise/dynasty) the computer AI needs to improve dramatically.
The second point, which I think everybody has hammered home pretty well, is that a lot of the problems in the game aren't necessarily a function of innaccurate speed ratings, but rather the fact that other ratings, which should theoretically counteract or at least partially neutralize speed, don't seem to have their correct impact. Thus receivers with high speed and low route running are way over-effective, whereas defenders with lower speed and high awareness and man/zone coverage abilities are under-effective.
Making it so that some of these mediocre players that have high speed ratings, but then also have much lower ratings in other categories (like routes or catch) only makes a difference if low ratings in those categories actually impact play on the field. Right now, I can take Adrian Peterson, who has pretty terrible route running abilities, and split him out wide, and he will consistently get separation against almost any corner in the game, simply because of his high speed rating, and he will pretty much catch anything that I throw at him unless he gets hit immediately afterwards. In other words, his low routes and catch ratings don't matter. So even under this new ratings system, slot receivers that have high speed but then much lower routes/catch ratings than they would have had before the change won't be any less effective. If anything, they would actually be even more effective, because there would be a larger speed gap between them and most of the defenders that might guard them.
Last edited by rhombic21; 02-12-2009 at 12:12 AM.
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