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Player Potential
This is a discussion on Player Potential within the Madden NFL Old Gen forums.
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10-01-2011, 11:44 PM | #17 | ||||||||||||||||||||||||
Rookie
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Re: Player Potential
On topic though, i agree that potential is silly and that countless players have proved it. With edit player in im happy i can correct that. I think they need to weigh skills a little more on production, and a little less on a made up number.
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While i appreciate the direction Madden is going, i would like to know why i am paying $60 to be a beta tester. |
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10-02-2011, 02:01 AM | #18 | ||||||||||||||||||||||||
Rookie
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Re: Player Potential
If you change overall into value then I think I understand, but you guys don't seem to want that. You just want production to dictate ratings even if it defies the glaring issue of why these garbage players are producing in the first place. Arian Foster and Tom Brady and the "countless" players that "proved" that potential is wrong weren't proof of anything other than the fact that people were wrong about how good they are. Madden doesn't have the luxury of being WRONG. It can only translate a 67 overall player as a 67 overall player. If he's going to put up 2,000 yards and 18 touchdowns as a 67 overall then it's probably because the settings are way too easy or the game engine is broken. The way to recreate Tom Brady in the game is not to have him come into the league as a 67, play well with him and then have him go up. Realistically he was good when he came into the league, but no one knew it. And he has gotten better. But he didn't come in as garbage and get a chance to play and instantly become better. His skills were just underrated. Madden isn't estimating a player's value, it's giving him an exact set of skills and abilities and he should perform within those. |
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10-03-2011, 01:06 PM | #19 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Banned
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Re: Player Potential
Many things determine progression (including potential), progression determines ratings, ratings determine stats/production. That's the best way to simulate how real life works. [quote=macbranson;2042927778] Here's an example. I have Jimmy Clausen with a Potential of C and he's rated 73.
The limited potential should be enhanced, not removed. The game should be adding a perceived potential for every player on how your team views that players potential. Your perceived potential for that player should only be as accurate as GM, Scouts and Coaches are at evaluating potential/talent. Whether the perceived potential is a number range, or letter grade, or some other representation, it should be added to the game. Overall, and current ratings should also have a perceived ratings. Hid the actual potential, overall and individual ratings, and add perceived ratings to the game. Bring in more of a role for GM's, Scouts, Coaches (including position coaches) for evaluating and teaching. Also make player mentors effect progression and not just in game ratings. Base progression off of real life things like Players ability to learn, Mentors at the players position, Coaching staffs ability to teach, Players ACTUAL POTENTIAL, not perceived potential, Playing time, etc, etc, etc, Then have ratings drive stats/production. Even introduce a perceived ratings/potential for a player in specific offense/defense scheme's. Give a player more value to one team vs another team. Just don't make progression unrealistic with an unlimited potential, stats based system. |
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10-03-2011, 01:12 PM | #20 | ||||||||||||||||||||||||
Banned
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Re: Player Potential
I think the game needs to add the variable you mentioned if it wants to realistically simulate real life. Add the progression variables you mentioned and show the gamer perceived ratings and potential, and hide the actual. |
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10-03-2011, 01:16 PM | #21 | ||||||||||||||||||||||||
Banned
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Re: Player Potential
Last edited by bucky60; 10-03-2011 at 02:01 PM. |
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10-03-2011, 01:30 PM | #22 |
Pro
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Re: Player Potential
Why can't the game be wrong? Sure if we have perceived ratings for potential, it can be. But after one season, we know who will and won't progress past a certain point. I want some sort of replayability... I usually do play more than one franchise, whether it be with friends, family, or alone. As we have it now, almost nothing is different from franchise to franchise.
Why can't Ramses Barden become a stud in one franchise and stay a dud in another? I don't want to be in control of that... I want position battles to decide that, based on production? yes. Again why can't the game be wrong? Is that too silly to ask for? Don't say, that's what allowing us to edit players is for... I don't want to play god. And how do you know everyone has a cap? Maybe we just aren't dedicated/interested/hardworking/ambitious/brave enough to be able compete at a pro level. |
10-03-2011, 02:00 PM | #23 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Banned
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Re: Player Potential
And doesn't randomly assigned draft classes add to the re-playability? How does me choosing who I want to be great, any player I want, and stick skilling them to great stats help re-playability?
Other sports games, mainly text based, allows an option to randomly assign ratings to players. Ask for that as an option. But please don't screw up my realism (potential, progression) over this.
Stats based progression, with unlimited potential doesn't even come close to giving you postition battles. If fact, it takes away position battles. You will always know the guy that plays will get better, and the guy on the bench will get worse. How does that help position battles.
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10-03-2011, 02:32 PM | #24 |
Pro
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Re: Player Potential
Randomizing potential would actually be a great idea. And I'm not just talking about stick-skilling someone to be great. Have you ever had a franchise where you sim all but one or two games?
After the first season, more than 97% of the players were there to begin with, you are acting like its brand new rosters season after season. I dont understand why Donny is the end all, sole decider for potential... it would be great to have it randomized to some point. Maybe keep the 1st rounders to low B to high A. 2nd rounders mid C to A. 3rd - low C to A. and so on. What i also hate, which is highly unrealistic is the fact that no matter who it is that has A potential (as long as they are young) they will progress. Cam Newton throws 20 picks 3 straight years, he will be a 90 in no time. I hate that... if attributes are based off of statistics, year after year, than in game progression/evaluation, whatever you want to call it, has to have some sort of statistical basis. If attributes were based on 'soft' data (not hard) than i can see your point where we have a perfectly fin system as is. We dont right now though, not close. |
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