12-06-2011, 12:40 AM
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#14
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Hall Of Fame
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Re: IDEAL WAY OF RATING PLAYERS
I probably don't get it - but I think a game devoid of numbers would remove immersion to me.
Scouts use numbers. They have a grading scale from 1 to 9 where 5.0 is an average NFL ability at that skill. It's similar to the 20-80 system used by baseball scouts.
I'd rather see something like what OOTP does: Break up the scale into equal(ish) pieces and assign them a number. Avoids any "hinting" (you know a B+ only has a tight range, etc).
9 = 89 - 99
8 = 78 - 88
7 = 67 - 77
6 = 54 - 66
5 = 43 - 55
4 = 32 - 44
3 = 21 - 33
2 = 12 - 22
1 = 1 - 11
This has an innate advantage of always having a fog of war and a range for consistency to work. A 5 consistency is whatever the internal rating is. A 4 can be anywhere within the "number range". 3 can be anywhere -1 number range (a 5 rating might be anything from 66 to 43 in a given week..or play!) 2 can be anywhere -2 ranges and 1 can be anywhere from -3 ranges to the the high end of the actual number range.
I suppose I just don't get why numbers are considered "bad" in sports games. Sports runs on numbers. Seeing number grades like scouts use instead of letter grades is more realistic, imo.
Combine results are numbers. A player's 40 time isn't "Fast", "Slow", or "B", it's "4.25", "5.4" it's a quantifiable, objective result. "Fast" is an opinion. 4.3 is an objective measure of time. Players don't jump "high" they jump X inches. They don't bench press "a lot", they performed Y reps. What's "a lot" or "a little" is relative to everyone else's performance - all in numbers. Stats, production - quantified in numbers. We don't just have to settle for "good" runner - we can see he runs 4.9 ypc week after week and is top 5 in rushing yards and rushing TDs. The QB is sacked less frequently (sacked once per 15 pass plays instead of once per 13 pass plays) when he's in protection, etc.
The ideal way of rating players, imo, is to have it no longer be 100% correct instantly. There should be a fog of war around the ratings. Scouting should be more important in sports games. Madden's scouting system goes too far in leaving you completely clueless about a player until certain "stages" (never mind the "you can only have X individual work outs or pro days" that's never alterable based on my scouting agency or any other factor - why can't I hire more scouting? Put more $$$$ into player development/training facilities?), when in reality, you're never clueless about a player - you're just more degrees of correct with more information.
Some of that information should come from your scheme (because you want certain stuff from guys in various systems), the scheme he came from (did he run a pro-style offense? was he good, but in a run-first offense and we're a pass-first team? He performed well but wasn't asked to do things we ask our LBs to do in our system - he's a blitzer and we're a Cover 2 team) and just by putting him on the field and seeing how he performs in a multitude of situations.
Not to mention putting the decision in you head of "do we change the scheme or pass on this kid or try him and see if he can still perform at a high level?"
Traits and DPP are great - keep them in and expand and develop them as they definitely impact a player's production on the field in reality. They also should not be immediately accurate/available. I shouldn't know the rookie QB I just drafted will be clutch in the NFL. He might have been clutch in college, but college <> NFL. It should be Clutch: Yes? Not Clutch: Absolutely definitely Yes for a kid like that, imo. Same for confidence, consistency, all of that.
I just don't see why removing any and all traces of numbers, even for quantified physical traits.
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"Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18
Last edited by KBLover; 12-06-2011 at 12:42 AM.
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