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Originally Posted by mpeterso |
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How many 0 SPD players are there in the NFL? How many 5 STR players? How many qbs have 10 accuracy?
A 1 OVR player would literally be 50 times worse than a 50 OVR player - is that even possible? A 10 OVR player would be 9 times worse than a 90 OVR player? Even that seems like a stretch. Same goes with player attributes; how many players are 9 or 10 times stronger, faster, quicker, better than their professional peers?
I think there are limits to how much attributes can be stretched and still be realistic. I mean, as it is now there are defensive players with TKL less than 30, FMV, PMV, AWR, PRC, CTH, POW etc less 40. Same goes with offensive players with blocking less than 25, AWR and route running less than 40. These players are almost useless as it is.
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This is were the confusion seems to be at.
It's not about trying to correlate the attributes to Real Life numbers, can't do it because we do not control coding the under-the-hood thresholds for each rating.
I see this being mentioned alot on here and much confusion going on here.
It's about trying to get AI player's to perform Gameplay wise with how they've coded a rating to react to give the "Perception" of movements.
We say Realism, and try and match ratings with Real Life numbers thinking the game's AI will perform accordingly and it simply will/does not.
Examples:
Speed Rating -> people try and match real 40 times with EA's ratings system while missing some very important facts as to why this doesn't work.
-player's don't run faster just because we give them a 95 SPD rating to match his real life 40.
-at 95 SPD, player's
"Slide/Glide" covering 5 yrds in about 3 steps from start to finish, giving the perception that they are covering ground.
-what is getting lost are animations/movements within the game.
-any SPD rating over 78, you start to lose animations and get the Slide/Glide.
-also, because animations are playing out on such a small field, SPD ratings above 78 minimize greatly the possibility of running after-the-catch/in space because there is no room for animations to play out properly.
I could go deeper, but in a nutshell, it's about knowing what rating thresholds drive what particular animation to play out by the "AI", because these thresholds aren't coded/programmed to mimick Real Life tendencies.
Therfore, we must take the current ratings system and how it is coded/programmed to drive animations and adjust player's/positions to try and force the AI to trigger those animations accordingly.
Side note:
The way ratings are weighted into the OVR, it would be impossible for your example of a 1 OVR player existing in this game.
-They end it at 12 within a specific position when the position ratings are dropped to the lower end of the 0-99 scale.
-A 12 OVR player will
animate in certain area's no different than a 50 OVR rated player at the same position.
-The only difference is the
AI response to the direction the (Hum) stick is pushed to run and/or the button we push to catch/tackle give the perception the player is performing worse at such a low rating.
I"ve adjusted the QB Accuracy Slider to 100, and edited QB Accuracy Ratings (short-med-long) from 35-60 and it seems to give more control towards creating a difference in QB's (
accuracy wise) than utilizing the reverse method of adjusting the Slider down to 5-15 as some have done.
-AWR rating and Force Pass Tendency impacts this area also.
Another rating that causes animations to play out more Realistic is setting LB Tackling from 45-60 with Hit Power at 75.
-It seems to cause RB's with high Truck rating to animate lowering their shoulder more often and RB's with high Elusiveness to animate more Spins/Juke animations to break tackles while LB's still animate Agressive tackle attempts.
The way animations are coded/tied to EA's ratings structure is just wacky.
The animation you think is driven by a certain rating, turns out to be driven by another rating or combination of ratings.
Just wacky on all fronts, really!!!