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Originally Posted by CM Hooe |
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One problem is that AWR is a huge component of the OVR rating, but the AWR rating doesn't affect a user-controlled player, thus there's a perception and half-truth that ratings don't matter.
Beyond AWR, there's also a bit of a game design conundrum. Say I'm controlling a very athletic CB who just happens to have MCV and ZCV both at 70, and AWR of 40. Should my ability to control that player, to move him at all during a play, be hampered by his low MCV and ZCV ratings despite that he has elite athletic ratings? From a "the user should always be in control" standpoint, the answer is absolutely no, much to the frustration of the simulation crowd. From a "the ratings should govern everything" standpoint, the answer is absolutely yes, much to the frustration of the more casual gamer who wants to be able to run around with his fast player.
This affects NBA 2K a bit as well; while the ratings do a great job of being checked for a user-controlled player with the ball (whether a shot goes in, how accurate a pass is, the success of a particular crossover dribble), the only ratings that govern user off-the-ball movement are the player's athletic attributes. This isn't as apparent because in NBA 2K the user always controls the ball-handler on offense, but the same problem exists. For example, it doesn't matter if the player I'm controlling has defense awareness of zero if I know where to put him when I'm on the sticks with him; it doesn't matter if my player has an offensive awareness rating of zero if I know when to make the backdoor cut to get a shooter open off a screen, if I know when to roll or pop when playing as a big man running the pick-and-roll with a AI- or other-user-controlled point guard. Bringing this back to Madden, there are many more off-ball interactions in football than in basketball; should the user lose some ability to control his player during off-ball interactions? It's an interesting question, I don't know the right answer. It's obvious right now that Tiburon leans in favor of giving the user control, however.
All that said, there are ratings that absolutely do matter for user-controlled players beyond speed. I challenge anyone on this board to try (with any reasonable set of sliders) to truck any starting linebacker in the game with LaRod Stephens-Howling and his 49 STR and 37 TRK rating. It's not going to work. The ratings also work for any CPU player operating on his own or any CPU-CPU player interaction.
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In the interest of me not typing a long wishlisty new ratings system, let's agree that ratings like AWR and PRC should be restricted to AI controlled players and overridden by User control. That still leaves the other ratings, especially the skill ratings (MCV/RTE/THP, etc), needing to be effective with both types of control, User and AI/CPU.
Now this is again where the ratings system in Madden is fundamentally a mess, imo, because there doesn't even seem to be a system in place to make those skill ratings logically translate to User control. For example, I have read it claimed that AWR doesn't matter for even AI/CPU controlled DBs because the MCV/ZCV ratings replace it, WTF? I don't get why MCV/ZCV isn't differentiated using various animations of different coverage techniques and skill levels, accessible according to the ratings value. So a 90 MCV DB would have access to different coverage animations than a 70 MCV. If a User is controlling the former DB, then it's easier to cover manually because the animations available for that player make it fundamentally easier for sudden change of direction, getting in/out of breaks, recovering if turned around, etc, versus the lesser animations available for the latter.
I read the position all the time about
"User control is paramount" and I actually don't disagree. What I disagree with is the notion that User control must be equated with User success. Manually/User controlling Champ Bailey should playout differently than Adam "Pacman" Jones due to the process of coverage for each being different, not just the end result.
Madden seems to be all about
"cutting to the chase" and arbitrarily getting the end results right, instead of trying to replicate football processes which organically would lead to the "right"/realistic end results.