1) Player ratings need to be based on actual measurable things like 40 times and based on professional scouting data rather than pure opinion. It needs to be scaled the same for every position, as described by
DCEBB2001 in the FBGRatings thread.
2) Progression needs to be done in a way where you end up with a realistic spread of Overalls, but that has already been taken care of:
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Originally Posted by adembroski |
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I really focused on balance and making sure it made sense.
The scope of the cycle was such we couldn't overhaul progression, we had to figure out a way to better manage what we had. I think we came up with slight tweaks that will result in the progression and regression you're seeing make more sense.
Progression is basically split into two parts- there's an evaluation part which is a huge spider web of code we couldn't do much with (though we did make it a bit smarter), and then there's a smaller section that uses the evaluation to assign progression. This is what we rewrote, because it was small and manageable.
That said, it's not vastly removed from what was there before, unfortunately. With the addition of cut days, larger rosters, scouting, dynamic player performance (very labor intensive feature!), etc.., the franchise team was rather swamped.
11 is about the absolute maximum you'll see anyone improve in a single season. 12 is theoretically possible, but I've never seen it occur.
Progression is a big target going forward, as Josh and I are both intensely dislike how it's done now. I think we've squeezed absolutely everything we can out of the existing code and this will be the best progression Madden's ever had if you evaluate it by balance (i.e. there'll be roughly the same number of 90+, 80-90, 70-80, etc. players each season from 1 to 30). Because that was achievable under the existing system, that's what I shot for.
Had I made it more dynamic, more able to reflect those Foster/Brady edge cases, I'd have had to do the same in the other direction, which would have made the league nothing but Superstars and Scrubs by about year 4. I absolutely wanted to avoid upsetting the roster balance.
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3) Potential needs to be randomized to some extent every time you start a franchise mode, so that every time you start a franchise you end up with a different range of OVRs.