Player Progression in Franchise Mode
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Player Progression in Franchise Mode
is player progression fixed in Madden 11 ? Cursive didn't say anything about Player Progress .. please tell me about if it fixed or notTags: None -
Re: Player Progression in Franchise Mode
He said it seems completely based on age and was the same last year.
He also didn't confirm he had a legit copy either though.Comment
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Re: Player Progression in Franchise Mode
nope it not excellent, i throw 43 td and 4,500 yards and he increase just 2 points rating on his overall rating .. 2 points is just bad numbers to boost upLast edited by mylife2010; 07-31-2010, 03:31 PM.Comment
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Re: Player Progression in Franchise Mode
Actually i thought it was garbage last year. Players with a "A" potential would progress positively regardless of performance and a player with say a "C" potential could go to the pro bowl and his overall would stay the same.
The progression system is one of my biggest gripes with the franchise mode.Comment
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Re: Player Progression in Franchise Mode
Blame that on the 'predetermined' ratings/doesn't make logical sense to do it by stats/"it's a time paradox so back to the future is a bad movie" crowd.Actually i thought it was garbage last year. Players with a "A" potential would progress positively regardless of performance and a player with say a "C" potential could go to the pro bowl and his overall would stay the same.
The progression system is one of my biggest gripes with the franchise mode.
I prefer the old system as well. I love the feeling of being able to build up players. I understand the whole 'well if he's this good then he's that good prior to the stats' argument but video games aren't real life. Performance should dictate progression (to a degree).Comment
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Re: Player Progression in Franchise Mode
It seems there are two schools of thoughts when it comes to player progression:
1. Player performance should dictate ratings (i.e. a 70 rated player who makes the Pro Bowl because of huge stats should see his ratings increase commensurate with that performance, in this case having that 70 approach 90 over time). This would help the player have similar performance if you were to simulate the following season.
2. Player potential should dictate ratings (i.e. a 70 rated player increases based on the development team's projection of how the player should increase).
I don't want to get into which method is better, but I think we could all be happy if there was an option to choose one or the other. Or perhaps a slider where you could have part of the ratings increase/decrease (i.e. 30%) from potential and the remainder (70%) from statistics.Comment
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Re: Player Progression in Franchise Mode
I already have a solution (I think) to the age-old progression debate.
The first step is to add in pre-season and in-season progression (which makes the game much much more realistic - I can explain if needed).
- Once you have that in, pre-season progression would be based on statistics and age (young players could go up and down much easier than old players)
- Then, in-season progression would be based on stats and coaching style (if the player likes the way the coach operates, he will progress).
- Finally, you have the regular offseason progression, which would depend only on potential and age.
This way, those who like progression to be not stats based will be happy with the offseason. Those who like to have performance influence progression would have be happy in-season.
Edit: An alternative solution is of course a slider like NoSubs is suggesting (and I advocated in the past).Comment
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Re: Player Progression in Franchise Mode
[quote=Sik kid Pk;2041402442]Actually i thought it was garbage last year. Players with a "A" potential would progress positively regardless of performance
[\quote]
Actually last year in my Bolt's franchise I resigned Shawne Merriman causing Larry English to get little game time and despite the fact he was 25 and an A potential he went down 2 overall points because he wasnt producing.Comment
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Re: Player Progression in Franchise Mode
Yep that'd probably do it. I'd go 100% potential personally, I like the principle of some players being backups in their first couple years then becoming starters as opposed to having to get certain set marks statistically for them to improve. What'd be even better is a variable potential rating that got more accurate the longer they were in the league.It seems there are two schools of thoughts when it comes to player progression:
1. Player performance should dictate ratings (i.e. a 70 rated player who makes the Pro Bowl because of huge stats should see his ratings increase commensurate with that performance, in this case having that 70 approach 90 over time). This would help the player have similar performance if you were to simulate the following season.
2. Player potential should dictate ratings (i.e. a 70 rated player increases based on the development team's projection of how the player should increase).
I don't want to get into which method is better, but I think we could all be happy if there was an option to choose one or the other. Or perhaps a slider where you could have part of the ratings increase/decrease (i.e. 30%) from potential and the remainder (70%) from statistics.Comment
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Re: Player Progression in Franchise Mode
online franchise for me is where i had a big progression problems cause at certain positions unless you had an A your player wouldnt progress at all because if you play every game hes simply not going to get the amount of stats that computer players get such esp tackles. linemen is another position i had trouble progressing players in online franchise.Comment
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Re: Player Progression in Franchise Mode
The problem is that the whole foundation is poor on the NG, from ratings to the gameplay its too scripted. So your practically helpless going against 90 overall players.
On the old gen they didn't have a potential rating cap on players, the cap on a players ability was simply the limitation of his raw ability. You could increase performance attributes by playing good with those players, awareness(football I) tackling, catching, pass acuracy, pass blk, run blk, what you never could change were the physical attributes, only the offseason progression and it only worked for a point or 2 depending
EX
OL cant get stronger 89str to 95 str but they can get better skilled as pass and run blockers like real life.
Whats more those performance based attributes increased or decreased 3 times a season weeks 5,11,16, then each playoff game.
You had to earn your development of a player, and there wasn't some silly cap to shut you down. Thats why you could find diamonds in the ruff more in the LG games, where as CG madden is more scripted because they screwed up from jump streetComment
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Re: Player Progression in Franchise Mode
If you managed to do that well with his current OVR why should he get even better? Makes no sence IMO.Comment

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