Way back in 2009, when the devs told us about this new "potential" rating, we begged them to do just that ...... hide it. They said they didn't wanna do that. In fact, they wanted to show the exact number of your potential at first, but we at least talked them into just showing a letter which would cover a broader range than the exact number. A few of us also asked them to change the name of this new rating as the "potential" rating might be confusing to some. We asked them to change the name to something more finite. What the devs added was a ratings cap for each player. The term "potential" does not make someone think of a cap, but how likely they are to reach their cap. For example if you said player 1 had A potential and player 2 had D potential, it would make you think that player 1 had a greater chance of being a good player. It does not make you think that player 2 has NO CHANCE of being a good player, which was the case in previous Maddens. It just makes you think it's less likely. Hence the reason we wanted them to change the name for this rating. They didn't hide the rating nor change the name and as some of us suggested, there was confusion for some about the "potential" rating. That confusion led to an outcry of complaints from users wanting their players to be able to "exceed their potential" (which is what players do all the time IRL), which in turn led to this flawed performance based system that we have now.
Check out these threads and you can definitely tell there was some confusion with "potential".
http://www.operationsports.com/forum...potential.html
http://www.operationsports.com/forum...-thing-me.html
http://www.operationsports.com/forum...fluctuate.html
A few of us saw this stuff and tried to get it rectified:
http://www.operationsports.com/forum...ds-hidden.html
And when it wasn't, we saw what would happen with a progression based system:
http://www.operationsports.com/forum...ogression.html
Fast forward to Madden 13's release and what a lot of us thought was gonna be a problem is indeed a problem:
http://www.operationsports.com/forum...on-system.html
http://www.operationsports.com/forum...on-broken.html
As has been said in a lot of these threads, performance based progression is pretty absurd if you think about it. It's essentially the tail wagging the dog. The ratings of your player determines how he plays on the field so how can how you play on the field determine his rating? It's a paradox. As the 2nd to last thread that I posted suggests, it leads to "success breeding success". For instance, if you have a 59 ovr RB and are able to rush for 1200 yds with him, why does he need a rating increase? You can already rush for 1200 yds with him!!! This was the case in the past if the player had low "potential" ( Man, I really wish they had came up with a better name for that rating) and it made sense. Ratings progression was separate from performance because it was known that ratings DETERMINE performance, not the other way around. Now tho, you will get more progression for that 59 ovr RB because he got 1200 yds rushing, which in turn will allow you to rush for more than 1200 yds which just keeps going on and on and on.
This is why the cpu's bench players don't get good progression. Rashad Jennings is never gonna perform as good as MJD for the cpu because MJD's ratings are much better than his. That's why when you're in year 5 and 6 and 7 and later, the best players now are still the best players then. For those of you not there yet, it's discussed here:
http://www.operationsports.com/forum...-year-1-a.html
They have the ratings to perform, which is what this progression system is based on, and the others don't. I feel sorry for you guys with a lot of cpu teams in your CC.
For those of us in online CC's with multiple users it's not good for us either. Since this progression system is based on performance, the best users will always have the better players because they most likely will always perform well because of the users skills and thus progress nicely. I know one guy in our CC( one of the top 2 guys ) was talking about how he gets about 10,000-15,000 XP a game for Calvin Johnson and he's trying to raise him to 99 speed. It's not cheating or unsim. It's how the game works. He's good and plays real good with CJ so he gets a butt load of XP in every game. It's pretty absurd. Back in the old system, there would be no chance for him to do something like that.
An ideal system would be a system that had a cap for each player like "potential" was, but also allow some performance to influence how likely and how fast that player reached his cap. I'm sure most of you would agree with that. Oh wait, we had that system..... It was the system we were using. All the devs had to do was tweak how much performance influenced progression and we would probably be in nirvana. In classic EA fashion tho, they scrapped the old system completely instead of tweaking and improving on what they already have. Now we have a system that rewards the cheesers and glitchers that get insane stats and severely hinders the cpu and the less skilled players from progressing their team. *sigh* I wanna go back.

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