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  • ecsdcopper
    Rookie
    • Jul 2008
    • 47

    #1

    Progression Idea

    This idea isn't original by any means, but it seems that it would be rather easy for programmers to base progression on performance. Increases could and SHOULD be tied based on what you do.

    For example, awareness would increase depending on your time on the field. A full year starter would most certainly increase his game awareness if he had a full year experience on the field, and on the other hand the second stringers wouldn't progress very much. However, it would give you incentive during that big blow out to put in your second string to get them game experience.

    Again, tie the progression to performance. If a QB throws for 4000 yards and 20 TD's then he should be rewarded for it. If he threw a lot of INT's then perhaps his accuracy wouldn't go up, but at least his awareness and maybe even arm strength could most certainly improve.

    Same goes with any position. You could easily tie in increases to individual yearly stats. Receivers with x amount of catches could increase between a random 1-3 points in catch. Receivers with a top tier amount of catches may increase more, say 2-5 points in catch.

    Let's get some innovation here. What incentive do you really have to put in your second stringers EVER (maybe besides avoiding injury). It really would put a higher level of excitement (for me anyway) to have performance based progression.
  • pdiehm
    MVP
    • Aug 2008
    • 1402

    #2
    Re: Progression Idea

    that's how it should be. The more you play, the better you become, your awareness and ability should increase.

    Off season training helps strength, and speed. It helps the kick power and accuracy.

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    • LambertandHam
      All Star
      • Jul 2010
      • 8008

      #3
      Re: Progression Idea

      Originally posted by pdiehm
      that's how it should be. The more you play, the better you become, your awareness and ability should increase.

      Off season training helps strength, and speed. It helps the kick power and accuracy.
      Couldn't agree more. I had Lewis from Pitt rush for 2,000 + and 3,000 all purpose yards, and he increased by 2 overall.
      Steam

      PSN: BigGreenZaku

      Comment

      • fhhs63
        Banned
        • Apr 2010
        • 586

        #4
        Re: Progression Idea

        Exactly, from my experience, speed and strength NEVER change...so, what, they don't do offseason conditioning?

        Comment

        • jbrew2411
          MVP
          • Dec 2007
          • 2554

          #5
          Re: Progression Idea

          I have been posting this in "Wish List" threads for 2 years now.

          This is why we need what I call "True Progression". It's looks like this.

          Players will only progress due to three factors.
          1) Potential: EA has a potential grade in the game but we can't see it. They need to show us like in Madden. Not every 5* player will have A potential and not every 2* player will be a D. Mix some gems in like we have in real life (D. Ware, A. Curry) to name a few. A player with A potential will improve 10-15 points over a career. A player with a B will increase 6-10 points over a career. A player with a C will increase 2-6 points over a career. A player with a D will increase 0-2 points.

          2) Weekly Training: EA needs to add a weekly training feature like other sports games have. We will be able to assign time for things like film study, practice/position drills, and time in the weight room. Each will have there own effects.
          -Film Study: will improve a players awr, play recognition
          -Practice/Position Drills: will improve catch, thp, tha, run/pass blocking, footwork, tackle, block shed, pass rushing skills, pass coverage ability.
          -Weight Room: will improve strength, spd, elu, acc, agility, juke, run/pass block strength.

          3) Playing Time & On field Performance: How well a player perform on the field and how much playing time a player receives.

          For a player to reach max progression the player would have to participate in all 3 areas.
          Relax, it's just a video game!

          Comment

          • Special27K
            Pro
            • Feb 2009
            • 554

            #6
            Re: Progression Idea

            I hate the idea of progression being tied to performance... unless players can digress also. You want to give that star recruit time and put him in the slot or as your #2 that upper classman should suffer. Progressing minimally.

            I feel like its a little harder than just saying X yards and X TD's means your WR gets a little extra bonus. Aren't some players expected to put up those numbers? Players should have expectations and when/if they exceed those expectations is the only time they ever should get extra progression. If they don't meet those expectations they should equally be punished and digress. It also to me makes more sense for younger players (Fr and So) to benefit more from playing time than the upper classmen.

            Examples
            Jr WR#8 - 95OVR --- 1,139 yds - 8 TD's
            Shouldn't receive 0-1 extra progression boost in his skill ratings. He's clearly a star WR and is expected to have 900-1200 yds and 8+ TD's

            Jr WR#8 -95OVR --- 873 yds - 6 TD's
            Now he should receive -1-0 points of progression added to his skill ratings (factored into the already regular progression). He underperformed, not by much but it should be reflected.

            Fr WR#81 - 77OVR --- 391 yds - 5 TD's (41% of snaps played)
            This incoming star played as the 3rd string receiver and played a considerable amount, what I would say is far more than expected. Just based on shear playing time he acquired he would get 0-2 in skill ratings and 1-4 in other ratings such as AWR.

            Sr WR#17 81OVR --- 412 YDS - 5 TD's (40% of snaps played)
            This senior has virtually the same stats and playing time accumulated as the freshman but, because he's far more experienced he doesn't receive the same progression boost. He shouldn't receive any at all in my opinion he has much less to learn and benefit from getting more playing time.

            Jr WR#7 88OVR --- 519 yds - 4 TD's
            For whatever reason this #1/#2 WR far underperformed what was expected and he is going to get worse based solely on his disappointing season. I would assume something like -4-0 skill points to be assessed after regular progression.
            Last edited by Special27K; 08-02-2010, 10:22 AM.
            GT: TheHippySteve

            Comment

            • NaptownMVP
              Banned
              • May 2008
              • 292

              #7
              Re: Progression Idea

              The problem with linking progression and performance is with human players. Some people can play 8 minute quarters and rack up large numbers. Some people (like me) have things that eat away at the time we would rather be gaming, and can only play 3 minute quarters and have less than stellar numbers.

              Maybe % of plays ran could play in it somehow.

              Comment

              • Special27K
                Pro
                • Feb 2009
                • 554

                #8
                Re: Progression Idea

                Originally posted by NaptownMVP
                The problem with linking progression and performance is with human players. Some people can play 8 minute quarters and rack up large numbers. Some people (like me) have things that eat away at the time we would rather be gaming, and can only play 3 minute quarters and have less than stellar numbers.

                Maybe % of plays ran could play in it somehow.
                This is another thing expected statistics need to be figured through some kind of formula based on quarter length
                GT: TheHippySteve

                Comment

                • necrobeast
                  Rookie
                  • Oct 2002
                  • 84

                  #9
                  Re: Progression Idea

                  Originally posted by pdiehm
                  that's how it should be. The more you play, the better you become, your awareness and ability should increase.

                  Off season training helps strength, and speed. It helps the kick power and accuracy.
                  Awareness should increase from playing time but many other skills are going to be increased from practice and training. A freshman who ends up starting all season should get a huge AWR spike but if he rushes for 2000 yards, that doesn't automatically mean all his abilities should go up, particularly if he's already near his potential cap.

                  The game should give the ability on what to practice each week and how to spend training time in the offseason so positional skills, speed/strength or awareness can be increased. We also need some insight into the player's potential cap...but you don't know until you have him in camp, like in Head Coach. Perhaps, though, with a lot of playing time a potential cap can be raised and with lack of playing time or poor training, a player's potential cap drops.

                  Comment

                  • NaptownMVP
                    Banned
                    • May 2008
                    • 292

                    #10
                    Re: Progression Idea

                    Originally posted by necrobeast
                    The game should give the ability on what to practice each week
                    This is a big no way from me. I already hate weekly recruiting. This one thing was the biggest turnoff for me in Madden 10.

                    Comment

                    • ActLikeYouCrow
                      MVP
                      • Apr 2009
                      • 1025

                      #11
                      Re: Progression Idea

                      someone may have already brought this up and i hate to be the guy who brings up another game without knowing how that was implemented and trying to tie it to another sport. in fifa they have the player ratings for each match. they dont necessarily have to show this in ncaa, but i'd like to see those kind of skill and experience points handed out. that way you dont have an average qb's ratings boost through the ceiling because of the teammates around him. making the right decisions, difficulty of those decisions, if you throw a 80 yard td on a perfect throw you get more ratings points than if youre throwing screens and your receivers make all the plays.

                      Comment

                      • fhhs63
                        Banned
                        • Apr 2010
                        • 586

                        #12
                        Re: Progression Idea

                        Exactly, ratings should go up and down each game based on performance and training.

                        Comment

                        • jenglund
                          Rookie
                          • Apr 2004
                          • 229

                          #13
                          Re: Progression Idea

                          I agree that awareness and other "abstract" skills should increase with performance, like stamina or something. (Maybe injury rating goes down with more reps?)

                          Most freshmen, even 5*, could have high skills, but low awareness that only gets significantly better with playing time. But with that said, I often wonder if awareness is making much of an impact in the games I'm playing.

                          I swear I remember an older version of NCAA where skills would increase with playing time; that's when I made a concerted effort to get my 2nd string guys some reps through formation subs. Was that on all the last gen games, or am I just making this up?

                          I think there should be in-season progression, but a point or two here and there.
                          Playing:
                          NBA 2K23 on PS5, Red Dead Redemption II, World of Outlaws, MLB The Show 22

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                          • NaptownMVP
                            Banned
                            • May 2008
                            • 292

                            #14
                            Re: Progression Idea

                            I know Madden's progression on last gen was stat driven (and I think this gen, too)

                            Comment

                            • ecsdcopper
                              Rookie
                              • Jul 2008
                              • 47

                              #15
                              Re: Progression Idea

                              I believe that Madden's was based on age and potential only.

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