Also wondering if any one knows what makes a A player a A player or a C player a C player. For instance Tavares Jackson A player Kevin Kolb A player. Is it the high moter trait or something ealse cause it seems like almost all starting QBs have A ratings when they are not A players.
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Player Traits and Rating Scale
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Player Traits and Rating Scale
Tried to find some info on this subject but came up short so can any one tell me if these work or what the point of them. Wouldnt the consistincy number work more than the traits?
Also wondering if any one knows what makes a A player a A player or a C player a C player. For instance Tavares Jackson A player Kevin Kolb A player. Is it the high moter trait or something ealse cause it seems like almost all starting QBs have A ratings when they are not A players.NINERS FAN SINCE 96Tags: None -
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Re: Player Traits and Rating Scale
An 'A' player is whoever EA decides to slap an 'A' on. It has nothing to do with traits.NFL: Tampa Bay Buccaneers
NCAAF: Miami Hurricanes
MLB: Texas Rangers
NHL: LA KingsComment
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Re: Player Traits and Rating Scale
Yeah I know thats the truth. I just dont think the traits do anything in the game or atleast have not seen any difference in gameplay if they are. The only thing I do notice is if a player is hot or cold..NINERS FAN SINCE 96Comment
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Traits are just in game performance. Potential ratings are more or less a players upside or tendency to become great.
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Re: Player Traits and Rating Scale
I guess I dont see a difference if they were in there or not. I think gameplay would still be the same if they were gone. It still playes the same as last year except for the hot and cold.
And what I am saying about the A player B player is how EA figured that Tavares Jackson is a A player, like how do they figure out what to give people when they dont know. The Rating system needs to be dropped and they need to fix progression to a Player Performace setting with players going up or down depending on games and then a end of the year progression.NINERS FAN SINCE 96Comment
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Re: Player Traits and Rating Scale
Traits make a difference.
A defender that has "Yes" for his pass rush moves can be a bigger force. A Big Hitter: Yes guy can cause a lot of fumbles (and probably knock balls loose from receivers just as they catch them?)
Plays the Ball: Aggressive will see guys attack any floaty ball or attack the ball more often. Conservative guys will tend to make the tackle, unless the ball is pretty much right at them or have other ratings that let them get a jump (high PRC and AWR, for example) - and then they "get in better position" instead of "attack the ball" (subtle difference in how the play resolves, imo).
Brace for all hits will make the ball carrier curl up into a fetal position when a big hitter/high POW guy comes around.
Clutch: Yes players sometimes (Often? Always?) get a "boost" when the game is close and in the final two minutes. Doesn't mean they'll be perfect, but they'll usually play harder. High motor impacts how far away the play can be from the player for them to continue to try to make a play/give pursuit.
And so on.
Some might be gained/lost on ratings/other factors, but they impact the player during the game and can change mid-game based on what happens to the player.Last edited by KBLover; 03-31-2012, 04:31 PM."Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18Comment
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Re: Player Traits and Rating Scale
Well to push more of my M13 rhetoric, I really hope Player traits were just the beginning for Madden like Personality Plus was for FIFA. Developers have stated how the plan going forward for Madden is to lay a solid foundation in relation to features, that can be built on every year. So while I feel the OP and others about the impact of traits not seeming ideal, I definitely don't want to see them removed.
I am a strong believer in 3 year plans in relation to system changes in football and I think it applies here too. Whenever the Redskins hire a new Head Coach, I never get too high or low on the early results, instead looking for progress and reserving judgement until that 3rd year to see how it all meshes together.
Now I know full well next-gen Madden is going into it's 8th year but DPP is going into it's second year in Madden so I will be looking for marked progress but reserving judgement until M14.Last edited by Big FN Deal; 03-31-2012, 05:25 PM.Comment
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Re: Player Traits and Rating Scale
Yeah, hopefully, for once, EA actually tries to tweak a system and flesh it out to make it more involved/in-depth instead of scrapping it because people didn't find it omgperfect."Some people call it butterflies, but to him, it probably feels like pterodactyls in his stomach." --Plesac in MLB18Comment
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Re: Player Traits and Rating Scale
I don't really notice anything dealing with consistency.
The potential is halfway based on what EA wants them to be for real players. For created players it depends on what their skills are. If they are a physical freak but don't have the awareness for a high rating then they usually have more potential because awareness will always go up. Other physical skill may just stay the same.Comment
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Re: Player Traits and Rating Scale
The potential ratings just hint at how the player will progress.
For example...
A pot: Player has potential to become a +90 over player
B pot: player has potential to become a 80-89 ovr player
C pot: player has potential to become a 70-79 ovr player
etc.
I've seen cases where B pot players went up to like 91-92 or C pot players went up to like low 80s, so I'm not sure it's exact... I think it's heavily influenced by on the field performance... But it's an indicator of their "ceiling" as a player.
EA needs to do a better job of explaining what ALL the attributes do and exactly what they affect in the game and what they do not affect... I fear that they don't release all this infomration cuz the are afraid to tell us what things don't affect some things when they clearly should lolComment

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