The scale is based on 100% model and our troubles begin here because the Player Ratings in their current setup do not operate within this model.
The current in-game structure uses a scale of 40-99, but the actual scale of 0-127 needs Xan's Editor to utilize.
But simply using this scale does/will not remedy the major problem.
Studying the ratings, I've noticed that the game uses Generalized Ratings and Position Specific/Counter Ratings to trigger Animations. (ie Gameplay)
Generalized Ratings are those that all Positions use on a standard best to worst scale (ie 0-127) and their use during gameplay is linear.
The issue with these ratings is that some need to use a large gap on the 0-127 scale to see a big difference within that rating.
Updated 8/17
These ratings are..
-Speed (the heaviest weight upon gameplay, min 15 pt gap to see difference)
-Acceleration (min 40+ pt gap to see a true Explosive Burst)
-Catch
-Special Catch (set all WR/TE/CB/Safeties to 127)
-Jump (0 for all Def players, WR/TE set to 127)
-Throw Power
-Throw Accuracy
-Kick/Punt Power
-Kick/Punt Accuracy
-Stamina (set at "0", it's just a Boost that pushes gameplay further away from realism.
**the game/ratings/animations will function better because a true fatigue element is added to "every" play from the beginning.
(ie sub in/out, "Fumbles" etc...)
-AWR (this is were the variation between players/teams will come from because a player and/or team consisting of players with low AWR, will not perform like those with a high rating here)
Position Specific/Counter Ratings are those ratings that use the 0-25-50-75-100% measurables to decide/trigger Animations/outcomes.
-Outcomes will follow a more consistent pattern in the game because we're now using the true scale the game is built on/around.
(ie weak player/teams will play accordingly against better teams)
So the actual scale needed for the Specific/Counter Ratings to operate properly within the 0-127 scale is....
0% = 0
25% = 32
50% = 63 (the median, not 50)
75% = 95
100% = 127
**So a player or team with mostly 63's (ie Cal) will play "better" than than those of 32's (Old Dominion) on a consistent basis.
-A player or team with mostly 95's (ie Alabama) will play 'better" than 63's, but would "crush" player/teams of 32's on a consistent basis.
**Stars on a 32'ish team can have 63 or 95's added to some of their ratings to set them apart
These are the ratings and their counter...
For Fumbles - (Hit Power has to be higher than Carry)
-Carry
-Hit Power
Change of direction - (both are the same)
-Agility (how fast change of direction occurs for Offense)
-Pursuit (how fast change of direction occurs for Defense)
**Set both at "0" for Momentum Based
Pass Game Outcome
-Route Run
-Man Coverage
-Release
-Press
-Catch in Traffic
-Zone Coverage
Run Game Outcome
-Tackle
-Break Tackle
**Optional Animations (suppose to be linear, but coding makes some stronger than others, not part of the paired sum) Spin/Juke/Elusiveness/Truck/Stiff Arm
-Play Rec (Ball Carrier Recognition for Def)
-Vision (Tackler Recognition for Off)
Struggle Outcome -
-Pass/Run Blk (each is summed with Break Blk separately)
-Break Block
-Pass/Run Blk Strength
-Power Move
-Pass/Run Blk Footwork
-Finesse Moves
**Optional Animations
Swim/Spin (the higher Spin rating is, the faster it animates with the Def player)
[U]Strength is the only rating that is single in nature, but still follows the 0/25/50/75/100 scale above.
(ie Air Force RB = 31 vs Alabama RB = 95 [harder runner]) or
(ie 180 lb RB = 31 vs 230 lb LB = 95 [weight difference])
-outcomes will be consistent
How True Gameplay is accomplished:
The key is to utilize the Position Specific/Counter Ratings on a "Team by Team" bases, and not player by player as we have been doing.
-Meaning, each position on a team carries a set rating for every player in that position.
(ie Strength Rating: Akron OL'n = 32 vs V'Tech DL'n = 95) or
(ie Old Dominion WR Route Run = 32 vs Alabama DB Man Coverage = 95)
Don't worry about every player playing the same!!!
Variation from player to player on a team will come from the Generalized Ratings and...
-The AWR Rating as well as...
-Hidden metrics/measurables in the coding we can't edit, even with Xan's editor
Update 8/19 **Special Teams
Hum Player - Controlling Punts
- The only thing K/P Accuracy Sliders do for Hum, is increase/decrease the window for L to R Angles "ONLY".
- You can control the bounce by press-n-holding "RB Button" slightly before the ball touches the foot.
- The closer to that "sweet spot" you are, the more control you will have.
- After the kick, press-n-hold upwards, moving L to R on the "Left Stick" to simulate backspin.
- You can also press down on the Left Stick to make the ball die on the first bounce.
**the only catch is that you must be in that "sweet spot" with RB Button, otherwise it will bounce into the endzone.
- The Player Punt Accuracy Rating "might" dictate how big the "Sweet Spot" is.
- Also, rosters can have Player Punt Power Rating as low as 45 and still kick 50 yrs
- 2nd, the Power Meter doesn't need to be maxed out to achieve distance.
- You will actually have more control if you kick under the "Line" in the meter.
For CPU
- The Power Slider for the CPU is so powerful, that at 100%, the AI can kick 87 yrd field goals (not the same for Hum though)
- Turn the Punt Power to "0", but increase the Accuracy to 100% and watch what the AI does!!!
**Don't forget to download Tdawgs latest roster that has all this done for you: PBT 2053 (make sure there's a space!!!)
(roster is base from Yukon with these theories applied)
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