Yeah, i dont understand what the xp system is supposed to represent, really. It seems like a way to squeeze more out of the numerical player ratings system. Im all for rpg elements if they represent real stuff. They would have been better off trying a wear-and-tear system. I mean players can get hot or cold, have fumbling issues, accuracy issues, things that become storylines. But playing through injuries or just being banged-up overall is a much more pressing issue teams deal with.
Performance goals should really impact contracts first, then maybe trust among teammates and coaches. Ive played WR/TE for about 10 years for 4 teams. So say i catch a couple tds one game. Yes, i carry confidence with me to the next game, meaning maybe i am less nervous about dropping balls or getting hit. But the response is never, "yo man you had a great game, you are really getting better at catching (ratings increase)." It means im gonna get more looks from the qb, more plays designed for me, bumped up the depth chart, so on. Basically, more trust from my organization. So a big game is worth rating boosts for the next week, slumps maybe longer. Established players dont need to fluctuate much. Although, i skipped M15, so maybe im wrong about how xp and confidence work.

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