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Old 10-15-2016, 10:44 AM   #107
ForUntoOblivionSoar∞
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Re: Cfm drafts where almost all players suck?

Quote:
Originally Posted by wellred
Yes, yes it is.


Ovr rating is not something that can even be applied to realism, as no such thing actually exists.


The merits of this change 'realistically' are entirely subjective and open to debate as the modified draft classes present far more sim gaming issues than it hopes to solve.


About the only thing that can be applied here mathematically in this situation are player salaries. And with the modified draft classes we see far less talented players in the league 10 years from now in cfm and as a result mean salaries drop off a cliff. That is not realistic, we know that. What actual data can be presented that the original classes were not realistic? Feelings are not data.
You can easily apply numbers to rank quarterbacks. There might be some doubt as to who is number 1, but no one will doubt that Brady and Rodgers are in a different class than Cutler and Gabbert. You can partition them into groups of five, and assign a number ranking based on each group. You can choose any number system you want. Perhaps 1-5? And maybe within each class you can separate by statistical performance. Maybe that changes your scale 10 to 50? And maybe you don't like those numbers, so you move the minimum to 69? Now you have a scale from to 59-99.

So YES, you can use numbers to rank players. There is a subjective element to it, but it is clear that a player you rate as 99 overall will be better than a player you rate as 60 overall. Since you can use statistics to tie-break between subjective levels, your ranking can be a very good barometer.

And it is ALSO clear you can compare rookie players to veterans using the same scale.

And with that knowledge, you can easily compare long term trends. If you continue to group into these tiers, and notice that all the players in the top tier have much worse statistics than the players in the top tier did 5 years ago (after guys like Rodgers and Brady retire), you can reasonably conclude that the level of quarterback play at the top has dropped. It is there that you can decide that some in the top tier should be dropped to a lower tier, and once again you can use statistics to rank in each tier.


So yeah, you can easily see if there is a downward trend using numerical categories.


ADDED NOTE: Just because it CAN be done doesn't mean EA has done it right. Further, just because Super Stars SHOULD be rare, doesn't mean the end result of EA's attempts to make this so don't screw with something else.





Quote:
Originally Posted by cityofchampions
It has to do with the draft classes, because it is a well-known fact that the CPU simply does not develop its players anywhere remotely close to as efficiently as the player does, which means that unlike the player the CPU's roster will be filled with mostly below average players, meaning that the CPU teams will suck.

See none of the people who incessantly whined about the draft classes from the moment madden 17 came out, took that into account, in fact the people that were whining the most were the people that simmed several years, and only paid attention to overalls, and not individual ratings.

This in my opinion, is one of those times where "realism" of one part a franchise should have taken a backseat, to preserving the "realism" and the balance of the mode overall.
Yes, BUT, if users are better at developing, won't they STILL have that advantage even if draft classes are better?

Quote:
Originally Posted by mavfan21
One BIG problem. The players are so lowly rated that the CPU just cuts a 68 OVR 2nd round rookie and keeps a 69 OVR 10 year vet.

Very unrealistic and immersion killing.

1-3rd rounders need to be in the 70s on average, then start dropping off in OVR.

The league gets really flukey.
THAT is definitely a problem.

Last edited by ForUntoOblivionSoar∞; 10-15-2016 at 10:51 AM.
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