11-23-2011, 01:14 PM
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#5
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MVP
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I can understand updates dealig with player movement, but in all honesty, such small rating changes due absolutely nothing to the overall game.
I've been tinkering with their ratings system to find those windows were a ratings adjustment of an attribute would show when we play.
Right now, the only thing I'm seeing is when an attribute is set at 99 vs not being there, that's it.
The difference between a non-Spd/Acc, QB Thr Pwr/Acc attribute at 25, 40, 55, 70 etc... shows no real difference.
Also, there seems to be a bunch of classifications (Pass Rusher, Run Stopper, Pass Blocker, Run Blocker etc...) that are just that, because they fluctuate due to DPP and it's evident that there is no real difference between a 70 OVR and 73 OVR.
So if a Pass Rusher has an attribute near the min/max threshold that changes his classification, DPP changes him to another classification.
But that means nothing because he will still play the same.
So what's the point of these classifications if they change and the AI plays him the same way?
The only one that shows a difference is QB's scrambling, that's it.
All the others simply piggyback off this one working classification, but produce no real gameplay difference.
Lowered QB short/med throw Acc to below 50 with long throw Acc at 99 in an attempt to see if QB would attempt more long balls since that was what he was attributed at being best at and guess what happened?
Nadda, nothing, no difference.
So much "Perception" driven injections with the foundation there to really give players's an identity during gameplay, only to run into constant game developement limitations, is frustrating.
In a nutshell, I really wish a +/- bump in a player's OVR/Positional Attribute actually meant something, then these updates would really make sense and thus giving "MORE" gamers a reason to look forward to them.
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