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Old 06-12-2012, 10:17 AM   #185
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Re: Madden NFL 13 Connected Careers Mode Preview

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Originally Posted by Big FN Deal
Good ole Bucky60, lol. Please don't start that stuff up again that whatever you declare realistic, is and anything else is arcadey. lol http://www.operationsports.com/forum...post2042966142

Glad to see you posting again, so what do you think of the Potential rating being removed and potential now being inherent?
It's not what I declare, it's how things work in real life that define realism. XP points and picking and choosing who improves and how much does not happen in real life. In real life, stats don't make some one improve.

In real life, players ability and knowledge progresses, and that drives performance. XP points and some guy with a joystick doesn't drive a players progression in real life. That's not me defining anything. That's how things actually work. That defines realism.
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Old 06-12-2012, 11:59 AM   #186
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Re: Madden NFL 13 Connected Careers Mode Preview

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Originally Posted by bucky60
It's not what I declare, it's how things work in real life that define realism. XP points and picking and choosing who improves and how much does not happen in real life. In real life, stats don't make some one improve.

In real life, players ability and knowledge progresses, and that drives performance. XP points and some guy with a joystick doesn't drive a players progression in real life. That's not me defining anything. That's how things actually work. That defines realism.
I understand where you are coming from, but if I remember from what i heard the new system also creates different goals for what is needed to get the XP. That right there is what to me helps enhance from what was last year, because it was easy to find the good players and they would progress no matter what so you could trade a guy knowing full well what was going to happen.

This way yes it is cause and effect, but so are the ratings anyways, look at how much they change during the season, it just the way it is. Some players will have different goals to achieve depending where they are on the depth chart and where they are drafted which if done correctly could be great.

And if they do it right for raising stats then that would be a huge plus. Because if you can max things easily then that would be terrible, but if it could take an entire season to raise it one point to push a stat closer to 99 then that is going to be a great feature. So that means if you really want a guy with 99 speed, well he will be terrible at everything else which is really what it is in real life. Guys with a lot of speed doesn't really excel at anything else. And if they make the physical traits harder to raise that adds even more realism to it.

But this is the first year of the new system so hopefully they can keep expanding on it so it becomes more life like.
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Old 06-12-2012, 12:18 PM   #187
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Re: Madden NFL 13 Connected Careers Mode Preview

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Originally Posted by moneal2001
each player will gain their own xp based on their indavidual goals
So if I'm a coach then all of the players on my team will have individual goals? From the all-pro 1st stringer to the 5th Olineman on my team?
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Old 06-12-2012, 12:21 PM   #188
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Re: Madden NFL 13 Connected Careers Mode Preview

I'm starting to think I'm getting too old for this %^$#@! I just want them to combine NFL Head Coach 09 with Madden 2004.

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Old 06-12-2012, 12:23 PM   #189
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Re: Madden NFL 13 Connected Careers Mode Preview

exactly mwjr
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Old 06-12-2012, 01:29 PM   #190
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Re: Madden NFL 13 Connected Careers Mode Preview

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Originally Posted by 87Birdman
I understand where you are coming from, but if I remember from what i heard the new system also creates different goals for what is needed to get the XP. That right there is what to me helps enhance from what was last year, because it was easy to find the good players and they would progress no matter what so you could trade a guy knowing full well what was going to happen.

This way yes it is cause and effect, but so are the ratings anyways, look at how much they change during the season, it just the way it is. Some players will have different goals to achieve depending where they are on the depth chart and where they are drafted which if done correctly could be great.

And if they do it right for raising stats then that would be a huge plus. Because if you can max things easily then that would be terrible, but if it could take an entire season to raise it one point to push a stat closer to 99 then that is going to be a great feature. So that means if you really want a guy with 99 speed, well he will be terrible at everything else which is really what it is in real life. Guys with a lot of speed doesn't really excel at anything else. And if they make the physical traits harder to raise that adds even more realism to it.

But this is the first year of the new system so hopefully they can keep expanding on it so it becomes more life like.
What I don't like about it, is then you are focusing on goals for 55 players and a coach instead of focusing on football. The same problem I had with stats based progression. If you wanted someone to progress, you had to get them stats. So it encourages lopsided games and discourages close games. To me that's just bad. Stats should not be a factor in progression. At most, playing time itself should be one of the variables in progression.

I just don't see a stats based/xp based system as ever becoming life like.
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Old 06-12-2012, 02:58 PM   #191
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Originally Posted by Big Buford
The only thing that I'm confused about is "retiring" players.

If I start my career as Andrew Luck and then decide to retire him to take a coaching job, is he literally retired and removed from the NFL entirely?
no he goes straight to being cpu controlled and then you choose a new coach or player. hne isn't literally retired, but if you create your own player and then you retire him he is literally retired from the league.
I hope this helped.
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Old 06-12-2012, 06:27 PM   #192
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Re: Madden NFL 13 Connected Careers Mode Preview

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Originally Posted by bichettehappens
Wait.... Wait wait wait. So pre-programmed, automatic progression is MORE realistic? Is that what you're saying?
In practice, yes, so long as you cannot see with certainty exactly how good the player will become. If actual peak ratings are hidden then players and draft classes can be calibrated to work properly. You could even make performance and playing time impact rate of progression within parameters for each player. The issue has been seeing A-B-C potential and know it's true.
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