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Player "personalities" and things.

 
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Player "personalities" and things. - 10/13/2007 5:27:55 PM   
Hubbard

 

Posts: 128
Joined: 3/4/2006
From: Atlanta, Georgia
Status: offline
Let me preface these statements by saying the game is great.

But it seems the players lack "personality". What I mean is if a RB has 92 speeed he will always perform well. I don't see how you can ever get a player with good attributes that would be a flop or a player with bad attributes surprise you and be better than you thought.

It would be nice if some player attributes would randomly change during the season to kind of reflect "attitude" and consistency".

I've never seen a FG miss left or right, get more distance due to wind, less distance with wind facing them. There are times you would like to try a field goal and hope for the best. There is no way to set this in the profiles. (CPU vs. CPU)

DB's should be able to return kicks and punts.

Plays and playbooks. There has to be an easier way. Sorry I don't know what it is though.

MF 2.0 and the first update has been awesome. I have created the NCAA MAC conference and I coach Miami of Ohio. I created my on PPP and use nmleague's PPP's for the other teams. I play the games CPU vs CPU. The games look very realistic. The defenses are MUCH better.

It is hard to believe that one person could put something like this together (along with help from testers). I am amazed!
Post #: 1
RE: Player "personalities" and things. - 10/13/2007 8:08:08 PM   
dreamtheatervt


Posts: 483
Joined: 4/22/2006
From: Virginia
Status: offline

quote:

ORIGINAL: Hubbard

Let me preface these statements by saying the game is great.

But it seems the players lack "personality". What I mean is if a RB has 92 speeed he will always perform well. I don't see how you can ever get a player with good attributes that would be a flop or a player with bad attributes surprise you and be better than you thought.

It would be nice if some player attributes would randomly change during the season to kind of reflect "attitude" and consistency".


One of the downfalls using static attributes is that there will never be Ryan Leaf "busts" and Tom Brady "late round gems". Busts IRL are generally categorized into five categories: injury related (which is still possible), off field problems (not possible in game), personality/lack of heart (hasn't been made yet), poor scouting (essentially not possible since attributes are known), and poor scheme fits.

The problem I see with including a personality stat is that it would still be a known, and it is generally an unknown. Even if you hid the stat, someone would reverse engineer it. I'd love to see something like this implemented, but I think it would be difficult, especially since there isn't a good existing model for it. EAsports NCAA 2008 recruiting gives grades instead of ratings for recruits, but the grades are relatively accurate and when they are off, they usually only reflect one rating instead of all ratings, so a 5 star recruit is still a superb player.


quote:


I've never seen a FG miss left or right, get more distance due to wind, less distance with wind facing them. There are times you would like to try a field goal and hope for the best. There is no way to set this in the profiles. (CPU vs. CPU)

DB's should be able to return kicks and punts.

Plays and playbooks. There has to be an easier way. Sorry I don't know what it is though.


Plays and playbooks require better organization, and an easier way of removing old plays/formations.

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RE: Player "personalities" and things. - 10/13/2007 9:40:13 PM   
Marauders

 

Posts: 4428
Joined: 3/17/2005
From: Minnesota
Status: offline
quote:

But it seems the players lack "personality".


More variable maximum ratings would allow some of this. If Johnny Good is a high profile draft pick with little upside after camp, he would be a bust.

It would be nice to have some players regress.  That would be a nice wishlist item.

quote:

I've never seen a FG miss left or right, get more distance due to wind, less distance with wind facing them. There are times you would like to try a field goal and hope for the best.


Greater weather and wind effects are something being looked at, but I am unsure what David has planned for the future in this area.

quote:

DB's should be able to return kicks and punts.


They are in 8-man.  This has been brought up in another thread, so I am sure David has seen this request.

quote:

Plays and playbooks. There has to be an easier way. Sorry I don't know what it is though.

quote:

Plays and playbooks require better organization, and an easier way of removing old plays/formations.


I agree.  That will likely be upgraded and expanded in 3.0.




< Message edited by Marauders -- 10/13/2007 9:47:53 PM >

(in reply to dreamtheatervt)
Post #: 3
RE: Player "personalities" and things. - 10/14/2007 11:30:31 PM   
Kyzt214

 

Posts: 25
Joined: 6/7/2005
Status: offline
The Championship Manager series does very well in moving a player's current and potential stats around based on the player's mood, experience, training and such.

If there was some way to add a "Potential" rating to the player but leave it hidden that might help. It could be based on a percentage of the current stats. "Joe Shmo has an overall rating of 70 as a rookie. He has a potential rating of 85." This would mean that Joe has realized 85% of his potential and will only improve 15% more during his career if he plays and trains. "Bill Swill, the highly touted QB from Oregon, is drafted with a Potential rating of 120." That means he's only going backwards being that he has already overachieved as college player.

I'm sure the Potential rating would be part of the player's stats, viewable and changeable in the editor but maybe if it was set as the last column it would be less intriguing.

Just a thought.

Erick

(in reply to Marauders)
Post #: 4
RE: Player "personalities" and things. - 10/14/2007 11:52:31 PM   
David Winter

 

Posts: 5158
Joined: 11/24/2004
From: Vancouver, BC
Status: offline
quote:

If there was some way to add a "Potential" rating to the player but leave it hidden that might help.


Hi.

The game does have potentials for players and it is hidden information (no exposure of the information in the front end). It's the limit players can achieve for their various skills through training camp.

Training camp drills allow players skills to go up or down based on how much time they spend on the various drills. They can't exceed their hidden potential however.

Skills can also go down given a players age so as a player gets into their 30's, training camp may end up just cancelling out what skill a player lost by age.

thanks
David

< Message edited by David Winter -- 10/14/2007 11:58:24 PM >

(in reply to Kyzt214)
Post #: 5
RE: Player "personalities" and things. - 11/11/2007 5:40:00 AM   
Fantasy_Football_hey

 

Posts: 4
Joined: 11/11/2007
Status: offline
Here's another thought; when drafting players, rather than showing numeric ratings you could show scores achieved "at the combine."  For example; 40-yard dash speed, weight they benched, weight they squated, height of jump, GPA throughout college, etc.  You could have these scores sortable by position when coaches are deciding who to draft, so you could sort the WRs by speed, or whatever you decide to do.  This adds challenge/strategy to the draft, and makes it so coahces can't just snag the highest rated player without much thought.  So in other words, numeric stats would be hidden until after the draft.  In my mind this would be more realistic, because it really simulates what scouts and coaches have to evaluate before drafting a player.  Attitude could be somewhat tied to GPA or intelligence if you wanted it to be.

Having hidden potential is beautiful, I'm glad that's built in!

Haven't bought the game yet, but I'm real into this type of game.  I was hardcore into FPS and I think I'll be just as into this game.  I can't wait until this game hits the next level.  In my mind, all it's lacking (based on what I've read) is a bit more detail, and live head-to-head game play.

Good job on where it's at thus far!!!  Sounds like an awesome game! 

Dave

(in reply to David Winter)
Post #: 6
RE: Player "personalities" and things. - 11/12/2007 4:17:57 AM   
Hubbard

 

Posts: 128
Joined: 3/4/2006
From: Atlanta, Georgia
Status: offline
I like that idea Fantasy.

(in reply to Fantasy_Football_hey)
Post #: 7
RE: Player "personalities" and things. - 11/13/2007 1:59:59 AM   
Arctic Blast


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Joined: 4/4/2007
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It is an interesting idea, but you'd have to put some sort of a scouting model in the game. I mean, how would you make it so that each team would have differing reports, etc.? Would that be something you would spend revenue on?

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Meditation on inevitable death should be performed daily.

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Post #: 8
RE: Player "personalities" and things. - 11/13/2007 2:18:08 AM   
dreamtheatervt


Posts: 483
Joined: 4/22/2006
From: Virginia
Status: offline

quote:

ORIGINAL: Arctic Blast

It is an interesting idea, but you'd have to put some sort of a scouting model in the game. I mean, how would you make it so that each team would have differing reports, etc.? Would that be something you would spend revenue on?


That's a good idea...but how would you include that for people who don't want to micromanage an entire franchise (revenue, salaries, lease agreements, etc.)?

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Post #: 9
RE: Player "personalities" and things. - 11/14/2007 11:32:16 PM   
Fantasy_Football_hey

 

Posts: 4
Joined: 11/11/2007
Status: offline

quote:

ORIGINAL: Arctic Blast

It is an interesting idea, but you'd have to put some sort of a scouting model in the game. I mean, how would you make it so that each team would have differing reports, etc.? Would that be something you would spend revenue on?


I'm not following you 100% Arctic. The reports would be the same for everyone. When you went to draft it would show the available players in the pool to draft. Then rather than their numeric ratings, it would show their combine scores instead. After the draft you'd see their ratings just like every other player. So the reports wouldn't differ for each coach, the palyer's combine stats are what they are, but you can sort each by stat within any given position list. Then each coach could sort by what they felt was the most important for that position. You might sort QBs by Intelligence, and I might sort them by Arm Strength. Does that make sense?

(in reply to Arctic Blast)
Post #: 10
RE: Player "personalities" and things. - 11/14/2007 11:38:05 PM   
Fantasy_Football_hey

 

Posts: 4
Joined: 11/11/2007
Status: offline

quote:

ORIGINAL: dreamtheatervt


quote:

ORIGINAL: Arctic Blast

It is an interesting idea, but you'd have to put some sort of a scouting model in the game. I mean, how would you make it so that each team would have differing reports, etc.? Would that be something you would spend revenue on?


That's a good idea...but how would you include that for people who don't want to micromanage an entire franchise (revenue, salaries, lease agreements, etc.)?


Well, if you didn't want to micromanage you wouldn't have to. The programmers could just make it so each position is sorted by a specific stat by default (i.e. QB's could be INT, WR's could be SPD, etc). Then if you were letting the CPU draft for you, it would just take the highest person on the list for the position you need.

Or, maybe this is a setting when you create a new league. You could choose detailed draft or regular draft.

To me football games are all about realism. I like PC football games for the same reason I like Fantasy Football; I want the simulation of actually running an NFL team. And I'm guessing most people that buy this game are doing it for similar reasons. Otherwise, they'd probably just buy Madden.

(in reply to dreamtheatervt)
Post #: 11
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