murderleg wrote:
jdavidbakr wrote:
WarEagle wrote:
jdavidbakr wrote:
I would like to do this, most likely not one without the other. My thinking is that each player has his 'frame' weight, as you called it, -probably hidden from you?- that he has no difficulty migrating towards but has an increasingly difficult time moving away from as he gets further away (either up or down). Then, each position would have an 'ideal weight' that you would set (in with the other attributes) where all players assigned to that position attempt to migrate toward. A free agent would always be migrating toward his 'frame' weight.
Then we could include in the 'future' ratings an adjustment for weight based on his 'frame' weight (currently the only adjustment occurs in the 'current' ratings based on his current weight). I'd also like to give you control over the strength of this adjustment.
It may be too much to ask, but I would still like to be able to set my desired weight for each player, not just for each position.
I don't need/want all of my DTs to be huge (like the Fridge), and I don't need/want all of them to be on the smaller side either. If the desired weight is position specific, eventually everyone is going to look the same, just like now. The only difference would be that I have input in what the "twins" look like.
Same thing goes for RBs. I may want Okoye, Megget and Peterson types all at the same time. Not a stable of RBs who are all the same.
That's not a bad idea, my concern is that it might get unwieldy, but it might be worth adding a control that you can override the position goal or use the weight set in your attribute weight controller.
I second WarEagle, but I also think there should be more of a randomness factor to height as well. I have only seen one true-generated quarterback at 6'5" or higher...and he completely sucked.
I never see big receivers either, which can be especially frustrating when the game calculates catches in three dimensions.
My point is that it would ruin the immersion if we had a cornerbacks at 250 pounds through 160 but they were all 5'10".
Height needs to be addressed alongside weight imo.
This is where frame comes in and current glitches started. A dense player gets tired quicker. Playing with the hieghts and weights will develop unrealistic frames producing unrealistic results opening doors for exploits.
The fatigue algorithim does not account for density. This is why in the old engine 300lb Gaurds with 100 speed could runand currently one reason these fast DTs are getting to QBs too quick on a regualr basis. Based of this from JDB a long time ago, actually in a thread form the first ever question i ever asked.
A player's fatigue level is dynamic throughout the play, and increases based on his conditioning and weight. His top speed constantly is re-calculated based on his fatigue - so a player with lower conditioning and more weight will slow down earlier than a small player in top conditioning
In theory, IRL taller guys would be less dense and slightly faster. Opposite for strength, that tall guy would get pushed around easier. This game follows none of that as caps on speed have been put in place as fixes and the strength rating matters more than a players weight.
Now with weight control one will be gaming the system not adhearing to physics lost right out the gates. More and more artifical caps will have to be added in the future with this implement but no doubt a patch on a flaw.
To me this will get nausiating. IRL A 6'5 DT at 300 lbs is faster than a 6 foot DT at 300 lbs because the fatigue on his muscles is less. More so after a 20 yard sprint chasing down an undecisive QB here.
With all ratings the same a 6'5 DT at 300lbs should be as fast and strong as a 6 footer at 280lbs, but A 6' 300lb DT here is just as fast, when in reality he should be stronger and slower, but definitly not the same player...talk about twins. Its worse than everybody thinks.
These frames dictate where a pro will play based off the physical demands of the postion and it is based of how quickly one gets tired. You are an outlier if you break this mold. And everybody has herd of theres athletic freaks. They are house hold names. Genetics is the determing factor and that should be pretty random.
This game has the has the short 280 pounder preforming at the speed and strength levels that are gernerally assosiated with a real life guy tall guy at 300 lbs.
If taller guys trended heavier and shorter guys trended lower a balance mimicing realife measures of true speed and strength would occur, but really i would use frame to dictate fatigue measures. Not waiting for a guy to gain or lose weight.
Stocky guys get tired quick covering ground but they can generate a better push because they have a low center of gravity. Thats reallife factor is not here and the benefits and negs in the engine now will be even more highlighted as users trend weights for optimal success game these already prominant flaws. Small they may appear but i have been complaining about this one for a long time too.
This will be the last time,because at this point i know i am on to gold. Madden does not even account for this as a base code. And if i could code this it would be the base of any great sport game in which all humans follow this basic physiological proccess.