valvegas1 wrote:one thing i have seen mentioned but not discussed in depth is a particular ratings i have always had a major problem with in this game... the injury rating...in real life players get hurt and those injuries (depending on how severe they are) will make people more prone to future injuries...but in madden games if a player with an 88 injury rating gets a severe concussion and is out for the season his rating is still an 88...he gets another concussion and is out for 8 weeks the next season and stays at 88...see what i mean...the injury rating never changes no matter how many times a player gets hurt (or doesn't get hurt)...the injury rating should change based on the injuries received...and if a guy is hurt a few times and his rating drops but then goes six years without it should go back up...plus i think injuries should have an effect on a lot of other rating as well...i think if a player tears his ACL he loses a little speed, agility, and acceleration...in real life if a player suffers several knee related injuries it really impacts his ability to run...these are a few things that i think need to be implemented into a progression system in order for it to be "complete"
We were planning on making a separate part of the app which handles injuries more realistically, including small nagging injuries so that there is more of a reason to rest starters and other things. That's on the back shelf right now but if you want to go out and develop the formulas and stuff for how it should be handled go ahead that would be a huge help. This thread on progression is more about long term progression rather then short term game to game progression which is where injuries should be.
Edit: Just wanted to add a couple questions about how people think we should handle progression. I was thinking we'd have some sort of point system where drills, workouts, playtime earned x number of points (dependent on other variables of course) towards progressing. Ideally we would have some sort of formula relating number of progression points in an attribute to the rating. My question is should this be a linear or exponential equation? Should it be harder to go from 98 to 99 strength then it is from 70 to 71? And should this be based on the raw attribute or should it be based on the attribute as a percentage of the maximum potential rating?
Things to consider in this is that linear advantages players with high potentials, as does using percentages. Using exponentially increasing values based on raw attributes advantages low players players as they will find it relatively easy to hit their maximum. I think realism would be exponential based on percentages as it requires more effort to create gains the more in shape you are and people with high athletic potential would usually improve faster then those with lower potential. But I'm not entirely sure how that would effect balance. I think it would depend on how large the average disparity between potentials was.