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Forum > Suggestions > Redefine Confidence as Consistency
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tpaterniti
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I am sure this will get shot down immediately but here goes.

I think a good course of action might be to get rid of the confidence attribute, which doesn't do much anyway except prevent morale spirals, which most people think *should* hardly ever happen anyway) and replace it with a consistency attribute. The higher the consistency, the lower the RNG variance in your player's rolls. The lower the consistency, the higher the variance. Scale it from 10 to 170 like so:

equation: y =31.7ln(x)- 63

http://i221.photobucket.com/albums/dd314/tpaterniti/Graph.png

When your player makes a roll, the variance as a percentage of that roll is subtracted from the roll with 1 being the lowest end result possible.

So for example: Let's say your Consistency attribute is 70. Your variance number is 28.32. This means that whatever you roll for a break block roll, let's say hypothetically it is 150 (just a random number I picked). The sim would then take 28.32% of that number as the base and the actual roll as the ceiling, so base + 150 - 28.32% of 150 which is 42.48 = 107.52 and the ceiling is the actual roll = 150.

So to summarize, the sim would be looking at a base of 107.52 and a ceiling of 150.00. It would then randomly generate a number between those two and that would be the outcome of your roll.

Let's say your Consistency was 90. Your variance would only be 20.36%, so for the roll above the sim would randomly generate a number between 119.46 and 150.00 and that would be the outcome of your roll.

If your confidence was very high, say 120, your variance would be only 11.24% and you would get a random number between 133.14 and 150.00 as the outcome of your roll.

In other words, the higher your consistency, the more likely you are to get 100% of your roll. This is how it works like consistency. Thus it would be possible to create super players who are very inconsistent and mediocre players who are super consistent and everything in between.

This is also very realistic because consistency is typically what separates average from great players in professional sports. Great players are not necessarily faster or more agile than mediocre players - often they are great because they perform to their full ability every play whereas mediocre players sometimes play their best and at other times do not.

***The numbers can be scaled differently - the idea is not totally dependent on the scale I provided - it was just a rough idea***
Edited by tpaterniti on May 4, 2012 15:36:37
 
yello1
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I like it

+1
 
Diamond Spade
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wouldnt qbs and OL become op since they take confidence pretty high compared to other positions?
 
Bane
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I thought confidence did more than just avoid morale spirals.

Is it not in the tackle roll, the break tackle roll, the catch roll, ect ect?
 
Nokturnus
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I like the idea in theory but what about how morale drops when a team is on a losing streak? What role does consistency play there or at all? Would morale even exist at that point? If morale no longer exists, is there a point to all the SAs and VAs having to do with intimidation or lack thereof...ok, that's a stretch since those can be crappy SAs and VAs anyway.

I like the idea at it's base so +1

But still got those questions
 
NVJumper
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The love the logic behind the idea (great players aren't necessarily faster, etc, they just more consistently play up to their abilities). I definitely think it's a great idea and should be added in time, but I'm sure that other people will come up with some meaningful questions, much like Nokturnus has
 
Driley10
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I love the idea and id give it a +1...but I swear new attributes are a NGTH? Or am I mistaken...
 
Guppy, Inc
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i love it for punters and kickers but i doubt it would work on them.
 
Alky
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Lock it up, NGTH.

http://goallineblitz.com/game/forum_thread.pl?thread_id=1470434

Player/Player Building Related


FYI I do like the idea though. +1.
Edited by Alky on May 4, 2012 13:38:54
 
tpaterniti
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Technically I am suggesting we alter an existing attribute, not add a new one. Adding a new attribute would mess up a lot of things.

Yes morale is involved in a lot of rolls but that is just because it was more or less pointless and bort's solution to altering that was just to incorporate it into a bunch of rolls.

On SAs they would have to be reworked but they already need to be reworked BADLY. Glare/Snarl, Trash Talk, no one adds these except to get to other SAs. Smooth Operator - what??? Fewer and fewer people are using the General abilities because they just don't do much, and the same goes for Aura of Intimidation. LBs only use SAs in their tree if they are trying to get Shed Block or occasionally Big Sack and the Big and Monster Hit SAs are only used for their tackling and fumble forcing enhancement, not for any morale purposes and furthermore they are mostly used by STOPs. What I am saying is not really news to anyone here.

Bort tried to make morale significant but people complained and he changed it back. I think he would have had to have kept that change for the current SAs to be viable.

Finally Confidence the way it is does not make a lot of sense. The idea of players playing worse because they are depressed about losing or making a bad play is more of a college thing than a pro thing in football (maybe in basketball it makes more sense). But most pro players just play regardless because typically if they give up they get benches or cut and they know it. Sometimes being down makes pro players play with more intensity not less. You could make a better case for players slacking off when they are up big than giving up when they are down big. From that perspective youvwould almost want morale in a middle sweet spot: too little and you give up, too much and you get overconfident and careless.
Edited by tpaterniti on May 4, 2012 13:32:29
 
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+1
 
tpaterniti
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To clarify I am suggesting that confidence be redefined as consistency with or without the name change - makes no difference to me what it's called as long as it is clear to people what it does. I envision nothing changing about archetypes or ALGs. If confidence is a minor or major presently it would stay that way. SAs need to be reworked regardless. No one would disagree with this.
Edited by tpaterniti on May 4, 2012 13:39:07
 
tragula
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-1
Let the developer focus on balancing the sim and not on a new possiblity for chaos.


 
nexill
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This is a fantastic suggestion. Confidence and Morale have caused more problems for the sim than they have solved, and it has just turned into a system where everyone skates by with as little as they think they can get away with. This is an intelligent, well thought out suggestion that would turn a stat into something super useful but without the possibility of breaking the system, because everyone's max would still be their max.

It would be a very intrusive change, because it would have to be inserted into pretty much every calculation in the game, but the benefit could be tremendous. Replacing the morale system with something left in the hands of the agent, but essentially accomplsihign the same thing.

It would also give the opportunity to get rid of some SAs which have never worked satisfactorily and replace them (potentially) with things that modify consistency in special circumstances, either positively for the player or negatively for opposing players. Even Heart of a Champion could still exist in its concept, representing a player who plays closer to his max potential in the playoffs.

I think it's a great idea and an elegant solution, but I'm sure it's a huge change. Would love to see it happen nonetheless.
 
nexill
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Originally posted by tragula
-1
Let the developer focus on balancing the sim and not on a new possiblity for chaos.




while I super like tpat's idea and would love to see it eventually, I admit trag's point that there are bigger issues right now.

I would rank this as one of the best ideas for a change I';ve seen in awhile, but it's true that fixes should come ahead of changes. So there's good points on both sides.
 
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