LOLbars = fun insights to builds without actually giving away the build.
Unfortunately many of the bars are a bit of a drag or they just don't reflect the true skillset of a player. I'd love to see more advanced/deep lolbars. I think it's fair to say that all these are very realistic from a "scouting report" perspective (what the lolbars actually are supposed to be). These are actions that are empirically seen, so there's no reason why an lolbar isn't appropriate.
Also, I think it would be good to have SAs and EQ play into the lolbars. Not sure how dynamic the bars can be in terms of updating, but that kind of stuff makes the difference. If I have a bar for force fumble ability, my 10 in Monster Hit shouldn't be ignored. Same with 58 points in speed.
So, here's the scoop. Each player will essentially have a larger number of bar calculations made. Think of it like a giant checklist.
The ones that show on a player's profile page will always be a) the player's "overall" bar and b) the player's 4 highest lolbars (overall not included). Obviously irrelevant/duplicative bars won't be calculated or in the realm of possibility (i.e. tackling or mobility on a RB).
LOLbars
Gender Neutral
Overall (less of a "how rounded are you calculation" than it is now, calculated uniquely for positions)
Mobility (typical rushing type-bar for QBs, o-line, defenders, blocking archetype FBs/TEs, probably K/P, etc., agility/speed/First Step/Change Direction, etc.)
Offense
Pass Quality (can be renamed accuracy but should reflect the pass qual roll)
Pass Distance (can be renamed arm strength but should reflect the pass distance roll)
Pocket Presence (how the QB handles pressure, obviously confidence being the big player here)
Release (how quickly the QB's release time is)
Running Speed (bar based on a dots top speed)
Elusiveness (bar based on agility/acceleration)
Break Tackle
Fake Ability
Catch
Catch in Traffic (anti-swat type calculation)
Route Running (how fast a player runs routes/make cuts)
Not-Fumble (carrying type calculation, how fumble prone the player is)
Pass Blocking
Run Blocking
Lead Blocking (how well a player lead blocks, really aimed at FBs/TEs)
Pancake Ability
Line-Push (how easy/hard it is to move the player when engaged in a block)
Blitz Pickup (how good a player is at identifying and dealing with a blitz)
Defense
Snap Read (how good a defender is at reading/jumping the snap)
Play Recognition (how good a player is at identifying a run, reading a play, vision-based, ldo)
Force Fumble
Tackling
Intercept
Pass Deflect
Man Coverage
Zone Coverage
Break Block
Avoid Fake
Pass Rush - strength based (couldn't think of better names, but a good split between the two dynamics)
Pass Rush - agility based
ST (for those in ST positions/archetypes)
Kick/Punt Return (mix of speed/agility/vision/carrying/tackle avoidance)
Kicking Accuracy
Kicking Power
Kickoffs
Punting Accuracy
Punting Power
Hang Time (for punters)
Unfortunately many of the bars are a bit of a drag or they just don't reflect the true skillset of a player. I'd love to see more advanced/deep lolbars. I think it's fair to say that all these are very realistic from a "scouting report" perspective (what the lolbars actually are supposed to be). These are actions that are empirically seen, so there's no reason why an lolbar isn't appropriate.
Also, I think it would be good to have SAs and EQ play into the lolbars. Not sure how dynamic the bars can be in terms of updating, but that kind of stuff makes the difference. If I have a bar for force fumble ability, my 10 in Monster Hit shouldn't be ignored. Same with 58 points in speed.
So, here's the scoop. Each player will essentially have a larger number of bar calculations made. Think of it like a giant checklist.
The ones that show on a player's profile page will always be a) the player's "overall" bar and b) the player's 4 highest lolbars (overall not included). Obviously irrelevant/duplicative bars won't be calculated or in the realm of possibility (i.e. tackling or mobility on a RB).
LOLbars
Gender Neutral
Overall (less of a "how rounded are you calculation" than it is now, calculated uniquely for positions)
Mobility (typical rushing type-bar for QBs, o-line, defenders, blocking archetype FBs/TEs, probably K/P, etc., agility/speed/First Step/Change Direction, etc.)
Offense
Pass Quality (can be renamed accuracy but should reflect the pass qual roll)
Pass Distance (can be renamed arm strength but should reflect the pass distance roll)
Pocket Presence (how the QB handles pressure, obviously confidence being the big player here)
Release (how quickly the QB's release time is)
Running Speed (bar based on a dots top speed)
Elusiveness (bar based on agility/acceleration)
Break Tackle
Fake Ability
Catch
Catch in Traffic (anti-swat type calculation)
Route Running (how fast a player runs routes/make cuts)
Not-Fumble (carrying type calculation, how fumble prone the player is)
Pass Blocking
Run Blocking
Lead Blocking (how well a player lead blocks, really aimed at FBs/TEs)
Pancake Ability
Line-Push (how easy/hard it is to move the player when engaged in a block)
Blitz Pickup (how good a player is at identifying and dealing with a blitz)
Defense
Snap Read (how good a defender is at reading/jumping the snap)
Play Recognition (how good a player is at identifying a run, reading a play, vision-based, ldo)
Force Fumble
Tackling
Intercept
Pass Deflect
Man Coverage
Zone Coverage
Break Block
Avoid Fake
Pass Rush - strength based (couldn't think of better names, but a good split between the two dynamics)
Pass Rush - agility based
ST (for those in ST positions/archetypes)
Kick/Punt Return (mix of speed/agility/vision/carrying/tackle avoidance)
Kicking Accuracy
Kicking Power
Kickoffs
Punting Accuracy
Punting Power
Hang Time (for punters)
Edited by Mat McBriar on Nov 13, 2011 09:39:18






























