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Forum > Suggestions > Player "stars" overall
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The Big House
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What I mean is, like in video games, have stars help me determine how good a player is.

For example:

Level 1-7 is a one-star overall player
18-33 is a two-star overall player
34-48 is a three-star overall player
49-61 is a four-star overall player
61 and up are five-star overall players.

Q: Does this have any effect on my player?
A: No, it will just help you better evaluate players.

Q: Are stats, and attributes included in the rating?
A: No, the stars rating is heavily influenced by the overall level, which will still encourage GMs to look at the stats and attributes.
Edited by The Big House on Jul 23, 2012 12:01:56
 
ProfessionalKop
Gangstalicious
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soooooooo have a useless stars beside you because you cant tell that a lvl 61 is a level 61, a level 1 is a level 1 etc etc?



what the fuck


i seriously hope i just dont understand this suggestion and its really not a *if youre this level, you get this many stars even if youre complete shit you can be a 5 star prospect" suggestion.
Edited by ProfessionalKop on Jul 23, 2012 12:05:07
 
The Big House
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Originally posted by ProfessionalKop
soooooooo have a useless stars beside you because you cant tell that a lvl 61 is a level 61, a level 1 is a level 1 etc etc?



what the fuck.


You don't seem to get what I'm suggesting. the stars would be there to help GM's evaluate players. Some new GM's don't know what level players start to get good at, not to tell where that a 61 is a 61. So the stars are there to help GMs find good talent.
Edited by The Big House on Jul 23, 2012 12:08:08
 
ProfessionalKop
Gangstalicious
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Originally posted by The Big House
You don't seem to get what I'm suggesting. the stars would be there to help GM's evaluate players. Some new GM's don't know what level players start to get good at, not to tell where that a 61 is a 61. Not even close to what I'm suggesting.


so if i built a runningback and only trained/applied SPs to punting/kicking and tackling, he would be a 5 star prospect? well once he hit 61
Edited by ProfessionalKop on Jul 23, 2012 12:08:15
 
The Big House
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Originally posted by ProfessionalKop
so if i built a runningback and only trained/applied SPs to punting/kicking and tackling, he would be a 5 star prospect?


Depends.

The attributes help determine the levels, right(maybe I should've put it in the OP)? So based off of the attributes, they would determine the # of stars a player gets. Maybe the formula could be based off of this:

60% attributes
10% player VA's and special abilities
30% stats.

If the player has good numbers in all of these, then sure, he'd be a four or five star player.
Edited by The Big House on Jul 23, 2012 12:12:29
Edited by The Big House on Jul 23, 2012 12:12:18
 
ProfessionalKop
Gangstalicious
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Originally posted by The Big House

Q: Are stats, and attributes included in the rating?
A: No, the stars rating is heavily influenced by the overall level, which will still encourage GMs to look at the stats and attributes.


so now level doesnt matter at all? just stats, attributes and VAs?

this suggestion is so contradicting i cant keep focus.

you and yello should become suggestion buddies.
 
The Big House
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Okay the formula needs a lot of work but you get my drift. That wouldn't be the exact formula of course.
Edited by The Big House on Jul 23, 2012 12:20:32
Edited by The Big House on Jul 23, 2012 12:20:13
 
spartan822
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We already have the lolscoutingbars.
 
ProfessionalKop
Gangstalicious
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that 30% stats completely kills off this idea, well that and you have no idea what you even want to suggest. Also how would you gain the correct info from VAs and SAs? What if one guy heavily invests in juke, the other spin. Who gets more points towards their stars?


say i have two HBs, equal levels.

HB1:
has slightly better attributes, better VAs, better SAs but is on an elite team and gets a lot less carries and less stats since hes playing better compeition.

HB2:
Slightly worse atrributes, weirds VAs, weird SAs but is on a team that gives him the ball for 60% of the game in a terrible league and just racks up stats.


since you cant calculate which VAs and which SAs are great for what build since theres so many options that sometimes one is better than the other depending on exactly what you want like fakes vs break tackles. That takes those 2 out of the equation.

then, since HB1 only has slightly better skills/build but much worse stats, he would be a lower star than HB2 even though HB2 is actually worse but since he gets hundreds of yards and so many TDs every single game, that 30% will play a big role.
 
ProfessionalKop
Gangstalicious
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Originally posted by spartan822
We already have the lolscoutingbars.


we also have SP Value that is a huge help. and effective levels which give a general idea of how well the dot is built.
 
spartan822
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EL gives a general idea of how efficiently the dot has been trained and how SPs have been applied. A high EL sometimes indicates a good build, but sometimes not.
 
ProfessionalKop
Gangstalicious
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Originally posted by spartan822
EL gives a general idea of how efficiently the dot has been trained and how SPs have been applied. A high EL sometimes indicates a good build, but sometimes not.


which is why i said general...
 
The Big House
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Originally posted by ProfessionalKop
that 30% stats completely kills off this idea, well that and you have no idea what you even want to suggest. Also how would you gain the correct info from VAs and SAs? What if one guy heavily invests in juke, the other spin. Who gets more points towards their stars?


say i have two HBs, equal levels.

HB1:
has slightly better attributes, better VAs, better SAs but is on an elite team and gets a lot less carries and less stats since hes playing better compeition.

HB2:
Slightly worse atrributes, weirds VAs, weird SAs but is on a team that gives him the ball for 60% of the game in a terrible league and just racks up stats.


since you cant calculate which VAs and which SAs are great for what build since theres so many options that sometimes one is better than the other depending on exactly what you want like fakes vs break tackles. That takes those 2 out of the equation.

then, since HB1 only has slightly better skills/build but much worse stats, he would be a lower star than HB2 even though HB2 is actually worse but since he gets hundreds of yards and so many TDs every single game, that 30% will play a big role.


Remember that I said that that wouldn't be the exact formula. I wouldn't even know how to make the best formula tbh. Bort can work that out. I was just suggesting one.
 
ProfessionalKop
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Originally posted by The Big House
Remember that I said that that wouldn't be the exact formula. I wouldn't even know how to make the best formula tbh. Bort can work that out. I was just suggesting one.


he has. They're called effective level and skill point value. the only difference is, his makes some sense.
 
spartan822
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Originally posted by The Big House
What I mean is, like in video games, have stars help me determine how good a player is.

For example:

Level 1-7 is a one-star overall player
18-33 is a two-star overall player
34-48 is a three-star overall player
49-61 is a four-star overall player
61 and up are five-star overall players.

Q: Does this have any effect on my player?
A: No, it will just help you better evaluate players.

Q: Are stats, and attributes included in the rating?
A: No, the stars rating is heavily influenced by the overall level, which will still encourage GMs to look at the stats and attributes.


-1

Evaluating players is subjective. You can't just put a star rating on a player and say this one is better than that one. Not everyone is looking for the same type of player and what might be a 5-star player to one guy might be a 3-star player to another guy. It's simply not possible to make a formula for this, ever. It would be even more useless than the lolscoutingbars that we already have. I understand why you're suggesting it, but it's impossible and therefore not worth the time.
Edited by spartan822 on Jul 23, 2012 12:52:40
 
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