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Its much better to keep real football and t11 apart - there is no comparison to make and why should there be. There are so many other variables in football that t11 can't begin to simulate other than a blanket chance variation.
The idea that those 3/4/5/6* players in most t11 teams come close to Bayern, Real or other top team players doesn't hold water - the chance of error from most t11 players must be significant.
We must also consider totals when talking frequency. 1 month in t11 is 1 year in real life. tll has already delivered around 40 years of football for many millions of teams. Think how this volume of matches compares to real life, 
I'd love to see defensive stats in the game but their relevance would be far more limited than the attacking ones. We already see comments like my GK made 3 saves conceded none but got a 6 while the other conceded 2 saved twice and rated 8. Never any consideration of 'good or bad outcomes' or 'below expectations'. When a player scores there is only 1 outcome. When a GK saves there are several, some good some bad. Is the number of goals conceded by a team really as indicative of a GK capability as goals scored are to outfield players? Would GKs be prevented from having goals scored stats or would strikers need to carry space for a Saves stat?
The player attributes will be heavily dependent on position/role. As we know intuitively players will be more likely to take defensive actions the closer their role is to your goal or the more central they are. You could consider that a Defenders actions are 80% def, DMs 65, MCs 50, AMs 65, STs 80 (numbers are randomly chosen for effect). To accomodate GKs in my plucked out the air sequence the def chance would need to be around 90% or more. Devs have already said that Attacking Skills are almost useless for GKs as GKs but give them FK duties, as many do, and they might surprise you. Also don't get hung up on the attribute labels, use your head and decide what they could be used for - after all they are just numbers called upon by the code for comparison. Its not a huge stretch to think that Heading could just be an Aerial skill and equate to GK catching. Passing - ball distribution from foot, crossing as thrown from hand etc (but its all more detail than you actually need) If the devs suddenly introduced throw-ins do we need another attribute or can't the code just say if its a trow-in event use player_attribute_crossing or passing?
But given everything I've said above I'm going to throw it all away and say Rogerio Ceni >.<
Last edited by Buffs Mad; 04-18-2015 at 07:53 PM.
Reason: changed open to upon
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