Take Two changed nothing, the game uses the same basic process since the V1, slightly modified, but the same.
Can we say that the weather, is just a "scenarios organization" so now instead of a random scenario, each weather have different conditionant factors to decide a match? yeah.
But here we are at the same point as always if we start a discussion like this, and the quation is, how should the game be? what is realism from your viewpoint? how can the players created by the engine be different when some people want a proportional performance linked to the visual skills -right now, it isnt, since the internal team parameters, which are basically Assigned Roles, linked to animations, each role have a Cap of effectivity, and it is limited in number of players, so you cant buy 11 excellent players that scored 40 goals each and se the same, and these roles are linked to a variable to make players be determinant in some alternate games, so as said it isnt proportional the performance to the visual skill- etc- ?
The update that affected the scores the most is the Scores Cap, if you remember the old version we had 16-0's easy ,,, so in terms of impact this is by far the update that impacted the most. The other features, only can affect the parameters inside the same margins by default -weather factors, Playstyles, etc-
The base, as a "game" that should allow you to have a experience performing as manager, is quite good, and well planned, sicne you are forced to test players that are well programmed by default, so now the main issue is to make this understandable, intuitive, and fix some details IMO that we've been dragging since old versions.


18Likes
LinkBack URL
About LinkBacks



Reply With Quote