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New player attributes system concept

Stormrider

Registered User
I've had this idea for a while now but kept forgetting to post it. Basically imo the current player stats system in both Pes and Fifa is just too basic and vague and doesn't make a whole lot of sense for young players with talent.

If we were to have a system akin to RPGs then we'd have a system that I believe is realistic and easy to understand and also makes it worth playing those young players. RPGs will generally give ratings based on 2 sets of numbers. For example, attack 70-90. This is the range, meaning you're guaranteed 70 and have the potential to reach 90 on every hit. If this were implemented in Pes, it would eliminate the need for a separate consistency system, if that even still exists, and it would also make so much sense for those highly talented, renowned young players.

In games past, it was just ridiculous to have well known young talent to only have 60-70 stats across the board only to give them a huge boost in stats with a January data when pretty much most of the world already knew what they were capable of. So how about we have a talented kid have low consistency which is too true. If he's the next big thing, he can have something like attack 60-85, dribbling 60-90, etc. The final number can occur each time we perform an action with said player based on some form of percentage formula. The range is wide enough that he just wouldn't hit the high numbers with any consistency but there could be moments of brilliance. As he grows in age, his minimum number would improve, and if he's groomed well, he can be a top star and have say 85-90 dribbling making him very consistent at beating his markers.

Established top stars such as Messi would obviously have a range that is very narrow. For example, dribbling 97-99, attack 95-99, something along those lines. We can also factor in things like injuries to instantly reflect the changes that are shown on screen as opposed to just making everything a complete guessing game. So using Messi who has just come back from injury and is lacking match time, based off of a 5% reduction rounded up, will have 90-95 attack instead. Perhaps the percentage will be higher if it's a really long injury layoff, say 10%.

Physical stats such as speed and strength can of course remain a constant number. We can also do away from the awful colourful form arrows since it was just completely random.

What does everyone think? Have I just been playing way too much mmorpg?
 

muscularmatt

Registered User
Awesome idea. Really like it. It would factor in for players/teams 'having a bad day' and being outplayed by inferior opponents.

Really good idea.
 

Smithies

Registered User
PES claims to vaguely do this now, with the Form Arrows, but having it there in writing would be much better. If the form arrow is red for example, your player will be hitting the top end of his stats, purple arrow- the bottom end.

atm it works on Red- +10, yellow- +5, green- as written, blue- -5, purple- -10. But the only thing you really notice is turning speed and stamina. If there was an obvious difference then it could make the difference between playing an on form(red) youngster and an off form(purple) 1st team star.
 

Stormrider

Registered User
The form arrow system is completely different if you read my post carefully. Lets just say with the current system, a player with 85 shooting on green will have 95 on red. This is something that's decide before the match starts so he'll be great throughout the match.

The system I suggested will decide the number on every action. So instead of just having a plain jane 95 every time he shoots, if his shooting accuracy is rated 80-95, the game will decide his accuracy every time he goes for a shot.

This will also make the young talent look much much more attractive and sometimes even worth playing. They'll also stop getting crap stats like a flat 60 or 70 all across the board just because they aren't proven yet when they deserve much more.
 

M Ace

Registered User
The arrows is quite missleading sometimes. If a player does 5 goals in a leaguegame. The next game he has a purple arrow in the game after. I don't understand this. Wouldn't the player have a red arrow because he has hit a period of topform?

Same with fatigue how come they get this so fast?We are talking about super trained players here aren't we?
 

abu97

Registered User
Probably because of a slight hamstring concern like you see in real life. I think Purple arrows mean hamstrings anyway. But we should get day to day info abotu why the players are in purple or blue form
 

Sabatasso

Banned
The arrows is quite missleading sometimes. If a player does 5 goals in a leaguegame. The next game he has a purple arrow in the game after. I don't understand this. Wouldn't the player have a red arrow because he has hit a period of topform?

Same with fatigue how come they get this so fast?We are talking about super trained players here aren't we?

There aren't any EPO options in PES, and most football players use EPO or similar in real life...
 

oggmeista

Registered User
I've had this idea for a while now but kept forgetting to post it. Basically imo the current player stats system in both Pes and Fifa is just too basic and vague and doesn't make a whole lot of sense for young players with talent.

If we were to have a system akin to RPGs then we'd have a system that I believe is realistic and easy to understand and also makes it worth playing those young players. RPGs will generally give ratings based on 2 sets of numbers. For example, attack 70-90. This is the range, meaning you're guaranteed 70 and have the potential to reach 90 on every hit. If this were implemented in Pes, it would eliminate the need for a separate consistency system, if that even still exists, and it would also make so much sense for those highly talented, renowned young players.

In games past, it was just ridiculous to have well known young talent to only have 60-70 stats across the board only to give them a huge boost in stats with a January data when pretty much most of the world already knew what they were capable of. So how about we have a talented kid have low consistency which is too true. If he's the next big thing, he can have something like attack 60-85, dribbling 60-90, etc. The final number can occur each time we perform an action with said player based on some form of percentage formula. The range is wide enough that he just wouldn't hit the high numbers with any consistency but there could be moments of brilliance. As he grows in age, his minimum number would improve, and if he's groomed well, he can be a top star and have say 85-90 dribbling making him very consistent at beating his markers.

Established top stars such as Messi would obviously have a range that is very narrow. For example, dribbling 97-99, attack 95-99, something along those lines. We can also factor in things like injuries to instantly reflect the changes that are shown on screen as opposed to just making everything a complete guessing game. So using Messi who has just come back from injury and is lacking match time, based off of a 5% reduction rounded up, will have 90-95 attack instead. Perhaps the percentage will be higher if it's a really long injury layoff, say 10%.

Physical stats such as speed and strength can of course remain a constant number. We can also do away from the awful colourful form arrows since it was just completely random.

What does everyone think? Have I just been playing way too much mmorpg?



hmm nice idea in theory but their is (unless i've misunderstood) no scope for a top player to play badly with this sytem unless you were thinking of refining it....As it is top players like messi are ALWAYS going to have brilliant games and this is not true in real fooball....keep working at thi idea though you may just get their in the end....P
 
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