Posted by aperi on 12/15/2012 12:29:00 AM (view original):
Posted by stevejones16 on 12/15/2012 12:21:00 AM (view original):I started playing HD years ago. I played for a few seasons, then potential was implemented and I didn't think I had the time to commit. Now I have more time and I'm back.
Breakout and fall back seasons: Very small, random chance that one or more attributes gain or lose a ton of potential while the player is already in college. This happens in real life... someone learns to knock down the 3 over the summer, improves foul shooting, gets a few new post moves, gets fat, forgets the playbook, etc. Would have the effect of making the game more realistic and also less predictable. Even if you just made this change to WE, that by itself would make things more interesting.
I'm not sure how to perfectly implement Steve's idea, but I like the randomness that comes into play here that was there a little bit before potential existed. It would even the playing field a little bit so that coaches just starting out could get a leg up. As it is now, it seems like once you hit the A-, A, A+ range it's pretty easy to stay atop since you'll be seeing much better recruits. This would make things a little more cyclical, and it would place more emphasis on gameplanning than just scooping up all the best talent. Sometimes a player wouldn't work out and you would have to really put your game planning hat on. Just my 2 cents...
I don't see that. How was it MORE random before potential? You had your starting ratings, and your practice plan, and that was it. Recruit a player. Plug in x at initial rating, y at minutes of practice and z at work ethic and you could figure out where someone would end up. You would have been seeing much better recruits then to; recruits that started higher and thus, with the same amount of minutes, would be liable to end higher.
With potential, there is always the chance of a high high being REALLY high, and of that low rated player with seven highs ending up better than the higher rated player with four highs, or even than the higher rated player with seven highs, depending on what type of highs they had. Players don't work out all the time right now, especially when you look at all of the "my rating turned black/red after gaining only one point!" threads; obviously the people making the threads were expecting higher gains and didn't get them. And I've had a guy I was disappointed in and thought was a bust in the initial year suddenly ... keep growing, and growing ... and that twenty per offensive wasteland becomes a marksman averaging over twenty a game. At least in my head, "practice plan dynasty" is the one that would have the problems you are talking about worse. With potential, there is always the "potential" of hitting the jackpot on an underated player with high potentials.
(Cleaned up formatting. Cazn be hard to type long tracts on the iPhone.)