Posted by norbert on 5/9/2012 2:51:00 PM (view original):
Let me "clue" you in to how the engine actually works.
A low rating doesn't trigger a poor performance from a player just because it is low. When checking ratings of a player for performance, it factors in all the ratings against all the ratings of the defender, or in case of team versus team checks, the average of the players. So for instance, if a formula factors in STR, SPD, ELU, and GI, it averages those ratings into that check so one low rating can be insignificant if the other ratings are higher.
This is something I'd like to change. I'd like to see a high SPD, low STR guy perform as you would expect, and perform differently than a high STR, low SPD guy. To do that requires rebuilding the engine to break out those checks so I can compare a player's or team's STR against the opponent's STR when necessary, or SPD versus SPD. That will allow us to check if a player is evading tackles or breaking through them. However, in order to do this, I pretty much have to gut how the engine is currently simulating the plays and that means a lot more work than just trying to tweak the current engine. I can't totally eliminate random results, but I'm really really going to try to limit them. The key will be to allow everything to work through the beta period and get some good testing in, allowing us to push out the new engine with some new expectations, but not so different that people that have been playing are put off.
Anyway, you don't have to insult me to get my attention. 
*Thank you* for the response, Norbert, and it would be great if there could be greater differentiation amongst attributes that we could take advantage in game planning, setting the depth chart, etc. For instance, if we have a high spd, low str RB, wouldn't we want him running aggressive out of trips, but the low spd, high str RB could run conservative from the I or ND Box. To test this empirically, say both RBs average 5 yds/carry in the above scenario, but we could switch them, and see performance of *both* decline. The point is that we're looking for an interaction between attributes and gameplanning, and that is difficult to discern with the 'random' noise in the current engine. Anyhow, it would be great if we could set the depth charts specifically for this....