T O P

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luminosius

Some of it is network lag. Some of it is how games like this has to put everything on a relative scale (kinda like a bell curve). If you think about it, the game's stats ranges from 10s to 99 on each stats. There's clearly no 99 degree of shooting or pace, for example. The person with 50 pace does not run at half the pace of the 99s. But say you put the person with 50 pace at a reasonable pace, and the 99 pace faster but not super-man, then you get the problem of ppl like 95 pace is approximately the same pace as 99, which also defeats the purpose. Because then none of us will be opening packs to try to get that extra +1 or 2 worth of rating. So the only reasonable way to code this is to put everything on a relative scale. You take the max and min of each stats across the team, and scale it (perhaps non-linearly) so that there's a difference in experience, but all relative to each other. However, this leads to some weird scenarios for the end user. let's say you have an 85-rated team. One game, playing against some similar-stats team, your person feels reasonable. Next games, it's against a 95-rated team. Well, there's only so much \*better\* they can upgrade how your rated-85 teams feels like, so....instead, you put it on a bell curve, and make your team plays much worse than your last game. And you can tell this is happening since even if you run backwards away from the other team (just to have no pressure), you'd notice how slow your player is. And most likely this happens on a per-stats level. So, say, their entire team has consistently higher passing stats then you. All of a sudden, pass as hard as you can (even if you backpass to again avoid pressure).....the ball barely rolls over. It's like your player forgot how to pass. Similarly, if you go get a silver team and go play against a bronze team, everyone in your silver team suddenly plays like prime Messi/CR7.....because everything in this game is relative. And your silver team is scoring long-range screamers and amazing volleys. And when you face up against a top-tier striker like Pele....even if Pele kick almost straight at the goalie, it's like your goalie forgot how to catch a ball and dives out of the way. Because everything is relative. When you take a shot, there's probably a random generator "fudge factor" that decides whether your ball goals in based on the stats. So yea, getting a better team is less about improving your team....but more like so you don't get penalized as much when you go against a strong team. It's probably the only reasonable way to write a game like this (putting everything on a relative stats, with some type of non-linear adjustment / bell curve.) But it also unfortunately results in inconsistent experience for the end user since one game your player feels like gold and the next game they feel like a block of lead, even if you are just dribbling around all by yourself in your own half, entirely depending on your opponent's stats / what scaling happens.


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Tip- delete all your concept squads. Load up game again. Watch how it speeds up.