Get It Here

Yes, the development settings make a bit of a difference. We actually adjusted those recently. Perhaps we can look at them again.allenciox wrote: ↑Wed Nov 11, 2020 7:27 pm1. You talked a lot about PCM (player creation modifiers) and you are right that they have huge effects on things. There are also settings that you didn't talk about that interact a good deal with that. Particularly how variable players' development is. Last time I looked at the ratings, the development variability (and speed of decline later on) are tuned down quite a bit. That also has a strong effect on how "strong" your players are overall.
I admit I'm not a big fan of LTM--perhaps I'm just too old school...they were put in place because people the average person just could never get their brain around what league totals do--but yes, I agree with you assessment of the goal.2. I don't understand why people would be worried about whether the underlying ratings for players are "blue" or "yellow" or whatever. Basically, if you have low ratings, then the LTMs will still make the statistics come out the same as if they are high. The real thing you want to strive for, I think, is having a lot of variability in your players, both within rating categories and also across categories. To that end, having a lot of variability in how things are created and developed is very useful --- and leads to interesting tradeoffs. For example, maybe you get a player who has low contact but a huge eye and good defense. That's where the real talent in managing your team comes in --- making the most of your team that consists of a bunch of people with good points and bad points.
Right. The process seems to slide the scale, but not really that much else.
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