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Old 02-01-2018, 06:52 PM   #4
NoOne
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Join Date: Apr 2015
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" Ideally, one would never recalc and have the whole thing driven by the player creation modifiers."

I think i love you, in a platonic way of course.

same with LTM/LT. the totals and mods essentially lay out physics of the game world... how much power equates to X newtons of force which equates to Y-hr/year on average. (not speaking of code, just general logic).

by changing ltm/lt's you change how many Netwons equate to 1 Power. that's just not right! obfuscates feedback too -- not unlike "relative" rating systems.

that's nearly forced to use now, and default in '19. otherwise RP look like all <50/80 players, spare a few.

had they went the other route and affected player create ratings through PCM, it would be so much more intuitive and you'd rarely have to change your LTM/LT -- wouldn't even be needed.

i'd love in addition to PCM to affect the distribution and range of deviation. that would be the most intuitive way... you put in a baseline environtment, ~max deviation sought, a few distribution options, and "it" calculates the values you need behind-the-scenes.

So, an era changes, a new set of PCM kick-in according to what you just plugged in, and those players start being created for drafts... slowly they infiltrate and change the league statistical environment... driven by what seems to be the cause in RL too, lol... not God changing our LT/LTM values.

it could be how the game actually functions. it's certainly not a scentifically modelled sim. it's partly for entertainment and leisure so some things are skewed that way.. and just common sense of an indie budget. i wouldn't doubt some patches here and there to "keep it in line" so to speak, lol.

Last edited by NoOne; 02-01-2018 at 06:56 PM.
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