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A short word on Roster sets versus Game created players
This one seems to come up a lot in many different ways. There are some basic points that must be understood when analyzing player development, ratings etc... depending on whether the players are part of a roster set or game created.
Game created players are built directly from the engine, meaning that if 100 players are created, their talents, ratings, etc. will be distributed across a bell curve (or whatever distribution Markus has decided on). Player development with these players is predictable in the sense that the player creation, ability distribution, and future development are all part of the games "development plan" (internal formulas).
When a 3rd party constructs a "roster set", it is very likely the talent distribution is not equal, or "levelized". Ratings may now be out of sync with League totals, etc. As a result, the game may "adjust" these and other players in unexpected ways as the season(s) progress... designed to do one thing based on where it thinks the players have started in their values.
Were I to create a roster set, one of the things I would attempt to do is to first add up all the talents and ratings of the entire player population, then be sure as I adjusted or created players, that the totals would always remain the same. that way, the game should be able to develop the total talent pool in the same way it would were the players created in the game.
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