by Metsis on Fri Jan 09, 2004 9:31 pm
DYNASTY ISSUES:
1. Rookies, rookies and rookies!!! How athletic are LeBron James, Carmelo Anthony, TJ Ford, Chris Bosh or Udonis Haslem??? How athletic was Gilbert Arenas? The rookies are usually very athletically gifted, and this needs to be reflected in the game! Ratings on speed, quickness, strength, stamina and jumping need to be higher. What is most wrong is the fact that the rookies are way too slow on the court. I had a 3rd pick small forward with "no major weaknesses" and his speed was 49! I consider this a MAJOR weakness! How many small forwards with overalls over 70 can you find in the game with speeds under 60??? How about none! There might be someone, but there just are none in real life. I haven't done the math, but the average on everything rookie wise seems to hover at 50, when the averages on speed and quickness with the original NBA rosters is way higher, like somewhere around 60 regarding all positions. A guard with speed of 60 is slow already. Can you imagine a guy with 55 on speed. He will simply never get anything done and will be beat on the break every time. THE ROOKIES NEED TO BE MORE ATHLETIC just because the speed, quickness and jumping values hardly ever change until the twilight of a players career. Either make the rookies more athletical or make it so that the athletic ratings can change more with time!
2. Real money.... Money is what makes the world go by, and it should do it in Live games too... It ain't that hard. Every year we get a patch with realistic salaries and caps to do it so why can't we get it from EA???
3. Trading. Trading needs to work like it does in the real life! You can execute trades that wouldn't be allowed in the NBA rules if the AI has enough intrest in a player. This has always worked fine in Live games not counting this last one.
4. Blockbuster deals... These too happen from time to time. Like Marbury to Knicks or Jamison to Mavs. It is an important aspect of the game.
5. Contract negotiations... You should be able to throw money at players! So you can sign someone for more then the minimum he requires if you really want him to play for you. This is important as there are a lot of guys with contracts as such. Maybe even some bonus systems like winning the playoffs/season or making the play-offs. Or ending the season with 20+ scoring average or something like this.
6. Dynasty extras need to go... Should be replaced by a system similar to NHL 2004.
7. Scouting... You should be able to get a good glimpse of some of the players ratings while drafting. You should be able to cause there are predraft camps and such. Or atleast get some estimations on the ratings. Like if someones a good mid range shooter there could be like (60-70) after the line so you'd know that this is a good shooter. Again if the extras had something like scouting in them this would be a nice way to implement the level of scouting. First off make more ratings available and then more accurate guesses, like with a better scouting team you could see that the guy in question is (65-70) guy or a (62-67) guy or (65-68) or (67) with a very good scouting crew...
8. Make away games count... Players should play more poorly in away games. I know this is somehow added into the system, but maybe make them get fatigued more quickly on the road and especially on the long road trips. Who can sleep well in a hotel??? Can't possibly beat the comforts of home. This again could be a dynasty extra. You can lessen the effects of travel with extras.
9. Streaks need to be added... Some players go on big streaks and then fade away into the darkness. One Frahm reminds of a such player this season. He was hot there for a couple of games. Okay he got buried in the roster after Allen got back, but you get the point. There are players that run extremely hot for a while and then fade. Player morale or something should be added. So a player with a superior morale would play better then his ratings would make you to believe. And a player with low morale would play poorer then the ratings would lead you to believe.
10. Player morale... This is important. As players are happy or unhappy at times... Things that would effect this could be playing time, team success, own success, player relations (I'll get back on this in the next seciton). Read suggestion 9.
11. Player relations. There needs to be a sort of a personality rating attached to each player. And players with huge differences in this wouldn't get along too well and might suffer lapses in morale. And players that would have the about "team" average in personality would get bonuses to their morale as they would fit in better. So it would be most wise to collect together a group of guys that would have about the same personality ratings to get the team synergy going. Cause some teams play better then the parts would suggest. Who would have thought Utah would be playing as well as they are???
12. Player-GM interaction. Players should be able to come to you to discuss their troubles. Like if a player has low morale he could come to you and ask for more playing time or even for a trade to increase his morale. Some players might come to your "office" to say that some player isn't fitting in too well with rest of the bunch. Or maybe the coach could do this. You should be able to set up these meetings as well so you could possibly predict who's out the door when new contract signing comes along and if someones unhappy with his role in the team. This could be a simple poll that would let you know the players morale regarding some of these things. Like how happy he is about his role in the team etc.
13. Injury engine still needs a lot of work. Grant Hill and the likes are way too good in the game cause they aren't as likely to get injured in Live as they are in real life. Same goes for the bad boys of basket ball like Ricky Davis, Allen Iverson etc.
14. I almost forgot... Training sessions... Getting a training session is a reward! And it should be a reward. Not something that leaves the player looking dumb as his players ratings go down. The results should increase and the dynasty point price should increase. Then it would be more of a reward. But I'd like to chuck the whole current system and replace it with another one, as following:
a) The sliders and the 100 point system is good... You can only get so much done in "one" session.
b) Make some sort of a training counter that would count up all the points that have been put into the training during the entire season. For all different areas of training. For each player.
c) Make a table that has all the training area rating totals and how many points it would take to increase rating equaling that number. Like a rating total of 130 might take only 60 points to increase t0 131, but a sum of 255 might take 120 points to increase to 256, and a rating of 388 would take 300 points to increase to 389 etc. And when an increase would be made through training it would set the training sum back to 0 regarding this area. Some sort of a random generator would then pick a stat to increase. But this should be a bit lopsided. I wouldn't start to teach shaquile to throw up three pointers etc.
d) All the training sums should be reseted to zero in the off-season.
So you could probably get a point or two increase in all the areas with rigorious playing and training, but nothing too drastic. Training really never should lower ratings unless someone got hurt during the process.
15. Multiplayer dynasty mode!!!
I guess that's it for now... I can't think of anything else to add to this list, but there might be more on the way.
Last edited by
Metsis on Fri Jan 09, 2004 9:56 pm, edited 2 times in total.