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player attributes

By Duval
2/22/2018 9:49 am
Is there an updated "detailed" list of players attributes and what they do exactly for each position? And yes, I've already watched the overly basic tutorial video under the "help" section. Thanks.

Re: player attributes

By raymattison21
2/22/2018 11:35 am
I am trying to remember if anyone has tried to make one of these. ...?

Re: player attributes

By MasonBronos
2/22/2018 11:38 am
Player Evaluation

* Drafting and Volatility https://mfn1.myfootballnow.com/community/thread/3/2915
* Position attributes evaluation https://mfn1.myfootballnow.com/community/thread/3/2443
* Most important attributes by Position https://mfn1.myfootballnow.com/community/3/2443

Re: player attributes

By hchoudhry17
2/22/2018 6:55 pm
MasonBronos wrote:
Player Evaluation

* Drafting and Volatility https://mfn1.myfootballnow.com/community/thread/3/2915
* Position attributes evaluation https://mfn1.myfootballnow.com/community/thread/3/2443
* Most important attributes by Position https://mfn1.myfootballnow.com/community/3/2443


Your last two links are identical

Re: player attributes

By MasonBronos
2/22/2018 8:00 pm
I got them from the from here
https://the-ranch.myfootballnow.com/community/3/2980?page=1#19993

Re: player attributes

By raymattison21
2/23/2018 9:24 am
I still think what Duval and perhaps many are looking for is something like this.

QB (I guessed on alot of this cause the is no real documentation anywhere

Intelligence - feild smarts
- influence play familiarity and the ability to hot read blitz packages
Arm strength - how fast of far one can throw the ball
- heavily influences the effectiveness of deep passes
Pass Accuracy - how precise he can throw the ball
- very important in detering interceptions and incomplete passes in to double
coverages
Pass release - how fast a qb gets rid of the ball
- getting rid of the ball quickly will reduce sacks and hurries.
Scramble- pocket presence
-ability to redistribute the pocket when under pressure
- help find clear passing or open running lanes while behind the line 8f scrimmage

Feild of vison- ability accurately decide which recievers are open or covered

Look off- ability to disguise the intended recievers
- helps lead deep zone coverage to the wrong receiver


even though the game is in beta, so some of this stuff is being honed as we speak , it would be neat to just see info set up like this for new users. Not that Seths info is unusable by any means , but are a by product of the current games results . .....I wonder the developers intentions in order to drive future changes. Even though Seths guide might be the way it is.

Re: player attributes

By Duval
2/23/2018 9:39 am
Yeah I mean, I've read whats available, a lot of it was written in 2016 or early 2017. From what I can see, it seems like a lot of this game right now is like, X, Y and Z are unusable so never use those. You have to have A,B and C or you just lose straight up, if they do this than your only option is to do that etc etc. Seeing multiple teams put up 70 points in a week is a bit discouraging for realism. The game pace moves slower than a snail so It's almost making you join multiple leagues just to really have something to do. This also creates an environment where players don't really care to much about what is happening in any one league as they have 5 or 6 more going on. I didn't know the game was in "beta" so that's a little encouraging. I wonder if making people pay to play instead of providing it for free would increase competitiveness? The game right now seems a lot like rock paper scissors and instead of having 500 choices you actually only have the rock paper and scissors =( From what I read about "speed" it's really discouraging, how it's nearly the sole variable in a lot of matchups.

Using a scale of 1-100 for rankings in any attribute, setting the "average" grade at around 70 means you are working with a very small pool of capable players (those ranging from 70-100 in any given attribute). It would be much better if average players came in around the 50 mark, that would allow a larger pool of "average" to "above average" players, and limit the amount of "superstars" (those ranking in the 90's+) which I see every team has multiples.

Also the point value system for trading players is ridiculous. I understand it's there for newer players to have some idea of how to trade in game but some of it is insane. A 9th season FB, even rated at 90/90 is worth 650 points?? In game that's nearly a 1st round pick and more than a 2nd round pick. Has there ever been a dedicated fullback drafted in the first round ever?

The community is much better than that of Front Office Football so I am enjoying the game, but I would like to see it go more in the direction of roster building and management over game planning. I'd also like to to see a price put on the game and a permanent limit on how many leagues you can enter or be in at any given time to strengthen competitiveness. Also there shouldn't be a "midweek", that really slows down the game to a point where people aren't going to be as actively involved. You could literally integrate a button that allows you to sim your own midweek activities without actually stalling the game down a day.

Just my thoughts after my first month of playing =)

Last edited at 2/23/2018 10:03 am

Re: player attributes

By raymattison21
2/23/2018 11:32 am
great points , and slot of what you said is in testing. Mfn1 and 87 are on different codes...testing new applications

Duval wrote:
Yeah I mean, I've read whats available, a lot of it was written in 2016 or early 2017. From what I can see, it seems like a lot of this game right now is like, X, Y and Z are unusable so never use those. You have to have A,B and C or you just lose straight up, if they do this than your only option is to do that etc etc. Seeing multiple teams put up 70 points in a week is a bit discouraging for realism.

a lot of that is the AI . Whether it be roster management or gameplans

The game pace moves slower than a snail so It's almost making you join multiple leagues just to really have something to do. This also creates an environment where players don't really care to much about what is happening in any one league as they have 5 or 6 more going on.

caring and emersion are different imo. Alot of users enjoy emersion over competition , definitely both is desired but one guy made a league that functioned in real time. Talk about slow, but I though it was a great chance to be totally emersed. Other the other hand I have won without changing much or devoting any real time

I didn't know the game was in "beta" so that's a little encouraging. I wonder if making people pay to play instead of providing it for free would increase competitiveness?

you can pay to be the owner of a league in order to drive competivness , but jdb has stated
paying to have advantages will not be in this game. More money would be more leagues which would be more chance to learn the code. A bit exploitative . Imo.


The game right now seems a lot like rock paper scissors and instead of having 500 choices you actually only have the rock paper and scissors =( From what I read about "speed" it's really discouraging, how it's nearly the sole variable in a lot of matchups.

physical ratings compared to technical ratings is way better than the past, but based off default ratings yes it a bit discouraging. This bleeds a bit into your next point but even madden(when I played) uses scales that are limited . Cause that's the scale to real life. The problem here 10 speed players run 9 second fourties. Highschool linemen run that slow . This is a physics based game.

Using a scale of 1-100 for rankings in any attribute, setting the "average" grade at around 70 means you are working with a very small pool of capable players (those ranging from 70-100 in any given attribute). It would be much better if average players came in around the 50 mark, that would allow a larger pool of "average" to "above average" players, and limit the amount of "superstars" (those ranking in the 90's+) which I see every team has multiples.

this has been noted and adressed, but for this effect to take hold those older boosted draft classes have to retire . ...or just start up a new league to ensure elite players are performing
as they should


Also the point value system for trading players is ridiculous. I understand it's there for newer players to have some idea of how to trade in game but some of it is insane. A 9th season FB, even rated at 90/90 is worth 650 points?? In game that's nearly a 1st round pick and more than a 2nd round pick. Has there ever been a dedicated fullback drafted in the first round ever?

no argument here. The system has been tweaked but something has to be valued toward no improving ratings. Ones like speed , intelligence , strength are so miss valued when applied
to certain positions . Cause a big strong fast talented fb could be considered a real life D Henry and should be worth a first . Look a Peyton hillis a college fb that got to the cover of madden?


The community is much better than that of Front Office Football so I am enjoying the game, but I would like to see it go more in the direction of roster building and management over game planning. I'd also like to to see a price put on the game and a permanent limit on how many leagues you can enter or be in at any given time to strengthen competitiveness. Also there shouldn't be a "midweek", that really slows down the game to a point where people aren't going to be as actively involved. You could literally integrate a button that allows you to sim your own midweek activities without actually stalling the game down a day.

Great community that trickles down from a great developer. Jdb has mentioned a league that uses none of the current gameplanin options . ...just the roster building ones. These private league owners get quote creative in installing there own rules. I was in one where we voted to have a game played ever day. Shot down of course but the potential is there

Just my thoughts after my first month of playing =)

great point thanks for your honesty and good luck!