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Madden NFL 12 Blog - Superstar Mode

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Old 05-17-2011, 12:46 PM   #33
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Re: Madden NFL 12 Blog - Superstar Mode

Quote:
Originally Posted by Chrisksaint
Yeah if you import RTG I think the guy should start out at a 70, that seems fairly realistic for a incoming rookie still especially considering you prolly had a very successful college career. That or you get the opportunity to progress faster, access to combine/senior bowl before draft or something extra.

I'm ok with the point system, but I was fine with it in 2k11 and if this becomes similar to 2k11 i'm perfectly fine with that as I actually played my player on like SS mode in recent years. If you want you can still keep it realistic like use the points to get from say running the 40 and put into things like speed/agility/acceleration/maybe route running,etc.
My problem with the point system is it isn't realistic and it almost forces you to do the easy drills to improve the fastest. I shouldn't be able to do speed or quickness drills and improve my Medium pass accuracy. I shouldn't go 25 for 25 passing in a game and improve my trucking ratings. I want my BAP modes to be realistic as possible.
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Old 05-17-2011, 12:56 PM   #34
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Re: Madden NFL 12 Blog - Superstar Mode

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Originally Posted by da ThRONe
My problem with the point system is it isn't realistic and it almost forces you to do the easy drills to improve the fastest. I shouldn't be able to do speed or quickness drills and improve my Medium pass accuracy. I shouldn't go 25 for 25 passing in a game and improve my trucking ratings. I want my BAP modes to be realistic as possible.
Agreed.
I remember doing drills in a game and you could only boost attributes that dealt with it. I think it was Madden on the PS2. Where if you did a passinf drill you could only boost passing attributes
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Old 05-17-2011, 01:08 PM   #35
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Re: Madden NFL 12 Blog - Superstar Mode

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Originally Posted by illwill10
Agreed.
I remember doing drills in a game and you could only boost attributes that dealt with it. I think it was Madden on the PS2. Where if you did a passinf drill you could only boost passing attributes
And again, I don't see this being much of an issue with Madden 12. From the sounds of things, the dynamic player ratings system will take care of some of these concerns. If you factor in their discussion about drafting and signing free agents (Raiders speed WR's) then it's pretty clear that attribute boosts, whether temporary or permanent progression, will likely follow the player's on-field performance.

In other words, if a speed WR is successful at catching deeper passes, then it's likely that ratings related to speed moves will increase, while finesse, strength, or break tackle ratings might not. 3rd down receivers might get the shorter routes, and receive boosts in catching or possession related ratings, etc.

The only question for me is: If, in SS mode, you can select which ratings to spend points on, does that system carry over into Franchise?
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Old 05-17-2011, 05:44 PM   #36
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Re: Madden NFL 12 Blog - Superstar Mode

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Old 05-17-2011, 07:30 PM   #37
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Re: Superstar Mode Blog

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Originally Posted by dougdeuce
Will dynamic player performance be active in SS?
Really, I can't believe I'm the only one who wants to know if my superstar's ratings will swing around each week. One week play like a HOFer and the next play like I should be cut from the team.

*sings* "All by myself
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Old 05-17-2011, 08:19 PM   #38
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Old 05-17-2011, 08:23 PM   #39
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Originally Posted by dougdeuce
Really, I can't believe I'm the only one who wants to know if my superstar's ratings will swing around each week. One week play like a HOFer and the next play like I should be cut from the team.

*sings* "All by myself
I wonder that too. I would like to see my player progress OR regress depending on his production.

Also, will we have player roles? If I import a QB, and he gets drafted in Round 1, will I be anointed the QB of the future?

And, can SS players actually regress throughout the year, in terms of general weekly progression?
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