A hot topic with 250+ comments. A lot of discussion on both sides of the issue. Please read that again - discussion.
Currently no changes planned that I can see.
Original Premise: Are extremely high attributes unbalancing the game? Should there be diminishing returns on an attribute past a certain point? Should secondary attributes be given more importance?
Some interesting quotes from within the thread by assorted people:
well the reason (and this is getting to the core problem I think) that people can max out attributes and ignore others is they know that certain attributes having low values means little to nothing, so what does penalizing something that has little to nothing value do? I'd be for that if we increased the effect these attributes had but I think we all pretty much know that taking confidence, stamina, vision or other similar attributes over the 3rd cap at any time is a waste of skill points except for a select few positions.
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Secondary and tertiary attributes need to play more of a role, not act as arbitrary speed inhibitors.
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ok so I think we're all in agreement here that secondary attributes need to have more meaning. Now the question is which ones for which positions.
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Blocking needs to be more important for anyone that blocks. As it is now, str is by far more important everywhere, with the arguable exception of LOTs
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Don't make agility cover so easily for lack of tackling...wrong idea entirely, imo.
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Could definitely see Confidence, and maybe stamina factoring into more rolls...but not crazy about the overall idea.
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We need a trade-off.
Want the fastest WR in the game and give him 140 Speed, 110 Agility? Fine, but with <60 Vision/Catching, he's going to drop a LOT of passes and with <60 Jumping, if he has to jump or dive for a catch, he's screwed. He'll get open a lot and will be a good homerun threat, but not reliable.
Want the most powerful RB who breaks a ton of tackles, has 110 Strength, 80 Carrying, and still has 70-90 Speed/Agility? Fine, he'll break a lot of tackles, but without Vision up higher, he's not going to find the open lanes as well (so if his blocking isn't perfect, he'll slow down to make a decision on where to go and make the wrong decision often) and since he'll have to break a lot of tackles, he'll take a big Energy/Morale hit, so that lack of Stamina/Confidence means he won't be out there in the game as often to make those plays (or will be forced in and will be playing at an overall lower level because of it).
I think you get the idea of where I'm going with all this, have everything in the game be a real tradeoff. Have fewer skills be involved in the rolls of all the important things for that class (ie: how Strength does for O-line play, meaning O-linemen can stack up on Strength and still manage to do well in pass-blocking) so players have to choose: be a master of one thing or be only good at a few things.
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We're trying to think what kind of issues do we need to resolve to get this game stable and out of beta. This is one of them.
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discussions about the idea of increasing the importance of confidence
Summary -
Most people seem to agree that the fact that you can currently (pretty much) neglect confidence and stamina is a bad thing for the game. Most seem to feel those two stats should be more important.
Most also agree - that one dimensional players should be very good at that one dimension....and not nearly as good at the other aspects of the game (ie - specialists)
But all in all - no changes seem to be forthcoming - just a lot of discussion
Currently no changes planned that I can see.
Original Premise: Are extremely high attributes unbalancing the game? Should there be diminishing returns on an attribute past a certain point? Should secondary attributes be given more importance?
Some interesting quotes from within the thread by assorted people:
well the reason (and this is getting to the core problem I think) that people can max out attributes and ignore others is they know that certain attributes having low values means little to nothing, so what does penalizing something that has little to nothing value do? I'd be for that if we increased the effect these attributes had but I think we all pretty much know that taking confidence, stamina, vision or other similar attributes over the 3rd cap at any time is a waste of skill points except for a select few positions.
----------------
Secondary and tertiary attributes need to play more of a role, not act as arbitrary speed inhibitors.
---------------
ok so I think we're all in agreement here that secondary attributes need to have more meaning. Now the question is which ones for which positions.
----------------
Blocking needs to be more important for anyone that blocks. As it is now, str is by far more important everywhere, with the arguable exception of LOTs
------------------
Don't make agility cover so easily for lack of tackling...wrong idea entirely, imo.
-----------------
Could definitely see Confidence, and maybe stamina factoring into more rolls...but not crazy about the overall idea.
-------------------
We need a trade-off.
Want the fastest WR in the game and give him 140 Speed, 110 Agility? Fine, but with <60 Vision/Catching, he's going to drop a LOT of passes and with <60 Jumping, if he has to jump or dive for a catch, he's screwed. He'll get open a lot and will be a good homerun threat, but not reliable.
Want the most powerful RB who breaks a ton of tackles, has 110 Strength, 80 Carrying, and still has 70-90 Speed/Agility? Fine, he'll break a lot of tackles, but without Vision up higher, he's not going to find the open lanes as well (so if his blocking isn't perfect, he'll slow down to make a decision on where to go and make the wrong decision often) and since he'll have to break a lot of tackles, he'll take a big Energy/Morale hit, so that lack of Stamina/Confidence means he won't be out there in the game as often to make those plays (or will be forced in and will be playing at an overall lower level because of it).
I think you get the idea of where I'm going with all this, have everything in the game be a real tradeoff. Have fewer skills be involved in the rolls of all the important things for that class (ie: how Strength does for O-line play, meaning O-linemen can stack up on Strength and still manage to do well in pass-blocking) so players have to choose: be a master of one thing or be only good at a few things.
--------------
We're trying to think what kind of issues do we need to resolve to get this game stable and out of beta. This is one of them.
------------
discussions about the idea of increasing the importance of confidence
Summary -
Most people seem to agree that the fact that you can currently (pretty much) neglect confidence and stamina is a bad thing for the game. Most seem to feel those two stats should be more important.
Most also agree - that one dimensional players should be very good at that one dimension....and not nearly as good at the other aspects of the game (ie - specialists)
But all in all - no changes seem to be forthcoming - just a lot of discussion