In the real world, player's rating is determined by the player's performance: the number of goals, successful passes, dribbling skills, free kick goal rates, number of goal assists, successful saves etc.
For example: Javier Hernandez's rating boosted after his world cup goals, Rooney's rating drops after his recent down performances.
However this is not the case in the game where the attributes of each player follows a predetermined database. A player's overall rating stays at his low preset limit even if he is the season's top scorer; A player's overall rating can still grow by a huge amount even he doesn't play any match or training at all. This doesn't make any sense!
This is where a performance-based player attribute makes more sense. Imagine each player's crossing attribute grows depend on the number of successful crosses, long shot attribute grows depend on the number of long shot on target etc. I think this will be more realistic then a set of pre-guessed grow curve.
Your inputs are welcome
-Shek
For example: Javier Hernandez's rating boosted after his world cup goals, Rooney's rating drops after his recent down performances.
However this is not the case in the game where the attributes of each player follows a predetermined database. A player's overall rating stays at his low preset limit even if he is the season's top scorer; A player's overall rating can still grow by a huge amount even he doesn't play any match or training at all. This doesn't make any sense!
This is where a performance-based player attribute makes more sense. Imagine each player's crossing attribute grows depend on the number of successful crosses, long shot attribute grows depend on the number of long shot on target etc. I think this will be more realistic then a set of pre-guessed grow curve.
Your inputs are welcome
-Shek