The Kop Kid said:
Nope. Sorry Tom but that arguement is seriously flawed. The game makes it's calculations on those -128/127 numbers which are the final result of the RA and CA.
Fredheim Holm has current ability of 180, Visible finishing stat of 19
Vagner Lover has current ability of 145, Visible finishing stat of 16
Therefore, as far as the gamer is concerned Holm is going to be the better finisher on ALL appearances.
Ahh...but you're missing something important...Current ability CHANGES, AND if you have played the game for more then one game, you'll realise that players 'visible stats', as you put it, also change...>
WHEN the player sees Holm as having 19 for finishing, and Lover as 16, then at THAT instant Holm IS a better finisher then Lover...IF Lover's current ability improves, then his finishing goes up with it...And if Holms current ability decreases, again his finishing decreases.....It makes it like real life..The number between -127 and 127 that you speak of his how good naturally the person is at that particular skill (in this case finishing). The ability comes and goes during your career based on your 'current ability'...
SI simply have a formula to calculate a current finishing ability based on that finishing number, AND the current ability of a player, and the result is the number out of 20 that you see (altho Im sure that the number out of 20 is actually calculated to a number that gives much more detail then 20 within the game engine)...
BUT
The database calculates that Vagner Love dispite all VISIBLE indications actually has a better finishing stat. You guys can go on about current ability and weighing values as much as you want but in the end it all comes down to the game displaying that one player has a better finishing stat whilst in fact the other does.
The FACT is that at that particular point in time Holm IS a better finisher then Love....If Love ever reached the overall ability of Holm, then he would be a better finisher, but at that point in time, Holm is better....
TRY THIS...
Find a striker with finishing 20 and a reasonably low hidden count, say a +16. Play him for 10-15 games in a team where he has scoring opportunities. Then use the in-game editor and change the hidden count to 127. He still has a visible stat of finishing 20, he still has the same potential ability. His "confounding variables" are still exactly the same. You will find a huge difference in the amount of chances he finishes. Why? Because the -128/127 count is 'God' and not the corresponding visible stat which is often at variance to it.
Again, as I said the game does calculate the number to a value in greater detail then a number out of 20....So of course even if there was two players with identical current ability, and both with a visible stat of 20 for finishing, if one of them is really a BETTER natural finisher, then he will finish more...There is more discrepency in the game then simply a number from 20...
However use a bit of logic (something you seem to be lacking, have you done much/any programming in your life?) and consider making two players, with attributes of 15 for EVERYTHING, but one with a higher current ability then the other...In this case, the players should actually be THE SAME good at playing in the game. We dont see current ability in game, and it doesnt directly effect anything (except scouts and maybe player value I believe)...This is because the game uses the CALCULATED figure...It would mean that one player would have to have a higher 'natural' finishing rating, to cancel out his lower current ability, BUT the game uses the CALCULATED number ingame.
Your example of 20 defies logic, simply because, YES this is the one area the game isnt accurate, because 20 signifies as good as it gets, when really there are several levels of 20 in the game...Every other number there ISNT, and the calculated figure is used....
Basically imagine the calculated figure is out of 25, and 20 actually stands for 20+...