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And I am really finding that stats in a season are a huge part of it. If you manually play and get 50 goals for someone then you are going to see a huge impact afterwards. I just tried a season playing a significant part of several games, racking up my 95 OVR sniper with 360 goals (with one amazing game with 50 goals in that game alone) and several others to 50, 70, 90 goals. Among these were 78, 79, 80 overall rookies with a top 6F ranking. They typically jumped up, after the season, to 88 or 89. One struggling rookie on the 4th line got 30ish goals and ended up at 85. My 85 Top 4 defender shot up to 89. All of this was available by the draft and was maintained over the offseason (which involved checking up on several I traded away at the draft). Manually playing at an easy level can boost your players substantially and get them in a place where they can be simmed.
And after playing through a player through two 150 goal seasons - 250 points, I was disappointed to see them go from med top 6 to high top 6 to high top 9. They didn't move from 87 between the second and third seasons there.
I am thinking it is possible that EA is doing a 1 byte variable there and looping when it goes over rather than having it stay - they used to do that with all the stats.
- 3 years ago
Looking at it more. That player got 281 points in that season - this can explain the drop in her potential from a High Top 6 to a High Top 9 - EA played their cards. Clearly EA is using a rolling counter that measures the points a player has in a given year that runs from 0 - 255. When she scored her 256th point it rolled over to 0 - and at 281 she was credited for only 25 points - a poor season, hence her potential dropped.
@EA_Aljocan you tell the team developing NHL 23 that they have to make that hidden points counter not roll over from 255 to 0 for the next game? Only a 10 minute fix I'm sure and we don't need players only scoring 40 more points than Gretzky fizzling out because of the rolling error. This is the opposite of a simming penalty. They can add a line:
if (player[x].seasonpoints==255) break;
else player[x].seasonpoints++; // I'm sure programmers will get this even if they find it archaic
Or they can calculate it from adding the season points from different teams into one int variable bigger than 1 byte, and apply the bonuses that way, or they can just use a second byte per player to store that data. Any of those should fix the issue.- EA_Aljo3 years ago
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Thanks, @VeronicatheCD. I'll pass this on for you.
- 3 years ago@EA_Aljo Much appreciated
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