Talk about NBA Live 2005 here.
Fri Mar 12, 2004 5:54 pm
EA should implement a new chemistry rating for team and individual players in Live 2005. Poor chemistry ratings would affect ratings for the individual and his teammates. And the chemistry rating should fluctuate when a player moves from one team to the next. Some players might have higher chemistry ratings when they are the number one offensive option but when they move to another team and become the second option, his chemistry lowers, which affects his play and team play. First or second option would be determined by the primacy rating.
Coaches could also have a chemistry rating. Coaches with lower chemistry rating would adversely affect a team's play and some coaches would have arguments with other players with low chemistry ratings. Maybe have players skip practices and miss games with coaches with low chemistry ratings - something that adds more realism to dynasty mode. You might want to train a particular player and u pay for the training coach, but the player doesn't show up.
Other wishes:
On another note, they should return the clutch rating and fix up the numerous statistical bugs that are in the game. (Blocks aren't properly accounted for as Missed Field Goals, Steals defected out of bounds are considered Turnovers, Blk shots turning into FGM are considered assists)Also they should separate additional OT's statistically. If I play 2 or 3 overtimes in a game, I don't want to see the stats of all three OT's under "Overtime", I want to see them separately as "First Overtime", "Second Overtime", and "Third Overtime."
In addition, the stats they show in while you play the game don't show OT stats. IE scoring would just show First Half and Second Half. They should also show Overtime stats where applicable.
Tue Apr 20, 2004 11:56 am
I had soort of a similar idea. I was thinkin that primacy could be used sort of as a chemistry thing...so if its like 4 players with a 90 primacy, instead of them just bein the best team ever (you know I am talkin about the Lakers too) they might not be as good because it's too many people and only one ball to go around.
Tue Apr 20, 2004 3:27 pm
Basing it on primacy wouldn't work too well, cause just look at the Lakers as an example...Kobe and Shaq have been together for 4+ years and both have high primacy and high ratings....but definitely a good idea, sorta like a temperment rating, and a leadership rating would be nice, so veterans with dimished skill will have more value
Tue Apr 20, 2004 3:52 pm
Yeah sorta like if you got vlade divac on the floor maybe the younger guys don't make so much mistakes..
I agree with the idea, but the example of Shaq and Kobe doesn't do justice for me... Shaq and Kobe fight a lot but they play so well with each other so it doesn't really make sense.. (unless they made a special 'KOBESHAQ' chemistry characteristic)..
Tue Apr 20, 2004 4:03 pm
I definetly like this idea.
Sun Jun 20, 2004 4:12 pm
MVP Baseball 2004 has team chemistry
hope NBA Live 2005 has it....
Peace
NJ
Thu Sep 16, 2004 3:49 am
Interesting. Veteran leadership rating. Nice. But will breaking up the team makes peoples ratings go down? Does that discourage you to get creative with your roster?
Fri Sep 17, 2004 1:38 pm
- Ace - wrote:EA should implement a new chemistry rating for team and individual players in Live 2005. Poor chemistry ratings would affect ratings for the individual and his teammates. And the chemistry rating should fluctuate when a player moves from one team to the next. Some players might have higher chemistry ratings when they are the number one offensive option but when they move to another team and become the second option, his chemistry lowers, which affects his play and team play. First or second option would be determined by the primacy rating.
Coaches could also have a chemistry rating. Coaches with lower chemistry rating would adversely affect a team's play and some coaches would have arguments with other players with low chemistry ratings. Maybe have players skip practices and miss games with coaches with low chemistry ratings - something that adds more realism to dynasty mode. You might want to train a particular player and u pay for the training coach, but the player doesn't show up.
Other wishes:
On another note, they should return the clutch rating and fix up the numerous statistical bugs that are in the game. (Blocks aren't properly accounted for as Missed Field Goals, Steals defected out of bounds are considered Turnovers, Blk shots turning into FGM are considered assists)Also they should separate additional OT's statistically. If I play 2 or 3 overtimes in a game, I don't want to see the stats of all three OT's under "Overtime", I want to see them separately as "First Overtime", "Second Overtime", and "Third Overtime."
In addition, the stats they show in while you play the game don't show OT stats. IE scoring would just show First Half and Second Half. They should also show Overtime stats where applicable.
I like your chemistry idea alot Ace. But I'm worried about if it would hamper the user from making trades that might be "common sense" but the cpu reads as bad chemistry. Let's say you do in fact make a trade that you notice affects the chemistry adversely but as a Live veteran you're very adept at playing with virtually any roster, right? And it's a trade you really want to make: Would the cpu then "sabotage" you because of the bad chemistry rating? EX: Missing open jumpers when you know you always make those, missing dunks, and getting called for silly fouls.
Your idea is fantastic but I'm a bit apprehensive that it might be difficult to execute resulting in more frustration than fun. How would you prevent this from happening?
Your stats complaints are just what the doctor ordered. I'm usually one of the first to defend any vehement attacks against EA Canada but that right there is inexcusable. There is nothing more frustrating than Kobe compiling turnovers because he knocked an opponents pass out of bounds in an attempt to steal! Or to know that I'm holding the opponents primary scorer under 50% but because they don't count blocks as missed field goals he finishes up shooting like 65%! That KILLS me, no excuse for that EA Canada. They better step their game up in that regard for Live 2005!
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