Yes, the "series" is finally back! And in full force this time, I have a lot planned as in the past few weeks I've been writing down countless notes, ideas and improvements to be expanded in future threads.



If you're curious, these were the "previous chapters" of the series:

Special Referee Controls: http://www.thesmackd...feree-controls/

Weight Detection: http://www.thesmackd...ight-detection/

Online Play Exploits and Solutions: http://www.thesmackd...-and-solutions/

Create A Comeback Mode Concept: http://www.thesmackd...k-mode-concept/





THE ATTRIBUTE SYSTEM



This year in WWE 2K15 the Attributes system has been completely overhauled with the addition of tons of new stats, going from 12 to a huge amount of 29 separate attributes, which to be honest is TOO MUCH. The goal was probably trying to make each superstar more unique, however, it was overdone as most of the attributes seem to be redundant and unnecessary and in some cases even confusing (and even the way they are ordered in the game is confusing).



Here you can find the full list (as it's ordered in-game) with a description of what each attribute does: http://www.thesmackd...ll-list-details

Let's break them down.

Arm Power: Arm Power affects the amount of damage dealt from attacks using the arms

Arm Power affects the amount of damage dealt from attacks using the arms Leg Power: Leg Power affects the amount of damage dealt from attacks using the legs

Pretty straight forward and this is actually a good idea. This is essentialy the previous "Strike Power" attribute split into two, which makes perfect sense as for example kick specialists (Daniel Bryan/RVD/etc.) don't necessarily punch hard and viceversa (Cesaro's uppercuts).

Head Durability: Head Durability reduces damage inflicted to the head

Head Durability reduces damage inflicted to the head Body Durability: Body Durability reduces damage inflicted to the body

Body Durability reduces damage inflicted to the body Arm Durability: Arm Durability reduces damage inflicted to the arms

Arm Durability reduces damage inflicted to the arms Leg Durability: Leg Durability reduces damage inflicted to the legs

Now... This is the previous "Durability" attribute split into FOUR different attributes. But... didn't we already have the "Hit Point Ratio" option which was for a similar scope? Once I first saw these new attributes I thought they were going to replace this option, but apparently not, the Hit Point Ratio option is still in the game, so I'm quite confused. It's redundant. And I'm not even too sure separate body parts durability makes too much sense, it's convoluted and troublesome to individually score and depict a superstar durability for each different body part. Durability of a superstar is supposed to be something more "all-around", the overall endurance of a Superstar - so I believe this should be merged back into one single "Durability" attribute. The only use this could have is to give less Leg Durability to giants, but this could be accomplished by other means such as giving this disadvantage automatically to the Super Heavyweight class.

We could still keep the Hit Point Ratio system, but with the feature tweaked so that you're not forced to strengthen the other body parts if you make one weaker. This way you would be able to tweak those sliders for the few particular superstars that need it, and at the same time not be forced to set four separate durability attributes for everyone (since most don't need it).

Strength: Strength affects the amount of weight a Superstar can lift

I'm actually happy this got implemented. I suggested this exact weight detection concept to game designers a couple of years ago (http://www.thesmackd...ight-detection/) so they might have took inspiration from it It's still unclear at what are the "lifting tiers/tresholds" that have actually been implemented though, since the game doesn't tell us, but I saw this is being tested in a topic here (http://forums.2k.com...ction-Gameplay)) and I look forward to finding them out. I hope they match those ones that were in my concept as I feel like they are the best they could possible be.

Movement Speed: Movement Speed affects the movement speed of a Superstar. This includes walking and running

Movement Speed affects the movement speed of a Superstar. This includes walking and running Strike Speed: Strike Speed affects the speed of a Superstars strikes

Strike Speed affects the speed of a Superstars strikes Grapple Speed: Grapple Speed affects the speed of a Superstars grapple attempts

Again, pretty redundant... Why all these different kind of Speeds? Usually, if a superstar is fast, he's fast. He can't be fast at running but slow at punching or grappling, I think it just doesn't make sense.

For superstars that strike a bit faster compared to their overall speed, we could introduce a "Faster Strikes" ability (with the 3 different levels, each increasing the Strikes speed of a certain %) rather than an attribute, so that general "Speed" can go back to being one single attribute (Grapple Speed is really not needed).

Agility: Agility affects the speed for climbing the turnbuckle

Agility affects the speed for climbing the turnbuckle Aerial Range: Aerial Range increases the range of a Superstars diving and springboard attacks

This is the "Agility" attribute from previous games, now split into two. A split that is probably not needed...

Stamina: Stamina affects how quickly stamina decreases

Stamina affects how quickly stamina decreases Stamina Recovery: Stamina Recovery affects how quickly stamina is recovered

Stamina Recovery affects how quickly stamina is recovered Damage Recovery: Damage Recovery affects the rate of hit point recovery

Damage Recovery affects the rate of hit point recovery Chain Wrestling: Chain Wrestling determines ones proficiency in chain wrestling

Now these are new features in the game (although I'm not much of a fan of the way the chain wrestling mechanic was implemented) and I guess they make sense to exist as attributes. All good here. I would love to see the "Chain Wrestling" attribute to be expanded upon to other technical wrestling aspects and possibly be renamed to "Technique" or "Technical" (which in the series past were misused names for "Reversal Rate").

Strike Reversal: Strike Reversal improves ones ability to reverse strikes

Strike Reversal improves ones ability to reverse strikes Grapple Reversal: Grapple Reversal improves ones ability to reverse grapple attempts

Grapple Reversal improves ones ability to reverse grapple attempts Aerial Reversals: Aerial Reversals improves ones ability to reverse diving and springboard attacks

The Aerial Reversal is a good addition to the already present Strike Reversal and Grapple Reversal.

Grapple Offense: Grapple Offense affects the amount of damage dealt from grapple attacks

Grapple Offense affects the amount of damage dealt from grapple attacks Running Offense: Running Offense affects the amount of damage dealt from running attacks

Running Offense affects the amount of damage dealt from running attacks Aerial Offense: Aerial Offense affects the amount of damage dealt from diving and springboard attacks

Well, first of all I'm a bit confused as to why these attributes are very far down the list and not close to the first two ("Arm Power" and "Leg Power"), as they are attack-based attributes as well...

Apart from that... The first one is the "Grapple Power" returning from previous years, all good.

Aeriel Offense seems a vital addition: splitting Strike Power into Arm Power and Leg Power left Diving Moves that don't involve arm or legs without an attribute to depend on, hence the need for this, which is also good to highlight the offense of high flyer superstars such as Kofi, Rey, etc.

Running Offense, on the other hand, seems unnecessary. The number of running strikes that don't involve arms or legs is very slim, and a separate attribute just for those seems excessive: we could simply rely on Grapple Power for those.

Momentum: Momentum affects the rate at which you earn momentum

The "Charisma" attribute from previous games. Good to go. Even though, why not keep the original name? It was so much cooler and dear to our hearts!

Environmental Offense: Environmental Offense affects the amount of damage inflicted by attacks which use the barricade, ring post, or grapple attacks to the mat

Environmental Offense affects the amount of damage inflicted by attacks which use the barricade, ring post, or grapple attacks to the mat Foreign Object Offense: Foreign Object Offense affects the amount of damage inflicted by foreign objects such as chairs, tables ladders, etc

"Environmental Offense" just doesn't make sense. The game has been always already having a damage multiplier for attacks that happen outside the ring, And on top of that... don't we also already have an Ability for this? "Ruthless Aggression: While fighting at ringside, damage from grapple and environmental attacks are increased by 7%/11%/18%". This attribute is confusing and redundant and it should be removed.

And speaking of abilities... "Foreign Object Offense" (which is the former "Hardcore" from old SmackDown vs. Raw games) would instead work greatly as an ability as well: just like "Ruthless Aggression" we could bring back the "Object Specialist" ability.

Power Submission Offense: Power Submission Offense increases the damage from power submissions

Power Submission Offense increases the damage from power submissions Technical Submission Offense: Technical Submission Offense increases the damage from technical submissions

Technical Submission Offense increases the damage from technical submissions Power Submission Defense: Power Submission Defense reduces the damage inflicted by power submissions

Power Submission Defense reduces the damage inflicted by power submissions Technical Submission Defense: Technical Submission Defense reduces the damage inflicted from technical submissions.

So... it appears the "Submission" attribute (which in 15 years of the series has always remained just one) has now been suddenly split into FOUR separate stats. Now, I 100% agree on splitting the attribute in "Submission Offense" and "Submission Defense": this makes perfect sense. For example, Hulk Hogan or Stone Cold don't have any particular submission moves (low "Submission Offense" stat) but getting them to tap out should be close to impossible (high "Submission Defense"). Opposite example? Chris Masters should have a high Offense (Masterlock) but a low "Submission Defense" (being a low-carder).

However, while I do understand the intention of separating the damage dealt by submissions such as Bear Hugs compared to technical submissions, four attributes for Submissions seem excessive. The "Power Submissions" could be covered by the "Grapple Power" attribute since, as they are called, they're *Power* submissions so they should rely on the power itself of the superstar. The (single) "Submission Offense" attribute itself would shine only for Technical Submission specialists. Also, one "Submission Defense" is enough for both type of Submissions to represent the endurance of a Superstar.







So, wrapping this up, here's what I feel should be the final perfect, revised, re-named and re-ordered list of attributes to be carried on in the future of the series:

Strength: Strength affects the amount of weight a Superstar can lift

Strength affects the amount of weight a Superstar can lift Arm Power: Arm Power affects the amount of damage dealt from attacks using the arms

Arm Power affects the amount of damage dealt from attacks using the arms Leg Power: Leg Power affects the amount of damage dealt from attacks using the legs

Leg Power affects the amount of damage dealt from attacks using the legs Grapple Power: Grapple Power affects the amount of damage dealt from grapple attacks and Power Submissions

Grapple Power affects the amount of damage dealt from grapple attacks and Power Submissions Aerial Offense: Aerial Offense affects the amount of damage dealt from diving and springboard attacks

Aerial Offense affects the amount of damage dealt from diving and springboard attacks Submission: Submission Offense increases the damage from Technical Submissions

Submission Offense increases the damage from Technical Submissions Strike Reversal: Strike Reversal improves ones ability to reverse strikes

Strike Reversal improves ones ability to reverse strikes Grapple Reversal: Grapple Reversal improves ones ability to reverse grapple attempts

Grapple Reversal improves ones ability to reverse grapple attempts Aerial Reversal: Aerial Reversals improves ones ability to reverse diving and springboard attacks

Aerial Reversals improves ones ability to reverse diving and springboard attacks Submission Defense: Submission Defense reduces the damage inflicted by Submission

Submission Defense reduces the damage inflicted by Submission Technical: Technique determines ones proficiency in Chain Wrestling and technical wrestling

Technique determines ones proficiency in Chain Wrestling and technical wrestling Speed: Speed affects the speed of walking, running, striking and grappling.

Speed affects the speed of walking, running, striking and grappling. Agility: Agility increases the climbing speed and the range of diving and springboard attacks

Agility increases the climbing speed and the range of diving and springboard attacks Durability: Durability reduces the inflicted amount of damage

Durability reduces the inflicted amount of damage Damage Recovery: Damage Recovery affects the rate of hit point recovery

Damage Recovery affects the rate of hit point recovery Stamina: Stamina affects how quickly stamina decreases

Stamina affects how quickly stamina decreases Stamina Recovery: Stamina Recovery affects how quickly stamina is recovered

Stamina Recovery affects how quickly stamina is recovered Charisma: Charisma affects the rate at which you earn momentum

Turn these Attributes into Abilities:

Ruthless Aggression for "Environmental Offense" (already in the game): While fighting at ringside, damage from grapple and environmental attacks are increased by a certain % at each level.

While fighting at ringside, damage from grapple and environmental attacks are increased by a certain % at each level. Object Specialist for "Foreign Object Offense": Damage from attacks with foreign objects such as chairs, tables, ladders etc. is increased by a certain % at each level.

Damage from attacks with foreign objects such as chairs, tables, ladders etc. is increased by a certain % at each level. Faster Strikes for "Strike Speed": Increases the speed of strikes on top of the overall "Speed" attribute by a certain % at each level.

Remove these Attributes:

The 3 additional separate Durability attributes: Use the Hit Point Ratio system instead, tweaking the feature so that you're not forced to strengthen the other body parts if you make one weaker.

Use the Hit Point Ratio system instead, tweaking the feature so that you're not forced to strengthen the other body parts if you make one weaker. Grapple Speed: Not needed and redundant. Merge it with Movement Speed.

Not needed and redundant. Merge it with Movement Speed. Aerial Range: Merged back with Agility.

Merged back with Agility. Running Offense: Unnecessary. Grapple Power is enough.

Unnecessary. Grapple Power is enough. Power Submission Offense: Power Submissions can be rated with Grapple Power, as they rely on Power.

Power Submissions can be rated with Grapple Power, as they rely on Power. Power Submission Defense: Only one Submission Defense is enough to represent the endurance of a Superstar.

Finally, I think "Team Attributes" for Stables that were used in old SmackDown! Games (such as Team Strength, Teamwork, Team Charisma etc.) should make a return in the game.







Of course all the effort put into this requires attributes to actually MATTER in the game. Reading through an old topic (http://wwe13.2k.com/...e-system-bugged) scared me a bit...



Then in addition to all of this, there's of course also the issue with the actual RATINGS of the superstars in each of the attributes seemingly being unbalanced and inconsistent, so we'll have to take a look into adjusting those as well. I worked on full-blown Attributes guides for previous games, although this year's attribute system, as stated, seems to be way too redundant and way too incosistent (just as the way the Overalls are calculated) for a guide to be made without losing sanity over it... But you never know.



(If you're interested, these are the links to the Attributes Guides I made for previous games)

WWE '12: http://www.thesmackd...ttributes-guide

SVR 2011: http://www.thesmackd...tributes-guide/

SVR 2007: http://caws.ws/svr2007/attributes.php (Yep, that was me in my "guides prime"! haha)







I have put a lot of thought, time and effort into this and I look forward to hearing feedback from you guys. If you have any suggestion to possibly improve the attribute system further more, feel free to voice them! I will also be posting this over the 2K Forums.



Also, I plan to make threads like this for Skills, Abilities, and many more topics, so stay tuned!



- Andy