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Forum > Test Server Discussion > Test Server: Worrying About Run Game Ineffectiveness
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Whatsdafus
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Guys its kinda easy... maybe try this..

- buff the backs
- bring back HB spy but nerf it.
- improve the defensive players AI, you know add a read and react.
- Oline blocking needs to be buffed and nerfed...
yea yea i know weird but, i dont think one LT should block 2, 3 or 4 guys... but at the same time they should be smart and know who to pick up... slide blocking and blitz pick ups.


i dont think the offense will be anywhere near prefect for a good amount of seasons... so guys i understand you fustrations, but give bort time....
 
PP
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Originally posted by tautology
Folks,

I've said this before and it seems to fall on deaf ears...but please consider it comes from a coach who has consistently had both the best rushing game and best rushing defense in his league season after season.


The running game was barely functional in season 8, with the exception of the Strong I Slam

Every other running play could be stuffed for a loss with alarming consistency unless the HB was an absolute stud and simply broke tackles to make gains.

Functional, but barely so. And yes, this is why the slam was so prevalent...it was the only play with reliable yardage.

And even the slam could be slowed/stopped with the right defensive calls and good defensive builds...as thehazyone showed in the USAPro championship game.


I am not advocating no changes in the sim but...


The changes being made are fundamentally misdirected

This is an over-reaction that will nerf the running game globally in response to a single-play trend in season 8.


What we need is to LOOSEN UP the running game in general, and slightly nerf the specific dynamic that made the Slam a bit over-powered (and it wasn't over powered so much as it was very difficult to ever stop for a loss..every other run was FAR TOO EASILY stopped for a loss, which is why peopled stopped using them and went All -slam).

And I will say this: The D AI alone would solve the Slam problem.

From the looks of the sims I have seen, the ONLY running games that will be viable for season 9 are ones with insane powerbacks vs poor-tackling teams.

Let's not go back to season 3, please.


100% agreed. Honestly, by the end of ssn, the SI Slam wasn't much of a concern to my D at all. I'd have LOVED playing a 80% or more SI SLam team! I don't even believe it was over powered, once the Ds caught up. Frankly, the repeated play penalty that Bort is adding, whether you like or hate it, solves the SI Slam issue all on its own. Toss in the D AI creator and I don't see it being an issue at all.

I used other run plays all ssn long. The only time they worked somewhat consistently was when you could catch the other team in the wrong D. When in the right D, they were fairly consistently shut down, many times for a loss, and I've got a damn good run team.

As far as ideas tossed arond so far (from multiple sources), here are my thoughts:
OLs with much higher str (20 or more) SHOULD get movement on the D. What Bort is responding to here by limiting it is all the guys that made ultra high agility and low str DLman. Sorry, but if you have comparatively no str, you should get blown out of the hole by a strong OLman that gets his hands on you.

There should be more of an energy drain for HBs. Having 1 HB being able to run the ball 40 or more times in a game is insane.

Reduce fall forward, but not by more than 50% of what it was at. Frankly, reducing it by 20% most likely would be enough.

PBs broke too many tkls, but, again, not many more. I'd again that a 20% reduction would be sufficient (otherwise you're just rewarding players for having shitty builds on D and again penalizing those that put the effort into stopping broken tkls)

DL Shifts (along with the D play creator) will have a very negative impact on the run game, as is. I like both, but, without a counter boost of some sort to blocking, this alone will kill the run game. IF you toss in the LB's reacting better and slowing the HB through the line, the run game is completely dead right there.

Lead blocking needs to be fixed. Far too often, the FB (or Gs, OTs & TEs) make flat out foolish blocks, allowing the best positioned defender a wide open shot at the HB

On outside runs, the HB needs to break more outside of the DE. Many plays, the HB only needs to go a couple clicks more to the outside to get a good gain. Instead, he tries to cut it up right next to the DE and is tkled for a loss.

Final thoughts:
Don't over react because ppl were screaming. By far the biggest problem was that there was no penalty to running the same play 30 or more times a game and that a PB could have 40+ carries without a drop off in production. The repeated play thing sucks, and has happened every single ssn since the O AI was unveiled (it's just that so many did it this ssn that it finally got noticed). Frankly, it sucks playing PO games where the other team runs 1 play 40-70 times. The play penalty takes care of that.

60-70% of the plays in the play book in the passing game are flat out horrible and have been since they were 1st introduced (bump that up to 70-80% for the run plays). They just don't work against a decent team under all but the most ridiculous circumstances. Some of the pass plays don't even make an football sense at all. They desperately need to be deleted and new, functional plays inserted in their place.

Don't overreact by overpowering the passing game. IMO, the only thing that absolutely needed to be fixed was the QB hitting open WRs/TEs/HBs, instead of forcing the ball so much into double and triple coverage. Leading the WR should be improved slightly. However, again, don't over react by making it any more than 20% better or you just killed the D.


Think that's it
 
cosmoxl
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this is disconcerting to me to read about this. we're in the offseason now, expecting the new season to start up soon, and the sim is still being tested with important changes yet to take place? I was hoping all this was already settled.

I want the defense to have all the capability it can have - make the sim as good and accurate as possible Bort. But, we've still got to be able to run the ball if the OL isn't completely overmatched.
 
Whatsdafus
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Originally posted by cosmoxl
this is disconcerting to me to read about this. we're in the offseason now, expecting the new season to start up soon, and the sim is still being tested with important changes yet to take place? I was hoping all this was already settled.

I want the defense to have all the capability it can have - make the sim as good and accurate as possible Bort. But, we've still got to be able to run the ball if the OL isn't completely overmatched.


i dont expect it to be perfect in one offseason. its been a work in prgress since season one. plus remember the poll, he will update and make corrections to the offense and defense as the season is in play...
 
islander1
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Wow, I dont think I could word it any better then what tautology and PP just said.
 
britdevine316
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LOL at this game and anyone who still spends money on it when every season is such a huge drastic change
 
thehazyone
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Nice post PP, I've copied yours and tautology's to the test server to make sure Bort reads it.

I'm seriously working hard to test this issue and to make sure we don't have a season 3 sim of 1.5-2.0 YPC. I know Bort isn't just ignoring this either, so hopefully we'll have this resolved before the season starts.
 
smeberen
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Everything in the running game would of been fixed by the D play creator and the new D-Line shifts. Maybe some fall forward needed an adjustment but that was it.

Another example of going crazy trying to fix something that wasn't broken. Too much is being placed on what random people say in the forums. And it is all whining, it should not be considered as the truth.

I really like this game and spend a lot of time on it but it is getting frustrating having wild changes all the time. I am really hoping we can get a true balanced sim this year and for years to come.

Only play that was broken (maybe?) was the Strong I Slam. If we had the shifts and D play creator it wouldn't of happened. Therefore that fixed the issue. Nothing different was needed.
 
Raid
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Originally posted by smeberen
Everything in the running game would of been fixed by the D play creator and the new D-Line shifts. Maybe some fall forward needed an adjustment but that was it.

Another example of going crazy trying to fix something that wasn't broken. Too much is being placed on what random people say in the forums. And it is all whining, it should not be considered as the truth.

I really like this game and spend a lot of time on it but it is getting frustrating having wild changes all the time. I am really hoping we can get a true balanced sim this year and for years to come.

Only play that was broken (maybe?) was the Strong I Slam. If we had the shifts and D play creator it wouldn't of happened. Therefore that fixed the issue. Nothing different was needed.


to tell you the truth, only blitzing one player I had an average of 1.7 yards against with the strong I slam on most of my Defenses... it wasn't even a big deal for me...

It's the problem that too many teams have a RDE pretending to be a LDE imo.
 
Enkidu98
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As I seem to recall, the strength and ability of the O-Line to hold blocks was nerfed several times over the course of the games progress. Since a lot of this is problem with the O-Line in creating holes etc, could some returning to the O-Lines effectiveness at creating holes and the effects of their strength and blocking be increased back to prior levels, resulting in a sim where the O-Line players are actually important?

Heck, since they just stand there on passing plays (and any blocking backs/tes in the offensive backfield do the same) they might as well be more useful on running plays again.

Have real importance to the line again please.
 
Whatsdafus
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best advice is... bort listen to your testers and not teh cry babies on the forums who would bitch that they got to sleep with jessica alba and not someone else of their dreams.

 
Raid
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Originally posted by Enkidu98
As I seem to recall, the strength and ability of the O-Line to hold blocks was nerfed several times over the course of the games progress. Since a lot of this is problem with the O-Line in creating holes etc, could some returning to the O-Lines effectiveness at creating holes and the effects of their strength and blocking be increased back to prior levels, resulting in a sim where the O-Line players are actually important?

Heck, since they just stand there on passing plays (and any blocking backs/tes in the offensive backfield do the same) they might as well be more useful on running plays again.

Have real importance to the line again please.


frankly the amount of nerfing/boosting the o-line and the d-line has gotten over time is ridiculous.

The whole DE vs OT thing brought about some seriously bad stuff...
 
makbeer
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elusive back fakes also need to have their effect increased to bring their effectiveness in line with power backs tackle breaking
 
PP
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Originally posted by thehazyone
Nice post PP, I've copied yours and tautology's to the test server to make sure Bort reads it.

I'm seriously working hard to test this issue and to make sure we don't have a season 3 sim of 1.5-2.0 YPC. I know Bort isn't just ignoring this either, so hopefully we'll have this resolved before the season starts.


Thanks, Hazy....Hope it helps. I know I do my share of bitching about things at times. However, the motives behind it are pure. I think this could be an awesome game and I REALLY want it to be. It's just that so many times the game trips over its own feet and falls flat on its face, only to get up, so focused on not doing that again that it trips over the other foot.
 
Shalubis
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Hazy - thanks. Taut and PP posts above are the best I've read in ages. Saving season 9 - thanks.
 
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