User Pass
Home Sign Up Contact Log In
Forum > Test Server Discussion > Current Sim Issues
Page:
 
Catch22
offline
Link
 
This is something I typically do on the test server, but I want to give GLB users the opportunity to list what they think are current sim issues that need addressing. Please try to keep this on topic and the discussion civilized. If it fails to remain that way, I will lock the thread and leave the discussion solely to the testers on the test server.
 
Link
 
Defensive pathing. While I have seen some improvement in it this season, I really think a pursuit slider for defensive players would be pretty sweet. That way, not all the guys attack the ball carrier the same. Maybe too hard to code, but safeties could act like safeties, and DTs could act like a DT instead of running at a 80 degree angle from the LOS in pursuit.
 
WalterManning
offline
Link
 
Getting kicked off a d-league team during a season, Never seen this done in past season's.
 
Ragamuffin
offline
Link
 
Would love to see "pump fake" used with more realism. When a receiver is on a streak or Post/slant pattern the CB wouldn't just stop because of a pump fake. I have seen a lot of TDs given up by defenses because a pump fake made the CB and safeties stop in their tracks on a deep pass play.
 
Link
 
I know we don't want a td on every play, but if a wr is clearly better than the cb covering him he should have the advantage? I am not seeing that.

Second one is sacks and hurries. QB drops back 35 times and is sacked or hurried 27 times. Bit much IMO.


Sim should be based on the strengths and weaknesses of each player. That is how the players are built. A DE should get by a lesser player more than he does a better player. Seems like he gets by almost every time.
 
TaySC
offline
Link
 
ST pathing.

I have seen some very good returnmen that seem to almost always run straight into the gunner, when if they use their high VIS to make even the slightest adjustment to their routes, they gain a ton more yards on the return. It seems like the only time this really happens is when you play a CPU team, but a great returnman should not always be tackled by the first man downfield.

/2 cents
 
The Funky 1
offline
Link
 
how about adding a playbook to the Casual League. I know the casual is for those who don't have the time to go through and set up an entire gameplan, but having a default playbook, and the ability to take certain plays out of the equation would be nice.
 
Klydon
offline
Link
 
The moral drain between the offensive players and defensive players seems to be out of wack. I put a thread about this in the bugs section as well. I am in a level 42 league with linemen in the 50-60 range for confidence and even on good offensive days, we get way too many sad faces on the linemen not even half way through the game. I rarely see this happen to a defense, even in blowout games. I have seen defenses tired before, but not sad faced, even when they are getting crushed.

The other issue along with this is one of the goals for most offensive strategies is to keep the ball (time of possession). The moral drain works against that in a big way when common sense suggests that the more an offense is on the field, the better it should feel to a point since the defense can't get them off the field.

Seems to me that confidence is far more important for an offense, especially linemen, than for defenses. This might be really critical next season as the rest of the planned changes involving confidence come into play.

 
dbrewington
offline
Link
 
Originally posted by Landrys Legacy
I know we don't want a td on every play, but if a wr is clearly better than the cb covering him he should have the advantage? I am not seeing that.

Second one is sacks and hurries. QB drops back 35 times and is sacked or hurried 27 times. Bit much IMO.


Sim should be based on the strengths and weaknesses of each player. That is how the players are built. A DE should get by a lesser player more than he does a better player. Seems like he gets by almost every time.


I 100% agree.. Passing needs a lot of work. A QB shouldn't go 6-30 if he's one of the best QB's in the league..

Something amazing needs to happen for a single completion...
 
Degeneracy
offline
Link
 
Originally posted by dbrewington
I 100% agree.. Passing needs a lot of work. A QB shouldn't go 6-30 if he's one of the best QB's in the league..

Something amazing needs to happen for a single completion...


Have to agree also, I keep trying to implement a half decent passing game so I can at least keep around half of my WR's....but they all leave searching for some receptions....it definitely needs work.
 
gatordave25
offline
Link
 
Sims do not mirror the real world of football. Many, if not most, of the scores I see are completely unrealistic as are the the related statistics. When a punt returner has 20+ returns for TD's in a single game, something is BAD wrong. I don't think in the history of professional or college football a returner has had 20 TD returns in a CAREER, much less a game. I the goal of the sims is realism, something is seriously missing.
 
daunteblack
offline
Link
 
Angle of pursuit for defense. Instead of just going right at the carrier, outside defenders seem to "loop" around and create terrible angles, giving up HUGE plays that should be tackles for a loss (or attempted TFL). If this is due to vision checks, then the penalty appears to be too harsh or isn't scaling correctly based on league level.

Tackle attempts. Far too often I see defensive dots right next to offensive players and they don't even attempt a tackle. If there is something going on in the code, an SA or VA or something stopping them from doing, PLEASE add a pop up (Like Catch Fake, Surge, etc) so we know why the defenders aren't even trying to tackle the player. I've seen this from 4-cap through AAA.



 
doug8772725
offline
Link
 
Passing Game. If your gonna charge 300 flex for WR, then you need to make sure at ALL levels passing is realistic. WR pay way too much to not have a good passing game from level 14 throught 46
 
Link
 
Originally posted by doug8772725
Passing Game. If your gonna charge 300 flex for WR, then you need to make sure at ALL levels passing is realistic. WR pay way too much to not have a good passing game from level 14 throught 46


or knock WR's down to 200 flex since they are pretty much roster fillers
 
Craw33
offline
Link
 
Fix the logic for how a timeout is used

So many times before half ends or at the end of a tied game. I have to ask myself why did we just call a timeout or two.

If I was a general manager of a professional team and my coach used timeouts the way they are programed in this game I would fire the guy immediately.

For instance game tied, under 2 minutes to play, inside the opponents 20 yard line.

2:00 2nd & 5 OPP 18 Russell Collins rush to the left (1 yd gain) [Big Hit diving tackle: Castle Crasher] Replay
1:56 2nd & 5 OPP 18 Village Dogs calls timeout Replay
1:56 3rd & 4 OPP 16.5 Arthur Jackson pass to Lance King over the middle, caught [deflected by Castle Crasher] (3.5 yd gain) [diving tackle: Neon Deion McStinky] Replay
1:51 3rd & 4 OPP 16.5 Village Dogs calls timeout Replay
1:51 4th & 0.5 OPP 13 30 yd field goal attempted by Pele !, made [FG] Replay

Why is the offense calling timeouts in this situation, it should be the D calling the timeouts hoping to force a field goal and have as much time left as possible. Yet the D doesn't use a single timeout?
 
Page:
 


You are not logged in. Please log in if you want to post a reply.