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Guppy, Inc
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there needs to be less emphasis on the end builds and more on playing for the moment. much like like speed and agility are linked, so too should strength/blocking, blocking/agility, tacking/agility, throwing/vision, etc. you shouldnt have linemen in their mid 40s with 120+ in strength, 60 blocking and 8 in speed and agility. those players should be completely worthless for anything but running straight ahead. the entire battle in the tranches needs to be more realistic. on passes, OTs should be doing more pushing and less blocking.

passing at any level under AAA is a joke. far too many wide open players are ignored so that the QB can throw into double or triple coverage. even worse, the better a receiver seems to be covered, the more likely he is to actually make the catch. a step in real life is HUGE, but in glb seems to result in more deflected passes. whereas in RL, a blanketed wr should be rare to be thrown to, let alone make the catch. vision checks need to be much more lenient if the receiver is wide open. tired of picking the right plays, have the expected wr get wide open, qb looks right at the wr, then decides not to throw it. we NEED designed rollouts.

ST needs a complete overhaul. i've never understood the complete lack of respect that ST gets. pr/kr that run straight ahead, might as well just remove the replays from the game.

runners that dance too much even when set to 0% elusive. we need more 1 cut runners that dont rethink a million times a play. pick your hole and BOOM. then do not rethink unless there is a defender within 2 yards. it just boggles my mind when runners dance with no one w/i 10 yards of them.

add the ability to pull a single play out of a game and retest it. i know that this means storing more data, but its critical during the beta phase. we shouldnt need 4 or 5 examples of a bug in order to get it looked at, when its an obvious bug.
 
CONN CHRIS
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Originally posted by Stray Doug
I- Desperately need ability to run a scrimmage against our own team to (a) test our AI options, and (b) test sim bugs/behavior/equipment/etc. Limit to one or two "saved sims" per team if data storage is an issue... to run another self-scrimmage you have to wipe/overwrite results of a previous one.


Very much in agreement with this one.
 
LordEvil
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Can we get some better designed 5 wide plays? Can I design some and submit them?
 
Skullkrusher
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Originally posted by CONN CHRIS
Very much in agreement with this one.


+100
 
thorpemark
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PASS BLOCKING for HB and FB..

You have an ability to set tactics for a play to have these players PASS BLOCK

What you need to do now is have some way to choose WHO they will look to PASS BLOCK.. I suggest the following..

- pick up weak outside blitz
- pick up weak inside blitz
- pick up strong inside blitz
-pick up strong outside blitz

or use blocking zones.. like coverage zones for the D..

-blind side outside
-blind side inside
-etc

or have blocker able to help..

- help LOT
- help LG
- help C
- help RG
-help ROT


something like that... with default setting being whatever it is they do now... try to block 1st guy they see? step up to double team someone when someone else is rushing in outside with free path to QB?
 
thorpemark
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SCRAMBLING QB

some setting to tell him when to scramble
some roll-out passes.. with roll-out blockers
 
Xar
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I honestly believe that the majority of problems at lower levels comes from the fact that builds are ridiculously out of balance. I would never expect a WR that has 73 speed and 18 catching to catch a pass. To solve a majority of problems you need to look at changing the way we build to create more realistic and balanced builds. Playing at PeeWee levels should result in PeeWee results, lots of dropped catches and bad passes.

Certain attributes need to be toned down to have less of an effect on the game, like speed. Almost every position relies on taking speed to 73 first. IMO, the difference between 68 speed and 73 speed should be barely noticeable.
 
RedneckGopher
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Originally posted by Skullkrusher
+1 I can't stand it when on a sweep my HB runs either right over the WR/CB or so close to them that the CB makes the tackle. CB's with 25 strength and 25 tackling should not be making tackles every time against a 68+ strength HB when he is also being blocked by a WR. The HB should at least move far enough away from the engaging players to not even have the CB get an attempt at a tackle.


yeah this is so annoying

and penalties should go
 
mitch138
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4wr Set Plays.
DE lining up outside OTs, exploit.
Play action.
Morale substitutions.
Realistic Oline blocking (though much better then previous seasons)
 
e1iterate
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I would love to see the HB blocking better on QB runs...no sense when the HB is faster than the rushing QB he is getting blown by or the HB runs straight into the Line of Scrimmage for no reason.
 
secondeye
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Originally posted by SavageJ
My teams had only a few troubles in the passing game this season. We gave up a lot of sacks and hurries, but in the 30s it shouldn't be uncommon to find OTs with Agility over 60, I would think, since this seems to my inexperienced eye to be the minimum necessary to stop a Speed 90/Agility 90 DE. I'd rather have them with Agility 70+, tbh.

But, I've got only 2 on the two rosters with Agility 62 and none higher than that. Some are sub 50. I think few people know how to build pass blocking OTs and we shouldn't ask the sim designers to change their models to permit our collective bad judgment.



I've got 3 tackles with 70 agility in a lvl 26 league and they still gave up 5 sacks a game to speed/agility ends.
 
furiousfunk
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I would like to see AGENDA added whereas a player like say a TE sets his own agenda in a game, whether it's to get open for passes or to protect QB, a slider could be added. I also think that vision should be more weighted in defense to see the play develop and react quicker.
another problem are the running QBs, too many of them are dominating the league
 
secondeye
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Do something about the crazy unblocked blitzes affecting the play so badly. The QB is so petrified to throw the ball to a single covered player that they just take the sack everytime. And if they do get the throw off, the hurry penalty is so heavy that the pass is often 3 yards off target.

I don't think we need more offense, and a lot of the changes I see suggested here are about nerfing the defenses abilities, but I think we need more of balance than 7 hurries, 2 sacks, 80 yard TD, 3 hurries, 2 incomplete passes, 70 yard TD..

It's like every game the QB is 7 for 19 for 199 yards, 5 sacks 10 hurries, and 3 TDs. Final score 60-35.

 
secondeye
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Originally posted by furiousfunk
I would like to see AGENDA added whereas a player like say a TE sets his own agenda in a game, whether it's to get open for passes or to protect QB, a slider could be added. I also think that vision should be more weighted in defense to see the play develop and react quicker.
another problem are the running QBs, too many of them are dominating the league


Okay, well.. A) you can set your own agenda when you own your own team, or good riddance.

B) rushing QBs are easy to stop if you have a competent DC.
 
tet
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Seems to me that deflections at the line by dline is overpowered. The average for an actual NFL QB is well under 1 per game, but I see games that are close matchups where there are 6 or more per game. Maybe this is due to QB being too bullet, or dline who are specializing in jumping/swat ball/etc. But it just seems to me to happen way more often than realistic and needs to be toned down a bit.
 
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