User Pass
Home Sign Up Contact Log In
Forum > Test Server Discussion > Current Sim Issues
Page:
 
r71runner
offline
Link
 
as most people have stated OL/DL issues

first non sim issues:


give the oline more stats than just pancakes- i believe the biggest problem in this interaction is oline agents just don't care about there dots as much a dline agents becuase DL has more stats so they watch more replays trying to get better. Ask for a invite to the private DLINE forums and then check out the forums for OLine it is night and day how much more the DL guys interact and their knowledge of the sim.

second make PBP filterable by DOT- this decreases scouting time requirement while increase agent enjoyment win/win (i know you can do it with a greasemonkey script but it takes 15 min to load)

sim issues

scalable passing game at all levels- self explaining, run game should be scaled as well or defensesive players will riot

scalable passing by distance - yes it should be easier to hit a 5 yrd slant than a 40 yrd bomb (this also has alot to due with the high sack/hurries numbers) if there is no penalty too throwing deep why ever throw short? if you have to wait for the deep pass to get open your going to hold the ball and have more sacks/hurries
 
Link
 
also, the new financial and training systems blow. scrap them before its too late!

every off season its more unnecessary crap... stop playing the 'lets see what happens if we do THIS...' game and just leave well enough alone. don't add things just to add things...
 
Thorhammer
offline
Link
 
Originally posted by daunteblack
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.





Yep I've seen this happen a lot this season; LB and safeties taking horrible angles to the ball even when vision is 65+
 
Tman2008
offline
Link
 
I think it would make sense to have a spy pull down for more than just the QB. In the real game teams key great players like a good TE, HB, or WR. I think this would help teams with weaker rosters compensate for their weaknesses.

I also think QBs should have more power than they do. A good QB can really make an offense tough to defend in the real game.
Edited by Tman2008 on May 16, 2010 20:56:27
 
Carcass
offline
Link
 
Originally posted by arch_bushmaster
powerbacks are still hesitating in the hole like ninnies even at 100% power.... fix it please


+100
 
Tman2008
offline
Link
 
When rookies come in the league they have the chance to be the best player right of the bat because they have speed, stamina that is hard to match. I think that the stamina base should start at 50 and drop a certain percentage each season. This would make rookies a little better. Maybe also having more points to use for building at the start of the season would help too. This makes the build decision have more options.

Scripting an offensive 1st drive. Or drive options so each play can set up the next for several drives.
Edited by Tman2008 on May 16, 2010 21:13:00
Edited by Tman2008 on May 16, 2010 21:12:37
 
issacar
offline
Link
 
Wow I hope some of these inputs help, alot of though so far! :thumbs up
 
sjmay
offline
Link
 
Would like to see better blocking from backs or TE's that are kept in to specifically block.

I know this is tied into the overall scheme of blocking, but it's almost useless to hold players into block when all they do is go triple team a guy and let a safety or OLB free on a blitz.
 
NorDoor
offline
Link
 
Allow QB's to shake off,pump fake,spin away from or duck a sacker.Something,anything,to avoid a sack.You see it as often or more often than a sack in real football.
 
Patrickd12
offline
Link
 
Address the QB run logic on D. When a QB is in the pocket and tucks the ball, the entire D converges immediately. When a running QB gets outside the pocket the D will not react the same way. The D should react in the same way both times. If a QB is still behind the line and he tucks the ball and D players react the QB should still be able to throw the ball, this doesn't happen. When a running QB breaks the pocket often times the D reacts 5 yards down field, after the roll out ect. I don't care how it is addressed but however it is, it needs to be consistent.
 
Patrickd12
offline
Link
 
Originally posted by sjmay
Would like to see better blocking from backs or TE's that are kept in to specifically block.

I know this is tied into the overall scheme of blocking, but it's almost useless to hold players into block when all they do is go triple team a guy and let a safety or OLB free on a blitz.


Have a better option that would allow the QB to audible to keep a TE or HB in to block on a play, based on QB vision. This could be the reverse if we had fake blitz option on D.
 
Patrickd12
offline
Link
 
Originally posted by blln4lyf
Sim changes needed:

-Spin not getting a bonus based on rushing setting making it ridiculously strong
-Pump Fake/Catch Fake/Look Off not having such a major effect on the defenders positioning when they trigger, they can trigger as often but thy shouldn't lead to almost auto completions on every deep pass.
-Deep passes still need worse pass quality
-The WR/CB interaction needs to be fixed so CB's don't cover any route but go routes very stupidly. For crossing routes they take horrendous angles.
-Inside Rushing needs a boost, it is still underpowered.

If the Fakes are less effective, the long passes have worse pass quality and the CB's actually cover crossing routes properly and inside rushing is buffed we will see a much more balanced sim than we have in a while.


This is a great point on the WR and CB relationship and how the QB effects that. I think the coverage tactic should have a high effect on weather a defender is effected by a pump fake. If he is going for INT's then yes this should be part of the plan, but if the player is just playing tight coverage, most likely he isn't looking in at the QB. The balance is that a WR's route will allow him to get separation, i.e. cuts. While on the other side cuts don't work as well to create separation but pump fakes will work to get them open.

Yes please fix the catching ability of a WR at the lower levels. It is like pee wee football but worse. This goes for CB's too, the INT level at the lower levels is sadly low. Most QB's go the entire season without an INT.
 
Barry20
offline
Link
 
QB reads are too linear and limited IMO, I've gone through whole games where the QB has followed the check down in order every time and been shut out, whereas if he'd looked to different receivers earlier then it would have opened up.

Example: If the QB seems a blitz then the TE might make a great quick pass.

Example: When the primary is double covered with a man over the top, this does not impact on the transition to the next receiver, he still follows him for the prescribed time.

In short QBs suck and need to make better decisions.
 
mrmattregan
offline
Link
 
Get rid of everything and have people just pick which position player they want. No Attributes. Problems solved and everything is fair!
Edited by mrmattregan on May 16, 2010 23:35:46
 
kuaggie
offline
Link
 
-blocking for low vision guys
example: http://goallineblitz.com/game/replay.pl?game_id=1194581&pbp_id=18317555
If you have "low vision" you should stay in the same spot, not move to some far-away blitzer on the other side of the line. Not even a pewee player would do that.

-the entire defense getting pumped faked at once
example: http://goallineblitz.com/game/replay.pl?game_id=1198273&pbp_id=19398525
I don't care if pump fake is overpowered.....but it shouldn't juke out so many defenders at a time

-complexity
example: every complaint ever.
I doubt this will ever change, but as long as you have a million variables- SAs, SA trees, VAs, Archetypes, Skill points, (multiple) sliders, bonus tokens, etc.... you're gonna have far too many confounding variables to ever reach a stable sim. The metagame will continue to rule from season to season and you'll have dotball....not football.
 
Page:
 


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