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pottsman
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I just want to remind everyone that this thread is on SIM issues. Not forum issues, not player development issues, not website usability issues. This is for issues with the mechanics of the game, such as passing, blocking, tackling, faking, intercepting. Please stay on topic.
 
Heremraver
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The random number generator needs to be looked at.I can't tell you how many times I see play A run 3 times in a row then play B run 3 times in a row etc when it should be run 5% of the time which would eaqual about 3 times per game.

The OL/DL interaction is a joke.OL spends more time on their backs than they do their feet.

Passing is a joke possibly due to the above.
 
Djinnt
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Haven't read the other pages so I don't know if this has been mentioned yet...

Can we make WRs able to fumble the ball?
Statistically (NFL), they fumble more frequently than halfbacks, yet in GLB, WRs almost never fumble. That makes being a hard hitting secondary kinda stupid unless your team specifically uses you to protect against runs. I know this isn't real football but you should be able to force a weak ass 15 strength WR to drop the ball if you have 80 tackling and 70 strength and you're traveling at full speed...
 
HgSniper
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The sim delivers too many blowouts, a couple of levels difference makes a massive difference in the game and this just doesn't match the games that most of are seeing on the TV (or live for those lucky enough to have access).

Paying a bunch of money to develop players for only a couple of competetive games per season is dull.
 
DarthVisor
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Originally posted by The Funky 1
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.


Or at least some intelegence in the AI so that a powerback is used on inside runs, and a speed back is used on outside runs.

A speed QB on QB runs, and a throwing QB on passing plays.
 
DarthVisor
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A slider on aggressiveness in passing.

Forcing pass despite coverage <--------------> Find open man

Would allow a team to trade off sacks for interceptions.

I know we have distance <-----> open man, but that isn't the same.
 
crackerjacket
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Originally posted by HgSniper
The sim delivers too many blowouts, a couple of levels difference makes a massive difference in the game and this just doesn't match the games that most of are seeing on the TV (or live for those lucky enough to have access).

Paying a bunch of money to develop players for only a couple of competetive games per season is dull.


This is my single biggest issue with the game as well. Too many blow outs and only a couple of competitive games in the past two seasons for my players and teams.
 
Kirghiz
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Originally posted by HgSniper
The sim delivers too many blowouts, a couple of levels difference makes a massive difference in the game and this just doesn't match the games that most of are seeing on the TV (or live for those lucky enough to have access).

Paying a bunch of money to develop players for only a couple of competetive games per season is dull.


That isn't the sim's fault there. That is just poor league matchmaking.
 
crackerjacket
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Originally posted by dviss1

Spinny, spin, spin!


Spin should require a minimum agility to activate. And each spin attempt should lower available agility during the play in question.

So the more agility you have, the more spins you can execute. That would mimic the "dizziness" affect IMHO while governing how many spins can be executed per run. It would also impact the ability to accelerate and change direction as agility dropped due to multiple spins.
Edited by crackerjacket on May 17, 2010 06:46:29
Edited by crackerjacket on May 17, 2010 06:44:55
 
crackerjacket
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Originally posted by Kirghiz
That isn't the sim's fault there. That is just poor league matchmaking.


Perhaps...but its a factor in what is simmed...yes? When opponents aren't matched correctly then your results are all over the board.
 
bob_tomato
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WAY too many punts returned for TDs this past season - so many to the extent that it made a lot of my team's wins feel meaningless. We worked very hard on builds and game planning, but it became very difficult to get a feel for how our team might perform in a "normal" or competitive game due to the fact that we were scoring so many points on punt returns.

Quite honestly, it was frustrating to win games this way...
 
SeattleNiner
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Originally posted by crackerjacket
Spin should require a minimum agility to activate. And each spin attempt should lower available agility during the play in question.

So the more agility you have, the more spins you can execute. That would mimic the "dizziness" affect IMHO while governing how many spins can be executed per run. It would also impact the ability to accelerate and change direction as agility dropped due to multiple spins.


I would rather each successful spin (per play) you lose some ability to spin again. I don't think you should lose agility,
 
DawnBTVS
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QB Sim Issue

Most QBs seem to take 5-7 step drops to offset the pass rush coming from DEs and DTs. Fair enough, I can accept this. The big issue with that is two fold...

A: QBs need a better sense of "pocket presence". Right now, they have an SA but it doesn't really do anything. A QB NEEDS the ability to sense the pressure somehow and step up into the pocket (this is vital IMO and would reflect on realism) or shift to the side away from the oncoming defender. I've seen it happen on plays here and there but it doesn't seem to consistently happen often enough. I've seen the same play run 4-5 times back to back on a drive and the QB shifts away from the defender only 1 time, if that.

B: The QB needs some sort of internal clock (maybe in relation to the Open Man/Route Distance slider?). In real life, quarterbacks are known for getting rid of the ball quickly or holding onto the ball too long. Right now, there doesn't seem any ability to control how long you want the QB to hold onto the ball when a pass rush is coming. If a QB is a pocket passer, he should have a quicker clock (e.g. 3-4 seconds tops whatever that amounts to in ticks ala Peyton Manning) compared to a QB who is a deep passer who may have a 5-6 second clock ala Kurt Warner.

Part B seems to be the greater issue. Rather than throwing the ball away or throwing it to a one on one receiver, the QB holds onto the ball for 5-7 seconds and ends up eating the sack despite an ability to first move away from pressure and then just throw it somewhere.

I know there's the Conservative/Medium/Aggressive throwing threshold but that's far too vague to really determine the above issues. That tactic still doesn't seem to account for QBs sensing pressure and moving as is and doesn't give the agent a real idea of how long the ball is hold/when the throw away factor kicks in.
Edited by DawnBTVS on May 17, 2010 07:23:38
 
Hagalaz
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Originally posted by Heremraver
The random number generator needs to be looked at.I can't tell you how many times I see play A run 3 times in a row then play B run 3 times in a row etc when it should be run 5% of the time which would eaqual about 3 times per game.


So you're complaining that a random number generator is random ? :X
 
bobdakota
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WR blocking DB in the back - WR should not be able to make a block unless they are in front of a DB. Too many times a DB stop so the can be blocked by a WR. It looks like WR can grab DBs by the back of the jersey. There are examples almost every play with this.
 
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