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tragula
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Originally posted by Raiders12
So what is the setting? is it the same play 5 times during the game?

How does it affect the auto adjust, the Casual, the packages?

I don;t think it is being blown out of proportion when teams are being further penalized inside the playing of the game and we can't get more information than this vague crap.

You are always worried about competition (so you say) in the leagues, but teams that don't know or understand what happens with things like this. This game has zero chance to grow when the general user gets hit with these kind of built in penalties and don't even know what their about or how they impact the game.


Yes 5 plays the entire game. But RPP has an exponential growth, so by Catch we will start seeing it cleary only at 8-10 plays.

Teams that run a big playbook will not feel it too bad. Definitely no effect on casual. The teams that will get hart:
- teams who run a small playbook to start with (and the RPP is designed to target them)
- teams who use aggressive auto adjust strategy. That will mainly effect your situational down (3rd down short and short down long). It will not be hard to stay away from the RPP completely (staying below 8 plays per play), but the consequence is less auto adjust effectiveness.
- teams that run the same play in many phases of the game using different progressions.

How do I know ? easy math problem, and running the scout over enough game to see how many plays get called more than 8 times.

I do not have a measurement of the 'big impact' at 8-10 plays Catch reported about. As we know in GLB this can range form unnoticeable to automated TFL or INT.
 
jamz
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ITT: Tragula quintuples his total post count
 
chazno
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I'm fine with a RPP, but give us an AI option to discontinue using a play that has hit that threshold. My AI uses AA pretty heavy and can easily hit 8 plays if it works well.

My will normally have 50 some plays in it but I can still hit that threshold. The RPP should be used to penalize those with 20 or less plays. If thats not the case you should just go ahead and remove all the AA settings above "Slowly" as you are setting people up to run smack into the RPP
 
Catch22
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Originally posted by chazno
I'm fine with a RPP, but give us an AI option to discontinue using a play that has hit that threshold. My AI uses AA pretty heavy and can easily hit 8 plays if it works well.


On my wish list of things for Bort to do.
 
bhall43
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Silly
 
Raiders12
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Originally posted by tragula
Yes 5 plays the entire game. But RPP has an exponential growth, so by Catch we will start seeing it cleary only at 8-10 plays.

Teams that run a big playbook will not feel it too bad. Definitely no effect on casual. The teams that will get hart:
- teams who run a small playbook to start with (and the RPP is designed to target them)
- teams who use aggressive auto adjust strategy. That will mainly effect your situational down (3rd down short and short down long). It will not be hard to stay away from the RPP completely (staying below 8 plays per play), but the consequence is less auto adjust effectiveness.
- teams that run the same play in many phases of the game using different progressions.

How do I know ? easy math problem, and running the scout over enough game to see how many plays get called more than 8 times.

I do not have a measurement of the 'big impact' at 8-10 plays Catch reported about. As we know in GLB this can range form unnoticeable to automated TFL or INT.


Thanks...It would be nice if some of the people actually running GLB could just put out some information, or (I know silly thought) even more info on it.
 
Raiders12
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Originally posted by chazno
I'm fine with a RPP, but give us an AI option to discontinue using a play that has hit that threshold. My AI uses AA pretty heavy and can easily hit 8 plays if it works well.

My will normally have 50 some plays in it but I can still hit that threshold. The RPP should be used to penalize those with 20 or less plays. If thats not the case you should just go ahead and remove all the AA settings above "Slowly" as you are setting people up to run smack into the RPP


This would help out a lot, and also something in the packages that would stop running certain plays when they reach that point.
If you have a group of plays in a package and they are set to run at a certain percentage, then once the threshold kicks in it would run the other plays more.
 
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I wouldn't be surprised if kicks & punts aren't programmed out of the RPP penalty.
 
randey
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What boost does RPP actually give to the defense again?
 
tragula
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Originally posted by randey
What boost does RPP actually give to the defense again?


Numbers are unknow.

A small boost to all attribute + a large boost to vision, tacking and confidence.

The RPP has an exponential growth starting at 5.

 
Dr. E
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Originally posted by Catch22
On my wish list of things for Bort to do.


Good to hear, but I still think the RPP needs to start later, 8 would be better at whatever factor you currently have to the D bonus. I've found most games I have kept plays from exceeding 8 times used. But can't see any way of getting lower than that without raising the numerous other plays that are all sitting at 4 times used up to 5 or 6.
Edited by Dr. E on Sep 24, 2010 11:32:17
 
Sledge
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The running game takes a bigger overall hit from this than the passing game....

 
SeattleNiner
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Originally posted by Catch22
On my wish list of things for Bort to do.


Let us pick the number please...like we know the threshold is 5, but we might want to go to 8 before stopping using the play.
 
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Originally posted by SeattleNiner
Let us pick the number please...like we know the threshold is 5, but we might want to go to 8 before stopping using the play.


Good thought.
 
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