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Gambler75
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- Catching attribute now more important in INT catch chance
- Decreased fumble chance in general, but increased the importance of carrying skill in avoiding fumbles

Just curious, were these changes done in a manner somewhat scaled to level?

After watching through a metric asston of lower and middle tier games, I'm starting to think the changes have all but eliminated turnovers? Quite a few of those games being horrid blowouts with second halves filled with lofty, ugly tosses into double/triple coverage and demoralized runners ...

I know balancing for World League / Pros comes first ... but I'm hoping what I've seen so far is an aberration in the lower tiers? The sim seemed *really* well balanced last season in the low and middle tiers on INT / FFum chances, shame that there isn't some way to normalize the age groups so changes can be applied in a more uniform manner?

My 2 cents, curious if others are seeing the same?
 
merenoise
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Originally posted by Gambler75
- Catching attribute now more important in INT catch chance
- Decreased fumble chance in general, but increased the importance of carrying skill in avoiding fumbles

Just curious, were these changes done in a manner somewhat scaled to level?

After watching through a metric asston of lower and middle tier games, I'm starting to think the changes have all but eliminated turnovers? Quite a few of those games being horrid blowouts with second halves filled with lofty, ugly tosses into double/triple coverage and demoralized runners ...

I know balancing for World League / Pros comes first ... but I'm hoping what I've seen so far is an aberration in the lower tiers? The sim seemed *really* well balanced last season in the low and middle tiers on INT / FFum chances, shame that there isn't some way to normalize the age groups so changes can be applied in a more uniform manner?

My 2 cents, curious if others are seeing the same?


Pretty accurate of what I am seeing at Sophomore. Very few interceptions and even fewer fumbles.
 
Dr. E
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I'm seeing what seems a normal amount of fumbles/interceptions at the semi pro level.
 
Runnin'Ute
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what is a good catching number for mid level CBs?
 
Dr. E
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Originally posted by Runnin'Ute
what is a good catching number for mid level CBs?


6. Otherwise his other stats have been neglected. Wait for the fluff stats.
 
Robbnva
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Originally posted by Dr. E
6. Otherwise his other stats have been neglected. Wait for the fluff stats.


6 catching for a mid-level dot

Maybe a newb dot, but not someone who is halfway to 79
 
blevstone
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Yea...if nothing else ALGs will have catching MUCH higher than 6 by then. I mean my level 20 CBs already have 14.75 catching without a single point going into it so 6 seems low...
 
Robbnva
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Originally posted by blevstone
Yea...if nothing else ALGs will have catching MUCH higher than 6 by then. I mean my level 20 CBs already have 14.75 catching without a single point going into it so 6 seems low...


It's actually impossible
 
Dr. E
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Originally posted by Robbnva
6 catching for a mid-level doto_O

Maybe a newb dot, but not someone who is halfway to 79



Wow, you can see the obvious. Too bad you couldn't see the point was, don't spend SP on the stat yet, and not an attempt to show what a stat would actually be at any given point.
Edited by Dr. E on Mar 2, 2012 18:10:46
 
Gambler75
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Dr. E - I wouldn't exactly call Semi-Pro either lower or middle tier.

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Fumbles
The league I co-commission here's the spread on fumbles after 21 games:
Fumbles: 78-0, 63-0, 77-0, 66-0, 68-2, 97-0, 76-0, 82-0, 77-0, 85-0, 66-0, 86-0, 93-2, 67-0, 95-1, 74-0, 78-0, 64-0, 81-1, 75-0, 69-0.

6 fumbles in 21 games, in 1617 carries. 4 of those were by QBs, so really it's more like 2, but let's just ignore that for now.

Last season:
5241 carries - 34 fumbles. 1 fumble every 154 touches, and ~67 carries per contest.
Fumble rate of 0.65%

This season:
1617 carries - 6 fumbles. 1 fumble every 270 touches, and ~77 carries per contest.
Fumble rate of 0.37%

NFL fumble rate: 1.16% per rush. (http://www.advancednflstats.com/2010/01/fumble-rates-by-play-type.html)

Interceptions

Spread of Ints this season: 47-0, 44-0, 70-2, 50-0, 48-0, 82-0, 40-0, 49-1, 51-0, 60-2, 37-0, 82-1, 30-0, 37-0, 59-0, 62-0, 59-1, 78-1, 71-0, 50-1, 96-0.

Last season:
4803 pass attempts - 57 Int. 1 Int thrown every 91 passes, and ~61 passes per contest.
Int rate of 1.18%

This season:
1202 pass attempts - 9 Int. 1 Int thrown every 134 passes, and ~57 passes per contest.
Int rate of 0.748%

NFL Int rate: Tends to average around 3.3% (http://subscribers.footballguys.com/2009/09stuart_qbintrates.php)

Do with the #s what you will ... I realize the changes were necessary for the Pro / World League level, but they make for an awfully boring D side sim the first 40-50 levels.
Edited by Gambler75 on Mar 2, 2012 23:52:49
 
Dub J
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Interceptions
Player Int
LB
Daryl Guerrero 1
CB
Death Dealer 0
DE
Adam Rafiki 0
WR
Hercules Hernandez 0
DT
Joe Greene 0
WR
Grabbin' Balls 0
LB
Bill Romanowski 0
DE
QB Goin' Down v2.0 0
K
Alex Morgan 0
FB
Make A-Hole 0




Fumbles Forced
Player FumF
LB
Robb Backer 1
LB
Bryson Beebe 1
DT
Raphael Irvin 1
DT
Lardass Skizilla 1
DT
Chief Thunderhooves 1
LB
jojo low 1
CB
Death Dealer 0
DE
Adam Rafiki 0
WR
Hercules Hernandez 0
DT
Joe Greene 0
 
Dr. E
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Originally posted by Gambler75
Dr. E - I wouldn't exactly call Semi-Pro either lower or middle tier.

--------------------------------------------------------------------------------------------------

Fumbles
The league I co-commission here's the spread on fumbles after 21 games:
Fumbles: 78-0, 63-0, 77-0, 66-0, 68-2, 97-0, 76-0, 82-0, 77-0, 85-0, 66-0, 86-0, 93-2, 67-0, 95-1, 74-0, 78-0, 64-0, 81-1, 75-0, 69-0.

6 fumbles in 21 games, in 1617 carries. 4 of those were by QBs, so really it's more like 2, but let's just ignore that for now.

Last season:
5241 carries - 34 fumbles. 1 fumble every 154 touches, and ~67 carries per contest.
Fumble rate of 0.65%

This season:
1617 carries - 6 fumbles. 1 fumble every 270 touches, and ~77 carries per contest.
Fumble rate of 0.37%

NFL fumble rate: 1.16% per rush. (http://www.advancednflstats.com/2010/01/fumble-rates-by-play-type.html)

Interceptions

Spread of Ints this season: 47-0, 44-0, 70-2, 50-0, 48-0, 82-0, 40-0, 49-1, 51-0, 60-2, 37-0, 82-1, 30-0, 37-0, 59-0, 62-0, 59-1, 78-1, 71-0, 50-1, 96-0.

Last season:
4803 pass attempts - 57 Int. 1 Int thrown every 91 passes, and ~61 passes per contest.
Int rate of 1.18%

This season:
1202 pass attempts - 9 Int. 1 Int thrown every 134 passes, and ~57 passes per contest.
Int rate of 0.748%

NFL Int rate: Tends to average around 3.3% (http://subscribers.footballguys.com/2009/09stuart_qbintrates.php)

Do with the #s what you will ... I realize the changes were necessary for the Pro / World League level, but they make for an awfully boring D side sim the first 40-50 levels.


Nothing I can really say. It's always been true that the game is different at every level and there is only one SIM, not a separate one for every level. It's also true, that a lot of people think they know how a build should be to accomplish a goal, but the reality is, only Bort knows for sure. Therefore it's not really possible to say, there are too many or too few of anything in the game unless you are Bort or somehow have a "Control" to compare against your own Dots. So in your opinion, at what level should the game be made to perform at it's best?
 
Gambler75
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What I'd really love to see is the game actually normalized a bit, so when changes get made - it scales a little smoother across all those various levels of the game ... and not require the series of band aids and tourniquets that it does now.

But failing that pipe dream ... I'd at least like to see the lower levels at least get those band aids, rather than be left to bleed out.

First rule of game design, focus on your first 10 minutes experience ... so "come back in 6 months when the game will be watchable for your dots", kinda flies in the face of attracting new users.
 
Dr. E
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The biggest weakness of the game in my opinion is dot building. IMHO, it would be better if a dot was purchased at a desired level with a set number of BTs to be converted into SP & or Equipment. Maybe even redo how VA points are done and use said BTs to do VA points. Dots could all go into platue upon creating and last the set number of seasons just as they do now insuring dots really only last at their prime for two or three seasons.
 
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Originally posted by Dr. E
The biggest weakness of the game in my opinion is dot building. IMHO, it would be better if a dot was purchased at a desired level with a set number of BTs to be converted into SP & or Equipment. Maybe even redo how VA points are done and use said BTs to do VA points. Dots could all go into platue upon creating and last the set number of seasons just as they do now insuring dots really only last at their prime for two or three seasons.


+1
 
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