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Nyria
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Originally posted by Bretto007

GLB2 wants to be more like the NFL rather than college/high school football where the scores are 78-0.



I'd be all for that, if it were possible within the game design. It just isn't. If it were like the NFL, the top rushers would get only 5 yards per carry, but the top rush defenses could allow no less than 3 yards per carry. In 2017, the best rushing team in the NFL got 4.7 yards per carry. The worst got 3.4. The best rushing defense allowed 3.3 ypc. The worst, 4.9.

http://www.espn.com/nfl/statistics/team/_/stat/rushing/sort/yardsPerRushAttempt
http://www.espn.com/nfl/statistics/team/_/stat/rushing/sort/yardsPerRushAttempt/position/defense

So if you want to say that no one should get more than 5 ypc (or 4.7), then you have to say that the best rushing defense should allow at least 3.3, and cpu or horribly built teams should be getting 3.4 ypc.

There simply won't be that kind of parity in GLB, because of the different abilities of the builders and coaches. They could do that, perhaps, if they added huge random factors; but nobody wants that level of randomness.

The NFL is fine to compare for averages, to see about what the average team should be able to do; but with S*'s, large differences in build and coaching quality, etc., the range is going to be much larger. I don't want 78-0 games, either. But there's no way to prevent them. I just don't want most close games to be 7-3 or something. If the best GLB2 players are equal in offensive stats to the best in the NFL, the average ones will be a lot worse than the average ones.
 
BoDiddley
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Originally posted by Bretto007

GLB2 wants to be more like the NFL rather than college/high school football where the scores are 78-0.



GLB2 has never been like the NFL though(NFL is pretty much all about passing these days). In general, NFL games are boring unless you're playing fantasy. GLB2 has always been more about creative builds, team schemes, dynamic sim action, and pushing metas. That's what attracted most here, and why many stay through the seasons. I'm far more interested in seeing matchups like when Rob's AA go went against GE's Empire team, than the bland turnover-fests we have right now.

You have to remember that GLB2 doesn't have play editors. So once you take away the fun of creative builds and schemes actually being significant......the game becomes boring and people just checkout. A HB with 99 sprint/power rushing, and good quickness is not something we've ever really seen in the NFl outside of maybe Bo Jackson. So the stats you see with a Jeter rushing, or Denali throwing, or Vadar on defense is a reflection of how out of the ordinary the builds are. You'll never see an all-rush team in the NFL, but the beauty of GLB2 is an agent can test it out. I had great success with a running QB last time with Dream, something that isn't even possible now.
 
Sov.
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Originally posted by Bretto007

Over 20 games played and players on medium contracts signed during FA still not at 100 Chemistry. So your arrogant napkin math is wrong and I am presenting facts that have happened and are currently happening.



idk maybe teams with 12-9 records gain chemistry slower? we had a guy at medium contract all season and hes at 100 chem already

Originally posted by BoDiddley
GLB2 has never been like the NFL though(NFL is pretty much all about passing these days). In general, NFL games are boring unless you're playing fantasy. GLB2 has always been more about creative builds, team schemes, dynamic sim action, and pushing metas. That's what attracted most here, and why many stay through the seasons. I'm far more interested in seeing matchups like when Rob's AA go went against GE's Empire team, than the bland turnover-fests we have right now.

You have to remember that GLB2 doesn't have play editors. So once you take away the fun of creative builds and schemes actually being significant......the game becomes boring and people just checkout. A HB with 99 sprint/power rushing, and good quickness is not something we've ever really seen in the NFl outside of maybe Bo Jackson. So the stats you see with a Jeter rushing, or Denali throwing, or Vadar on defense is a reflection of how out of the ordinary the builds are. You'll never see an all-rush team in the NFL, but the beauty of GLB2 is an agent can test it out. I had great success with a running QB last time with Dream, something that isn't even possible now.


agreed, this is NOT an NFL sim. this is GLB. the whole point of the game is for team builds and individual player builds to stand out from the competition. every HB being within 1 YPC regardless of build goes against the entire concept of the game design, as does every team passing 60x per game and only running on 3rd and short.

salty bretts comparison of NFL HBs to GLB HBs is easily dismissed just by looking at NFL QBs compared to GLB QBs. last seasons NFL passing record for the season was 4500 yds in 16 games. in GLB we are 20 games in and the passing leader is already at 12k passing yards.

Edited by Sov. on Apr 27, 2018 13:04:06
Edited by Sov. on Apr 27, 2018 13:03:35
Edited by Sov. on Apr 27, 2018 13:03:07
 
BoDiddley
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Originally posted by Sov.
agreed, this is NOT an NFL sim. this is GLB. the whole point of the game is for team builds and individual player builds to stand out from the competition. every HB being within 1 YPC regardless of build goes against the entire concept of the game design, as does every team passing 60x per game and only running on 3rd and short.

salty bretts comparison of NFL HBs to GLB HBs is easily dismissed just by looking at NFL QBs compared to GLB QBs. last seasons passing record for the season was 4500 yds in 16 games. in GLB we are 20 games in and the passing leader is already at 12k passing yards.



I wouldn't call Brett salty, I think everyone wants to see the game improve and survive. Though I agree with you on builds and how gameplanning becomes useless when every run play gets you just a few yards.

Can't say I agree on passing though. Yards per attempt & the Completion rate were actually even with the NCAA/NFL before the recent changes. Both have taken a nosedive, and made passing as broken as rushing. The biggest issue with pass defense in-game is how weak pass rushing is. Can't count how many times a DL player is right by the QB and can't get the sack or disrupt the play. Shortening the distance a blitzer need to get a sack/hurry would go a long way. That and tactics for coverage(tight/normal/loose). But that's only if passing is rolled back to where is was a couple seasons ago, when it wasn't broken. Buffing defense instead of nerfing offense seems to work better.
Edited by BoDiddley on Apr 27, 2018 13:23:31
 
briansimoneau
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Originally posted by Sov.
idk maybe teams with 12-9 records gain chemistry slower? we had a guy at medium contract all season and hes at 100 chem already


I had never considered that chemistry gain might be related to how a team is doing. I have a player that is still at 95 chem after 22 games, but my team is 9-12 overall.
 
Sov.
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Originally posted by BoDiddley
I wouldn't call Brett salty, I think everyone wants to see the game improve and survive. Though I agree with you on builds and how gameplanning becomes useless when every run play gets you just a few yards.

Can't say I agree on passing though. Yards per attempt & the Completion rate were actually even with the NCAA/NFL before the recent changes. Both have taken a nosedive, and made passing as broken as rushing. The biggest issue with pass defense in-game is how weak pass rushing is. Can't count how many times a DL player is right by the QB and can't get the sack or disrupt the play. Shortening the distance a blitzer need to get a sack/hurry would go a long way. That and tactics for coverage(tight/normal/loose). But that's only if passing is rolled back to where is was a couple seasons ago, when it wasn't broken. Buffing defense instead of nerfing offense seems to work better.


yes on the yards per attempt/completion, but not total passing yards or even close.

in my opinion, pass coverage is better than its been in a while. buffing pass rushing (or any more buffs to the defense in general) would be bad for the current sim though. the blitz is already strong in terms of pressure, just not a high rate of sacks for whatever reason. its not perfect and could be tweaked a bit, but honestly my thoughts with GLB are that if its not broken, dont fix it, because most fixes just break something else lol

Originally posted by briansimoneau
I had never considered that chemistry gain might be related to how a team is doing. I have a player that is still at 95 chem after 22 games, but my team is 9-12 overall.


i have no clue, just purely speculation. maybe CD can elaborate
 
BoDiddley
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Originally posted by Sov.

yes on the yards per attempt/completion, but not total passing yards or even close.

in my opinion, pass coverage is better than its been in a while. buffing pass rushing (or any more buffs to the defense in general) would be bad for the current sim though. the blitz is already strong in terms of pressure, just not a high rate of sacks for whatever reason. its not perfect and could be tweaked a bit, but honestly my thoughts with GLB are that if its not broken, dont fix it, because most fixes just break something else lol

Yards per attempt for a QB, is the equivalent of yards per carry for a RB. Not sure why total yards would be used for either. That would be like someone looking at Jeter's 200+ yd/game and saying run defense is bad because it translates to 3200 yards over 16 game NFL season.

As for pass coverage, it's a mess. A few seasons ago the balance nerf broke DBs on deep passes. Then underneath coverage was messed up the next off-season by making DBs play loose. And now passing is broke because of the previous nerfs and last off-season's changes. Spamming TE Flag and a couple others plays isn't much fun for anyone, and defensive stops tend to be more about RNG than actual builds or gameplanning. My pass defense has been great this season and I've been running mostly run defense with almost zero changes the whole season. That shouldn't be happening.

Edited by BoDiddley on Apr 27, 2018 16:48:56
 
Bretto007
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19-2 Record. Still not at 100% Chemistry. https://glb2.warriorgeneral.com/game/team/2865
 
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Originally posted by Bretto007
19-2 Record. Still not at 100% Chemistry. https://glb2.warriorgeneral.com/game/team/2865


Outside of contract type (Medium or High) & signing in off season to start at 50%, I'm pretty sure the amount gained each game is based on performance... the better the game the dot has, the quicker his chemistry increase. Starters will gain faster, starters with good games even more, etc.
Edited by Myrik_Justiciar on Apr 27, 2018 21:32:47
 
Sov.
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Originally posted by BoDiddley

Yards per attempt for a QB, is the equivalent of yards per carry for a RB. Not sure why total yards would be used for either. That would be like someone looking at Jeter's 200+ yd/game and saying run defense is bad because it translates to 3200 yards over 16 game NFL season.

As for pass coverage, it's a mess. A few seasons ago the balance nerf broke DBs on deep passes. Then underneath coverage was messed up the next off-season by making DBs play loose. And now passing is broke because of the previous nerfs and last off-season's changes. Spamming TE Flag and a couple others plays isn't much fun for anyone, and defensive stops tend to be more about RNG than actual builds or gameplanning. My pass defense has been great this season and I've been running mostly run defense with almost zero changes the whole season. That shouldn't be happening.



idk i agree with you that passing is off and not perfect in a handful of ways, but i dont see how you can say passing is broken when your QB has an over 60% completion rate and put up 11k passing yards in 20 games, you are on pace for ~17k season. compared to one of the best QBs ever in denali, some of his best seasons he put up around 20k. also worth noting your QB is on course to just about hit his total from last season at 17k

to compare that to the state of the rushing game, last season was an absolutely terrible season for HBs due to the balance issues and jeter still had 12k rush yards but this season even with the "fix" to balance jeter is on pace for only half his total yards from last season with a 6k yards. (and leading all HBs in total rushing yards)
 
BoDiddley
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Originally posted by Sov.
idk i agree with you that passing is off and not perfect in a handful of ways, but i dont see how you can say passing is broken when your QB has an over 60% completion rate and put up 11k passing yards in 20 games, you are on pace for ~17k season. compared to one of the best QBs ever in denali, some of his best seasons he put up around 20k. also worth noting your QB is on course to just about hit his total from last season at 17k

to compare that to the state of the rushing game, last season was an absolutely terrible season for HBs due to the balance issues and jeter still had 12k rush yards but this season even with the "fix" to balance jeter is on pace for only half his total yards from last season with a 6k yards. (and leading all HBs in total rushing yards)


Tecmo Brady's total yards has to do with being in an All-Pass offense putting up 70+ passing attempts a game, that's pretty much it. His yards per attempt is at 7.2, which is nothing noteworthy, and the comp% is only over 60% because I scaled back the playbook to spam. This has been easily the most boring GLB1/GLB2 season I've experienced, largely based on how little gameplanning(offense or defense) even matters now. 90% of the pass playbook is useless, which makes gameplanning pointless. Pass defense wasn't really fixed, passing was just nerfed, which is why Xars simply spams TE Flag/Drive endlessly with success. Take a spin around the leagues and you'll see endless sub-40% throwing games. In rookie there isn't a QB throwing over 50%. Agents don't even say GG after sim games now, they just look at their QB throwing 33% with 3 INTs, and/or their RB rushing for 1.6 ypc with 3 fumbles, and logoff. And again, I'm in total agreement on the state of rushing. The point is to get the sim back in balance like it used to be.
Edited by BoDiddley on Apr 28, 2018 09:55:16
 
holt1dj
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The offensive situation in the game is just boring i agree no one wants to log in and see their shitty stats. The game has lost its fun appeal things may have drove ya crazy in the past but was at least entertaining. With these current change its is extremely cookie cutter boring as hell 5 pass plays work somewhat well. Then there is running ugggh i remember when it was insane now its gone opposite direction it seems as if they over correct every thing throwing the game into chaos. Whoever said this isnt the nfl is right if they cant tone down the game correctly to more resemble an nfl game then i say lets go back to the wild west. throwing 3 times and punting or only running on very short boring. The blitz is way over powered now on all inside blitz formations hard as hell to burn em on the outside with a run.I agree with wit bo diddley he speaksthe truth!!!! and several others. If this remains the same when our team run is over we out!!
 
_OSIRIS_
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Rushing seems to be decent in Journeyman. It's not stupid like it use to be but somewhat realistic. 174, 275, 194.5, and 106 rushing yards against the top 5 teams. This is with a pass first offense. You can't just spam the same run plays and expect them to work everytime like they use to.
 
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Originally posted by _OSIRIS_
Rushing seems to be decent in Journeyman. It's not stupid like it use to be but somewhat realistic. 174, 275, 194.5, and 106 rushing yards against the top 5 teams. This is with a pass first offense. You can't just spam the same run plays and expect them to work everytime like they use to.


Wait until you get to Vet...
 
_OSIRIS_
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Originally posted by Galactic Empire
Wait until you get to Vet...


Let's look at Jeter vs the top 7. 69, 177.5, 117, 105, 74, and 192. Not earth shattering but pretty realistic against the best of the best. Could be a hair low but it seems terrible compared to 300+ yards everyone was getting in the past.
 
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