Originally posted by BoDiddley
I'm fine with some measures to adjust to all-pass or all-run offenses. Things for me go back to what you just said a few posts earlier though, "If you want builds and gameplanning to matter they actually have to matter.". GLB2 had always rewarded great builds that blended well with gameplanning in the past, but that's not the case right now. A 97 tech/97 acc/99 cons QB build should be able to pass on medium pass plays to a 97 catch in traffic TE without throwing a ton of picks, otherwise there's no point. Dream's current gameplan was made to specifically lower the risk of ints once deep passing got nixed, but there's no way to avoid them when RNG factors into things so much now. If the TE had bad CiT, then it would be a build issue and fine. Then you have our WR with first step and the ability to get a sliver of separation who's rewarded with DBs grabbing ints while trailing despite being steps behind(this is where pass power actually hurts the QB).
Same goes for the defensive side of the ball. DBs should get more ints in double coverage situations and less in one on one. Those who invest in the INT SP should get rewarded more, and those builds with low INT should be getting a lot less RNG picks. Not to come down on you Corndog, just being honest about what I see with the sim.
Not all Medium Pass plays are equal.
Plus if the Defense calls a Medium Pass play when you call a Medium Pass, they get bonuses to offset your higher stats.
You need to run tests when you know the data on ball sides of the ball, not just one.
This is why Rob and I ran so many D tests using 2 teams that we managed. Very hard to isiolate the specific issue looking at only one side.
I'm fine with some measures to adjust to all-pass or all-run offenses. Things for me go back to what you just said a few posts earlier though, "If you want builds and gameplanning to matter they actually have to matter.". GLB2 had always rewarded great builds that blended well with gameplanning in the past, but that's not the case right now. A 97 tech/97 acc/99 cons QB build should be able to pass on medium pass plays to a 97 catch in traffic TE without throwing a ton of picks, otherwise there's no point. Dream's current gameplan was made to specifically lower the risk of ints once deep passing got nixed, but there's no way to avoid them when RNG factors into things so much now. If the TE had bad CiT, then it would be a build issue and fine. Then you have our WR with first step and the ability to get a sliver of separation who's rewarded with DBs grabbing ints while trailing despite being steps behind(this is where pass power actually hurts the QB).
Same goes for the defensive side of the ball. DBs should get more ints in double coverage situations and less in one on one. Those who invest in the INT SP should get rewarded more, and those builds with low INT should be getting a lot less RNG picks. Not to come down on you Corndog, just being honest about what I see with the sim.
Not all Medium Pass plays are equal.
Plus if the Defense calls a Medium Pass play when you call a Medium Pass, they get bonuses to offset your higher stats.
You need to run tests when you know the data on ball sides of the ball, not just one.
This is why Rob and I ran so many D tests using 2 teams that we managed. Very hard to isiolate the specific issue looking at only one side.






























