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Forum > Suggestions > Systems over Goals: Fix 20 plays per season
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Xars
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It's completely logical actually.

I didn't say make 20 plays great, I simply said fix.

I'm sure when they start looking at bad plays, they'll see some areas that can be fixed. Perhaps it's a blocking scheme or a running path or a WR hotspot. Most of the time it won't make a bad play great - that's where sim changes come in - but it could make bad plays decent/good in certain situations for certain teams.

In short, not asking for God mode. Just improvement.

Continuously.

And it's making it a repetitive system that creates that.
Edited by Xars on Apr 10, 2017 19:56:57
 
HayRow
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Originally posted by JokersChaos
Success is depending on many different things. If it's a pass with higher completion rate but fewer yards per catch. I find that to be a successful play. But it's known that there are many plays that just aren't good against anything is what the point is and renders the plays useless.


this
 
bhall43
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Originally posted by Xars
It's completely logical actually.

I didn't say make 20 plays great, I simply said fix.

I'm sure when they start looking at bad plays, they'll see some areas that can be fixed. Perhaps it's a blocking scheme or a running path or a WR hotspot. Most of the time it won't make a bad play great - that's where sim changes come in - but it could make bad plays decent/good in certain situations for certain teams.

In short, not asking for God mode. Just improvement.

Continuously.

And it's making it a repetitive system that creates that.


You have to change sim mechanics to make the plays you want to work, work. A lot of plays are actually mostly hindered by this sims slower moving backfield compared to glb1. Glb1 backs cover more ground and get to deeper spots on the field quicker. Even at slower speeds. That's why screen passing and hb/fb passing in the flats and deep don't work as well if at all here.
 
bhall43
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Look, do you really think they are going to go through each play individually to change the sweet spots so that they fit the current sim Meta? Likely not. But the physics and mechanics of the sim can eventually be tuned to help a lot of the plays be workable.
 
JokersChaos
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Originally posted by bhall43
Look, do you really think they are going to go through each play individually to change the sweet spots so that they fit the current sim Meta? Likely not. But the physics and mechanics of the sim can eventually be tuned to help a lot of the plays be workable.


Tuning to improve is another form of saying the same thing this post started as. When people have ideas to help improve, the y post in suggestions. Maybe the exact way they say it, isn't the way that it'll be fixed. But it puts the idea out there for discussion of how to improve..... so he says improve "X" amount of plays a year, you say tone mechanics.... they choose to do ??? For improvement.
 
bhall43
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Originally posted by JokersChaos
Tuning to improve is another form of saying the same thing this post started as. When people have ideas to help improve, the y post in suggestions. Maybe the exact way they say it, isn't the way that it'll be fixed. But it puts the idea out there for discussion of how to improve..... so he says improve "X" amount of plays a year, you say tone mechanics.... they choose to do ??? For improvement.


Changing the mechanics of the sim isn't picking 20 plays and saying ok how do we fix these? That's changing every single play in the book. Which realistically is what needs to happen in order to officially improve all those plays.
 
JokersChaos
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Originally posted by bhall43
Changing the mechanics of the sim isn't picking 20 plays and saying ok how do we fix these? That's changing every single play in the book. Which realistically is what needs to happen in order to officially improve all those plays.


Morale of the story.... find a way to improve what we have before adding new things to find more issues.
 
bhall43
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Originally posted by JokersChaos
Morale of the story.... find a way to improve what we have before adding new things to find more issues.


Well not really. The suggestion is fix 20 existing plays per season. You only fix them by either making them different plays or changing the mechanics of the sim. This season they tried to both fix screen passing and added a formation and plays.

And that was great. It really added an extra element to 4 wr that actually makes 4 wr a legitimate thought behind an entire offense.

The screen fix didn't help as much as I'm sure they hoped, if at all. But improvement was made.
 
Xars
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I've got to believe that a lot of plays have some obvious flaws if Bort/Cdpg spent 2 minutes looking at it,

Perhaps the RG is pulling but should stay home. Or the hot spot for WR2 isn't where they actually wanted it. Etc.

Fixing the sim is a different issue.

And I don't mind if they fix Play A and then a sim change makes Play A bad again, because this happens all the time anyway.

 
bhall43
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Originally posted by Xars
I've got to believe that a lot of plays have some obvious flaws if Bort/Cdpg spent 2 minutes looking at it,

Perhaps the RG is pulling but should stay home. Or the hot spot for WR2 isn't where they actually wanted it. Etc.

Fixing the sim is a different issue.

And I don't mind if they fix Play A and then a sim change makes Play A bad again, because this happens all the time anyway.



The hot spots (if that's the case, I think many of us believe this sim is loosely based off glb1 code) likely aren't gonna be super helpful. The hb and fb don't move out of the backfield as fast as glb1. This makes their routes almost useless on most cases so one thing you could do I guess is put them on the bottom of every progression. Outside of that there are a ton of good plays that just need something done regarding HB and fb route speed. Not just screens but actually like 75% of the playbook opens up through that. I don't know if that's possible without changing speed of every player on the field but maybe thats what they need to do in order to put things in perspective?
 
HayRow
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Allow us to set progressions on all passes. That would allow us to actually find out if a play is complete shit, or if just having the HB/FB in the middle of the progression ruins it
 
DeeVee8
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Originally posted by HayRow
Allow us to set progressions on all passes. That would allow us to actually find out if a play is complete shit, or if just having the HB/FB in the middle of the progression ruins it


Can't we already? Or do you mean completely customizable as in taking routes out of the play?
 
HayRow
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Originally posted by DeeVee8
Can't we already? Or do you mean completely customizable as in taking routes out of the play?


I'm pretty sure all we can do is change the primary receiver, not the entire progression
 
_OSIRIS_
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Originally posted by HayRow
Allow us to set progressions on all passes. That would allow us to actually find out if a play is complete shit, or if just having the HB/FB in the middle of the progression ruins it


I think this is why a lot of pass plays I liked in GLB1 are shit here. There were a lot of routes I liked there that took time to develop. I'm not sure if like the idea of full custom progressions here though.
 
HayRow
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Originally posted by _OSIRIS_
I think this is why a lot of pass plays I liked in GLB1 are shit here. There were a lot of routes I liked there that took time to develop. I'm not sure if like the idea of full custom progressions here though.


Why not? It's not designing our own plays, simply progressions. Why allow us the primary target, but not the order of the rest? Downfall is?
 
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