Originally posted by BoDiddley
The average yards per completion in the NFL is 11+ though. https://www.pro-football-reference.com/years/2017/passing.htm
Both GLB2 & the NFL's yards/attempt and yards/completion are identical. Completions percentage are the same. Saying a 33% QB will be hard to stop from getting first downs is like saying a RB rushing for 3.4 ypc will be hard to stop, neither is the case. The probability of the QB getting a first down is 33% for the first set of downs, but declines after each 1st down significantly. Auto Pilot's CPU QB is throwing for 40%, an anemic 5.5 Y/A, and their offense is horrible despite using the same gameplan that AA did. AA's success had more to due with coaching/builds and teams not being built for an offense like that. By far, teams that feature a RB as the main offense do better than pass heavy teams season to season. I mean Derek Jeter is rushing for 10.9 ypc right now, and BB is #1. In the Top 10 there are only 2 teams that favor the pass over the run. The need to throw for a team that can have their HB mow down defenders all game long, isn't any greater than a heavy pass team's need to run. In the NFL you don't have 100 conditioning RBs who can get 30-40 power carries and not be winded. There's a ying & yang to the sim.
I agree that pass coverage could definitely be tweaked like defensive patching was, the deep pass change has defenders too loose on short/medium throws.yes but in the NFL you can blitz those pass heavy teams with moderate success. you also dont have teams who throw 90x a game (especially from 4/5wr sets) but you do have teams that run 40x per game. i do agree that one single HB should not be able to have 40-50+ carries per game, the recent "snap count/conditioning" adjustment should have fixed that but didn't. until its changed of course teams, mine included, will exploit that to min/max salary cap.
the AA point is a very silly one for obvious reasons, you are comparing superstars to CPUs and not factoring in the state of the game last season compared to this season. their gameplan was set to exploit the meta last season, so of course after the changes, running the same gameplan with no adjustments and full team of CPUs isnt going to provide any form of good results or even worth comparing as an example.
the point of my arguments over diversity bonus/diversity penalty is exactly what i believe you are trying to get at, there needs to be a ying/yang or a rock to the scissors, so i mostly agree with you. right now for 90% of teams its just spam 5-7 passing plays 10-20x each per game and run off-tackle on 3rd and 2, rinse repeat.
i am fine with changes that effect (affect?) my team, other teams, all teams - i just want the game after 30 something seasons to stop providing the ability for coaches to exploit certain flaws that forces an entire meta to shift to either counter or copy-paste. if there was just a penalty for running the same plays over and over it would fix all the issues you listed with the run game, most of the issues mclovin listed with the passing game, as well as all the issues i listed in my suggestion post in regards to past exploits.
if you cant spam exploitable plays without a penalty, it forces adjustments per game, any adjustments come with human error, adjustments and human error can be countered or game planned against. end of story