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DeeVee8
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Well this thread just popped a Viagra!

Originally posted by Bort
Ok, hopefully this is the last round of changes for this season:

- Greatly increased base chance of catching wide open passes, as well as passes behind the LOS. Covered passes are the same, and downfield distance penalties still apply.
- Increased base values on pass/catch related consistency skills so rookies aren't quite so terrible under pressure (such as every 3rd down).
- Morale loss from a dropped pass reduced slightly
- Fixed an issue where an awful deflection roll by a pass defender made him not count as a nearby defender at all when deciding a "drop" vs "couldn't catch due to nearby defense." This was probably inflating drop stats a little in general, especially vs low skilled defenders like rookies.
- Added a little more effect from balance on power rushing roll
- Added a little bit of pressure value for plays in Red Zone, based on how close the spot is to the goal line (this did not previously affect pressure at all). Does not apply to special teams, like field goals.


Edited by DeeVee8 on Jul 13, 2016 19:18:53
 
Rob.
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They listened?
 
Duro
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So nothing for rushing in the rz? Just remember that pressure only hurts passing.

Other than that I'm pretty happy outside 0 new plays this season. Which feels like the easiest thing they can implement but keep pushing off.
 
DigitalDaggers
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Originally posted by Rob.
They listened?


sup.
 
Corndog
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Originally posted by Duro
Other than that I'm pretty happy outside 0 new plays this season. Which feels like the easiest thing they can implement but keep pushing off.


Not really.

When people say they want new plays, they actually mean they want better plays. If they aren't better than the current plays, they don't get used and add zero value.

I'd prefer adjusting mechanics to make more of the current 350+ (per side) plays better than making more plays hoping they are better than the current plays without being brokenly good.
Edited by Corndog on Jul 13, 2016 20:28:11
Edited by Corndog on Jul 13, 2016 20:27:38
 
Cuivienen
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Originally posted by Corndog
Not really.

When people say they want new plays, they actually mean they want better plays. If they aren't better than the current plays, they don't get used and add zero value.

I'd prefer adjusting mechanics to make more of the current 350+ (per side) plays better than making more plays hoping they are better than the current plays without being brokenly good.


Why don't you make adjustments to bad plays to try and make them better? Like changing a route or blocking assignment slightly.

Mechanics will help a lot of plays, keeping the good ones good and the inferior ones inferior, for the most part.
 
Corndog
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Originally posted by Cuivienen
Why don't you make adjustments to bad plays to try and make them better? Like changing a route or blocking assignment slightly.


So making the current bad plays more like the current good plays?

Doesn't that just decrease variety? Having a dozen differently named TE Drives doesn't really add much.
 
Corndog
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A lot of the truly awful blocking schemes were fixed, several seasons ago when we fixed the counters with the play side guard pulling.
 
Cuivienen
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Originally posted by Corndog
So making the current bad plays more like the current good plays?

Doesn't that just decrease variety? Having a dozen differently named TE Drives doesn't really add much.


No, that's not what I am taking about.

Some "bad" plays have a fatal flaw. If you had a process of reviewing lightly used plays, you might fix the small mistake and now suddenly it is a viable play.
 
Cuivienen
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Originally posted by Corndog
A lot of the truly awful blocking schemes were fixed, several seasons ago when we fixed the counters with the play side guard pulling.


That is the kind of thing I am talking about.
 
BoDiddley
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Thanks to the Devs for listening to feedback, much appreciated.
 
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Originally posted by DeeVee8
Well this thread just popped a Viagra!

Originally posted by Bort


- Added a little more effect from balance on power rushing roll




 
dlcurt
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Originally posted by DeeVee8
Well this thread just popped a Viagra!

Originally posted by Bort

Ok, hopefully this is the last round of changes for this season:

- Greatly increased base chance of catching wide open passes, as well as passes behind the LOS. Covered passes are the same, and downfield distance penalties still apply.
- Increased base values on pass/catch related consistency skills so rookies aren't quite so terrible under pressure (such as every 3rd down).
- Morale loss from a dropped pass reduced slightly
- Fixed an issue where an awful deflection roll by a pass defender made him not count as a nearby defender at all when deciding a "drop" vs "couldn't catch due to nearby defense." This was probably inflating drop stats a little in general, especially vs low skilled defenders like rookies.
- Added a little more effect from balance on power rushing roll
- Added a little bit of pressure value for plays in Red Zone, based on how close the spot is to the goal line (this did not previously affect pressure at all). Does not apply to special teams, like field goals.






Btw, nice game today by your QB Dee!
 
Absolut Zero
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Hmm, my team seemed to be benefiting from the prior sim changes, wonder how this will affect things.
 
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So does this fix passing or not? What's the verdict?

I do like the that balance affects power rushing more.
 
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