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Forum > Game Changes Discussion > New dots are watered down - Only a .07 difference between majors and minors?
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Worker 3
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Originally posted by Fumanchuchu
You're acting like someone would pick an archetype and then start working the minor right off the bat because it's "only" a .7 difference.


with a few of the proposed archetypes, i actually would.

 
PDO
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Originally posted by jdbolick

No, you wouldn't get rock-paper-scissors. You'd get rock-rock-rock, where every team has five 160 speed receivers.


So fix the bloody sim so speed isn't the be all and end all.
 
jdbolick
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Originally posted by PDO
So fix the bloody sim so speed isn't the be all and end all.

While we're at it, let's fix reality so it doesn't matter that much in the NFL either.
 
PDO
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Originally posted by jdbolick

While we're at it, let's fix reality so it doesn't matter that much in the NFL either.


Because track stars are so successful in the NFL.
 
LionsLover
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Originally posted by PDO
Originally posted by jdbolick


While we're at it, let's fix reality so it doesn't matter that much in the NFL either.


Because track stars are so successful in the NFL.


Troy Williamson and Darrius Heyward-Bey FTW
 
Deathblade
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Originally posted by PDO
Because track stars are so successful in the NFL.


You're right, it isn't.

But being faster than the other person is always better than being slower.
 
jdbolick
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Originally posted by PDO
Because track stars are so successful in the NFL.

Speed is by far the most important physical attribute in the NFL, but that doesn't mean that every fast person will be successful.
 
Maddoc
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Originally posted by PDO
Originally posted by jdbolick


While we're at it, let's fix reality so it doesn't matter that much in the NFL either.


Because track stars are so successful in the NFL.


Wait, wat?

There have been numerous examples of track stars leading very successful NFL careers.
 
PDO
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Originally posted by Deathblade
You're right, it isn't.

But being faster than the other person is always better than being slower.


It is, but if it's a trade off (as I'm suggesting), then there's a price to pay.

Sure, your linebacker might get to the hole instantly... but he only makes the tackle 50% of the time because he doesn't have enough strength/tackling/vision/confidence?

Sure, your FS/SS might get to the ball just in time... but he doesn't have enough jumping/catching/confidence to make a play on it?

Sure your WR might blow by the CB... but he doesn't have enough agility/vision to adjust to the ball, or catching/jumping/confidence to reel it in? Further, he might not have enough strength to beat his "bump (lol.)

I'm not saying that's necessarily the way it does work right now (as in, it's not), but in my mind it is the way it should work. You build the archetypes so you can get a rock-paper-scissors game, and then modify the sim as necessary to ensure it works properly...

Hell, make it so it's harder to do things at a high speed. Anyone that follows hockey has heard the phrase "his hands have to catch to his feet," and it's true - when you're moving faster than everyone else, you have less reaction time and it's therefore harder to make the right play.
 
PDO
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Originally posted by Maddoc
Wait, wat?

There have been numerous examples of track stars leading very successful NFL careers.


And many more of them failing....

http://www.dallasnews.com/sharedcontent/dws/spt/football/cowboys/classic/stories/013009dnspocowlede.3289c20.html
 
Warlock
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The current attribute system design is p stupid. It's why there's so many balancing issues in the sim.

Physical attributes are indeed important in football, but many great athletes are also busts at the NFL level, because other skills become so much more important when the variance in physical ability tightens up. That doesn't even touch on the whole team and strategy aspects of football... great athletes can be nullified with proper strategy, even by lesser physically gifted players, this is why creating mismatches thru strategy is so important in the NFL.

The problem in GLB is that attributes are king and so is anything that increases the effectiveness of attributes (such as +% bonuses). Unfortunately, not all attributes in GLB are created equally... which means that the entire player development system is imbalanced. Every SP and/or ALG is not created equally. Spending 3 SP to raise speed another point is > spending 3 SP to raise confidence by three points (in most situations, I would say all, but I'm sure someone will post some unlikely situation where it's not true).

So basically, until the flawed attribute system is revamped to be balanced, all these changes are merely band-aids and/or stop-gaps. Which will ultimately be the main reason that I walk away from this game when my flex runs out.
 
F8n4tune
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Originally posted by Maddoc
Originally posted by PDO

Originally posted by jdbolick



While we're at it, let's fix reality so it doesn't matter that much in the NFL either.


Because track stars are so successful in the NFL.


Wait, wat?

There have been numerous examples of track stars leading very successful NFL careers.


Really ? I can only think of two that really had any type of career. Bob Hayes and Willie Gault. Most track guys fail big time in the NFL.
 
sborats
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Originally posted by PDO
Originally posted by foofighter24

You say "watered down". I say they are more "balanced", like football players should be.


And I say "all the builds are going to be the same and this game will die because of it."


 
Fumanchuchu
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No matter how slight the difference between WR archetypes, they're still more difference between the 3 than between the 1 we have now and itself.

Because 3>1!
 
Warlock
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Originally posted by Fumanchuchu
No matter how slight the difference between WR archetypes, they're still more difference between the 3 than between the 1 we have now and itself.

Because 3>1!


There's at least two viable WR builds in the current sim... I know almost nothing about WRs, but I know this. Unless of course you're referring only to ALGs, in which case variety doesn't necessarily mean viable options.
 
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