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GP1
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Originally posted by Xar
I never said ageOriginally posted by jrry32

Failure? lol

I am happy that my team of boosters built on the same day as your non boosters would beat you 255-0.


I was never once comparing players by age, but rather by level. You're team of level 30 boosters won't beat my team of level 30 non-boosters, and that is my point.


Im pretty sure they could. Regardless, even if they couldnt, it's for a ridiculously small window. Boosters get to level 30 by what, their 3rd season? So, from day 1-100, you can maybe beat them. From day to 101-440+, you couldnt.
 
mjpol2000
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Originally posted by Landrys Legacy
I know we don't want a td on every play, but if a wr is clearly better than the cb covering him he should have the advantage? I am not seeing that.

Second one is sacks and hurries. QB drops back 35 times and is sacked or hurried 27 times. Bit much IMO.


Sim should be based on the strengths and weaknesses of each player. That is how the players are built. A DE should get by a lesser player more than he does a better player. Seems like he gets by almost every time.


I agree. It sometimes seems that QB reads are a little slow. To many hurries or coverage sacks. Even w/quick release or short passing focus.
 
mjpol2000
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Originally posted by The Funky 1
how about adding a playbook to the Casual League. I know the casual is for those who don't have the time to go through and set up an entire gameplan, but having a default playbook, and the ability to take certain plays out of the equation would be nice.


Yes there are a few plays that I would like to remove from the playbook for casuals. Some just don't work for some teams based on roster and player ability. It would be nice to actually be able to use the custom roster spots.
 
Skoll Wolfrun
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Originally posted by PING72
Originally posted by Skoll Wolfrun

Originally posted by eaglesfan20


agree completely - there needs to be some difference in players at different levels but a team of level 21 players should not blow out a team of level 18s - there should be some advantage but the lower level team should still be able to give the other team a good game and even occasionally upset that other team - as long as they dont do stupid things with there AI/game plannning


A good game plan can overcome a 3 level disparity.


That sort of depends on the level. Granted, good coaching can overcome 3 levels at any level, but it's harder the lower you are.

If you're talking the difference between a level 40 & 43, three levels might only be 3-5 SP's or SA's...not that big of a deal.

But when three levels can be 15 SP's it's a bit tougher.


I have DC'd from level 14 to Pros and have seen teams at all levels overcome a +/-6 or better at each level to AAA up. There I have only seen a +/- 3.

As for Failure for me paying, I get players up to lvl 70s and into Pros. Your guys get to what, AA?
 
Jiddy78
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Originally posted by jrry32
Failure? lol

I am happy that my team of boosters built on the same day as your non boosters would beat you 255-0.


The Kevin Bacons will take that bet...They're only level 25's and we'd hold you under 255.
Edited by Jiddy78 on Jun 8, 2010 10:47:52
 
Donner
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Originally posted by Adderfist
Make it so QB's throw to where the WR should be, not to where the WR will be.



I hate to quote another user, but this is so important to me I feel I have to. The inability of the offense (QB and Receivers) to take advantage of the fact that they KNOW where the routes are designed to be run and the defense does not does not appear to show up in the sim. If a WR is running a streak or slant , the QB and Receiver should be on the same page. ALl things being equal, the WR should be able to catch the ball in stride because he KNOWS what the route is. As it stands, it APPEARS that the DB knows what the route is as well.

On Curls, those are timing routes, the receivers go x # of yards up the field and then turn or hook back. The ball should be on the way while they are hooking because that's what those routes are designed for, quick timed passes that get the receiver open by making a sudden move.

QB decision making does not APPEAR to have any basis in attributes. There is no Intelligence attribute. WE see this all the time with QBs throwing into coverage, taking the sack instead of throwing the ball away, etc.

I happen to have an excellent example of this:

http://goallineblitz.com/game/replay.pl?game_id=1222283&pbp_id=4314114

Even given the fact that the blitzer is coming for a backside sack, there should be some mechanism that agents can use to simulate that internal clock QBs have. Or set the numbers of ticks before the QB throws the ball (like using 3 step drops or 5 step drops in real football, timing patterns), whether to a receiver or out of bounds. I don't know what governs how quickly a QB decides to make a throw, but a throw to either of those backs is better than a sack. And the playerbase doesn't know how to address this, other than by making a dominant team. Agents don't know how to make their QBs 'smart" and to me that is a glaring hole.
 
Donner
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Originally posted by GP1
Im pretty sure they could. Regardless, even if they couldnt, it's for a ridiculously small window. Boosters get to level 30 by what, their 3rd season? So, from day 1-100, you can maybe beat them. From day to 101-440+, you couldnt.


You forget those added VAs GP1. I've seen slowbuilt players in their decline put up very good numbers at their respective positions, simply because they have twice the VAs the boosted players do.

What would settle this once and for all (IMHO) is if the Player Bars took into account everything about a player. VA's & SAs, in addition to attributes. And then assign to leagues. I'm in a level 46 league with my personal team, and I can see the trouble on the way from the teams in the league that match us in over team rating, but have several non- or partial boosters at the end of their careers.
Edited by Donner on Jun 8, 2010 14:32:55
 
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Originally posted by odg62
Whitwolf, i dont have to prove anything to you, especially not on the internet. You say you have your own thoughts, which are most likely pretty similar to my own. why not just draw on your own thoughts instead of asking me to rehash the specifics which have been stated a few hundred times in various GLB fourms.

There are 12 pages of issues pointed out here and most of it does not come with a drawn out post as to why its a problem with the sim. Why? cause most of this stuff is old news and anyone reading this prolly knows exactly why everthing in here is in here and there is little need for it.

If you do think it is in fact that important to go into the obvious problems that change will cause, feel free to make a "reasoned post" of your own.

You are either trolling or you really believe its your job to make sure everyone validates every statement they make (its not)

Either way,

Stop cluttering the thread. Im done.


...I don't understand. Just tell the guy one reason so he can stop.
 
GP1
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Originally posted by Donner
Originally posted by GP1

Im pretty sure they could. Regardless, even if they couldnt, it's for a ridiculously small window. Boosters get to level 30 by what, their 3rd season? So, from day 1-100, you can maybe beat them. From day to 101-440+, you couldnt.


You forget those added VAs GP1. I've seen slowbuilt players in their decline put up very good numbers at their respective positions, simply because they have twice the VAs the boosted players do.

What would settle this once and for all (IMHO) is if the Player Bars took into account everything about a player. VA's & SAs, in addition to attributes. And then assign to leagues. I'm in a level 46 league with my personal team, and I can see the trouble on the way from the teams in the league that match us in over team rating, but have several non- or partial boosters at the end of their careers.


Hey Donner,

DVFT was in a 46 cap league last year. There were 2 SSB teams in that conference. They were handily disposed of. I understand SSB isnt quite the same as non-boosting, but it is pretty close. I'll always take the team of elite builders over non-boosters FWIW. But, Im an idiot, so take my opinion with a grain of salt
 
Donner
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Originally posted by GP1
Hey Donner,

DVFT was in a 46 cap league last year. There were 2 SSB teams in that conference. They were handily disposed of. I understand SSB isnt quite the same as non-boosting, but it is pretty close. I'll always take the team of elite builders over non-boosters FWIW. But, Im an idiot, so take my opinion with a grain of salt


In the long run I do also, but those teams can pose a problem for a team that just goes straight forward. I don't think your an idiot. If anything, we have opposing viewpoints and I can respect that. I think that we do agree, non-boosters, ssbers or regular players, I'd take the smart agents everytime. Its just stings when you lose to a team that you know has 30 more points in VAs than you do. If they were stupid with them, no big deal, but if they have the right 60, they can beat teams that out level them.
Edited by Donner on Jun 9, 2010 00:28:04
 
Catch22
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I've summarized and compiled all the posts in this thread (with help from the tester applicants).

Thanks everyone for your input - closing this thread.
 
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