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secondeye
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And the biggest change you could make regarding the sim is to somehow make it possible for an inferior team to actually have a prayer on the field. It doesn't matter if the Lions were 0-16, and the Patriots were 16-0, you could expect the Lions to still put together 100 yards of offense... The QB wasn't going to 3 for 28 with 52 sacks, and -98 total yards.

I bet if someone checked, they'd find at least 90% of the leagues, all the leagues, end with a perfect 20-0 champion. It's too easy for some teams to roll over teams even if they're only slightly better.
 
Stray Doug
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As an overarching comment, as far as in-game sim AI goes, I'd really like to see the existing sim continue to be refined in the myriad ways that folks have suggested in this thread to get the sim to a better overall place (for all levels of the game) BEFORE we start adding additional things like 4WR, play action, etc. that aren't currently in the sim. Don't get me wrong, I'd really like to see those things get added, but I don't think they should be prioritized above improving the existing sim.

Also, this does not apply to things beyond the in-game sim... for example UI improvements, displaying offensive play call name, adding the ability to run a scrimmage, etc. are all fair game of things to also work on... I just mean for the in-game sim itself not to add any more new plays, abilities, etc. until we're more stable with it. Any of those plays/features will inevitably introduce their own little bugs or exploits or other problems, even if tested in advance... thus increasing the overall universe of "things we need to improve/tweak in the sim". Let's reduce that universe a bit more before we expand it again.
Edited by Stray Doug on May 16, 2010 18:16:45
 
ilracefan
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One of the biggest issues I've seen that seems like an easy fix is the "spin" move, have seen guys spin 3-5 times in one play and running for a TD, and I don't mean 5-10 yards apart either, I mean spinning taking one step spinning again, another step then another spin, 2 more steps then another spin. I mean really, let's limit the spin moves, the guy would have been dizzy and running the wrong way by the 3rd or fourth consecutive spin.

I would say limit the spin to 1 every 5-10 yards, or once per play. If I'm standing next to my fellow CB and the runner is spinning to avoid him I'm probably going to plow him while his back is to me, rather than wait a second and let him spin around me as well!?

And I agree, the passing game needs some fine-tuning, and the ST play does have issues.

I also think there does need to be some investigating into evening out the player building. A good point was brought up about how easy it is to build a speedy DE than a good OT to block him, the OT need at the least strength, agility, speed, vision and blocking to stop a DE that has a ton of speed and agility, not hard to figure out that it won't take long for 2 stats to get much higher than 5+. The cap changes might help some, but if you have to get 5 stats capped to block a guy with 2 capped, makes it tough to have a good O-line without them oout-levelling the D-Line significantly.
 
dviss1
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Bort, honestly bro you really need to do something about your buff to Spin..

Originally posted by ilracefan
If I'm standing next to my fellow CB and the runner is spinning to avoid him I'm probably going to plow him while his back is to me, rather than wait a second and let him spin around me as well!?


Ok the 1st shake I can take. But you tell me how he can spin twice in a row here on 2 people... a 720?? This is exactly what he is saying in the quote above.
http://goallineblitz.com/game/replay.pl?game_id=1198154&pbp_id=19312383

Spinny, spin, spin!
http://goallineblitz.com/game/replay.pl?game_id=1198154&pbp_id=19313527

When is this MF gonna get dizzy?
http://goallineblitz.com/game/replay.pl?game_id=1198154&pbp_id=19314321

C'mon man for the good of the game HELP US OUT..
Edited by dviss1 on May 16, 2010 18:36:27
Edited by dviss1 on May 16, 2010 18:34:06
 
bamastrac
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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.


yea ive had the hardest time trying to figure out weither its my offensive line sucks that bad or the defensive line is that good . but game after game im seeing at least 20 hurries and a couple sacks a game . ive changed the focus with no effect on hurries or sacks . ive noticed that on alot of 3 down lineman sets, the ends tend to go untouched or effortlessly get to the qb if they DEs are lined up against the guards and the OTs dont bother in trying to assist in the block . the intimidation factor may be the cause of some of the hurries . which if so it needs to be toned down a bit .
 
lostenses
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Things got over-adjusted on kickoffs, before last season many kickoffs went 70+ yards, now a good kicker has kickoffs of 45 to 65 yards consistently. A level 60 kicker should be able to always kick further than 45 yards!

So many people have said it already,

wr's need to be effective at all levels and

number of sacks, against good O-lines are far too high in season 15.
 
blln4lyf
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Sim changes needed:

-Spin not getting a bonus based on rushing setting making it ridiculously strong
-Pump Fake/Catch Fake/Look Off not having such a major effect on the defenders positioning when they trigger, they can trigger as often but thy shouldn't lead to almost auto completions on every deep pass.
-Deep passes still need worse pass quality
-The WR/CB interaction needs to be fixed so CB's don't cover any route but go routes very stupidly. For crossing routes they take horrendous angles.
-Inside Rushing needs a boost, it is still underpowered.

If the Fakes are less effective, the long passes have worse pass quality and the CB's actually cover crossing routes properly and inside rushing is buffed we will see a much more balanced sim than we have in a while.
 
Blutoski
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Originally posted by secondeye
And the biggest change you could make regarding the sim is to somehow make it possible for an inferior team to actually have a prayer on the field. It doesn't matter if the Lions were 0-16, and the Patriots were 16-0, you could expect the Lions to still put together 100 yards of offense... The QB wasn't going to 3 for 28 with 52 sacks, and -98 total yards.

I bet if someone checked, they'd find at least 90% of the leagues, all the leagues, end with a perfect 20-0 champion. It's too easy for some teams to roll over teams even if they're only slightly better.


I agree with this one too. I'd like the difference between the good and bad teams closer to Patriots and Lions and less like Patriots and 11 kids from the local park.
 
Blutoski
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Originally posted by secondeye
Do something about the crazy unblocked blitzes affecting the play so badly. The QB is so petrified to throw the ball to a single covered player that they just take the sack everytime. And if they do get the throw off, the hurry penalty is so heavy that the pass is often 3 yards off target.

I don't think we need more offense, and a lot of the changes I see suggested here are about nerfing the defenses abilities, but I think we need more of balance than 7 hurries, 2 sacks, 80 yard TD, 3 hurries, 2 incomplete passes, 70 yard TD..

It's like every game the QB is 7 for 19 for 199 yards, 5 sacks 10 hurries, and 3 TDs. Final score 60-35.



Yes, that kind of crazy statline has become pretty typical
 
blln4lyf
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Originally posted by blln4lyf
Sim changes needed:

-Spin not getting a bonus based on rushing setting making it ridiculously strong
-Pump Fake/Catch Fake/Look Off not having such a major effect on the defenders positioning when they trigger, they can trigger as often but thy shouldn't lead to almost auto completions on every deep pass.
-Deep passes still need worse pass quality
-The WR/CB interaction needs to be fixed so CB's don't cover any route but go routes very stupidly. For crossing routes they take horrendous angles.
-Inside Rushing needs a boost, it is still underpowered.

If the Fakes are less effective, the long passes have worse pass quality and the CB's actually cover crossing routes properly and inside rushing is buffed we will see a much more balanced sim than we have in a while.


None of this would kill the lower level passing any more than it currently is either.
 
beenlurken
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- VA's and SA's/AEQ have too large of an influence on SIM performance. They should help you win a few extra rolls... not dominate them all. I am just sick of seeing night and day differences between very similar builds that only vary in the seasonal SA's and VA's flavors. I think this would fix a lot of the problems we are seeing with spin, pump fake, etc.

- ST Kick Return logic/pathing is horrendous. I really think the fix is as simple as keeping the back wedge stationary until the kick is fielded. Also, I think FW and OU blockers should not chase coverage tacklers until the kick is fielded... this would prevent the "ghosting" we see as a result of having an OU that is either too slow or too fast.

- Oline/Dline interaction... balance is getting closer but it favors the Dline too much now... if anything it should slightly favor the Oline... is just too easy to reverse cake
Edited by beenlurken on May 16, 2010 19:41:08
 
tazmann
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I would like to see TE's being able to be more involved in offenseive plays.

I also would like to see the DT and NT be able to get sacks more often as it seems right now it is impossible unless the game is completely lopsided..
 
mccollums
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Originally posted by blln4lyf
Sim changes needed:

-Spin not getting a bonus based on rushing setting making it ridiculously strong
-Pump Fake/Catch Fake/Look Off not having such a major effect on the defenders positioning when they trigger, they can trigger as often but thy shouldn't lead to almost auto completions on every deep pass.
-Deep passes still need worse pass quality
-The WR/CB interaction needs to be fixed so CB's don't cover any route but go routes very stupidly. For crossing routes they take horrendous angles.
-Inside Rushing needs a boost, it is still underpowered.

If the Fakes are less effective, the long passes have worse pass quality and the CB's actually cover crossing routes properly and inside rushing is buffed we will see a much more balanced sim than we have in a while.


Alot of good stuff in here..

Crossing routes/Slant routes create way too much separation almost every single time they are called... This has led OC's to abuse the custom checkdown order by going WR3, WR3, WR3, WR3 etc..etc..

I've also seen alot of LBs struggle with their man coverage setting if they take the wrong angle on covering a HB. They will stay 2-3 yards away and just watch the HB catch the ball. Then the HB will out accelerate the LB and get a huge gain.

Singleback Weakside Handoff has been broken since i've been on GLB.. (Season 11)

I've seen a game where my team won 41-0 and ran the ball GREAT.. yet my Oline had low morale? Also, does morale receive a boost at halftime and during timeouts? Seems like morale should get a HUGE boost during halftime.

 
robweiss
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FS's and SS's being picked up when blitzing from way outside near the cornerbacks I seen this ran by alot of DC's.
 
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powerbacks are still hesitating in the hole like ninnies even at 100% power.... fix it please
 
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