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IIAMLEGEND
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Defensive pathing: In real life safeties do not run head first and get slowed down by WR's ho are already blocking CB's

Spin: If it can fire off that many times in one play change the name or reduce the effectiveness

120 speed 70 agility HB's still turn the corner too fast in this game

 
cbears16
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Juke SA doesn't work for Returners.
is this on purpose ?
 
mknoll
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Originally posted by hitzthebong
Have to agree also, I keep trying to implement a half decent passing game so I can at least keep around half of my WR's....but they all leave searching for some receptions....it definitely needs work.


The short passing game is too hard. It ought to be tough to throw for 20+ yards, but even cruddy teams ought to be able to complete 60-65% of passes in a dink and dunk offense.

Not sure if it's the AI's, or people are just not building decent receiving backs, but 30-40% completion rates in the short game is sad.
 
olhoss1884
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In addition to the morale problems on the Offense, screen passes don't seem to work at all. My QB regularly throws low 8 times in 9 when we try them, and these should be high percentage completions, with the gain/loss determined by the runner/receiver and the line vs. the defense. Commonly these are incomplete or busted plays because the throw is bad.
 
Rlurie
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1) When the QB decides he is no longer going to throw the ball and decide to run, everyone on the defense knows this and abandonds their offensive player, even before the QB has crossed the LOS.

2) Can the QB have some sort of a smarts and realize when he rolls out and there isn't a defender 15 yards near him, he can rush instead of throw.

3) Spin is out of control

4) The ability to throw some passes with loft and others without.

5) Have specific assigments for DE's...3rd and long, I might want to bring in a pass rushing DE but 3rd and short I want my run stuffers.

6) Quality of passes when QB is hurried needs to be fixed...if the QB is hurried, which happens 99% of the time, I can expect a pass deflection or bad throw.
 
ldvbc
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philosophical problem with sports MMORPG. in life not everyone is dealt the same hand. so some guys are good and some suck at football. In GLB everyone is dealt the same hand, so to have a realistic sim of unequal parts to an unequal reality will never work. there will never be 2 payotn mannings, in GLB i could create 5 guys that are exactly the same. i think the individual attributes should be way more effective, bigger dif between 49 and 50 in a certain area, each point makes a bigger dif, the more "similar" you can get. limited amount of points and players should be different. too many attributes with too little change in performance with 1 point added.
 
eaglesfan20
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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.


this is one of the biggest issues with the passing game i think
the QB is always under pressure - its like the o-line has no ability to stop pass rushers, and fro whatever reason it seems like the fewer rushers the easier the pressure gets to the QB

Originally posted by Westwind
Passing game needs improvement.

*) Too many hurries. Not a big deal overall but probably better if a single DL isn't able to break through a double team OL so easily (3 DL vs 5 OL shouldn't mean that all 3 DL win every single time)



 
Bogleg
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Originally posted by Hagalaz
Originally posted by Heremraver

The random number generator needs to be looked at.I can't tell you how many times I see play A run 3 times in a row then play B run 3 times in a row etc when it should be run 5% of the time which would eaqual about 3 times per game.


So you're complaining that a random number generator is random ? :X


That wasn't my post, but yes, I will follow that complaint.

It should not be random, in fact.

If you say "I want X play called about 5% of the time, plays P,D,Q called the rest of the time," you should never get play X twice in a row. Because this is supposed to be a simulation of real football players & coaches acting on your orders. If you tell someone to call those plays (and they are competent enough to have the job of calling plays for you), they are not going to call play X 3x in a row. Ever. (* Unless you also say "P.S. auto-adjust..." to him).
 
olhoss1884
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Originally posted by eaglesfan20
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.


this is one of the biggest issues with the passing game i think
the QB is always under pressure - its like the o-line has no ability to stop pass rushers, and fro whatever reason it seems like the fewer rushers the easier the pressure gets to the QB

Originally posted by Westwind

Passing game needs improvement.

*) Too many hurries. Not a big deal overall but probably better if a single DL isn't able to break through a double team OL so easily (3 DL vs 5 OL shouldn't mean that all 3 DL win every single time)






This has to do with the morale issue Klydon raised above. In reality, teams do not rotate O-Lineman much during a game, but the defense has to rotate a lot to keep from being exhausted. We were seeing that the Morale on the offense is crap in the second half while the defense is rarely below 100. It may be that the bad sim allowing the rush to be so good is causing morale issues, or it may be the other way around, but in any case there is an imbalance in this which needs to get fixed.
 
Pibborn
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Passing game:

- the short passing game at high levels is ridiculous. We've seen Valhalla throwing slants all season long for 8+ yards gains. Shouldn't the CBs be allowed to jump a route more often, after they've been beat 10+ times in the same way? And why can't them close up with the WR after the 45° cut? I don't think ED O'Brien had more speed than every CB he faced.
- QBs should be allowed to move around a little more. Why can't a rushing QB with decent vision scramble while looking at the guys trying to getting open? You can't expect 55 spd/agi QBs to avoid RDEs speed built, but they should still try to avoid pressure in a different way than in the "oh noes I have to throw nao" way.
- Leading passes: even at high levels you often see the QB throwing the ball without any leading. I dunno if it's beacuse of the slide meter way too much set towards "bullet", but I still think that 90+ vision QBs should be able to throw a damn streak route without forcing the WR to slow down, no matter the slider.
- Long completions: cometimes S and CBs don't react enough to the ball. This is a conseguence of QBs just throwing to where the receiver is, not where it will be. To still allow medium-long completions, I'd bet you had to reduce safeties' field vision. This should be fixed by allowing QBs to read "over" the DBs, throwing a good leading, lofty pass who gets past the safety. QBs just don't have any touch in the current sim. I don't know if it's a build-related problem, but I still find it suspect.
- We need rollout plays. Nevermind play action (which would be nice, but still), fast QBs coming out from the pocket and looking downfield gives an use to many things, like double threat builds (the QB could have a "run if nobody is open" 3rd or 4th option PREDETERMINED in the play) and On The Run SA.
- I think that OCs should be allowed to create passing plays by just editing the routes on a already existing one.
 
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can anything be done about the apparent blocking in the back and offensive holding ?
 
AirMcMVP
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Originally posted by Ragamuffin
Would love to see "pump fake" used with more realism. When a receiver is on a streak or Post/slant pattern the CB wouldn't just stop because of a pump fake. I have seen a lot of TDs given up by defenses because a pump fake made the CB and safeties stop in their tracks on a deep pass play.


http://goallineblitz.com/game/replay.pl?game_id=1191628&pbp_id=17289948
http://goallineblitz.com/game/replay.pl?game_id=1191628&pbp_id=17291462

http://goallineblitz.com/game/replay.pl?game_id=1116663&pbp_id=13070237

Just a few examples. I could find many others against other teams as well. Pump Fake was way overpowered.

Another thing that has bothered me since I started way back in Season 2...deflected passes that turn into receptions. It seems like that was toned down a bit this past season, but still seems to happen too frequently.

Originally posted by
- the short passing game at high levels is ridiculous. We've seen Valhalla throwing slants all season long for 8+ yards gains. Shouldn't the CBs be allowed to jump a route more often, after they've been beat 10+ times in the same way? And why can't them close up with the WR after the 45° cut? I don't think ED O'Brien had more speed than every CB he faced.


This, too. This has been the passing exploit of the past two seasons and is almost impossible to counter.
Edited by AirMcMVP on May 17, 2010 11:57:37
 
opie4507
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Passing game. I regret those 300 flex i spent on my wr. I have to fight tooth and nail for a spot, just to -maybe- get a few receptions.

S. Teams need love, not sure what in particular. The paths they take to.... the returners with far too many tds. I think the tackling team needs a boost for sure.

linemen.....just need to be more real

other than that i would like to see the QBs fixed up a bit. Like rolling out of the pocket, pocket presence, and getting rid of the ball early. i think that would lead in to some awesome bootlegs and options....one day.
 
Heremraver
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Originally posted by Hagalaz
Originally posted by Heremraver

The random number generator needs to be looked at.I can't tell you how many times I see play A run 3 times in a row then play B run 3 times in a row etc when it should be run 5% of the time which would eaqual about 3 times per game.


So you're complaining that a random number generator is random ? :X


Not at all...I am complaining that the random number gererator isn't random.
Some "random number gererators" have very decernable patterns and are not actually random.I think that is the case here.GLB is using a very very basic RNG.The RNG that works the playlist for music on my computer for instance will play the same 100 songs on a playlist of over 1000 songs.Thats not random.

My biggest problem with this is the fact that the more you run a play in a game the less effective it is after a certain point.If it fires 3X in a row on the first series then happens again in the second quarter pretty much the rest of the game its a useless play.
If it wouls fire 5% of the time as the AI says it should then it would only run 3ish times total in the game which is fine.
If it happened to get called 2 or 3 more times due to randomness its still ok.
 
Snyder
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Originally posted by mdm2272
Originally posted by doug8772725

Passing Game. If your gonna charge 300 flex for WR, then you need to make sure at ALL levels passing is realistic. WR pay way too much to not have a good passing game from level 14 throught 46


or knock WR's down to 200 flex since they are pretty much roster fillers


This has needed to happen for several seasons. Teams carry 3 HBs MAX and those guys still get a ton of stats at all levels. You really need 5 WRs, and its unfair to charge them 300 flex. The best WRs do not get nearly the MVP / stat levels that good HBs do. Plus HBs are still some of the best pass-catchers in the game because they're as fast or faster than WRs and are frequently guarded by LBs. Comparatively speaking, its not like you can get WRs involved in the running game.

I doubt they will change anything because its a money issue, but with the way the sim currently is, its definitely gouging to charge 300 for a WR.
 
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