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lbrlove
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Originally posted by CG
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.

Player costs in FPs should be a free market anyway. It would serve everyone well. As an agent, you would get lower prices to do the "dirty work" of player building. As the makers of the game, the GLB folks would get real "voted with their dollars" insight into what positions are perceived as relatively valueless (ie where the sim is out of balance).

Let supply and demand rule player costs.

 
fate3283
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Originally posted by AirMcMVP
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.



I'm not trying to argue that you are wrong, in a real game the defenders would not stop in their tracks and let the WR take off. However, after watching those three replays, every time there was a pump fake there was another receiving option along the same sight line. Seems the sim is saying the QB fakes a pass the under receiver and the defenders bite, making them attempt to make a play or tackle the underneath guy, followed by the bomb.

But again, I don't know why 2 CBs and a SS all above level 60 wouln't have enough vision that one of them would not be fooled...
 
WarrenZ
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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.


Agree w/ at least an edit of the playbook, give us the ability to remove like up to 20% of default playbook or have a required min of plays in the default playbook..
 
middawg
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Originally posted by Djinnt
Haven't read the other pages so I don't know if this has been mentioned yet...

Can we make WRs able to fumble the ball?
Statistically (NFL), they fumble more frequently than halfbacks, yet in GLB, WRs almost never fumble. That makes being a hard hitting secondary kinda stupid unless your team specifically uses you to protect against runs. I know this isn't real football but you should be able to force a weak ass 15 strength WR to drop the ball if you have 80 tackling and 70 strength and you're traveling at full speed...



+1 and well stated, there is strength "realism" for every position in GLB except WR. 99% of end builds require 50+ strength currently EXCEPT FOR WRs which leads to exploit pass plays.

 
Phantom_Opera
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FIX SPECIAL TEAMS, you know like real football.
 
pottsman
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Originally posted by WarrenZ
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.


Agree w/ at least an edit of the playbook, give us the ability to remove like up to 20% of default playbook or have a required min of plays in the default playbook..


How would the defense account for this, without forcing them to do AI?
 
Staz
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Would this be a good place to spam my projects? lol

My Sim Issues:
- Blocking Logic is flawed and extremely fundamental
- Coverage is horrible due to poor placement of defenders, lack of realism in the way defenders react to certain fakes.
- Defenders seem to know exactly what play is being run when they pass the vision check
- Player movement and interactions seem to take on an almost comical approach (blocking, tackling, etc.)
- Multiple broken tackles occur at insane rates.
- There is no timing between QBs and receivers
- QBs have horrible leading skills
- Lack of player tactics/too generic
- Lack of assignments in the DPC (inside/outside coverage, stunts, gap blitzes, ability to choose which zone the defender covers when man assignments aren't available)
- Lack of variety in blocking assignments
- Defensive Reads are too vague and simple. Linebackers generally have different reads than the DT does, which is different than the FS, etc. There is a "universal" GLB check, that is not realistic.

If I sat down and thought about it, I could find more. This is just off the top of my head.

Edit: I'll add another one

- There is no "slow down". The dots go at full strength, full speed, full whatever at all times. There is no "run slower", no patience, no change of pace.
Edited by Staz on May 17, 2010 15:50:11
Edited by Staz on May 17, 2010 15:48:57
 
MrMann1264
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Have the ability to "leave" a team if there's a feeling of not being treated failrly when it comes to playing time promised or at least have the owners or coaches or whimever in charge open a dialog with the players or agents
Edited by MrMann1264 on May 17, 2010 16:24:38
 
Staz
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Originally posted by MrMann1264
Have the ability to "leave" a team if there's a feeling of not being treated failrly when it comes to playing time promised or at least have the owners or coaches or whimever in charge open a dialog with the players or agents


That's not a sim issue. The Sim Issues are things within the simulation of a game (player behavior, pathing, how skills translate to actions, etc). Leaving a team is something separate entirely.
 
Epark88
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Originally posted by Staz
ability to choose which zone the defender covers when man assignments aren't available


Yes, this...
 
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Originally posted by Staz

- Defenders seem to know exactly what play is being run when they pass the vision check


Now this would interesting. I'd like to see defenders have to go through a vision check to recognize the routes being run. Something to keep every player from knowing exactly where WRs are running to. I guess right now they are simply checking to recognize run or pass, then if the ball is thrown/in the air or not.

Perhaps something more advanced to make players have an actual decision process to select their own agenda where they are going pre-throw or during the run. It could get the CBs out of position a little more often, or maybe even jump a route better.

What kills me more than anything watching the sim is seeing the a LB or DT run across the field moving up and down like EKG blips each and every time the HB gets hit in the backfield or spins. Defensive players should have some kind of pathing/pursuit brain to give them an individual tolerance to how they will react to those tiny changes in the HB's path. Right when an offensive player is running laterally, the defensive players seem set to watch for every little twitch/speed change and mirror that move; it doesn't matter if it is a move that doesn't get them any closer to the person with the ball.

If done right it could lead to a more robust sim that is harder to exploit with specific plays
Edited by notgoing2argue on May 17, 2010 17:31:00
Edited by notgoing2argue on May 17, 2010 17:30:13
 
AngryDragon
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One pet peeve I have with lead blocking is that blockers will not form a wedge around the HB when out in the open. There is no point is seeking out defenders that are too far away. It would be nice if blockers were aware of defenders they can see but do not react to them until they are close enough to make the HB react.
 
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Originally posted by AngryDragon
One pet peeve I have with lead blocking is that blockers will not form a wedge around the HB when out in the open. There is no point is seeking out defenders that are too far away. It would be nice if blockers were aware of defenders they can see but do not react to them until they are close enough to make the HB react.


Blocking sliders!

Patient/Reactionary Blocking - don't run as fast and try to protect the HB by waiting for the defender, meeting them halfway, etc. Good for the wedge guys on ST, seems more like pass blocking.
Attack - you mark the first dude you see and go after him hard. More like the current run blocking.

I guess HBs would need some patience in their running style as well. Probably too much work to code.
 
harshmellow
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Get rid of ALGs.
 
Staz
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Originally posted by harshmellow
Get rid of ALGs.

Originally posted by Staz
That's not a sim issue. The Sim Issues are things within the simulation of a game (player behavior, pathing, how skills translate to actions, etc).


 
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