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Forum > FAQ's, Player Guides and Game Help > Stopping the abuse of a Play to solve a glitch to help advance strategy play, & bring back more realism
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Apr 20, 2023 13:13:05
My serious suggestion is that when in man defenses ,that the AI should adapt after seeing same play a certain number of times,in other words,as each play gets called,a slow recognition after a certain amount of times,of defending that one play should began.This brings back the realism & strategy.That no one can CALL THE SAME PLAY 40 out of 50 times,and dominate a game due to this glitch.My second suggestion as an option to the first is that there should be a designated number for EVERY play,as you put it in your Play book,creating scenarios in which you design the time and moment to use that play wisely,DUE to the limitations of it.(ie: the I formation normal,has the HB slam,it should say 10,12,or 15 as the amount,in which this play can be RUN,and different in schemes like,west coast,or pass heavy).As a newcomer I found it quite disappointing that, the same play would be called 30 out of 40 plays,and because of no adjustments by the defense players,again(recognition) that this play would work consistently,due to this Flaw.It becomes just repetitious ,and no longer creates,a real game feel,I`ve now began to understand Why,SO MANY SCREENS are called in this game,as why teams are force into Blitzes so much to try just to slow down the over usage,even that too often doesn`t work,even some blitzes are over use.NO Pro team ,would allow the same play to dominate them by Half,and yet have no Answer/play CALLS to stop it as the game goes on.This has been abused in this game, due to that flaw,and if the designers create the Man to Man defensive call,then that DB should always attack a WR screen call when he`s on that outside and recognizes it the more it`s called,and the same for an outside LB in Man coverage against HB screens,if he`s designated to cover that back.Somehow these corners and linebackers in man defense always get`s caught inside,While there designated receiver,is wide open outside,I`ve spent a few dollars to test all these aspects,and I must give this game a D because of the Flaw.This game lacks that adaptation,to make it a fun and interesting strategical football game as long as screens dominate this game.maybe the designers will think of a way to keep the defensive backs,Outside with their receivers and linebackers with their backs,at all coast,when playing in a MAN coverage and ends,& linebackers are not getting outside if they are in man either This is what is needed in order to stop this game been about,just screens & blitzes.add play limitations in the playbooks or have outside players adjust when outside plays occur while in man defense. Has this been suggested before??
Edited by Bro Ray Lumber Platoonvictory1 on Apr 20, 2023 14:53:33
 
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When you check out one of your players, in the Knowledge tab you'll see they learn and play better against plays they see often in their career.

However, I agree, there should be a similar in-game knowledge counter that should improve a team's reaction time to plays that are 'spammed' during the course of a game.

Your players Knowledge level of plays (bronze, silver, gold+) should be their base at the beginning of the game and then a quicker and quicker recognition of plays there are used often in-game.
 
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Good information Ace.As we both agree there should be a game by game recognition/knowledge to occur as these plays get abused,due to the glitch of players been locked inside.The execution of these plays should be limited on all these screens play,surely would help bring back the integrity of the game,as a strategy game,instead of another Madden style,base off of glitches
 
Raid
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Originally posted by Ace of Spades 7
When you check out one of your players, in the Knowledge tab you'll see they learn and play better against plays they see often in their career.

However, I agree, there should be a similar in-game knowledge counter that should improve a team's reaction time to plays that are 'spammed' during the course of a game.

Your players Knowledge level of plays (bronze, silver, gold+) should be their base at the beginning of the game and then a quicker and quicker recognition of plays there are used often in-game.


There is iirc, it's about balancing how strong it takes effect at this point.
 
Cybertron
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Also, don't forget about tags.
 
Adderfist
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Originally posted by Ace of Spades 7

However, I agree, there should be a similar in-game knowledge counter that should improve a team's reaction time to plays that are 'spammed' during the course of a game.


There is, it activates at half time.
 
smashrock
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I agree about increased in-game knowledge to counter spamming. For the record use outside Run Tags to counter screen spamming teams. Scout your opponent. If they are Screen spammers just set outside run tags on most formations they screen from. I have no problem with screen spamming teams, but I agree with you about in-game knowledge. On the other hand, college teams SPAM plays all the time. SO what level of football GLB rookie level is, also has to be taken into consideration.

As this game develops new anomalies occur every season. A few seasons ago screens didn't work so there was no way to counter the super spin blitz effectively.
 
ellix
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As mentioned, there is such a system in place it's just been historically too weak. Bort has buffed it this season, we'll see if it hit the mark once the games begin.
 
ThePh33P
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Originally posted by smashrock
I agree about increased in-game knowledge to counter spamming. For the record use outside Run Tags to counter screen spamming teams. Scout your opponent. If they are Screen spammers just set outside run tags on most formations they screen from. I have no problem with screen spamming teams, but I agree with you about in-game knowledge. On the other hand, college teams SPAM plays all the time. SO what level of football GLB rookie level is, also has to be taken into consideration.

As this game develops new anomalies occur every season. A few seasons ago screens didn't work so there was no way to counter the super spin blitz effectively.


for the one TE Screen and WR Screens you need pass tags not run tags.
 


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