eyeballll wrote:
lellow2011 wrote:
I think there is a better way to address the issue. First get rid of play knowledge (perhaps if you really want to simulate a guy getting better in a system have a system or play style knowledge instead of individual plays), this would also in theory give owners more of an incentive to hold onto older players longer. Second, when the first thing normalizes perhaps look at why certain plays are so much better than others.
In my opinion the issue isn't the fact that owners can run a limited playbook, **** that should be easy to game plan against, this issue is that play knowledge gives a huge leg up on running a limited playbook and there are seldom good counters to plays that get ran repeatedly. To me this all stems from issues with the sim, not the use of limited plays by owners.
Hey Lellow, it's always nice to hear from you...
Say, you remember back in Private75, that year that your DireWolves beat my Kardex twice and then beat them again in the playoffs? Well, in those 3 games you used a grand total of 4 defensive plays. Yep, your defense lined up 191 times and you called 4 plays. And I'm a pretty good owner, but I couldn't do much against your D, because those defensive plays were **** good! And it's no fun losing to a guy who's using the same plays OVER and OVER and OVER, it's frustrating.
Maybe you're right, play knowledge might be a factor. If play knowledge was turned off, maybe I could have scored a little more against your 4 plays. But you could have called more plays. I don't think a guy that clicks on 4 out of 30 plays should be finger pointing at the game code as being the problem.
I get tired of guys taking advantage of the code. That was my original point. Some jackhole is always going to take advantage of the code.
Yeah what you're saying about limited playing calling had become wide spread and I was doing it as well (haven't looked at my play calling lately and I might still be doing it). I do not think it is one single thing, I just think a deliberate approach changing one factor at a time may be the only way to fix some of the issues with the sim.
- Zone coverage is basically unusable( this issue actually encourages trimmed playbooks)
- 3rd and long seems easier to pick up than 3rd and short/medium
- The only attribute that truly matters for many positions is speed
- The effect of play knowledge actually encourages owners to trim their playbooks
- There is limited to no counter for the heavy blitz plays
- QBs are back to not running at all
- I'm not convinced that the overuse "penalty" has much of an effect in game right now.
I'm only playing around with 3 teams now, talent and small playbooks still win out in this sim for the most part. I probably could have put time into game planning, the sim has simply never really required it (you can't tell me people owning 30-50 teams puts a lot of time in game planning for each one).
To be fair to JBD though, trying to balance all of these different concepts and make an online game play remotely close to real football is pretty difficult, especially for one guy. Even games like madden with a large budget and many developers has issues each year with how the game plays.