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Thread: Help: Play calling section

  1. #16
    LongGone Guest

    Re: Help: Play calling section

    Quote Originally Posted by LordTC View Post
    I think with Atlanta's OL you should expect your running game to be awful. I find the OL makes a bigger difference than the RB in running.
    I agree with that. No matter how good my RB may be, he can't do it alone without a good OL. I've made some improvements in my running game so far this season (2009), but it's still hit or miss most of the time.

  2. #17
    Join Date
    Feb 2007
    Posts
    1,749

    Re: Help: Play calling section

    What do you think of a short pass going for a 60+ yard TD against an A+ rated defense playing Deep Prevent? Or a "Dive" play going for 8 yards against an 8 man front? This sort of nonsense happens way too often for me to believe the sim engine is working properly -- but it's hard to document without some sort of statistical rather than anecdotal evidence.

  3. #18
    Join Date
    Jun 2006
    Location
    Edison, NJ
    Posts
    15,636

    Re: Help: Play calling section

    Yea... just start keeping track. Clay only needs 3-5 good examples, really.
    You insist that there is something a machine cannot do. If you will tell me precisely what it is that a machine cannot do, then I can always make a machine which will do just that! -J. von Neumann

  4. #19
    Join Date
    Nov 2008
    Posts
    9

    Re: Help: Play calling section

    I`ve seen short passes going for 60+ yd TDs vs deep prevent and dive going for 8 yards against an 8 man front too. I think the play calling needs some reworking. I want to see it go visual with a basic playbook style circles engine. It would help a lot in designing plays, and showing plays. Some other football sims do this and it really helps with debugging plays (both for the company and fans).

    I think part of this is the AI has to be getting bonuses at Mogul level, because they seem to routinely outperform with outright inferior personnel.

    I think some of the issue is that they use too few players stats to customize effectively. With football player performance based largely on a combination of statistical facts it is difficult to get effective interactions.

  5. #20
    Join Date
    Feb 2007
    Posts
    1,749

    Re: Help: Play calling section

    That's a good question -- what do the different difficulty levels affect? I'd really hate for it to affect the chances of a given team winning. If it does, I'd like to know what the nuetral level is.

  6. #21
    Join Date
    Jun 2006
    Location
    Edison, NJ
    Posts
    15,636

    Re: Help: Play calling section

    The difficulty levels only affect finances and interacting with the AI. Higher difficulty makes it harder for your team to earn money while making it easier for the AI, and vice versa. It also makes the AI value your players lower and their own higher during trade talks.
    You insist that there is something a machine cannot do. If you will tell me precisely what it is that a machine cannot do, then I can always make a machine which will do just that! -J. von Neumann

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