Marauders
Posts: 4428
Joined: 3/17/2005 From: Minnesota Status: offline
|
You can't onside kick, I ask for commands for Deep, Squib, and Onside Kicks with a Left, Center, Right modifier for each. It didn't get in. the graphic models are locked down and quite honestly sub-par The models are not that bad really other than having much too big feet. There are no thin receiver type models though, and there are some texture wrapping problems. This was something to be changed in 3.0. in a simmed game an INT is never returned for a TD, a Punt never returned for a TD a kick never returned for a TD a fumble never returned for a TD. The sim game was never the major focus of the game. Getting a constants file for each league was something I pushed for quite a while that got in under the wire. The process of setting a depth chart is convoluted and automatically doing it results in quite frankly - wrong assignments<fullback> The depth chart was a wreck, as it was developed with less specifics in mind. The changes made to differentiate the positions was done by request of the beta team and the community. Without going back to scratch, there were two methods of doing this: the way we have, and having specific depth charts at each position that didn't allow players to play at other positions. The latter would have been better if players could be placed in more than one depth chart, but that created some coding problems that time would not have permitted. What we have is a compromise of the old system and what would have been the best system. It works in most cases. The team profiles are another issue. It would be nice to have the profile have some margin of freedom after the draft. Positions in 8 man are out of wack where you can't make a LB a FB which is fairly common There isn't a designated TE either. We started getting into the 8-man game just prior to David's exodus. The computer randomly will create players during a season to fill spots This is a hold over from the time when the game was more simple. Having enough positions to cover any holes in each depth chart position would make this moot. the draft creates way too many players without human intervention I have brought this up many times, but it was not changed. It's a good idea to use JD's utility to put the top of the bell curve in primary stats areas for any position at the lower end of the stats that one will actually use. That makes a bunch of dud players, but it keeps the league from having all top end players at each position. One may also note that the game tends to have the position relevant stats linked in capability. That means kickers will have KAC and KST that are close in number (e.g. 99,98 or 67,69, ...). I've tried to get that changed as well, but I don't think it was high on the list at the time. JD's utility works here as well, but both of these items really should have been fixed in the game. there is no usable output on board without massive human intervention the stats are saved in a format in the db that requires massive human intervention FBPro had a similar problem, and Madden would be a mess without the MADCAT utility. The problem with Maximum Football is that the stats are coded in a way that makes them more difficult to process. Ball doesn't bounce off of walls This was noted by the beta team. QB Trajectory is too consistent, low passes aren't whizzers and bombs don't loft enough. I noted ball arc and trajectory as an issue. The game uses actual physics to get the ball where needed, but we don't see various types of throws like in football. This is a minor issue, but it was brought up. included playbooks aren't optimized to what the game has expanded into It is suffice to state that I understand this issue and have made attempts to address it. The developer consistantly did not agree with my assessments. Positional reality is ignored - the NFL, AFL, NCAA, CFL, most High Schools, Amateur teams, indoor leagues. The only league where I saw teams with the positions like those in Max FB was the BAFL. Yes the only way to accurate display positions in Max FB is to use a British American Football League. This is denial of reality, we call them DTs because they play DT in this day and era, when we refer to the player being a tight end we're talking about the position on the field that he most regularly plays and is positioned at per the league he plays in. They use this for contracts so it is a real part of football and MaxFB has ignored it I am not certain what you mean by ignored. Keep in mind that linemen are not always drafted to play one position. DB's are moved from corner to safety to nickel and back to corner. Linebackers move inside and out over their careers or play in one position in college and another in the pros. I must state again that the depth chart positions are a compromise that would have been better designed from scratch, but there was not an opportunity to do such a major overhaul. David spent a lot of time as it was doing what was done in this area, and it is much better than it was for 1.3. Multiple Lateral Passes behind the line - legal in every league I'm aware of... not possible in Max FB Mutiple laterals, reverses, and end arounds were discussed. It didn't get in. I believe David worried about how the defensive AI would react to these plays. I don't see a problem with the AI, but we didn't have a chance to test it. no trade engine per se, no contract engine, no cap engine As David mentioned, he was considering a trade AI for 2.5. In my opinion, any trade AI either had to be really good or it would have been a debacle like the poor FBPro trade AI. Do it right, or don't do it. I gave contract and cap information to David long ago, but it wasn't something ever considered for 2.x. It was always a feature considered for 3.0. I gave similar information to JD, but I don't know if anything has been done with it as an external utility. This is similar to schedule creation. I have offered detailed information on schedules and have stated shown two methods of achieving better schedules. That didn't make it in either. The Option Play I have brought this up so many times that David started to consider the option to be like Merlot for Miles in Sideways. I didn't believe adding a the option would be difficult. I have no idea what the resistance to doing this was. In my opinion, it would have been relatively simple to code and test. I believe the problem here, and in other areas, is that this game was being developed by one person without any development staff. With other games, the development staff would bring up issues and solutions, the programmers would code it, and the beta testers would test it. In this case, the beta team was staffed with people very knowledgeable about football, but that staff was not a development team. That meant that the developer was also the development staff, graphics arts team, programming team, public relations team, and quality control specialists. Too many hats and too much control in the hands of one person can be a limitation on any project, and it adversely affected Maximum Football.
|