Wishlist / Feelings so far (Full Version)

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dreamvar -> Wishlist / Feelings so far (12/23/2007 9:32:31 AM)

Kickoffs: I like the coverage and returns. Kicker leg strength is too weak for American football though. I guess the Canadian ball is bigger or heavier? The ball should have more pop. But this isn't too bothersome, I just set kickoffs to the 40yl.

Punts: I like the punts and coverage so far.

Field goals: Unlike kickoffs, kicker leg strength is a problem here. I modified the database to make no kicker with less than 90 for kicking strength. It was better, but still not getting realistic distance. Field goal attempts under 40 yards should be good 70 percent of the time if not more. Field goal attempts of up to 55 yards need to be more of a possibility.

Pass coverage: Pretty decent overall. More interceptions should occur. On the pro level with a default database it seems to generate about one every other game. On the collegiate level with the default database and a college play book it is far fewer. I've funneled more passing routes to the center of the field and it increased completion percent, but not notably for interceptions.

Run defense: Running is hard, so it's sufficient. I do like that long runs aren't typically touchdowns. They usually get 15-30 yards and get corralled. That is good.

Passing: Passing is fair. The QB seems to have no concept of where the sideline is, so on out routes, they usually lead the receiver out of bounds. I pared the play book down of those types and the completion percentage moved from sub-50 to what seems to be good territory. There are too many sacks, but I expect that creating my own plays with shorter routes and more max-protect will alleviate that. Actually, if a QB is getting whacked so many times in a game, realistically he is going to throw more risky balls to protect himself. QB pressure to the tune of 8-10 sacks in a game should average 2-3 interceptions a game.

Rushing: Running the ball is pretty weak. Backs controlled by the CPU get stuck on the back of one of their own blockers too much. Wasting a full second like that kills the run play just about every time. Blocking seems to be good. Rushers seem to go laterally way too much, they need to be more north-south.

Game logs: I like this feature a lot. Can injuries get added to the play by play text?

Wishes:
-Occasional bad snaps from center to punter/holder. I haven't researched this, but something modest would do. One in every 300-500 snaps for punts maybe. One in every 30-50 for field goals.
-Occasional bad exchange between QB/center resulting in a fumble. For QB's with poor hands maybe one in 50-60. For good QB's one every 200-300. Again, I haven't researched the frequencies for that event. That's just an estimate.
-Adjustments for kicking strength and INT rates.
-A slippery factor for CPU rushers hitting the back of their blockers, like an automatic half-sidestep + keeping some of their momentum. Something equitable to what a human controlled rusher would accomplish by knowing to angle past the same blocker.
-Except on a sweep play, a CPU rusher should almost never move parallel to the line of scrimmage for more than a couple steps. I think it's OKAY, and realistic, for receivers to try escaping like that after the catch. For rushers, however, they've got to be working for the 3-6 yards that is there, instead of scoring zero yards frequently with maybe a single big run to show for it.




dreamvar -> RE: Wishlist / Feelings so far (12/23/2007 9:52:19 AM)

Oh, one more I almost forgot about...
Wish: Camera angles. You can change them right? But not in a CPU vs CPU game. I'd love to observe plays from the rafters or sideline instead of the default view.





garysorrell -> RE: Wishlist / Feelings so far (12/23/2007 10:03:18 AM)

I can change view in CPU v CPU games. Thats how I mostly play Max anyway. Havent had any problems with the views here.

Unless you mean you would like custom views like FBPRO had, I would agree.




dreamvar -> RE: Wishlist / Feelings so far (12/23/2007 1:48:10 PM)

Awesome, thank you.

I hadn't found that in the manual or menus, so I didn't think it was there.

I went back and poked keys until I found the right ones in the F row.




Marauders -> RE: Wishlist / Feelings so far (12/23/2007 10:14:16 PM)

quote:

Pass coverage: Pretty decent overall. More interceptions should occur.


At one time, there were too many picks, and they were brought down, but it may be too little now.

quote:

Passing: Passing is fair. The QB seems to have no concept of where the sideline is, so on out routes, they usually lead the receiver out of bounds. I pared the play book down of those types and the completion percentage moved from sub-50 to what seems to be good territory.


This is playbook dependent.

quote:

There are too many sacks, but I expect that creating my own plays with shorter routes and more max-protect will alleviate that.


That is valid with both sacks and outside passes.

It is nice to have some passes set up to kill the clock out of bounds, but during the majority of the game, it is better to have the receiver turn upfield.




Marauders -> RE: Wishlist / Feelings so far (12/23/2007 10:26:44 PM)

quote:

Rushing: Running the ball is pretty weak. Backs controlled by the CPU get stuck on the back of one of their own blockers too much. Wasting a full second like that kills the run play just about every time. Blocking seems to be good.


Timimg on a play is critical on rushing plays just as in the real world.  Give your halfback a wait state or alter his angle to the hole.

quote:

Rushers seem to go laterally way too much, they need to be more north-south.


I was watching Adrian Peterson run last week, and that is how great backs run.

When you design your plays, try to keep the hole empty.  Move your tight end downfield and have him take out the linebacker who is likely making a read on the play.  If there isn't a running lane, the back may try to spring the play outside, and that can mean moving laterally.  Also, if the play is designed to have the back hit the hole perpendicular to the line of scrimmage, he is less likely to change direction too far off the hole.




Marauders -> RE: Wishlist / Feelings so far (12/23/2007 10:42:52 PM)

quote:

Wishes:

-Occasional bad snaps from center to punter/holder. I haven't researched this, but something modest would do. One in every 300-500 snaps for punts maybe. One in every 30-50 for field goals.
-Occasional bad exchange between QB/center resulting in a fumble. For QB's with poor hands maybe one in 50-60. For good QB's one every 200-300. Again, I haven't researched the frequencies for that event. That's just an estimate.


We have discussed holder for kicks and other Hands skill areas during development.  So far, there have not been many changes requested, but Hands to play a part in fumbles.

Thank you for your feedback.




dreamvar -> RE: Wishlist / Feelings so far (12/24/2007 3:39:58 AM)


quote:

ORIGINAL: Marauders

quote:

Rushing: Running the ball is pretty weak. Backs controlled by the CPU get stuck on the back of one of their own blockers too much. Wasting a full second like that kills the run play just about every time. Blocking seems to be good.


Timimg on a play is critical on rushing plays just as in the real world. Give your halfback a wait state or alter his angle to the hole.

quote:

Rushers seem to go laterally way too much, they need to be more north-south.


I was watching Adrian Peterson run last week, and that is how great backs run.

When you design your plays, try to keep the hole empty. Move your tight end downfield and have him take out the linebacker who is likely making a read on the play. If there isn't a running lane, the back may try to spring the play outside, and that can mean moving laterally. Also, if the play is designed to have the back hit the hole perpendicular to the line of scrimmage, he is less likely to change direction too far off the hole.

quote:

quote:



Rushing: Running the ball is pretty weak. Backs controlled by the CPU get stuck on the back of one of their own blockers too much. Wasting a full second like that kills the run play just about every time. Blocking seems to be good.



Timimg on a play is critical on rushing plays just as in the real world. Give your halfback a wait state or alter his angle to the hole.


After LT2 and "All Day", you've got 98% of the rushers who are on the ground three seconds after the snap. Either they take what's there to take on the *majority* of plays, or they play their way out of the lineup. Not everyone is a freak of an athlete. There is just too much speed on the field for the non-elite to effective dancing sideways.

I'm actually quite advanced at designing plays. To accommodate the majority of possible defenses is the biggest challenge. A play that is effective against only 10% of defensive formations it faces is a liability. >>If the hole is filled by a blocker, it's because he's blocking someone--aka a defensive player. If you don't have a man designed to take on that defender, the play goes for a loss. That simple. If there had been a full 1-2 seconds for the blocker to head upfield, he would have instead met the linebacker 5 yards past the LOS, or a secondary player 8 yards past the LOS.

The essential part of the problem is that the defenders are reacting to the ball carrier to chase him, but the ball carrier doesn't respond better than running straight into a brick wall. He needs to see and adjust to the door if it is only a mere step to the left or right. Basically they run like they're either legally blind or complete cowards, with frequent dashes toward the Gatorade cups.




dreamvar -> RE: Wishlist / Feelings so far (12/24/2007 4:10:11 AM)

Let's make this a bit simpler for the rushing problem:

As a test, run several plays from the PRO I formation. Notice how the QB, pre-snap when approaching the line, often gets stuck for about 2 full seconds by walking into the fullback. He walks in place there for several strides before gradually scraping past and going under center.

Instead, that QB and rushers, need to either calculate the coming collision and angle past it or 'bounce' to a direction that helps them past immediately without having to accelerate all over again. They need to have comparable progress to a manually guided player. If you were driving the QB's walk you would have gained a two second lead on the CPU-QB. In football, two seconds is 10-15 yards.

This remedy alone would be a huge boost to the realism of rushing plays.




mudrick -> RE: Wishlist / Feelings so far (12/25/2007 3:58:40 PM)

About your run play analysis.  I think that cuts both ways.  I think the defenders also take routes that bog them down on certain run plays.  Like run plays off tackle.  Not sweeps.  Quick runs just outside the tackle.  They usually end up bouncing it to the outside and gaining a lot of yards. 




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