Auto-fill of running backs (Full Version)

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chad56s -> Auto-fill of running backs (7/25/2008 12:55:10 AM)

I hate to bring up this old subject again but I still think the auto-fill could use some tweaking. Specifically, I cringe to see all of the best running backs on a team being assigned to the fullback position. I believe that in the other thread on auto-fill, David said that the autofill assigned fullback, then halfback, then 3rd back. I think it should be halfback, THEN fullback and then 3rd back.

Just a thought.




hack153 -> RE: Auto-fill of running backs (7/25/2008 6:10:25 AM)

Agreed.  The auto-depth chart is lacking and could use some work. 

The depth chart also needs some work.  It never chooses the player I set as the back-up.  Also, a click and drag form of depth charts would be great.

I have faith that David will listen and upgrade the any issues.




DreamTeams -> RE: Auto-fill of running backs (7/25/2008 7:43:02 AM)

I've noticed the same thing. Gotta agree with filling the HB first.




micvik -> RE: Auto-fill of running backs (7/25/2008 12:44:08 PM)

yes, I have noticed this and another issue. The other issue is that when a player gets into the HB1 position they will never lose their spot even if better players come up behind them. The only time the HB1 position is reviewed is when the player there retires. So you could have a severely declining 35 year old HB ahead of a young stud simply because his position will never be reviewed until he retires.




Mykal -> RE: Auto-fill of running backs (7/25/2008 3:41:59 PM)

Well thanks for the info guys

with all that in mind
it cant be to hard to just keep swapping the HB and FB when auto selected
and make sure you remove the HB from his depth chart position when you sign a new HB
then auto select again - to see who gets picked now.




hack153 -> RE: Auto-fill of running backs (7/25/2008 11:30:18 PM)

i set all of my teams to human controlled and adjust all the depths charts manually to temporarily fix the issue.




DreamTeams -> RE: Auto-fill of running backs (7/26/2008 2:39:23 AM)

There's something off about the auto-fill. Just to see what would happen, I played with the ratings to make a player clearly better than another, (based on the calculation formula given) and no matter what it will not replace the player already in the HB slot. It's also interesting that sometimes it works on some teams, but not on others. Seems that something is screwy there.




chad56s -> RE: Auto-fill of running backs (7/26/2008 4:41:04 PM)

Hack, does setting the teams to human controlled require any other work on your part?  Do you leave the teams as human controlled throughout the whole season?  What I'm struggling with are the teams I want the computer to control.  If I temporarily set them to human controlled, adjust the depth chart, and then set them back to computer-controlled, the depth chart just gets reset again to what it used to be.




garysorrell -> RE: Auto-fill of running backs (7/26/2008 5:58:01 PM)

To keep any depth chart changes you make, you have to leave them on Human control.

I do it this way also, since I manage my leagues as a whole and not any one team.

I only use the computer control for the offseason....ie, draft and training camp.




chad56s -> RE: Auto-fill of running backs (7/28/2008 7:08:00 PM)

Thanks for the input Gary.  As manager, do you have to worry about picking up free-agents, dealing with injuries, etc. for every team?  I'm wanting to do something similar to what it sounds like you're doing, but I want to have to do as little work as possible once the season is actually under way.  I'm lazy like that.[;)]




mbsports -> RE: Auto-fill of running backs (7/28/2008 9:46:03 PM)

Well I have found this to be an issue as well.  Lets say you have an injury and the player goes inactive, you may have to update your profile for that team in order for them to function properly.  MaxFB loves to make player moves on the team's behalf cpu controlled or human.  This IMO is just plain stupid.  If it's a human team the cpu should be able to sim whether you make an adjustment or not.  You set the depth chart for a reason, if a guy gets hurt you plug in the next guy and move forward.  For some reason MaxFB has been given the power to change up the team and to auto sign and release players.  I find this to be another one of the limiting "features"

Features should not take over, they should allow for you to control whether or not they're implemented.  For a sim that offers so much customization allowing it to be handed over to the cpu just seems to be a cheap cop out...  One of many in the MaxFB engine.

Like the lack of output
Like the format of the output that is there

I love MaxFB but I tell you there's some really interesting quirks that cause a lot of issues.

How do I approach it - I play without injuries, which happen anyways.  You have to go in and heal those injuries manually if you sim games.

It is what it is.




garysorrell -> RE: Auto-fill of running backs (7/29/2008 1:53:59 AM)

I would prefer the game completely leave a human team alone.

I actually like the profile feature, and the fact that it's very strict in that you have to follow it exactly.
I dont know why someone would have to update the profile because of an injury though. If a LB is injured and out for a period of time, you just need to activate another LB in his place, from your 5 man Inactive roster or sign one if you dont have one.

I dont know if the game still does it, but I am sure in the past I have seen a generic guy generated during a game to fill in a spot. I had a play in 8 man that called for a FB I think. I didnt have a FB on my roster. The game generated a guy named FB. That I dont like.

I also would prefer to be able to put any player at any position. There should be a pecking order at each position. We know there are teams that have a DB as an emergency QB. A DB that was a college or HS QB.
If I lose 2 OL in a game, let me put a DL or a LB or a TE at OL. He may get crushed, but its better than a guy named OL.

If the player didnt ride the bus to the game, he shouldnt be there.
Just my 2cents




mbsports -> RE: Auto-fill of running backs (7/29/2008 2:45:31 AM)

Totally agree The computer should never ever ever ever auto-fix a human team. The more I read this statement the more angry it makes me that I have to create 27 profiles for a f'ing league b/c the sim will make player moves if I don't - That's stupid and quite honestly it's a lot of time.

I leave all of my teams in my leagues human and really any move I would prefer to be made by human beings, and never ever the sim. 

The profile can be handy for some stuff, but I never want the sim to auto generate players for me to be put in under any circumstances, I'm perfectly capable of providing my own players to the sim and I would much rather have the cpu stay out of the team management game and just sim an accurate game of football as opposed to trying to figure out how to run a team.




DreamTeams -> RE: Auto-fill of running backs (7/29/2008 6:42:01 AM)

I do allow the cpu to run cpu teams and prefer it over making all teams human controlled. I'd rather just have to watch the depth charts only. Just my preference. But, either way it looks like some hands on is required because of the way MaxF is currently working. Still, I have noticed that when I have to make moves on the depth chart for some teams it'll stick for one game, for other teams it sticks through several games and still others for the whole season. Perhaps it has to do with injuries occurring and the cpu automatically resetting the depth charts. So, I pretty much have to check depth charts each week.




micvik -> RE: Auto-fill of running backs (7/29/2008 7:06:22 AM)

quote:

ORIGINAL: garysorrell

To keep any depth chart changes you make, you have to leave them on Human control.

I do it this way also, since I manage my leagues as a whole and not any one team.

I only use the computer control for the offseason....ie, draft and training camp.



In my game I have been able to make my depth chart changes hold. Maybe it's because I use Excel to switch teams back and forth from AI control to human?


quote:

ORIGINAL: mbsports

Well I have found this to be an issue as well. Lets say you have an injury and the player goes inactive, you may have to update your profile for that team in order for them to function properly. MaxFB loves to make player moves on the team's behalf cpu controlled or human. This IMO is just plain stupid. If it's a human team the cpu should be able to sim whether you make an adjustment or not. You set the depth chart for a reason, if a guy gets hurt you plug in the next guy and move forward. For some reason MaxFB has been given the power to change up the team and to auto sign and release players. I find this to be another one of the limiting "features"

Features should not take over, they should allow for you to control whether or not they're implemented. For a sim that offers so much customization allowing it to be handed over to the cpu just seems to be a cheap cop out... One of many in the MaxFB engine.

Like the lack of output
Like the format of the output that is there

I love MaxFB but I tell you there's some really interesting quirks that cause a lot of issues.

How do I approach it - I play without injuries, which happen anyways. You have to go in and heal those injuries manually if you sim games.

It is what it is.




If you want to reduce injuries completely the best way would be to make every players endurance rating 99. I had problem with kickers and punters getting injured all the time and I found that in the skill_attributes table in the Maindata DB the kickers and punters start with endurance ratings that are in the 50's. So I adjusted it up to between 90 and 95 and I have not had a kicker or punter injured since.




DAWUSS -> RE: Auto-fill of running backs (7/29/2008 1:21:20 PM)

One way to solve the FB/RB dilemma would be to reevaluate the strengths of that position. Blocking is more vital for a FB, while agility and elusiveness are more vital for a RB




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