Ben E Lou
10-27-2006, 10:15 PM
Please use this thread for bug reports only. Game tweaks and feature requests can go elsewhere. Please check this to see if your issue is already listed before posting. PLEASE refrain from posting anything other than new bug reports in this thread? Jim will see every item, and will ask for clarification if it is needed. Also, I'd ask that if someone responds to you and explains that what you posted is NOT a bug, that you'd please delete your post, and PM the guy who responded to you and let him know that he can delete his, too. When Jim has to spend time reading things that are NOT bug reports, it's simply wasting time that he might otherwise have been spending on getting the patch to us as soon as he can.
{Thanks to CraigSca for this next section}
Please post as much information as possible. Particularly any error messages you receive, perhaps a log of the game that shows the problem, and make sure to specifically say whether it's from the demo or the released version.
People complain and want to know when a patch is going to be released. If you report a bug but don't give as much detailed information as possible you inevitably hold up the entire process because you force Jim to have track down the symptoms himself. If we make it easier for Jim, we all win.
Thanks!
{This list is updated as of 11/09/2006 at 8:20pm.}
CRASHES
Prior to pre-season, I had deactivated some people, leaving gaps in my depth chart. I think I accidentally right-clicked on the actual blank drop down list, and this resulted in a CTD for me.
Right clicked where the ratings bars normally are for the "legend of the game" (no ratings obviously since he's retired) and it crashed the program. Running XP here.
I experienced one game crash last night, when I turned on Gridiron Greta, and got the broken results (which have been reported before) I tried to mute her at that point and the game immediately crashed.
I've been playing around with an empty cupboard franchise and am getting a memory fault error. (This appears to be happening when trying to interview the top rookie in the draft once the roster is emptied, possibly tied to QB's only.)
At the end of the first season, I cut all my players so my roster is empty.
When I go into the draft preview and try to interview a quarterback, I crash and burn.
i've been getting intermitent crashes when clicking on the call play button during my games. it's happened in about half the games I've tried the play over the past two days. that's pretty annoying.
INTERFACE BUGS
at the beginning of a new season, when you click on "accept job", it doesn't seem to sort by win-loss record when clicking on record...
Trying to interview massive players and click on "next" using the keyboard's letter "n" and it's not working. It's as if clicking the interview button negates being able to quickly scroll the players (without having to move the mouse all the way down).
I like the ability to right-click on a player to toggle his status (either active or inactive). However, when I toggle a player and then use the scroller on my mouse, instead of continuing down the roster, it scrolls through all the teams on the team list. For some reason, right-clicking on a player changes the focus of the control from the roster window to the teams drop-down box.
So, why can't I view my Depth Chart - Backfield but I can view everything else... ? (One person is reporting this).
In Solevision, I can't see the text that displays time, down, distance, and yard line. I see the colored bar between the PBP and team stats where others see it, but no text there for me. I've started leagues with several different teams to assure that it wasn't a color issue. (One person is reporting this.)
There's another interface-bug: When looking at other teams players or free agents or the draft pool, and you exit the player-screen with "esc" on the keyboard, your color settings change to those of the player you last looked at. That does not happen, when you click the exit button.
Btw: I strongly dislike the colors changing in accordance to the team a player is on. I would love an option to turn this off.
Correction to adjust total percentages only happening if 100% is in one of the fields for defensive gameplanning.
When printing (to file) the roster screen that details chemistry, the contents of the affinity/conflict column seem to be missing.
AI ISSUES
I think this could be considered a bug - Indianapolis (who went undefeated by the way), resign Reggie Wayne 2008 FASt 1 20.50 mil 4 yrs, 2008 LFAS 1 Indianapolis releases Reggie Wayne. No injury or anything, odd to resign him at the start of FA and then release him a few weeks later.
ROSTER BUILDING: I'm in the offseason a few years into my career and was browsing the greysheet for available free agents when something caught my attention. The top 3 players were an OT, DE, and ILB ranging from grades of 7.4 to 7.8 that Green Bay had just cut around the staff signing period.
The Packers had just signed multi-year contracts with the trio in 2007 for approx. $12.5 million/ year for the OT and ILB and DE around 6 million. Only the DE had missed any games (5) last year suffering no substantial ratings loss. I went and checked the Packers roster and was alarmed that they had only three players under contract and had saddled themselves with huge amounts of lost cap.
Here's a snapshot of their roster in the second week of the free agency period:
http://img120.imageshack.us/my.php?image=image2yj1.jpg (http://img120.imageshack.us/my.php?image=image2yj1.jpg)
I don't believe I saw this one concerning injuries. I have quite a few people listed as out with major injuries like ACL, Broken Bones, etc. and full strength indicated in 40+ weeks. But yet, the computer AI has not put these people on IR. I'm curious as to why they wouldn't have done this. Can't see a person with major ACL surgery coming back in the same season, especially if full strength is listed as 44 weeks.
Here's a possible bug - The game continually yanked my Probable starting quarterback, 4 times after 1 pass, once before the first play from scrimmage. It didn't matter whether his playing time was set to 9 or 1. Eventually I isolated the problem - if I had the "Play injured players" setting under 67, he always got pulled pretty much immediately (never more than one pass attempted).
The starting QB is 6.5 times better than his backup ratingswise and the injury, Turf Toe, allowed him to maintain a good level of performance without risk of further injury, so I'm a little concerned that I had to crank the injured player setting so high (my staff recommended 54) to keep him in the game under those circumstances.
It took a lot of trial and error to figure out the cut off was 67. When I set my starters to high playing time, injured or not I'm assuming they're going to stay in the game unless they suffer further injury. I think that is how it worked in past games.
My team declined a roughing the kicker penalty on a punt that the other team returned for a TD.
Detroit: I formation, strength is left. The defense is in a 43 and 3-deep zone coverage, expecting the pass.
1-10-DET23 (2Q: 07:36) Kevin Jones ran outside the right tackle for 7 yards. Tackled by OLB Hunter Hillenmeyer, assisted by ILB Brian Urlacher. Key block delivered by Kyle Johnson. PENALTY: Detroit was called for an Illegal Shift. The penalty was declined.
AI Not Re-signing RFA's
Posts: 75
<!-- icon and title --> Merged Posts From Narcizo and Quik
<hr style="color: rgb(39, 41, 41);" size="1"> <!-- / icon and title --> <!-- message --> NARCIZO
Don't know if this is a bug per se but the AI doesn't seem to resign RFAs resulting in a flood of great available free agents in the second free agency period when they become UFA. Either the players shouldn't become UFA or the AI ought to sign the players. We're talking about young players (2-4 years experience) with potential ratings in the 60s that no team would allow to hit free agency. I suspect that this is most noticeable at the start of the game when lots of young players have 1 year contracts rather than the long rookie contracts they would sign if they're drafted in-game.
__________________________________________________________________________
QUIK
Issue: Teams have cap space, but let many very good restricted free agents depart without a new contract.
In a new career (the GroupThink2007 career, with files available publicly) we have just gotten to the 2007 late free agency period... and the league is suddenly just flooded with star-caliber young players who did not receive contracts from their teams while in restricted free agency. Nearly every team has plenty of cap space -- looks like another wrinkle in the ongoing balance of cap management. Some have reported than in loner careers, this tends to calm down, but at least in year two, there are plenty of teams who have 10%, 20% or more in open cap space, who have let very good young players just walk away without a new contract.
I saw some mention of this generically, and maybe it's already under assault as part of the cap-balancing process - but thought the specifics would be useful, and a publicly available career file that helps to illustrate.
SOLEVISION/GAME LOG/GAME SCORE BUGS
Blocked punts
Fumbled punts
Touchdowns in general on punt plays
Safeties
Member of own team blocking punts
Penalty attribution in statistical summary
I think the clock is running ahead in Solevision. Actually, I think the time displayed is the time at the end of the play that is coming up in the PbP window from everything I've seen.
Occasionally the Penalty Choice button will get 'stuck' onscreen while simming games. If left alone, it will remain onscreen. If clicked, both options are for your team to have 1st and 10 at the 0 yard line. Clicking either option, however, doesn't alter the current game situation -- the button just disappears.
Edit: Just had it happen a second time in the same game, after declining a penalty on a TD pass.
More strange play calling.
Quote:
<table border="0" cellpadding="4" cellspacing="0" width="100%"> <tbody><tr> <td class="alt2" style="border: 1px inset ;"> 4-2-PIT24 (4Q: 02:00) Dustin Colquitt punted 24 yards. Touchback. </td> </tr> </tbody></table>
That is beyond a prepostorous punt. The Chiefs were winning by 10 in the playoffs.
REPORTING-RELATED BUGS
For career receiving statistics, 20+C and 100+ columns are not sortable by clicking on their button. Also, this information is not making it to the Honors section of players cards. I think this is a bug, as the corresponding rushing stats (10+R and 100+) work fine.
On the Team Statistics screen under Scoring/Turnovers, it appears that the number calculation for turnover margin is switched; so that the team who has more turnovers than turnovers created actually has a positive turnover margin.
In the game generated HTML on the team stats page, there is a link attached to the league totals pointing to a 32summary.html file. However, no such file is generated.
after quicksimming the first season, my teams Franchise Value and Profit Loss were rated 101/100
Brady Quinn was listed as the leagues fastest man in my second season. Problem is he doesn't even appear on the leagues fastest man board. In my first season it did work properly though.
I'm noticing some oddities with League's fastest man. My backup QB has won the award despite not even being on the top 40 dash times list, he's not a scrambler and has low scrambling ratings also. I see a QB won last year also who was a long passer with no scrambling ratings.
On the Team Summary page, under the receiving statistics, the #s for TDs and Drops are reversed
In the HTML, the red zone rushing average is being incorrectly listed by a factor of 100.
For example, Clinton Portis has 21 carries for 90 yards in the red zone. His average is being listed as 428.6. However, it is correctly listed as 4.29 in the actual game view.
In the PBP, LT and RT seem to be reversed (or maybe the direction of the play is being described inaccurately.) However, I'm consistently getting runs off Right Tackle where the LT makes the key block and vice versa.
I noticed that shin spints and depression aren't recorded on the player's injury history. I suppose it makes sense not to record depression as it's not a physical injury, but it seems like shin spints would be (everything else is).
Just finished preseason game and under the defensive header in the box score Torry Holt was credited with playing 18 defensive plays(7 running 11 pass defense).
What appears to be happening is when a reciever makes a tackle when a ball is intercepted the tackle gets recorded in the defensive stats. At the same time it records the run and pass plays he participated in while on offense under the defensive header.
Maybe this is a problem with the play-by-play (I did not see this exact problem listed as a bug) but it seems that injuries in play-by-play do not always coincide with the actual injury.
Detroit: Single-Back formation, strength is right. The defense is in a 34 with dime personnel and 3-deep zone coverage, keying aggressively on the pass.
1-10-DET20 (4Q: 00:22) Jon Kitna pass fell incomplete, intended for TE Mark Campbell. DE Luis Castillo hurried the quarterback into a bad throw. Detroit Jon Kitna was hurt on the play. This appears to be a very serious leg injury.
It appears to be a serious leg injury, but he had to have shoulder surgery. (I'll give you "appears")
There is a small bug in the team statistics turnover margin is shown backwards
The HTML out-put for the draft preview is not lining up correctly.
INTERFACE ISSUES (NOT BUGS, BUT IMPLEMENTATION)
If you start a draft, and then pause it. And then exit out of the draft screen. When you click on the allocation button at the top of the screen which brings you back to the draft screen, all previous team picks that are displayed in the text window are no longer there.
Another FOF2K4 holdover is the recommend button when "current rating" becomes the default search critera when you change positions.
I use screen resolution of 1400x1050, normal font size. Team images never fit in the window, too small.
The hide results feature not very workable in the postseason. After simming the week, it shows your next scheduled game. This obviously gives away the result. Any way to set this up to hide postseason scheduled games?
When previewing game matchups the point spread is always even if hidden results option is selected.
Multiplayer Global Game Options Screen
The options "Hide results on schedule overview windows", "Add formation information to game logs", and "Save game plan and depth chart progress on export" should not be grouped with the other four options.
Why? It’s because "only the commissioner's settings are used" for the other four options. But, from reading the help file it is my understanding that the three above listed options apply to each individual team, and each team's settings probably override the commissioner's settings.
Edit to add: I tested "Hide results on schedule overview windows" and "Add formation information to game logs". And, it is indeed the case that for the two options I tested the team's individual settings override the commissioner's settings, as should be the case. It just might not be clear to an individual team owner looking at the option screen that his settings for all three of these options will be implemented. (Unless he reads the help file.)
I think the button for bulk up and trim down are backwards, ie: Say I get the message that my 5'7 170 pound corner should bulk up before trying the position switch, well when I goto the weights section it says further bulking up is of no use to this player and all I can select is trim down. This happens everytime I get this message (15+) times now, and I can't select the option it is suggesting I do.
Started Late FA and went into the Recommend screen. On the drop down menu for "Rank based on" I get Current Rating and Future Potential as normal, but then I also have both of those with a little box next to them. I get different lists using those as opposed to the former. It is happening on the All Players selection and All Non-Kickers selection. THey are not there for each position.
I've looked but can't find my issue specifically, although I think I saw somebody else already mention this.
I would like the active/inactive right-click to provide as little movement as possible to the roster screen after I click it.
As it is now, when I change a players status for active to inactive, the screen jumps.
Interface Problem:
When viewing the draft screen, after clicking on a player's name to bring up their card and then exiting, the highlight color across the player's name and combine statistics is dark blue, behind which the black text cannot be read. A different highlight color or white text would make it vastly easier to read.
QUIRKY BEHAVIORS (POSSIBLE BUGS)
FA after training camp will only accept one year contract offer, but all (that I have seen thus far) FA now automatically come up with contract proposals for two years, that they then refuse.
I found if you change up an offer in FA, even offer more money in the first year, and lower the 2nd by the same amount, they refuse it for not being close to what they want.
I offered a 5-yr FA from another team the offer he requested (2-year deal with no bonus) but he refused saying he wanted at least $10K signing bonus. I upped it to $10K and he refused because he wanted at least $10K signing bonus. I upped it to $20K and he then decided to consider it during FA.
It seems all players signed after training camp demand a bonus, even when what they are requesting is simply the league minimum
Not sure if this is the way this is supposed to work, but I set one of my WRs to No Special Teams. While I understand this does not mean he won't play on special teams under any circumstances, I would think that the recommend button would not put him as the starting kick returner. Again, I could be wrong about how it works, but it seems like a bug.
Not really a bug, just an annoyance. Still not able to print the roster directly from the game without it coming up misaligned. Have to use the print to file option and then open with wordpad. Then it prints fine. This was a problem with previous games.
Can you have illegal contact on a running play? 1-10-ARI46 (2Q: 07:27) Willie Parker ran outside the right tackle for 2 yards. Tackled by ILB Gerald Hayes, assisted by OLB Karlos Dansby. PENALTY: Arizona was called for Illegal Contact.
I really don't know if this is a bug, but it seems to me that every time I see a message in PBP like this: "Aaron Kampman just blew past Patrick Mannelly and is all over the quarterback." the play results in a completed pass. It's annoying that message that seems to indicate a good play by the defense always results in a bad one. My observations may just be a severe statistical anomaly...
I think this has to do with the number of people in the city, but in year 1 of a game with the colts despite having the leagues top power ranking and a 100 for roster strength we only sold 32,200 of 60,300 season tickets and had nearly 20,000 unsold tickets for our home opener. Not sure if that is a bug, or if it is somehow working as intended.
The game is just counting 50 plus yard FG's as both a 50 yard plus missed FG and a 40 yard plus missed FG. So, anything missed as a 50 yard plus will count twice (which is technically right since the stat is labeled 40 plus and not 40-49.)
PERFORMANCE ISSUES
During the regular season, when clicking "Scouting Recommendations" from the Roster screen and then searching with the default "all players" option, the new window takes an inordinate amount of time to load and hangs slightly; when clicking the hourglass anywhere, it brings up a "Not Responding" message, but after several more seconds brings up the results.
MISC BUGS
3 year vet QB's listed on the Green Page at the end of the year
Contract renegotiation bug when over the cap (NOTE: I’ve already sent all three reports of this to Jim.)
Start a new game with a fictional player file. Choose the "Begin with complete draft" option. Draft screen comes up, says I have my next selection in 1 choice, change speed to "Fastest", click "Begin Draft", and it runs all the way to my pick in the second round. The scout made my 1st round selection for me. I had the second overall pick. Did not happen with speed on "Normal" and with the fifth pick.
Gridiron Greta lists same player over and over in seasons after year 1.
My global options appear to be not taking. I have coaches reset game plan/depth chart set to No, but the starter's playing time and depth charts are all back to default after each game. Also, I have shows scores turned off and they show up. I have them all selected with the silver button as No except for Hide scores as Yes.
I created a fictional universe and moved all teams to new cities. The teams that were originally Arizona and Seattle still show Arizona and Seattle as their cities even though in the "Edit City Affiliations" it shows the new cities (Anchorage and Santa Barbara).
Miami built a new retractable stadium in 2012 with a capacity of 0. They've accordingly been running income deficits of $67 million in the past 2 seasons.
In play call mode, picking a Cover 4 (prevent) gets me cover 2 man coverage. Having the coach call the play allows cover 4 to be selected. It seems like the "button" is tagged wrong.
Formation personal: 3TE set, unable to select 3rd TE. Might consider allowing WRs and/LBs here as many teams use a LB as a TE or FB in their goal line packs.
When I call 5 WR Spread formation, short pass, screen to WR5, it seems that the WR5 set in the depth chart is ignored. Last season, one of my cornerbacks would show up in the log as the target of the pass. This year, it's always my punter. Note that this is the full version of the game, and I have 5 (sometimes 6) WRs active and the depth chart filled out properly.
NOT SURE WHERE TO PUT THESE, OR IF THEY ARE EVEN ISSUES REALLY
Had an RFA refusing to resign with my (playing time). After training camp I find the AI GM has resigned him to my team on a 2 year deal. He's still demanding a trade.
I'm not certain if this is a bug or a design decision, but in preseason, "Scouts automatically sign players to fill roster" option is enabled, even if you've made cuts down to 53, it will go and sign 7 more players to get you back up to 60. Seems like it ought to be checking for 53 and not worrying about 54-60, but that's just me.
This is either a bug with a penalty or the logic needs work (or the penalty is just wierd but accurate). This was the Super Bowl between Indy and Minnesota. Minn. just scored a touchdown, failed the 2-pt conversion, and was down 28-26 with 1 minute left. Minnesota tries the onside kick.
(4Q: 01:07) Ryan Longwell kicked off from the MIN30. IND Spencer McWilliams recovered the kick. PENALTY: Minnesota was called for an Illegal Touch on the Kickoff.
(4Q: 01:01) Ryan Longwell kicked off from the MIN25. MIN Reche Caldwell recovered the kick.
So....Indy recovers the onside kick, but Minn. is called for illegal touch. Is that penalty automatic? Could Indy decline that penalty and keep the ball? That just seems too weird to be an automatic penalty. I would think Indy would be able to decline it. Anyway, Minn. tries again and this time they get it. They go on to win.
This may or may not be a bug. The leg injury seems like a different injury, not an aggravation of a shoulder injury. (shoulder injury in week 6, serious leg injury (x) in week 9)
I don’t know if this is a bug or an incorrect help file entry. But, if you have 46 active players and one or two of them have “out” injuries. (You still have 44 active players without “out” injuries.) And, if you are able to fill out your depth charts without using the players with “out” injuries. (You have no position distribution problems.) Then you can still simulate your game for the week, while the “out” injured players remain active.
While playing around with this, I also ran into a situation where the recommend button did not place anyone in the nickel cornerback position in the nickel depth chart or in the dime depth chart. I had 3 active CBs and 4 active safeties with one of the CBs having an “out” injury. The position distribution screen had no red lines because it counts any active player with an “out” injury as being active. I was still able to sim the week by placing my fourth safety into the nickel cornerback position in both depth charts.
Also, I simmed the game until I had a safety with an “out” injury, and then setup this situation. I kept 4 active CBs and 2 active safeties, one of which had the “out” injury. When I hit recommend on the nickel depth chart, it left the free safety position empty. When I hit recommend on the dime depth chart, it left the free safety and “dime corner/safety” positions blank. I was able to use another defensive player from the selection lists to fill in both position and sim the game week. I used a CB to fill in the free safety position and put a WLB in the “dime corner/safety” position.
The very next week with the same setup when I hit recommend for the dime depth chart instead of leaving the “dime corner/safety” empty the recommend button placed the same player in both the “dime corner/safety” position and the nickel cornerback position, while still leaving the free safety position empty. That player was a CB.
This may be a misunderstanding on my part, but I don't think I should be able click and highlight both "RB Blitz Pickup" and "FB Blitz Pickup" in the single-back formation. I can actually highlight all three so it doesn't appear that clicking the FB option puts a FB in for my TE. Clicking View on the play calling screen after highlighting the FB option doesn't show a FB put in anywhere.
COSMETIC/TYPOS
"Attendence would suffer."
Another one is the scout recommendation screen. The last part of the parantheses is missing. It says only "Salary/Request Range (including bonus per"
Bug in game logs when a player is given a nickname: Key block delivered by iū˙3Āé¤iū˙EôPj Kostinko.
On the Staff and Scouts Screen page of the help file, it still says the following: Amenable (during hiring period) - whether or not he's willing to consider an offer from your team. As far as I know this feature was removed several versions ago, though it would be nice to see a comeback.
When players retire and become coaches alot of their names are getting truncated. ie: Terry Cousin -> Terry Cousi, Trevor Pryce -> Trevo Pryce, Eric Beverly -> Eric Beverl, however Brian Finneran and Ross Verba came through fine
Missing text for "Poor" in staff reputation for defensive reputations.
POTENTIAL TWEAKS
Too little offense (3<sup>rd</sup> down conversions in particular)
Net Punting seems to be too high. Maybe not subtracting touchback yardage?
My QB just threw 6 TDs in a game but only had 186 yards passing and didnt even get a mention for player of the week. That seems a bit out of whack if it only looks at yards and doesnt take into account touchdowns at all.
Something that always annoyed me and wasn't a bug per se:
Sometimes the Defensive Player of the Week isn't the Player of the Game for his game.
I think there is something wrong with the WLB's I swapped my 12.5 sack SLB (who is actually a WLB) to WLB and my somewhat crap WLB to SLB and re-run the season. My SLB had 6 sacks, while my amazing WLB had no sacks not even a hurry at his natural position in a 3-4 Defense.
I have run several seasons and looking at the sack leaders for OLB's they are all playing SLB, no WLB's in sight, well there are but they are playing at SLB.
WLB's in a 3-4 Defense are part of the standard pass rush but don't seem to be applying hardly any pressure.
Quote:
<table border="0" cellpadding="4" cellspacing="0" width="100%"> <tbody><tr> <td class="alt2" style="border: 1px inset ;"> Not sure if this is the way this is supposed to work, but I set one of my WRs to No Special Teams. While I understand this does not mean he won't play on special teams under any circumstances, I would think that the recommend button would not put him as the starting kick returner. Again, I could be wrong about how it works, but it seems like a bug.
</td> </tr> </tbody></table>
A clarification on this -- I think many of us are inferring that having the button on the player file read "No Spec. Tm." means the player will not play on special teams. Part of this inference for me also comes from your QBs defaulting to have the "No Spec. Tm." button appear on their records.
However, the behavior of the button suggests that the one the button is actually working is that clicking the button when it reads "No Spec. Tm." means you are taking that player off special teams. That is, if the player record reads "No Spec. Tm." he will appear as a gunner if he qualifies. If it reads "Spec. Tm." he will not. When "Spec. Tm." is the listed button, a line will appear in the player record indicating if special teams play is not encouraged for this player, but it does not appear when the "No Spec. Tm." button appears.
I don't know if that is how the behaviors are intended to work, if the terminology is reversed or we are simplying intuiting the button incorrectly. A clarification would certainly help.
Tweak/Bug - Computer doesn't seem to negotiation with players enough during franchise tag holdouts. I've yet to see a player end a holdout with a new contract.
When the AI has, say a 25/78 QB in its #1 slot, it will only give him limited snaps in the preseason, opting to play the backup(s). I think the starting QB should have to have some sort of minimum 'rating to potential' ratio requirement met before the AI treats him like a real #1 QB.
Too difficult to get a team to be amenable to you taking over?
Too many tie games?
AI playing time percentages.
Draft day trades too excessive?
Game Time Temparatures.
I'm playing as the Steelers and have seen preseason games with temperatures in the 50s. Same thing with weeks 4 and 5, too. Not that it impacts the game, but seems odd.
I don't know if this is a bug, but the computer AI seems to throw a lot when the computer is well ahead late in the game.
Position experience, players seem to gain random position experience. I have had players gain more exp. at positions they are not on the depth chart on vs positions they are on. Example; 2 year RG has more exp. at RT (which he shouldnt be playing) than at LG which is where he is playing. These values did change from his 1st year so I am wondering how and why.
possible tweak: I'm seeing a lot of things like the 25/25 10th year vet starting over the 19/59 2nd year QB, or the 39/39 linebacker starting over the 37/52. I could be wrong, but it seems like it's working a bit differently than in FOF2004 (which had largely fixed this previously longstanding issue), and not working quite as well. It's not way off, but it does seem like the AI is favoring current value a bit too much over future potential.
Not sure this a bug but could someone offer up why these play calls occur. Situations 3rd 8-10 and higher I have all run defenses zeroed out. I stay on top of this to make sure. My last game though there were 4 plays that defy logic.
1st play Indy is ahead 7-3.
Indianapolis: Single-Back formation with four receivers, strength is right. The defense is in a 34 with nickel personnel and 4-deep zone coverage, keying aggressively on the run. Ware, Burnett and Williams are blitzing.
3-9-DAL44 (2Q: 13:29) Peyton Manning pass completed to WR Marvin Harrison for 36 yards. Tackled by CB Anthony Henry. Harrison gained 6 yards after the catch.
2nd play Indy is up 21-10.
Indianapolis: Single-Back formation, strength is right. The defense is in a 34 and 2-deep man-to-man coverage, keying aggressively on the run.
3-10-DAL40 (3Q: 02:04) Peyton Manning pass was dropped by WR Jay Carach. The defense looked very familiar with that play.
3rd play Indy ahead 21-13
Indianapolis: I formation, strength is left. The defense is in a 34 and 4-deep zone coverage, expecting the run.
3-21-IND12 (4Q: 09:36) Peyton Manning pass completed to WR Brandon Stokley for 48 yards. Tackled by OLB Al Singleton. PENALTY: Dallas was called for Illegal Contact. The penalty was declined.
4th play Indy ahead 21-13.
Indianapolis: Pro formation, strength is right. The defense is in a 34 and 4-deep zone coverage, keying aggressively on the run.
3-12-DAL28 (4Q: 07:29) Peyton Manning pass fell incomplete, intended for TE Dallas Clark. ILB Bradie James defended the pass. The defense looked very familiar with that play.
Thanks in advance for any help.
Sometime the staff you offer a contract don’t turn up in the list of offers and sometime they show up as hired even before you sim the stage.
When the AI puts the franchise tag on a player, it tends to put it on them every year thereafter without getting a chance to re-structure the contract.
17 players are given the franchise tag in the 2009 season of my single player career. 11 have been franchised three times, 5 twice, and one has been awarded his first franchise tag.
Possible Suggestion: Give the AI greater leeway in restructuring these franchise players contracts during the year in which they are franchised. That way the AI can use their franchise tag elsewhere.
{Thanks to CraigSca for this next section}
Please post as much information as possible. Particularly any error messages you receive, perhaps a log of the game that shows the problem, and make sure to specifically say whether it's from the demo or the released version.
People complain and want to know when a patch is going to be released. If you report a bug but don't give as much detailed information as possible you inevitably hold up the entire process because you force Jim to have track down the symptoms himself. If we make it easier for Jim, we all win.
Thanks!
{This list is updated as of 11/09/2006 at 8:20pm.}
CRASHES
Prior to pre-season, I had deactivated some people, leaving gaps in my depth chart. I think I accidentally right-clicked on the actual blank drop down list, and this resulted in a CTD for me.
Right clicked where the ratings bars normally are for the "legend of the game" (no ratings obviously since he's retired) and it crashed the program. Running XP here.
I experienced one game crash last night, when I turned on Gridiron Greta, and got the broken results (which have been reported before) I tried to mute her at that point and the game immediately crashed.
I've been playing around with an empty cupboard franchise and am getting a memory fault error. (This appears to be happening when trying to interview the top rookie in the draft once the roster is emptied, possibly tied to QB's only.)
At the end of the first season, I cut all my players so my roster is empty.
When I go into the draft preview and try to interview a quarterback, I crash and burn.
i've been getting intermitent crashes when clicking on the call play button during my games. it's happened in about half the games I've tried the play over the past two days. that's pretty annoying.
INTERFACE BUGS
at the beginning of a new season, when you click on "accept job", it doesn't seem to sort by win-loss record when clicking on record...
Trying to interview massive players and click on "next" using the keyboard's letter "n" and it's not working. It's as if clicking the interview button negates being able to quickly scroll the players (without having to move the mouse all the way down).
I like the ability to right-click on a player to toggle his status (either active or inactive). However, when I toggle a player and then use the scroller on my mouse, instead of continuing down the roster, it scrolls through all the teams on the team list. For some reason, right-clicking on a player changes the focus of the control from the roster window to the teams drop-down box.
So, why can't I view my Depth Chart - Backfield but I can view everything else... ? (One person is reporting this).
In Solevision, I can't see the text that displays time, down, distance, and yard line. I see the colored bar between the PBP and team stats where others see it, but no text there for me. I've started leagues with several different teams to assure that it wasn't a color issue. (One person is reporting this.)
There's another interface-bug: When looking at other teams players or free agents or the draft pool, and you exit the player-screen with "esc" on the keyboard, your color settings change to those of the player you last looked at. That does not happen, when you click the exit button.
Btw: I strongly dislike the colors changing in accordance to the team a player is on. I would love an option to turn this off.
Correction to adjust total percentages only happening if 100% is in one of the fields for defensive gameplanning.
When printing (to file) the roster screen that details chemistry, the contents of the affinity/conflict column seem to be missing.
AI ISSUES
I think this could be considered a bug - Indianapolis (who went undefeated by the way), resign Reggie Wayne 2008 FASt 1 20.50 mil 4 yrs, 2008 LFAS 1 Indianapolis releases Reggie Wayne. No injury or anything, odd to resign him at the start of FA and then release him a few weeks later.
ROSTER BUILDING: I'm in the offseason a few years into my career and was browsing the greysheet for available free agents when something caught my attention. The top 3 players were an OT, DE, and ILB ranging from grades of 7.4 to 7.8 that Green Bay had just cut around the staff signing period.
The Packers had just signed multi-year contracts with the trio in 2007 for approx. $12.5 million/ year for the OT and ILB and DE around 6 million. Only the DE had missed any games (5) last year suffering no substantial ratings loss. I went and checked the Packers roster and was alarmed that they had only three players under contract and had saddled themselves with huge amounts of lost cap.
Here's a snapshot of their roster in the second week of the free agency period:
http://img120.imageshack.us/my.php?image=image2yj1.jpg (http://img120.imageshack.us/my.php?image=image2yj1.jpg)
I don't believe I saw this one concerning injuries. I have quite a few people listed as out with major injuries like ACL, Broken Bones, etc. and full strength indicated in 40+ weeks. But yet, the computer AI has not put these people on IR. I'm curious as to why they wouldn't have done this. Can't see a person with major ACL surgery coming back in the same season, especially if full strength is listed as 44 weeks.
Here's a possible bug - The game continually yanked my Probable starting quarterback, 4 times after 1 pass, once before the first play from scrimmage. It didn't matter whether his playing time was set to 9 or 1. Eventually I isolated the problem - if I had the "Play injured players" setting under 67, he always got pulled pretty much immediately (never more than one pass attempted).
The starting QB is 6.5 times better than his backup ratingswise and the injury, Turf Toe, allowed him to maintain a good level of performance without risk of further injury, so I'm a little concerned that I had to crank the injured player setting so high (my staff recommended 54) to keep him in the game under those circumstances.
It took a lot of trial and error to figure out the cut off was 67. When I set my starters to high playing time, injured or not I'm assuming they're going to stay in the game unless they suffer further injury. I think that is how it worked in past games.
My team declined a roughing the kicker penalty on a punt that the other team returned for a TD.
Detroit: I formation, strength is left. The defense is in a 43 and 3-deep zone coverage, expecting the pass.
1-10-DET23 (2Q: 07:36) Kevin Jones ran outside the right tackle for 7 yards. Tackled by OLB Hunter Hillenmeyer, assisted by ILB Brian Urlacher. Key block delivered by Kyle Johnson. PENALTY: Detroit was called for an Illegal Shift. The penalty was declined.
AI Not Re-signing RFA's
Posts: 75
<!-- icon and title --> Merged Posts From Narcizo and Quik
<hr style="color: rgb(39, 41, 41);" size="1"> <!-- / icon and title --> <!-- message --> NARCIZO
Don't know if this is a bug per se but the AI doesn't seem to resign RFAs resulting in a flood of great available free agents in the second free agency period when they become UFA. Either the players shouldn't become UFA or the AI ought to sign the players. We're talking about young players (2-4 years experience) with potential ratings in the 60s that no team would allow to hit free agency. I suspect that this is most noticeable at the start of the game when lots of young players have 1 year contracts rather than the long rookie contracts they would sign if they're drafted in-game.
__________________________________________________________________________
QUIK
Issue: Teams have cap space, but let many very good restricted free agents depart without a new contract.
In a new career (the GroupThink2007 career, with files available publicly) we have just gotten to the 2007 late free agency period... and the league is suddenly just flooded with star-caliber young players who did not receive contracts from their teams while in restricted free agency. Nearly every team has plenty of cap space -- looks like another wrinkle in the ongoing balance of cap management. Some have reported than in loner careers, this tends to calm down, but at least in year two, there are plenty of teams who have 10%, 20% or more in open cap space, who have let very good young players just walk away without a new contract.
I saw some mention of this generically, and maybe it's already under assault as part of the cap-balancing process - but thought the specifics would be useful, and a publicly available career file that helps to illustrate.
SOLEVISION/GAME LOG/GAME SCORE BUGS
Blocked punts
Fumbled punts
Touchdowns in general on punt plays
Safeties
Member of own team blocking punts
Penalty attribution in statistical summary
I think the clock is running ahead in Solevision. Actually, I think the time displayed is the time at the end of the play that is coming up in the PbP window from everything I've seen.
Occasionally the Penalty Choice button will get 'stuck' onscreen while simming games. If left alone, it will remain onscreen. If clicked, both options are for your team to have 1st and 10 at the 0 yard line. Clicking either option, however, doesn't alter the current game situation -- the button just disappears.
Edit: Just had it happen a second time in the same game, after declining a penalty on a TD pass.
More strange play calling.
Quote:
<table border="0" cellpadding="4" cellspacing="0" width="100%"> <tbody><tr> <td class="alt2" style="border: 1px inset ;"> 4-2-PIT24 (4Q: 02:00) Dustin Colquitt punted 24 yards. Touchback. </td> </tr> </tbody></table>
That is beyond a prepostorous punt. The Chiefs were winning by 10 in the playoffs.
REPORTING-RELATED BUGS
For career receiving statistics, 20+C and 100+ columns are not sortable by clicking on their button. Also, this information is not making it to the Honors section of players cards. I think this is a bug, as the corresponding rushing stats (10+R and 100+) work fine.
On the Team Statistics screen under Scoring/Turnovers, it appears that the number calculation for turnover margin is switched; so that the team who has more turnovers than turnovers created actually has a positive turnover margin.
In the game generated HTML on the team stats page, there is a link attached to the league totals pointing to a 32summary.html file. However, no such file is generated.
after quicksimming the first season, my teams Franchise Value and Profit Loss were rated 101/100
Brady Quinn was listed as the leagues fastest man in my second season. Problem is he doesn't even appear on the leagues fastest man board. In my first season it did work properly though.
I'm noticing some oddities with League's fastest man. My backup QB has won the award despite not even being on the top 40 dash times list, he's not a scrambler and has low scrambling ratings also. I see a QB won last year also who was a long passer with no scrambling ratings.
On the Team Summary page, under the receiving statistics, the #s for TDs and Drops are reversed
In the HTML, the red zone rushing average is being incorrectly listed by a factor of 100.
For example, Clinton Portis has 21 carries for 90 yards in the red zone. His average is being listed as 428.6. However, it is correctly listed as 4.29 in the actual game view.
In the PBP, LT and RT seem to be reversed (or maybe the direction of the play is being described inaccurately.) However, I'm consistently getting runs off Right Tackle where the LT makes the key block and vice versa.
I noticed that shin spints and depression aren't recorded on the player's injury history. I suppose it makes sense not to record depression as it's not a physical injury, but it seems like shin spints would be (everything else is).
Just finished preseason game and under the defensive header in the box score Torry Holt was credited with playing 18 defensive plays(7 running 11 pass defense).
What appears to be happening is when a reciever makes a tackle when a ball is intercepted the tackle gets recorded in the defensive stats. At the same time it records the run and pass plays he participated in while on offense under the defensive header.
Maybe this is a problem with the play-by-play (I did not see this exact problem listed as a bug) but it seems that injuries in play-by-play do not always coincide with the actual injury.
Detroit: Single-Back formation, strength is right. The defense is in a 34 with dime personnel and 3-deep zone coverage, keying aggressively on the pass.
1-10-DET20 (4Q: 00:22) Jon Kitna pass fell incomplete, intended for TE Mark Campbell. DE Luis Castillo hurried the quarterback into a bad throw. Detroit Jon Kitna was hurt on the play. This appears to be a very serious leg injury.
It appears to be a serious leg injury, but he had to have shoulder surgery. (I'll give you "appears")
There is a small bug in the team statistics turnover margin is shown backwards
The HTML out-put for the draft preview is not lining up correctly.
INTERFACE ISSUES (NOT BUGS, BUT IMPLEMENTATION)
If you start a draft, and then pause it. And then exit out of the draft screen. When you click on the allocation button at the top of the screen which brings you back to the draft screen, all previous team picks that are displayed in the text window are no longer there.
Another FOF2K4 holdover is the recommend button when "current rating" becomes the default search critera when you change positions.
I use screen resolution of 1400x1050, normal font size. Team images never fit in the window, too small.
The hide results feature not very workable in the postseason. After simming the week, it shows your next scheduled game. This obviously gives away the result. Any way to set this up to hide postseason scheduled games?
When previewing game matchups the point spread is always even if hidden results option is selected.
Multiplayer Global Game Options Screen
The options "Hide results on schedule overview windows", "Add formation information to game logs", and "Save game plan and depth chart progress on export" should not be grouped with the other four options.
Why? It’s because "only the commissioner's settings are used" for the other four options. But, from reading the help file it is my understanding that the three above listed options apply to each individual team, and each team's settings probably override the commissioner's settings.
Edit to add: I tested "Hide results on schedule overview windows" and "Add formation information to game logs". And, it is indeed the case that for the two options I tested the team's individual settings override the commissioner's settings, as should be the case. It just might not be clear to an individual team owner looking at the option screen that his settings for all three of these options will be implemented. (Unless he reads the help file.)
I think the button for bulk up and trim down are backwards, ie: Say I get the message that my 5'7 170 pound corner should bulk up before trying the position switch, well when I goto the weights section it says further bulking up is of no use to this player and all I can select is trim down. This happens everytime I get this message (15+) times now, and I can't select the option it is suggesting I do.
Started Late FA and went into the Recommend screen. On the drop down menu for "Rank based on" I get Current Rating and Future Potential as normal, but then I also have both of those with a little box next to them. I get different lists using those as opposed to the former. It is happening on the All Players selection and All Non-Kickers selection. THey are not there for each position.
I've looked but can't find my issue specifically, although I think I saw somebody else already mention this.
I would like the active/inactive right-click to provide as little movement as possible to the roster screen after I click it.
As it is now, when I change a players status for active to inactive, the screen jumps.
Interface Problem:
When viewing the draft screen, after clicking on a player's name to bring up their card and then exiting, the highlight color across the player's name and combine statistics is dark blue, behind which the black text cannot be read. A different highlight color or white text would make it vastly easier to read.
QUIRKY BEHAVIORS (POSSIBLE BUGS)
FA after training camp will only accept one year contract offer, but all (that I have seen thus far) FA now automatically come up with contract proposals for two years, that they then refuse.
I found if you change up an offer in FA, even offer more money in the first year, and lower the 2nd by the same amount, they refuse it for not being close to what they want.
I offered a 5-yr FA from another team the offer he requested (2-year deal with no bonus) but he refused saying he wanted at least $10K signing bonus. I upped it to $10K and he refused because he wanted at least $10K signing bonus. I upped it to $20K and he then decided to consider it during FA.
It seems all players signed after training camp demand a bonus, even when what they are requesting is simply the league minimum
Not sure if this is the way this is supposed to work, but I set one of my WRs to No Special Teams. While I understand this does not mean he won't play on special teams under any circumstances, I would think that the recommend button would not put him as the starting kick returner. Again, I could be wrong about how it works, but it seems like a bug.
Not really a bug, just an annoyance. Still not able to print the roster directly from the game without it coming up misaligned. Have to use the print to file option and then open with wordpad. Then it prints fine. This was a problem with previous games.
Can you have illegal contact on a running play? 1-10-ARI46 (2Q: 07:27) Willie Parker ran outside the right tackle for 2 yards. Tackled by ILB Gerald Hayes, assisted by OLB Karlos Dansby. PENALTY: Arizona was called for Illegal Contact.
I really don't know if this is a bug, but it seems to me that every time I see a message in PBP like this: "Aaron Kampman just blew past Patrick Mannelly and is all over the quarterback." the play results in a completed pass. It's annoying that message that seems to indicate a good play by the defense always results in a bad one. My observations may just be a severe statistical anomaly...
I think this has to do with the number of people in the city, but in year 1 of a game with the colts despite having the leagues top power ranking and a 100 for roster strength we only sold 32,200 of 60,300 season tickets and had nearly 20,000 unsold tickets for our home opener. Not sure if that is a bug, or if it is somehow working as intended.
The game is just counting 50 plus yard FG's as both a 50 yard plus missed FG and a 40 yard plus missed FG. So, anything missed as a 50 yard plus will count twice (which is technically right since the stat is labeled 40 plus and not 40-49.)
PERFORMANCE ISSUES
During the regular season, when clicking "Scouting Recommendations" from the Roster screen and then searching with the default "all players" option, the new window takes an inordinate amount of time to load and hangs slightly; when clicking the hourglass anywhere, it brings up a "Not Responding" message, but after several more seconds brings up the results.
MISC BUGS
3 year vet QB's listed on the Green Page at the end of the year
Contract renegotiation bug when over the cap (NOTE: I’ve already sent all three reports of this to Jim.)
Start a new game with a fictional player file. Choose the "Begin with complete draft" option. Draft screen comes up, says I have my next selection in 1 choice, change speed to "Fastest", click "Begin Draft", and it runs all the way to my pick in the second round. The scout made my 1st round selection for me. I had the second overall pick. Did not happen with speed on "Normal" and with the fifth pick.
Gridiron Greta lists same player over and over in seasons after year 1.
My global options appear to be not taking. I have coaches reset game plan/depth chart set to No, but the starter's playing time and depth charts are all back to default after each game. Also, I have shows scores turned off and they show up. I have them all selected with the silver button as No except for Hide scores as Yes.
I created a fictional universe and moved all teams to new cities. The teams that were originally Arizona and Seattle still show Arizona and Seattle as their cities even though in the "Edit City Affiliations" it shows the new cities (Anchorage and Santa Barbara).
Miami built a new retractable stadium in 2012 with a capacity of 0. They've accordingly been running income deficits of $67 million in the past 2 seasons.
In play call mode, picking a Cover 4 (prevent) gets me cover 2 man coverage. Having the coach call the play allows cover 4 to be selected. It seems like the "button" is tagged wrong.
Formation personal: 3TE set, unable to select 3rd TE. Might consider allowing WRs and/LBs here as many teams use a LB as a TE or FB in their goal line packs.
When I call 5 WR Spread formation, short pass, screen to WR5, it seems that the WR5 set in the depth chart is ignored. Last season, one of my cornerbacks would show up in the log as the target of the pass. This year, it's always my punter. Note that this is the full version of the game, and I have 5 (sometimes 6) WRs active and the depth chart filled out properly.
NOT SURE WHERE TO PUT THESE, OR IF THEY ARE EVEN ISSUES REALLY
Had an RFA refusing to resign with my (playing time). After training camp I find the AI GM has resigned him to my team on a 2 year deal. He's still demanding a trade.
I'm not certain if this is a bug or a design decision, but in preseason, "Scouts automatically sign players to fill roster" option is enabled, even if you've made cuts down to 53, it will go and sign 7 more players to get you back up to 60. Seems like it ought to be checking for 53 and not worrying about 54-60, but that's just me.
This is either a bug with a penalty or the logic needs work (or the penalty is just wierd but accurate). This was the Super Bowl between Indy and Minnesota. Minn. just scored a touchdown, failed the 2-pt conversion, and was down 28-26 with 1 minute left. Minnesota tries the onside kick.
(4Q: 01:07) Ryan Longwell kicked off from the MIN30. IND Spencer McWilliams recovered the kick. PENALTY: Minnesota was called for an Illegal Touch on the Kickoff.
(4Q: 01:01) Ryan Longwell kicked off from the MIN25. MIN Reche Caldwell recovered the kick.
So....Indy recovers the onside kick, but Minn. is called for illegal touch. Is that penalty automatic? Could Indy decline that penalty and keep the ball? That just seems too weird to be an automatic penalty. I would think Indy would be able to decline it. Anyway, Minn. tries again and this time they get it. They go on to win.
This may or may not be a bug. The leg injury seems like a different injury, not an aggravation of a shoulder injury. (shoulder injury in week 6, serious leg injury (x) in week 9)
I don’t know if this is a bug or an incorrect help file entry. But, if you have 46 active players and one or two of them have “out” injuries. (You still have 44 active players without “out” injuries.) And, if you are able to fill out your depth charts without using the players with “out” injuries. (You have no position distribution problems.) Then you can still simulate your game for the week, while the “out” injured players remain active.
While playing around with this, I also ran into a situation where the recommend button did not place anyone in the nickel cornerback position in the nickel depth chart or in the dime depth chart. I had 3 active CBs and 4 active safeties with one of the CBs having an “out” injury. The position distribution screen had no red lines because it counts any active player with an “out” injury as being active. I was still able to sim the week by placing my fourth safety into the nickel cornerback position in both depth charts.
Also, I simmed the game until I had a safety with an “out” injury, and then setup this situation. I kept 4 active CBs and 2 active safeties, one of which had the “out” injury. When I hit recommend on the nickel depth chart, it left the free safety position empty. When I hit recommend on the dime depth chart, it left the free safety and “dime corner/safety” positions blank. I was able to use another defensive player from the selection lists to fill in both position and sim the game week. I used a CB to fill in the free safety position and put a WLB in the “dime corner/safety” position.
The very next week with the same setup when I hit recommend for the dime depth chart instead of leaving the “dime corner/safety” empty the recommend button placed the same player in both the “dime corner/safety” position and the nickel cornerback position, while still leaving the free safety position empty. That player was a CB.
This may be a misunderstanding on my part, but I don't think I should be able click and highlight both "RB Blitz Pickup" and "FB Blitz Pickup" in the single-back formation. I can actually highlight all three so it doesn't appear that clicking the FB option puts a FB in for my TE. Clicking View on the play calling screen after highlighting the FB option doesn't show a FB put in anywhere.
COSMETIC/TYPOS
"Attendence would suffer."
Another one is the scout recommendation screen. The last part of the parantheses is missing. It says only "Salary/Request Range (including bonus per"
Bug in game logs when a player is given a nickname: Key block delivered by iū˙3Āé¤iū˙EôPj Kostinko.
On the Staff and Scouts Screen page of the help file, it still says the following: Amenable (during hiring period) - whether or not he's willing to consider an offer from your team. As far as I know this feature was removed several versions ago, though it would be nice to see a comeback.
When players retire and become coaches alot of their names are getting truncated. ie: Terry Cousin -> Terry Cousi, Trevor Pryce -> Trevo Pryce, Eric Beverly -> Eric Beverl, however Brian Finneran and Ross Verba came through fine
Missing text for "Poor" in staff reputation for defensive reputations.
POTENTIAL TWEAKS
Too little offense (3<sup>rd</sup> down conversions in particular)
Net Punting seems to be too high. Maybe not subtracting touchback yardage?
My QB just threw 6 TDs in a game but only had 186 yards passing and didnt even get a mention for player of the week. That seems a bit out of whack if it only looks at yards and doesnt take into account touchdowns at all.
Something that always annoyed me and wasn't a bug per se:
Sometimes the Defensive Player of the Week isn't the Player of the Game for his game.
I think there is something wrong with the WLB's I swapped my 12.5 sack SLB (who is actually a WLB) to WLB and my somewhat crap WLB to SLB and re-run the season. My SLB had 6 sacks, while my amazing WLB had no sacks not even a hurry at his natural position in a 3-4 Defense.
I have run several seasons and looking at the sack leaders for OLB's they are all playing SLB, no WLB's in sight, well there are but they are playing at SLB.
WLB's in a 3-4 Defense are part of the standard pass rush but don't seem to be applying hardly any pressure.
Quote:
<table border="0" cellpadding="4" cellspacing="0" width="100%"> <tbody><tr> <td class="alt2" style="border: 1px inset ;"> Not sure if this is the way this is supposed to work, but I set one of my WRs to No Special Teams. While I understand this does not mean he won't play on special teams under any circumstances, I would think that the recommend button would not put him as the starting kick returner. Again, I could be wrong about how it works, but it seems like a bug.
</td> </tr> </tbody></table>
A clarification on this -- I think many of us are inferring that having the button on the player file read "No Spec. Tm." means the player will not play on special teams. Part of this inference for me also comes from your QBs defaulting to have the "No Spec. Tm." button appear on their records.
However, the behavior of the button suggests that the one the button is actually working is that clicking the button when it reads "No Spec. Tm." means you are taking that player off special teams. That is, if the player record reads "No Spec. Tm." he will appear as a gunner if he qualifies. If it reads "Spec. Tm." he will not. When "Spec. Tm." is the listed button, a line will appear in the player record indicating if special teams play is not encouraged for this player, but it does not appear when the "No Spec. Tm." button appears.
I don't know if that is how the behaviors are intended to work, if the terminology is reversed or we are simplying intuiting the button incorrectly. A clarification would certainly help.
Tweak/Bug - Computer doesn't seem to negotiation with players enough during franchise tag holdouts. I've yet to see a player end a holdout with a new contract.
When the AI has, say a 25/78 QB in its #1 slot, it will only give him limited snaps in the preseason, opting to play the backup(s). I think the starting QB should have to have some sort of minimum 'rating to potential' ratio requirement met before the AI treats him like a real #1 QB.
Too difficult to get a team to be amenable to you taking over?
Too many tie games?
AI playing time percentages.
Draft day trades too excessive?
Game Time Temparatures.
I'm playing as the Steelers and have seen preseason games with temperatures in the 50s. Same thing with weeks 4 and 5, too. Not that it impacts the game, but seems odd.
I don't know if this is a bug, but the computer AI seems to throw a lot when the computer is well ahead late in the game.
Position experience, players seem to gain random position experience. I have had players gain more exp. at positions they are not on the depth chart on vs positions they are on. Example; 2 year RG has more exp. at RT (which he shouldnt be playing) than at LG which is where he is playing. These values did change from his 1st year so I am wondering how and why.
possible tweak: I'm seeing a lot of things like the 25/25 10th year vet starting over the 19/59 2nd year QB, or the 39/39 linebacker starting over the 37/52. I could be wrong, but it seems like it's working a bit differently than in FOF2004 (which had largely fixed this previously longstanding issue), and not working quite as well. It's not way off, but it does seem like the AI is favoring current value a bit too much over future potential.
Not sure this a bug but could someone offer up why these play calls occur. Situations 3rd 8-10 and higher I have all run defenses zeroed out. I stay on top of this to make sure. My last game though there were 4 plays that defy logic.
1st play Indy is ahead 7-3.
Indianapolis: Single-Back formation with four receivers, strength is right. The defense is in a 34 with nickel personnel and 4-deep zone coverage, keying aggressively on the run. Ware, Burnett and Williams are blitzing.
3-9-DAL44 (2Q: 13:29) Peyton Manning pass completed to WR Marvin Harrison for 36 yards. Tackled by CB Anthony Henry. Harrison gained 6 yards after the catch.
2nd play Indy is up 21-10.
Indianapolis: Single-Back formation, strength is right. The defense is in a 34 and 2-deep man-to-man coverage, keying aggressively on the run.
3-10-DAL40 (3Q: 02:04) Peyton Manning pass was dropped by WR Jay Carach. The defense looked very familiar with that play.
3rd play Indy ahead 21-13
Indianapolis: I formation, strength is left. The defense is in a 34 and 4-deep zone coverage, expecting the run.
3-21-IND12 (4Q: 09:36) Peyton Manning pass completed to WR Brandon Stokley for 48 yards. Tackled by OLB Al Singleton. PENALTY: Dallas was called for Illegal Contact. The penalty was declined.
4th play Indy ahead 21-13.
Indianapolis: Pro formation, strength is right. The defense is in a 34 and 4-deep zone coverage, keying aggressively on the run.
3-12-DAL28 (4Q: 07:29) Peyton Manning pass fell incomplete, intended for TE Dallas Clark. ILB Bradie James defended the pass. The defense looked very familiar with that play.
Thanks in advance for any help.
Sometime the staff you offer a contract don’t turn up in the list of offers and sometime they show up as hired even before you sim the stage.
When the AI puts the franchise tag on a player, it tends to put it on them every year thereafter without getting a chance to re-structure the contract.
17 players are given the franchise tag in the 2009 season of my single player career. 11 have been franchised three times, 5 twice, and one has been awarded his first franchise tag.
Possible Suggestion: Give the AI greater leeway in restructuring these franchise players contracts during the year in which they are franchised. That way the AI can use their franchise tag elsewhere.