View Full Version : Overtime AI problem
graygoosetwelve
12-11-2006, 03:17 PM
Start of overtime 1.
(OT: 15:00) Kris Brown kicked off 51 yards from the HOU30. Fabian Washington returned the ball 31 yards to the HOU50. Tackled by Edell Shepherd. Ball was fumbled and recovered by HOU Steve Gleason on the HOU50.
1-10-HOU50 (OT: 14:53) Sam Gado ran inside the right guard for 7 yards. Tackled by ILB Isaiah Ekejiuba. Key block delivered by Mike Flanagan. Flanagan ran over Isaiah Kacyvenski to open the hole.
2-3-OAK43 (OT: 14:24) Sam Gado ran around left end for 4 yards. Tackled by DT Warren Sapp, assisted by S Darnell Bing. Key block delivered by Chester Pitts.
1-10-OAK39 (OT: 13:49) Josh McCown pass completed to WR Andre Johnson for 22 yards. Tackled by S Jon McGraw.
1-10-OAK17 (OT: 13:23) Domanick Davis ran inside the right guard for 4 yards. Tackled by S Darnell Bing, assisted by ILB Isaiah Ekejiuba.
2-6-OAK13 (OT: 12:48) Sam Gado ran around left end for 12 yards. Tackled by DT Tommy Kelly. Key block delivered by Chester Pitts.
1-1-OAK01 (OT: 12:14) Domanick Davis ran inside the right guard for -1 yards. Tackled by DE Derrick Burgess, assisted by S Jon McGraw.
2-2-OAK02 (OT: 11:35) Domanick Davis ran around left end for 0 yards and was forced out of bounds. Tackled by DT Tommy Kelly.
3-2-OAK02 (OT: 11:10) Josh McCown pass was intended for WR Jerome Mathis and was intercepted by DT Tommy Kelly in the end zone. Touchback.
I looked over the game log of my last game played and I noticed a major problem with a playcalling decision. It's overtime, I am Houston, and we drive down to the Oakland 2 yard line. On 3rd down, instead of trying one more run, or kicking the field goal, we try to pass it in, only to get intercepted. We ended up winning the game, but I obviously disagree with the playcalling. I think this should be looked at. Has anybody else experienced this?
wade moore
12-11-2006, 03:26 PM
I looked over the game log of my last game played and I noticed a major problem with a playcalling decision. It's overtime, I am Houston, and we drive down to the Oakland 2 yard line. On 3rd down, instead of trying one more run, or kicking the field goal, we try to pass it in, only to get intercepted. We ended up winning the game, but I obviously disagree with the playcalling. I think this should be looked at. Has anybody else experienced this?
What is your gameplan set at for these situations?
In overtime it really shouldn't matter what your gameplan is in situations like that, because the objective is to score points any possible way. You'd kick a field goal from the OAK13 on 2nd and 6 in that situation almost every time.
graygoosetwelve
12-11-2006, 06:05 PM
That's exactly what I am saying. It should not have anything to do with my gameplan settings. It's all about the AI logic, and this is something that should be an automatic field goal try at some point.
MizzouRah
12-11-2006, 07:26 PM
What if it was snowing its butt off? :)
Then why would you throw a pass?
MizzouRah
12-11-2006, 09:49 PM
Josh called an audible at the line and that ended his brief stint in the NFL.
wade moore
12-12-2006, 05:31 AM
That's exactly what I am saying. It should not have anything to do with my gameplan settings. It's all about the AI logic, and this is something that should be an automatic field goal try at some point.
I have a whole thread that I tried to dedicate to this discussion.
Where do you draw the line for the CPU overriding your gameplan? For every person that gets mad that the CPU didn't "automatically" do something, another person is going to be mad that it didn't follow their gameplan.
eiskrap
12-12-2006, 05:49 AM
Maybe there should be a gameplan setting "In Overtime, try field goal when closer than", and then the game should follow your game plan until it reaches the user set point, at which it attemps the field goal?
wade moore
12-12-2006, 06:51 AM
Maybe there should be a gameplan setting "In Overtime, try field goal when closer than", and then the game should follow your game plan until it reaches the user set point, at which it attemps the field goal?
But again I ask, where does it end? How many little intricate things can you code into the gameplan?
eiskrap
12-12-2006, 07:02 AM
But again I ask, where does it end? How many little intricate things can you code into the gameplan?
Exactly so why bother with the gameplan at all, just let the AI decide everything?
Where this may not matter so much to quick simmers, being someone who likes to scout every team he plays, and takes time sorting every detail of his gameplan out before each game... I know I would have been very gutted if this had happened to me, not taking the oppertunity to kick the match winning FG would have been frustrating to say the least... You can set the distance to kick a FG in normal time, so setting a distance in OT would seem like a reasonable idea to me.
wade moore
12-12-2006, 07:18 AM
Exactly so why bother with the gameplan at all, just let the AI decide everything?
Where this may not matter so much to quick simmers, being someone who likes to scout every team he plays, and takes time sorting every detail of his gameplan out before each game... I know I would have been very gutted if this had happened to me, not taking the oppertunity to kick the match winning FG would have been frustrating to say the least... You can set the distance to kick a FG in normal time, so setting a distance in OT would seem like a reasonable idea to me.
I go into detail in MP gameplanning, this isn't about me being a quicksimmer.
You don't get what I'm saying.
The gameplan is set there. There are plenty of elements in the gameplan screen. There could be some more. But you have to draw the line somewhere in how much you break it down.
eiskrap
12-12-2006, 07:26 AM
I go into detail in MP gameplanning, this isn't about me being a quicksimmer.
You don't get what I'm saying.
The gameplan is set there. There are plenty of elements in the gameplan screen. There could be some more. But you have to draw the line somewhere in how much you break it down.
No I do get what you are saying, theres no way you could have settings for every possible scenario, and I agree... that would be crazy, and I wouldn't want that.
However I feel that this is quite a big thing to be left out, as its a simple one off decision that can chance the outcome of you're match, and it would be beneficial if it was included.
Ben E Lou
12-12-2006, 07:27 AM
...Where this may not matter so much to quick simmers.....and that's the crux of this, in all likelihood. I've said it elsewhere, but from the start, FOF was a game that appealed to the QuikSimhttp://www.younglifenorthdekalb.com/fofc/trademark.gif types much more than the in-game coaching types. As a result, I suspect that from version one through version four, the vast majority of the feedback that Jim received was from those of us who prefer to play that way. Heck, despite having gone through thousands and thousands of FOF seasons over the years, and probably maybe hundreds of thousands of games played by my teams, I have no idea what version of FOF added in-game play calling. I think I've playcalled an entire game once--with the demo to FOF2K4. When FOF2K4 added multiplayer, more people started reading the gamelogs, but even then, you have to consider that there are only, what, 15ish existing leagues, and many people play in more than one. All told, I'll bet that there are less than 300 of Solecismic's customers in active MP leagues. Point being, I'm guessing that the field was still heavily skewed toward people who don't pay much all that much attention to the game-to-game stuff when this game was released. HOWEVER, two things in this version will probably start to turn the tide:
1. Solevision
2. real player names
With those two things added, the FOF series just because a lot more appealing to those who like to play on a more game-to-game basis. Jim listens to feedback and is constantly improving his games. I read these boards a lot, but I'm not sure I've ever even seen the suggestion to add a few gameplan settings for overtime. It's a great idea, but one that in all my years of playing FOF, I haven't really though about, or suggested.
I guess what I'm saying, eiskrap and greygoosetwelve, is to report stuff like this to support AT solecismic DOT com, and you might end up making a difference.
EagleFan
12-12-2006, 03:33 PM
Then why would you throw a pass?
Was Andy Reid the coach?
Front Office Midget
12-12-2006, 03:46 PM
Heck, despite having gone through thousands and thousands of FOF seasons over the years, and probably maybe hundreds of thousands of games played by my teams, I have no idea what version of FOF added in-game play calling.
Come on Ben, that one's easy. It was added in FOF2. Of course, that one is easy for me since I didn't buy FOF1 or FOF3/3.2k2, and I know that I had the option to playcall way before FOF4.
I think it's EXTREMELY obvious that the end-of-half and OT AI's are very flawed. I've learned to live with it, and hope that sometime he'll fix it. I don't feel cheated by end-of-game screwjobs too much, since there's other stuff unaccounted for, like bad challenges, burnt timeouts, etc. that never happen, so I just feel like it's the equivalent of that happening.
Ben E Lou
12-12-2006, 04:18 PM
I think it's EXTREMELY obvious that the end-of-half and OT AI's are very flawed."Extremely" depends on your perspective. I don't recall end-of-half and OT logic impacting a single Tucker game in IHOF, or the games of my division rivals this year. Quite frankly, that's pretty much the only way I'd know about it.
Subby
12-12-2006, 04:24 PM
Maybe I missed it scanning the thread but what is your head coach rated in Offensive Playcalling? I agree that is a terrible call...
st.cronin
12-12-2006, 04:46 PM
I've seen games in TCY and FOF4 where if all the team did was take a knee, they could have run the clock out. But instead they throw deep. This happens a LOT, when it should happen never.
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