View Full Version : Alright Boyz, Here We Go!!! Front Office Football 9 Impressions
Jukeman
04-05-2025, 10:02 AM
It's 90 in real life. I have to cut the majority of undrafted FAs before they can even play a preseason game. To be honest, it makes preseason pointless.
garion333
04-05-2025, 03:35 PM
I feel like I've never really understood defense. A player has a position, but also a fit -- should I be changing a player to his fit to make him more effective in that position?
Along the same lines, I don't get what the AI is doing when it sets my depth chart. So many times, I'll have a good RG and a good LG, and the AI will put my LG in the RG spot and vice versa. Why? Same thing with FS and SS too. I get the idea that it may happen sometimes for some weird freak reason, but it seems to happen a lot.
First question, generally yes. The more things you have lined up in the game, the better performance you will get in a general sense.
I don't recall RG/LG being mixed up in prior versions but I frequently think the FS/SS designation in the depth chart is backwards in FOF8. Only Jim know the calculation to result in my low D Safety playing at SS while my high D Safety plays at FS. Maybe it's about PH, Play D and/or Int bars too. Never could figure it out, in part because different defensive formations give different results.
To wit (from FOF8):
https://i.imgur.com/Ue1fWZn.png
https://i.imgur.com/oCzXGYJ.png
https://i.imgur.com/OpPyRqt.png
Haiku
04-05-2025, 03:47 PM
It's 90 in real life. I have to cut the majority of undrafted FAs before they can even play a preseason game. To be honest, it makes preseason pointless.
It's 90 in real life, but that will not translate well into the game. It would let players exploit the AI by stacking the undrafted free agents with the highest overall, then cutting them right before the season starts, after the AI teams have already finalized their rosters.
The real life free agent pool is also much larger, but replicating that would require adding a bunch of players who aren’t good enough for the NFL, which would just bloat the game and slow it down.
Think of the preseason as a time for your players to build fitness and get ready for the season. Your roster should be mostly set, with 7 extra players available in case of late preseason injuries.
Jukeman
04-06-2025, 11:05 AM
It's 90 in real life, but that will not translate well into the game. It would let players exploit the AI by stacking the undrafted free agents with the highest overall, then cutting them right before the season starts, after the AI teams have already finalized their rosters.
The real life free agent pool is also much larger, but replicating that would require adding a bunch of players who aren’t good enough for the NFL, which would just bloat the game and slow it down.
Think of the preseason as a time for your players to build fitness and get ready for the season. Your roster should be mostly set, with 7 extra players available in case of late preseason injuries.
I'm sorry, but that isn't a valid reason. If the user wants to exploit the AI in that way for some insane reason, that's their fault. That scenario is a 100% user decision.
The FA pool doesn't have to be any different from what it is now. You don't need to fill up the 90 spots. The point is, why do I have to cut down to 60 before the preseason games even start? Literally, all that is needed is for the check to be at the end of preseason instead of the beginning.
Teams don't use preseason for fitness; that's training camp. Preseason is for players to make an impact and try to make the roster or solidify their roster spot and role. As of now, it's just a numbers game. I'm picking who's better in ratings instead of performance, which is not fun when you enjoy underdog stories.
Jeff W
04-19-2025, 06:23 AM
The most jarring UI thing has to be the back and forward buttons and up/down player breadcrumbs. I don't know if it's because I'm at 4k resolution, but the four buttons and clickable areas are smaller than my front teeth. Oof
They need to be at least a little bigger and there needs to be more space between them so you don't have to be super precise with your click.
I'm surprised that there aren't more complaints about this. It's absolutely brutal and the hitboxes of the buttons are even smaller than the graphics.
I ended up requesting a refund solely because of this UI issue, but I'd be willing to give it another shot if this was ever fixed. I will probably give FOF 8 a shot since the UI seems more bearable.
jcard
04-19-2025, 01:22 PM
I'm surprised that there aren't more complaints about this. It's absolutely brutal and the hitboxes of the buttons are even smaller than the graphics.
I ended up requesting a refund solely because of this UI issue, but I'd be willing to give it another shot if this was ever fixed. I will probably give FOF 8 a shot since the UI seems more bearable.
Is the page navigation mapped to any hot keys, such as the Left and Right Arrows for “Page Back” and “Page Forward”?
Jeff W
04-21-2025, 02:09 PM
As far as I can tell, there are no keyboard hotkeys for the navigation. A seven-button mouse is needed according to the documentation. I tried using the side-wheel and was able to cycle through player pages, but the sensitivity was too high and thus non-functional.
I suppose that it is possible to simulate these mouse functions with AutoHotkey, though.
sovereignstar v2
04-22-2025, 11:56 AM
That was one of the first issues I mentioned after I started playing at launch.
Templar
08-01-2025, 02:41 AM
I've now bought Front Office Football Nine. :)
You can see the influences of the OOTP UI and after a few hours, I'm getting used to it.
Is the new UI better or worse than previous versions?... It's different...
Front Office Football was never known for gorgeous and truly user-friendly UIs.
Ultimately, what matters to me is what's "under the hood" – and that's great again!
Great work, Jim! And thank you very much. :thumbsup:
hibby
10-06-2025, 03:45 AM
I finally bought FOF9 and whilst it's a small sample size, 2 different saves, across 6 seasons, two differen't starting QBs on two differen't teams, have developed negative chemistry with their starting WRs and positive chemistry with the scrubs who don't see the field.
How is chemistry calculated in FOF9? Birth dates? Personality? And is chemistry dynamic? Can negative chemistry become positive over time? Does it take multiple seasons with the same WRs?
Haiku
10-07-2025, 06:52 AM
Chemistry is random and cannot change, as far as I know. However it has a very subtle effect. It didn't stop my QB from throwing for 6000 yards or my WR from catching over 2000, even though they have negative chemistry. I rarely pay attention to it. Perhaps I'll use it as a tiebreaker between depth WRs if I need to give one of them more playing time.
hibby
10-09-2025, 02:47 AM
Chemistry is random and cannot change, as far as I know. However it has a very subtle effect. It didn't stop my QB from throwing for 6000 yards or my WR from catching over 2000, even though they have negative chemistry. I rarely pay attention to it. Perhaps I'll use it as a tiebreaker between depth WRs if I need to give one of them more playing time.
Thanks for the reply. I wondered if it was simply window dressing or something that had only a minimal effect It doesn't seem to be affecting performances, it just struck me as weird that in both saves, both QBs only had positive affinities with the guys further down the depth chart :D
Haiku
10-09-2025, 10:43 AM
Thanks for the reply. I wondered if it was simply window dressing or something that had only a minimal effect It doesn't seem to be affecting performances, it just struck me as weird that in both saves, both QBs only had positive affinities with the guys further down the depth chart :D
Yes, the effects are minimal in my opinion. Team cohesion has a much more significant impact, and that’s something I pay close attention to. Basically, you’ll want to keep players with strong personalities around for as long as possible.
Haiku
11-07-2025, 05:41 PM
6 receiving TD in a single game :)
https://i.postimg.cc/wg6HR7V6/Screenshot-2025-11-08-013804.png
Capital
11-10-2025, 09:43 AM
These Packers are putting up some serious point totals
jcard
11-10-2025, 11:56 AM
The concerning thing in that image is that the player is receiving an off-scale volume of targets with very little penalty to efficiency.
cupofjoe
11-13-2025, 03:46 AM
After spending hundreds of hours on FOF9, I can say that I have really enjoyed it.
I only have two critiques:
1. I understand the heart behind the new trading system, but it feels like a step back. It is harder to manipulate, but if people want to cheat the system, they will always find a way. The current system feels lifeless.
2. The coach draft is the one area I still do not understand Jim’s hesitation to change. In a game where almost everything else is designed to run like the NFL, this is the one part that breaks the immersion. It feels silly, and it is a strange stance for Jim to hold, but it is his game.
People complain about the UI, but I do not mind it. You get used to it after a couple of hours.
I also cannot complain too much because I have put so many hours into the game. Jim created something unique and nobody has come close to competing with it.
I have mentioned before that the maker of Football Coach: College Dynasty is the closest real competitor. He built a great college game and is now working on an NFL version. He adapted his college game well from customer feedback. I imagine he will do the same for the NFL version. We don't know if Jim will make FOF10, but if he doesn't...there could be a decent handoff to this new game.
Passacaglia
11-19-2025, 03:29 PM
https://i.imgur.com/szibXZN.png
A couple things here.
1. I'm sure there's a reason for it -- it seems like Jim has a hankering for random small-town locations or something -- but it would be nice to at least have the option to put the Super Bowl in places that make sense. NFL cities, at the very least, and preferably favoring warm-weather climates with small chances of northern cities getting it.
2. I can understand how an algorithm chooses a player from the losing team as the MVP sometimes, but I feel like the Super Bowl MVP is an important enough award that it has to go to the winning team. I looked it up and apparently that's happened once in Super Bowl V, but I feel confident that it will never happen again, and it's given to a player who just won the Super Bowl, not a player who just lost it.
Passacaglia
11-20-2025, 11:18 AM
Cynically, I'm thinking the game has been out too long that this will bother getting fixed, but...
https://i.imgur.com/5Z3SlHA.png
This game is labeled as a Conference Championship, but it's actually a Wild Card game.
jcard
11-21-2025, 06:33 AM
Just curious as to whether it is coincidental or a bug that both of Buffalo’s game rushing leaders are named “J. Cook”?
Passacaglia
11-21-2025, 10:35 AM
No worries, I love dredging up my playoff losses.
Not a bug -- the Bills had James Cook all along, then drafted Jamar Cook in 2026.
MizzouRah
11-26-2025, 06:35 AM
After many hours with FOF9, it's finally grown on me and surpassed previous versions (the UI is fantastic). Madden has become garbage the past few years for me, so I'm really happy we have FOF9 to scratch that NFL itch.
Would love a FOF X in the future :)
Haiku
11-26-2025, 09:00 AM
After playing the game for so long, I've gotten used to its little quirks, but I still can't, for the love of God, understand why this screen is hidden the way it is. Am I missing an obvious way to access it other than clicking Amateur Draft > Draft History, which then reveals the Year Overview menu button?
https://iili.io/fqyKms1.png
KingZal
11-26-2025, 02:34 PM
Glad you brought that up because I forgot where that screen was too :lol:
MizzouRah
11-26-2025, 03:50 PM
Haha.. I've never seen that screen, thanks! I would think it needs to go under the 'Almanac' stuff under League.
Passacaglia
11-28-2025, 09:20 PM
It is under the Almanac. If you click on the almanac, then click on a year at the far left, you'll get to that screen.
Passacaglia
12-01-2025, 11:07 PM
Here's a weird bug.
https://i.imgur.com/8zaNXN6.png
So that's the list of Super Bowls in this universe that I simmed through. All looks good. But, if you go into a couple of the games...
https://i.imgur.com/mBv0SPi.png
https://i.imgur.com/MkCJkFL.png
This is Super Bowls VII and VIII. Pompano Beach was the host of Super Bowls IX and XII, as you can see, but Spokane never hosted any. Weird thing is, it's only these two Super Bowls where this happens, the other 28 are fine.
NawlinsFan
12-02-2025, 06:06 PM
I see another issue, no New Orleans appearances! Need to submit it for action.
Is this a 32 team format? I am struggling - again. Have a few 40 team formats in work and as I tried to start a league I get an error telling me the info files don't match up with the proposed start year - and they do. :(
I have also been working a 48 team format and trying to work through a schedule issue. First they were all bye weeks. Now only some teams show some of their games but they are starting in April/May. My forehead is bruised and I have to patch a part of the wall next to my desk! :rant:
Passacaglia
12-02-2025, 10:07 PM
I see another issue, no New Orleans appearances! Need to submit it for action.
Is this a 32 team format? I am struggling - again. Have a few 40 team formats in work and as I tried to start a league I get an error telling me the info files don't match up with the proposed start year - and they do. :(
I have also been working a 48 team format and trying to work through a schedule issue. First they were all bye weeks. Now only some teams show some of their games but they are starting in April/May. My forehead is bruised and I have to patch a part of the wall next to my desk! :rant:
This is a universe starting in 1966, so New Orleans isn't in it. Sorry! 24 teams -- 15 in the NFL, 9 in the AFL. Miami and Atlanta just joined, but New Orleans and Cincinnati had not.
If you want to send me your files for that league I can take a look.
MizzouRah
12-07-2025, 07:01 AM
Hotfix for Version 9.2 Update
The Hotfix was released on December 7, 2025.
Issues Addressed
The default schedule for the 2025 season had an error in week 3, causing New Orleans to play a game that New York was scheduled to play.
The default player files for 2024 (when the error was introduced) and 2025 have a player assigned a birthdate in 200, when he was actually born in 2000.
kingnebwsu
12-17-2025, 11:09 PM
I've been noticing that my Probable players aren't playing. I found a previous thread highlighting this issue & am wondering if it has been fixed. This has happened in the last month or two. I didn't check all Probable players each week but every Probable player I researched didn't play.
I am only being GM & not making any coaching decisions. Someone posted a workaround but that didn't seem optimal.
Thanks!
MizzouRah
12-18-2025, 05:07 PM
I've been noticing that my Probable players aren't playing. I found a previous thread highlighting this issue & am wondering if it has been fixed. This has happened in the last month or two. I didn't check all Probable players each week but every Probable player I researched didn't play.
I am only being GM & not making any coaching decisions. Someone posted a workaround but that didn't seem optimal.
Thanks!
I have noticed this at times, as well, especially with QBs.
I also have a 44 OVR TE playing over a 70 OVR TE who I signed in FA, I'm trying to figure that out. (I let my coaches handle the depth chart)
AlexB
12-19-2025, 01:01 AM
The only workaround I found was to set game planning and depth charts to manual, then when the game plan day came around use the AI to recommend a game plan on the offense, defense and blitzing, before then changing the use injured players setting to max (or one below max, I forget)
I kept trying FOF9, as the ability the scout every draft player and compensatory picks are great, but things like this and the general lack of feeling that there is a world outside the team you control make it a relatively bland experience for me.
Just started a new FOF7 career, and having a blast - it remains the peak of the franchise for me
cupofjoe
12-19-2025, 03:43 AM
I've been noticing that my Probable players aren't playing. I found a previous thread highlighting this issue & am wondering if it has been fixed. This has happened in the last month or two. I didn't check all Probable players each week but every Probable player I researched didn't play.
I am only being GM & not making any coaching decisions. Someone posted a workaround but that didn't seem optimal.
Thanks!
Yeah, this is annoying. It wasn't an issue with previous versions
MizzouRah
12-20-2025, 07:05 AM
Has anyone sent anything to Jim? Maybe he will take a look at it?
I will keep an eye on the probable players not playing and grab screen shots to send to Jim, please do the same.
Send to: customersupport at solecismic.com
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