View Full Version : Alright Boyz, Here We Go!!!! (6.0b Thoughts...)
Ben E Lou
11-16-2006, 04:40 AM
Since many didn't get too far into 6.0a, I thought I'd go ahead and post this thread. Post impressions, and especially things that are new/changed since 6.0.
New features/improvements noticed to date:
Player of the week wins are now differentiated from player of the week mentions.
Scouted bar ratings added to depth chart screens.
New information added to e-mail screens, including when to do weight training, summer league and draft interviews.
Positional experience added to main player card.
Significantly decreased lag time when cycling through player cards of other teams.
Recommend Player searches tremendously faster.
Ben E Lou
11-16-2006, 04:43 AM
Positional experience info.The area underneath the skill set bars indicates your player's experience level at various positions. The red bars above are set based on the player's current assigned position.
The color background for each position shows the player's rough experience level at his position. A red background indicates a player is fully developed, orange is a step down, then orange-yellow, yellow, lime green, blue-green, light blue, medium blue, blue and finally purple, indicate the player has little to no experience at the position.
RedKingGold
11-16-2006, 05:01 AM
Since many didn't get too far into 6.0a, I thought I'd go ahead and post this thread. Post impressions, and especially things that are new/changed since 6.0.
New features noticed to date:
Player of the week wins are now differentiated from player of the week mentions.
Scouted bar ratings added to depth chart screens.
New information added to e-mail screens, including when to do weight training, summer league and draft interviews.
Positional experience added to main player card.
Don't forget the decreased lag time when cycling through player cards of other teams. Also, the Recommend Player function is a lot faster than in the past.
Northwood_DK
11-16-2006, 05:02 AM
I know the colours convert to numbers something like this but would properly have preferred to see a number or bar on the player card instead of a colour-code.<O:p</O:p
<O:p</O:p
Red 90% - 100%<O:p</O:p
orange 80% - 90%<O:p</O:p
orange-yellow 70% - 80%<O:p</O:p
yellow 60% - 70%<O:p</O:p
lime green 50% -60%<O:p</O:p
blue-green 40% - 50%<O:p</O:p
light blue 30% - 40%<O:p</O:p
medium blue 20% - 30%
blue 10% - 20%
purple 0% - 10%
Peregrine
11-16-2006, 05:07 AM
The starters' playing time issue that was causing (among other things) a lack of great receiving seasons has been fixed.
Narcizo
11-16-2006, 05:30 AM
The patch looks great and it's fantastic that Jim has taken the time to sort out the problems people have been encountering.
I hate to be Mr Whiner but the number of one year contracts being requested by players on your own roster and by free agents is really annoying. I can only imagine that it will be more so in MP league where you don't get to test out a variety of offers to see which a player will go for in order to sign over more than one year.
Jim said that players who don't request a signing bonus will request a one-year contract, but it's not just those sorts of players. My main back-up left tackle is requesting a one-year contract, which as he's in his fourth year is absolutely no use to me whatsoever. And he wants a good portion of it to be in a bonus.. Because you have to offer a whole lot more in bonus (per year) to get a player to sign a longer contract than they want this leaves me offering him starter's money to keep him on the team. He's currently content with playing time so it's not that he wants to move or be paid a lot of money (I think). It's very frustrating having to go through the roster and have to feel your way towards how much each player wants in order to stay on the team. Of the 13 players I have to resign this year in order to avoid them hitting free agency, 8 of them are requesting a one-year deal and all of those have a signing bonus.
I know the colours convert to numbers something like this but would properly have preferred to see a number or bar on the player card instead of a colour-code.
Agree but that is easy modable to use other colors or even a red that is zero to full filled for each position. The problem is that the bars will be so small as there must be one per position so not sure if the filled difference will be noticeable enough in the middle points.
Going to try it now, sometimes i get more fun doing mods than playing games :D
wade moore
11-16-2006, 05:44 AM
The patch looks great and it's fantastic that Jim has taken the time to sort out the problems people have been encountering.
I hate to be Mr Whiner but the number of one year contracts being requested by players on your own roster and by free agents is really annoying. I can only imagine that it will be more so in MP league where you don't get to test out a variety of offers to see which a player will go for in order to sign over more than one year.
Jim said that players who don't request a signing bonus will request a one-year contract, but it's not just those sorts of players. My main back-up left tackle is requesting a one-year contract, which as he's in his fourth year is absolutely no use to me whatsoever. And he wants a good portion of it to be in a bonus.. Because you have to offer a whole lot more in bonus (per year) to get a player to sign a longer contract than they want this leaves me offering him starter's money to keep him on the team. He's currently content with playing time so it's not that he wants to move or be paid a lot of money (I think). It's very frustrating having to go through the roster and have to feel your way towards how much each player wants in order to stay on the team. Of the 13 players I have to resign this year in order to avoid them hitting free agency, 8 of them are requesting a one-year deal and all of those have a signing bonus.
Are you only running into this during Renegotiations?
The best I can figure, is that this is meant to model the idea of, "I want to test the market in FA"?
If so, that doesn't bother me so much - I felt it was WAY too easy to just reneogiate contracts in 2k4 to keep your best players around. In the NFL, it is not NEARLY as easy to just extend contracts as it was in 2k4. There are often times when people just want to test the trade market, unless you completely blow them away.
However, if you're talking about during the FA period, yeah, I'm with you, that will be pretty frustrating.
Narcizo
11-16-2006, 05:58 AM
I checked it out in week 2 of the free agency period. If they want to test the free market next year I guess it kind of makes sense and that was partially what I was thinking was behind it. Although it would have been nice to get some sort of text saying that instead.
It seems that a lot of free agents are asking for one year deals as well. Presuming that the AI offers what is being asked for (which seems a fair assumption but could stand testing) then this means that there could wind up being loads of nomadic mercenaries moving from one team to the next each year in SP. I don't know enough about the NFL to know whether that's realistic or not. So these are just observations not complaints.
SegRat
11-16-2006, 06:11 AM
It seems that a lot of free agents are asking for one year deals as well. Presuming that the AI offers what is being asked for (which seems a fair assumption but could stand testing) then this means that there could wind up being loads of nomadic mercenaries moving from one team to the next each year in SP. I don't know enough about the NFL to know whether that's realistic or not. So these are just observations not complaints.
I like this idea. Now you actually will have to negotiate with players to get long term deals, instead of just offering what they are asking for.
Peregrine
11-16-2006, 06:21 AM
I checked it out in week 2 of the free agency period. If they want to test the free market next year I guess it kind of makes sense and that was partially what I was thinking was behind it. Although it would have been nice to get some sort of text saying that instead.
It seems that a lot of free agents are asking for one year deals as well. Presuming that the AI offers what is being asked for (which seems a fair assumption but could stand testing) then this means that there could wind up being loads of nomadic mercenaries moving from one team to the next each year in SP. I don't know enough about the NFL to know whether that's realistic or not. So these are just observations not complaints.
I'll have to check this out, I don't mind a few guys wanting to test FA, that's a good idea, but if it's everyone then we get back to the bad old days of everyone changing teams every year. This definitely wasn't a problem with the original release of 2K7 so hopefully it will work out in this patch also.
wade moore
11-16-2006, 06:30 AM
I'll have to check this out, I don't mind a few guys wanting to test FA, that's a good idea, but if it's everyone then we get back to the bad old days of everyone changing teams every year. This definitely wasn't a problem with the original release of 2K7 so hopefully it will work out in this patch also.
Isn't that the NFL? ;)
But really, I'd like to see how common this really is and where it's happening, but on the surface this could be a good thing, but if it's too common then not so much.
Fritz
11-16-2006, 06:31 AM
damn it. I had just gotten enough time to play with 6a to realize there are melodramatic folks in the FOF community.
well, I knew that already
I know the colours convert to numbers something like this but would properly have preferred to see a number or bar on the player card instead of a colour-code.
How do you like this now? I have added the numbers to the experience buttons. Of course it all looks smaller but no other way to fit position and experience in that reduced space. As there are only 10 different color icons, i have set the numbers in steps of 10% too, so a 100 guy could have an experience between 91 to 100, a 50 guy will have an experience between 41 to 50, etc.
Top of the image is how it looks in the original, bottom is my modded one:
http://www.prodeportes.com/fof2k7/bitmaps/330/sample.jpg
Coder
11-16-2006, 06:37 AM
How do you like this now? I have added the numbers to the experience buttons. Of course it all looks smaller but no other way to fit position and experience in that reduced space.
http://www.prodeportes.com/fof2k7/bitmaps/330/sample.jpg
That sure looks awesome Icy! That will help me a lot.
Ronde Barber
11-16-2006, 06:40 AM
really nice Icy!!!! and very useful....
Can you update your 6b exe for a super-upgrade????
thanks a lot for all your patching work!!!!!!
SunDevil
11-16-2006, 06:41 AM
How do you like this now? I have added the numbers to the experience buttons. Of course it all looks smaller but no other way to fit position and experience in that reduced space.
Top of the image is how it looks in the original, bottom is my modded one:
http://www.prodeportes.com/fof2k7/bitmaps/330/sample.jpg
Great job Icy. Seriously, Jim should just have a room for you and Cuervo when he moves into his new house.
Ben E Lou
11-16-2006, 06:43 AM
damn it. I had just gotten enough time to play with 6a to realize there are melodramatic folks in the FOF community.
well, I knew that already
No kidding. Are any of these people actually going to, you know, play the game and give impressions, or just tinker around with figuring out what itty-bitty graphics need to be modded? Don't know about you, Fritz, but I'm looking forward to delving into the actual game this evening. ;)
wade moore
11-16-2006, 06:45 AM
How do you like this now? I have added the numbers to the experience buttons. Of course it all looks smaller but no other way to fit position and experience in that reduced space.
Top of the image is how it looks in the original, bottom is my modded one:
http://www.prodeportes.com/fof2k7/bitmaps/330/sample.jpg
Just a quick point of clarification - these numbers are best guesses at ranges, right? We don't atually know the numbers tied behind these colors for sure?
Ben E Lou
11-16-2006, 06:47 AM
Just a quick point of clarification - these numbers are best guesses at ranges, right? We don't atually know the numbers tied behind these colors for sure?Well, since there are 10 colors given in the range, it makes sense...
Ronde Barber
11-16-2006, 06:50 AM
yes, i think they're best guesses, but help a lot knowing the number in a scale of 10 (i.e. in the picture, we know the LT can range from 60 to 70, the LG from 80 to 90 and the RG from 90 to 100). That's if i understand correctly.... ;)
wade moore
11-16-2006, 06:54 AM
Well, since there are 10 colors given in the range, it makes sense...
Agreed...
But, we don't know it... I just worry about potential complaints down the line when something on the field doesn't match this assumption...
Nothing major, just thought it should be noted that those numbers are done for our sanity, not because we know it is the scale.
Wade moore:
The numbers are in steps of 10% as are the icons colors, of course there are numbers in between but you can't also know them looking at colors only. I have edited my post before to explain it and avoid troubles.
Ronde Barber:
I have updated my thread with this mod and also the link to the modded 6.0b exe with all my mods already applied.
wade moore
11-16-2006, 07:07 AM
Wade moore:
The numbers are in steps of 10% as are the icons colors, of course there are numbers in between but you can't also know them looking at colors only.
Ronde Barber:
I have updated my thread with this mod and also the link to the modded 6.0b exe with all my mods already applied.
I gave you a suggestion in the other thread, but my point is we dont' know that each change in color represents 10% increase... A part of me believes that some colors were "thicker" than others in 6.0a, which leads me to believe that say light blue could represent 20% development or something...
I gave you a suggestion in the other thread, but my point is we dont' know that each change in color represents 10% increase... A part of me believes that some colors were "thicker" than others in 6.0a, which leads me to believe that say light blue could represent 20% development or something...
My only solution to this as has been proposed is to create another mod with just numbers from 1 to 10 but then i guess the problem would be the same, 10 steps that we don't know for sure what represent, this hapends also with colors, you don't kow the real % and i guess it can be considered as scouting margin of error.
Northwood_DK
11-16-2006, 07:31 AM
Originally Posted by Help File
The area underneath the skill set bars indicates your player's experience level at various positions. The red bars above are set based on the player's current assigned position.
The color background for each position shows the player's rough experience level at his position. A red background indicates a player is fully developed, orange is a step down, then orange-yellow, yellow, lime green, blue-green, light blue, medium blue, blue and finally purple, indicate the player has little to no experience at the position.
No I dont know for sure. I just added the numbers based on this part of the help file that SkyDog posted earlier.
Shkspr
11-16-2006, 07:48 AM
(cue John Facenda voice)
And Patch 6.0a would forver be known as The Day Youth Would Be Served, as within the span of a week in the 2008 season, rookie potential trumped canny veteran experience in half a dozen cities across the landscape. Matt Leinart, Jay Cutler, Charlie Frye, and three 2007 first round draft picks broke through the Astroturf ceiling and replaced the journeymen ahead of them on the depth chart.
But with Patch 6.0b, soon to be known as The Day Youth Was Tied Up in An Alley and Forgotten, five of these six quarterbacks were dumped back to the bench three weeks later in the season and Jeff Garcia, Ken Dorsey, and a one-legged Drew Bledsoe regained the starting jobs that some claimed were theirs by birth.
::moved from announcement thread::
Narcizo
11-16-2006, 08:15 AM
I think the AI depth chart setting is far better. I have a 2nd year SLB rated 37-45 who is starter over a 43-43 vet. Hardly a huge deal but it shows that the AI is more tilted towards giving youth a chance.
Elsewhere a 20-43 RT rookie is favoured over a 33-35 2nd year. A 23-53 rookie receiver starts ahead of an aging 41-41 receiver. You'd never see any player starting ahead of a player with a better current ability before the patch or in 2004. All in all it looks like the sort of selections I'd make (with a few discepencies that might be down to scouting error). So that looks very good.
twothree
11-16-2006, 08:29 AM
Just a quick point of clarification - these numbers are best guesses at ranges, right? We don't atually know the numbers tied behind these colors for sure?
Just look at newly drafted rookies to determine the actual range for each color, since development percentage (=current position experience) is displayed on their player card. Or, at least it is in 6.0 and 6.0a, I haven't looked at 6.0b yet.
Izulde
11-16-2006, 09:00 AM
How do you like this now? I have added the numbers to the experience buttons. Of course it all looks smaller but no other way to fit position and experience in that reduced space. As there are only 10 different color icons, i have set the numbers in steps of 10% too, so a 100 guy could have an experience between 91 to 100, a 50 guy will have an experience between 41 to 50, etc.
Top of the image is how it looks in the original, bottom is my modded one:
http://www.prodeportes.com/fof2k7/bitmaps/330/sample.jpg
That's awesome Icy, but I did notice that the LT and RT colours seem to be switched from the first screenshot to the second one. Because the first one LT looks orange-yellow and RT looks yellow, but in the modded one, LT looks yellow and RT looks orange-yellow.
twothree
11-16-2006, 09:40 AM
In 6.0b these are the ranges I have seen for the new rookie draft class
color (current position) developed %
red
orange
orange-yellow 69-78
yellow 56-72
lime green 45-64
blue-green 34-54
light blue 23-42
medium blue 12-32
blue 1-21
purple 1-9
Note the overlap in the ranges. So in 6.0b, while percentage developed is probably still the most accurate, it appears that the color displayed for experience has an error factor built into it, which might be position dependent and/or scout ability dependent.
These ranges may be bigger as I only looked at one draft class. Also, there was not a very large sample at the high end of percentage developed, so in particular the orange-yellow range probably can go lower than 69% developed. I didn't have any orange and or red in the draft class.
wade moore
11-16-2006, 09:55 AM
Good data twothree.
Seems like we still have a bit to learn about the experience bars.... This also brings to question whether developed % translates directly to the exp bar, and whether there is scout error between the draft and when they are on your roster.
twothree
11-16-2006, 10:08 AM
This also brings to question whether developed % translates directly to the exp bar...
It translated exactly to current position experience in 6.0a. (The height of the experience bar for the current position = the percentage developed for new rookies.) If there was a scouting error in either percentage developed or experience, it was the exact same scouting error with no deviation that I saw.
It does not in 6.0b. This could be because of a scouting error in either the displayed percentage developed or the displayed experience colors. My guess, while there could be some scouting error in displayed percentage developed, the majority of any scouting error is found in the colored experience display. And, my bad reasoning is: You have no stats to judge a rookie.
wade moore
11-16-2006, 10:10 AM
It translated exactly to current position experience in 6.0a. (The height of the experience bar for the current position = the percentage developed for new rookies.) If there was a scouting error in either percentage developed or experience, it was the exact same scouting error with no deviation that I saw.
It does not in 6.0b. This could be because of a scouting error in either the displayed percentage developed or the displayed experience colors. My guess, while there could be some scouting error in displayed percentage developed, the majority of any scouting error is found in the colored experience display. And, my bad reasoning is: You have no stats to judge a rookie.
Ok, I'm pretty much sold on the fact that these two are tightly tied together then.
This makes me even more firm in my thought that Icy should be careful about how he displays those numbers in his mod.
Sweed
11-16-2006, 10:21 AM
Ok, I'm pretty much sold on the fact that these two are tightly tied together then.
This makes me even more firm in my thought that Icy should be careful about how he displays those numbers in his mod.
FWIW I installed these and don't care if he shows 1-9 or 10-20. I don't take it as the actual percent but as a way to tell me instantly which level of development I am actually looking at.
wade moore
11-16-2006, 10:35 AM
FWIW I installed these and don't care if he shows 1-9 or 10-20. I don't take it as the actual percent but as a way to tell me instantly which level of development I am actually looking at.
I know that's the purpose... and what people who read through these details will realize.. but people who just grab it from the d/l section won't.
That's awesome Icy, but I did notice that the LT and RT colours seem to be switched from the first screenshot to the second one. Because the first one LT looks orange-yellow and RT looks yellow, but in the modded one, LT looks yellow and RT looks orange-yellow.
It's just not the same player in the screenshoot :)
Izulde
11-16-2006, 11:09 AM
It's just not the same player in the screenshoot :)
Fair enough. :) I was just making sure.
Fritz
11-16-2006, 11:48 AM
Don't know about you, Fritz, but I'm looking forward to delving into the actual game this evening. ;)
Play, oh my no. I have an old Pentium 2 and installed a stress tool I found on a warez site. My plan is to simulate 100 people trying to play the game at once for 100 seasons.
If the game doesn't fair well in these tests I am going uninstall and DEMAND MY MONEY BACK.
oh - Icy: can you make the yellow yellower? the yellow on my P2 must not be working right since it all looks a bit pale (like the yellow of a faded yellow thing or a yellowing white thing) and I want something the color of a rain slicker. I want something DEEP YELLOW.
thanks!
Ksyrup
11-16-2006, 12:18 PM
I was looking for a yellow that simulates the color of my pee after I drink 56 oz. of water in 45 minutes.
I was looking for a yellow that simulates the color of my pee after I drink 56 oz. of water in 45 minutes.
Damn, the one i was going to release simulates the color of pee after drinking 57oz, i'll create then a custom one for you with the 56oz :)
Fritz
11-16-2006, 01:53 PM
i prefer 57oz Dr Pepper pee yellow
---
yes, I know, this is the very type of post people have been missing during my latest slow posting period.
wade moore
11-16-2006, 01:57 PM
i prefer 57oz Dr Pepper pee yellow
---
yes, I know, this is the very type of post people have been missing during my latest slow posting period.
While you were gone, I found someone here that lives closer to me than you ;)...
cartman
11-16-2006, 01:57 PM
Fritz, I'm surprised you haven't inquired as to the availability of the Peeps face and logo pack. It really adds to the immersion factor.
AlexB
11-16-2006, 01:58 PM
As soon as Icy's letter gardes get added to gstelmacks's utility, I'm all over this game!
At the moment though I simply cannot tell what colours are what - can't work out which is light blue, blue, medium blue or blue-green tbh. :(
Bonegavel
11-16-2006, 02:24 PM
Maybe it would be better just to have the numbers 1 - 10 on the images not for ranges but simply to know that yellow is lower than orange yellow and orange is higher than orange yellow, etc.
cuervo72
11-16-2006, 02:57 PM
No kidding. Are any of these people actually going to, you know, play the game and give impressions, or just tinker around with figuring out what itty-bitty graphics need to be modded? Don't know about you, Fritz, but I'm looking forward to delving into the actual game this evening. ;)
I like to tinker.
Maybe it would be better just to have the numbers 1 - 10 on the images not for ranges but simply to know that yellow is lower than orange yellow and orange is higher than orange yellow, etc.
I have already done it, a version with numbers from 1 to 10 and a version with letters from J to A.
http://www.operationsports.com/fofc/showpost.php?p=1308809&postcount=9
AlexB
11-16-2006, 03:29 PM
I have already done it, a version with numbers from 1 to 10 and a version with letters from J to A.
http://www.operationsports.com/fofc/showpost.php?p=1308809&postcount=9
Icy, am I right in thinking that once gstelmack's gets updated, I can put these letter grades in without changing anything else? (Sorry for being dumb :) )
Icy, am I right in thinking that once gstelmack's gets updated, I can put these letter grades in without changing anything else? (Sorry for being dumb :) )
You are right, with his awesome program you can choose what do you want to add.
Front Office Midget
11-16-2006, 05:40 PM
So since all the talk so far has been about the experience colors, I'd like to know... is the game playable yet? Or would I be better playing FOF2K4 still?
Deattribution
11-16-2006, 06:00 PM
So since all the talk so far has been about the experience colors, I'd like to know... is the game playable yet? Or would I be better playing FOF2K4 still?
I think the game is playable, just avoid the the 'view how aquired' screen due to the crash involved with that. Other than that, I'd keep a reasonably up to date save just incase.
Front Office Midget
11-16-2006, 09:38 PM
Bump... I'd really like to know if this is worth purchasing yet for a serious career or if I should wait.
cartman
11-16-2006, 10:11 PM
Bump... I'd really like to know if this is worth purchasing yet for a serious career or if I should wait.
I guess my question back to you is what have you seen posted here that would lead you to believe it might not be ready for a serious career? Maybe the lack of responses is because everyone is playing the game. :)
cubboyroy1826
11-16-2006, 10:19 PM
Dude read thru the threads about the latest patches and see if there is something that is a game killer for you. If not go ahead and buy the game. I haven't even installed either patch yet and i am having a blast but what the heck do i know.:)
Eaglesfan27
11-17-2006, 03:48 PM
Only 45 minutes until I get off work and drive home to play this. Wife is already on her way to New Orleans to take her sister out for her 21st birthday. I can't wait to dive into 6.0b. :)
CraigSca
11-17-2006, 04:15 PM
BUY THIS. PLAY THIS. You've never seen anything like it.
MizzouRah
11-17-2006, 04:34 PM
Yep, I'm about 1 hour into 2k7 and so far I'm really loving all the added stats and what not. The immersion factor has doubled for me.
I started with the Browns, so it should be interesting to say the least. Especially since I know I'm going to need a QB for my first draft pick - now all I have to do is just drudge though this season with Charlie Frye at the helm! :(
Front Office Midget
11-17-2006, 04:39 PM
Yeah I bought it, glad I did. The reason I initially asked was because there didn't appear to be any gamebreakers, but there also seemed to be a lack of posts about the new patch, so I wasn't sure if I was missing something.
Ben E Lou
11-17-2006, 04:58 PM
Yeah I bought it, glad I did. The reason I initially asked was because there didn't appear to be any gamebreakers, but there also seemed to be a lack of posts about the new patch, so I wasn't sure if I was missing something.I think part of it is that the patch came during the work week. I've seen several people post that they're diving into it big-time tonight.
Celeval
11-17-2006, 05:21 PM
Yeah, I'll be digging in pretty soon.
RedKingGold
11-17-2006, 05:23 PM
I think part of it is that the patch came during the work week. I've seen several people post that they're diving into it big-time tonight.
"
MizzouRah
11-17-2006, 07:35 PM
No talk = people too busy playing. ;)
DaddyTorgo
11-17-2006, 07:42 PM
i need to re-DL on the new computer.
Eaglesfan27
11-17-2006, 11:21 PM
No talk = people too busy playing. ;)
Yes. :)
Eaglesfan27
11-18-2006, 05:54 PM
Am I having a major brain infarct or is a neutral site for the Championship Game another new unannounced feature that is unique to this version?
Bonegavel
11-18-2006, 08:01 PM
I like to print the roster to pdf and because it isn't fixed width font, the list doesn't line up. Is there a way to fix this?
Bonegavel
11-18-2006, 09:20 PM
I'm really enjoying FOF2K7.
It is hard to describe but the game feels a lot like FOF2K4 and yet not at all like FOF2k4.
The interviewing alone made this game worth it. I actually felt like I had a handle on drafting for once. It was great to interview and red flag (r-click) the players that I liked and then see some of these red flags hanging out lower in the list in the later rounds. Makes me feel like I'm finding great bargains in the later rounds as opposed to just clicking on some schmoe.
JPhillips
11-18-2006, 09:25 PM
Is anyone else noticing early runs on FBs in the draft? It seemed that they were going early so I kept track in my last draft and 3 FBs went between picks 33 and 47. It seems that the AI is valuing them too highly.
Eaglesfan27
11-18-2006, 09:48 PM
Is anyone else noticing early runs on FBs in the draft? It seemed that they were going early so I kept track in my last draft and 3 FBs went between picks 33 and 47. It seems that the AI is valuing them too highly.
In my most recent draft, very good FB's didn't go until late in the 2nd round and early in the 3rd round (63rd and 72nd.)
[quote=wade moore;1308523]If so, that doesn't bother me so much - I felt it was WAY too easy to just reneogiate contracts in 2k4 to keep your best players around. In the NFL, it is not NEARLY as easy to just extend contracts as it was in 2k4. There are often times when people just want to test the trade market, unless you completely blow them away.quote]
How is that going in the new version? Is it like 2k4, where you just sign him if you can afford him, or do players test the FA market more? That's something I really like in OOTP, a decent amount of players are more than willing to leave my team.
Front Office Midget
11-19-2006, 12:53 AM
Am I having a major brain infarct or is a neutral site for the Championship Game another new unannounced feature that is unique to this version?
That has been there as far back as FOF2 I believe.
Eaglesfan27
11-19-2006, 01:18 AM
That has been there as far back as FOF2 I believe.
Thanks. I was pretty sure I was just forgetting it but wasn't positive.
kingnebwsu
11-19-2006, 04:12 AM
I'm really enjoying FOF2K7.
It is hard to describe but the game feels a lot like FOF2K4 and yet not at all like FOF2k4.
The interviewing alone made this game worth it. I actually felt like I had a handle on drafting for once. It was great to interview and red flag (r-click) the players that I liked and then see some of these red flags hanging out lower in the list in the later rounds. Makes me feel like I'm finding great bargains in the later rounds as opposed to just clicking on some schmoe.
You can red flag draftees? I forgot about that!!!
Yeah, I love the new draft feature. The only downside is that the entire draft process (interviews, planning, etc) takes me about TWO HOURS!!! No way I've ever spent more than 15 minutes on a draft ever, but now it's actually fun. It's been pretty rewarding too, as I think I've done pretty well in my two drafts so far. I even plan out who I'm going to take and in what round, in order to interview the guys projected in the correct range. My notepad file is a mix of names, ratings, and other mumblings.
The last draft I picked 30th, and had to take a CB in the first-round. There was a can't miss, awesome DT who I was thinking about trading up for in the 2nd, but he went 2.14. Post-draft his ratings were off the chart and I was kicking myself. After training camp, he fell to a 15/19!!! Glad I didn't trade up for him. I even picked up a few undrafted players I'm hoping will make my squad. There's an undrafted QB who had a future of 64 pre-camp (who I then picked up) and 53 post-camp. Hopefully he can become my top backup.
I've only had a chance to play two seasons so far, and I'm loving it.
BTW, I just got a hold of the changetracker utility (from the stickied thread) and it's awesome. Anyone who hasn't used it yet should D/L it ASAP.
Dutch
11-19-2006, 06:29 AM
So far, I'm having a blast with FOF2k7. But my time playing has been extremely limited.
One thing I would love to see is a "back" and "next" button on every screen on the "Depth Chart and Gameplan" group.
Ben E Lou
11-19-2006, 06:48 AM
One thing I would love to see is a "back" and "next" button on every screen on the "Depth Chart and Gameplan" group.
Wasn't something along those lines in an earlier version of TCY, but had to be removed due to it causing crashes on some configurations? (XP, I believe...) My memory is a little fuzzy on exactly what used to be there and when it was, but I know that in a previous game in the TCY-FOF4-FOF2K4-FOF2K7 line, there was a mechanism for moving a little more quickly from one depth chart screen to another that had to be removed.
Dutch
11-19-2006, 06:58 AM
Wasn't something along those lines in an earlier version of TCY, but had to be removed due to it causing crashes on some configurations? (XP, I believe...) My memory is a little fuzzy on exactly what used to be there and when it was, but I know that in a previous game in the TCY-FOF4-FOF2K4-FOF2K7 line, there was a mechanism for moving a little more quickly from one depth chart screen to another that had to be removed.
I can't remember, but I know this exact wish has been brought up before, and maybe configuration issues was a reason for it not being implemented. It certainly seems to ring a bell, fwiw.
perez24
11-19-2006, 07:19 AM
Overall, the game is more interesting than previous versions and, I think, harder.
I'm in the 4th season of the Redskins. I had one of the worst seasons I've ever had in FOF record-wise, but it helped me draft a really decent D-line the next year.
The AI does a better job of re-signing top free agents, so it's almost impossible to stockpile some cash and then go sign a top LT in the middle of free agency for a bargain salary.
I wish you could exceed 200 on the injury rating (I'm not a sadist but lots of players should be getting hurt whether they're my faves or not) and it still seems like the AI likes to pass late in the game when it's winning but I love this game.
Logan
11-19-2006, 12:19 PM
I can't remember, but I know this exact wish has been brought up before, and maybe configuration issues was a reason for it not being implemented. It certainly seems to ring a bell, fwiw.
I think that was me that originally suggested it in the main "Alright boyz.." thread (of course it could've been thought of by others in any number of threads), but someone said they thought that clicking "exit" and leaving the screen was necessary to save the changes.
Fritz
12-07-2006, 08:56 AM
While you were gone, I found someone here that lives closer to me than you ;)...
Dude, I live in Knightdale. Thats 27545 land.
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