View Full Version : Some Recommendations for the next version
jjmdirector
04-29-2008, 12:41 PM
An option for automated draft preview/interviews. Allowing the scout to interview prospects automatically. a % matrix could determine what positions he will interview. (clean up the clicks)
Pro-Bowl teams for each conference w/ game at end of the year
Shop player trade function that includes actual offers
Shop draft picks as well
jdavidbakr
04-29-2008, 08:31 PM
I'd like to see players test the free agent market more, some sort of combination of the loyalty rating with their skill (or their perceived skill of themselves) as well as their agent's personality, where if they are in a contract year they won't necessarily renegotiate but instead will test the free agent market unless they get a top salary based on other salaries for the same position. So a guy with low loyalty who considers himself to be in the 80's won't re-sign in their contract year unless they are offered a contract in the range of the top 5 in his position, whereas a guy who has high loyalty but also considers himself to be in the 80's will sign for higher than average, etc.
I'd like to see tackles for loss tracked in the logs and almanac. That seems like a simple request. What I'd love to see but don't expect is something similar to KRB for the front seven. Maybe call it 'Quality Tackles'. A QT might be a run on 1st down that gains 3 yds or less and any rush on 3rd down that doesn't result in a 1st down or TD. Just a thought.
Sgran
04-30-2008, 07:37 AM
AI cap management
Hammer
04-30-2008, 08:15 AM
I find it wierd that low intelligence should be good for QB avoid interceptions, and WR route running. Surely it should be the other way round!
shbrehob
05-01-2008, 05:37 PM
I think that when dealing with TC that maybe we should be able to extend offers to attend camop, but not sign those players. YOu could say that your signed roster must be at 60 going into camp and you can offer an invite to 10 unsigned players to see how they pan out. I beleive this happens in the NFL and i can't see that it would cause that much of an issue when it comes to game development
stevew
05-02-2008, 02:34 PM
More real life modeling on Restricted and Franchise tenders. Including the ability for people to bid on these players with compensation. Also more realistic franchise numbers based on previous years salaries. Plus exclusive/standard Franchise designations. This would be a huge added element to MP.
Better stats for offensive line, including some sort of "pass block rating" better than just sacks allowed. Right now, it's really hard to gauge how effective a linemen is IMO. My LT might have only let up 8 sacks in 500 pass plays, meaning he has an acceptable SKA%. But I would like to be able to easily find out that he allowed 24 hurries and 15 pass blocks as well.
Ability to track Kickoff distance/net average.
Better end game logic
More hold outs/requests for new contracts. Basically more emails. If a guy had a good season, and is close to needing a new contract, have his agent email you before FA starts that he'd like to get something done. If you continue to ignore the requests, more "past injustices"
Better differentiation of 3/4 4/3 defensive schemes. Including different scouted ratings based on which scheme your team plays.
Better differentiation of offensive schemes. West Coast, etc.
More contract negotiation flexibility with roster bonus, etc. Or the ability to guarantee specific base salaries.
Ability to fold cap room a year forward with LTBE incentives.
More flexibility on signing draft picks.
More owners goals/limits/budgets. Ability for the owner to overrule a signing/draft pick.
Raiders Army
05-02-2008, 05:49 PM
I wanna see a 2D representation like Goal Line Blitz.
jjmdirector
05-02-2008, 05:51 PM
I think that when dealing with TC that maybe we should be able to extend offers to attend camop, but not sign those players. YOu could say that your signed roster must be at 60 going into camp and you can offer an invite to 10 unsigned players to see how they pan out. I beleive this happens in the NFL and i can't see that it would cause that much of an issue when it comes to game development
inviting player to camp would be an awsome addition
stevew
05-02-2008, 10:32 PM
invite to camp is the same thing as signing them to a minsal contract with maybe a 5k signing bonus.
Practice squad would be cool, if only to stash young guys that you don't want to outright cut.
Forget future version, I would like to know why the run/run agressive bug hasn't been patched? It seems like a relatively minor fix.
Also, another point in the end of half logic. It's 3rd down, you pass/run, don't make a first. Game immediately calls a time out. It's 4th down with :31 seconds on the clock, and you line up for a FG....why not let the clock run down to like :02 before calling the time out.
CU Tiger
05-02-2008, 11:43 PM
totally re designed staff hiring model
Coordinator scheme strengths
Intuitive player ratings/combine corelation
Actual Indiviual OL stats
A more attractive Greta
Eliminate the ZERO attendance bug for entire sections
Quite honestly for the first time in ages, the next verson will be a wait and see for me.
perez24
05-06-2008, 11:38 AM
I'd like to have to tell potential free agent signees what role they would play on the team, e.g. starter, potential starter, primarily special teams, mentor, roster filler, etc., which could impact the player's willingness to sign and/or price tag.
Also, the ability adjust the OL and defense depth charts during blowouts. This could either be via a setting, e.g. pull starters with x point lead/deficit with y time left or going in and doing the clicking as you do for the skill positions.
claystone
05-06-2008, 01:32 PM
It was said above which is "BIG" for me.
1. Have a 2D model of players on the field for each play so you can see how your players are doing. Who is getting beat, who's not blocking, etc. I know we have the log, but it's not the same as seeing it. Ala "Goal Line Blitz".
2. When i play 3-4 defense my nickel package has only one DT. In a 3-4 base it should be one DT, but in Nickel it should be two.
3. Special team roster depth chart. I like to place my players in positions. Even though I set a player not to be on special teams, he's still there in the game log.
4. I like to know who on my team is getting penalties. Give us a stat on this.
Number 1 is the most important for me. When I play goal line blitz, that is the best part of the game. Viewing what your players are doing.
JetsIn06
05-06-2008, 01:52 PM
2. When i play 3-4 defense my nickel package has only one DT. In a 3-4 base it should be one DT, but in Nickel it should be two.
:confused: I'm fairly positive it should still be one. You take off a linebacker and add a CB. The game's got it right here, I think.
claystone
05-06-2008, 04:56 PM
:confused: I'm fairly positive it should still be one. You take off a linebacker and add a CB. The game's got it right here, I think.
It should be.
LE / DT / DT / RE
LB / LB
CB / CB / CB
FS / SS
This is how nickel should be. I have it with one DT on the depth chart screen, which is not what I want. I don't know why that is?
claystone
05-06-2008, 04:58 PM
In 3-4 defense, I'll be removing 2 LB, not one to go into nickel. In 4-3 base I'll remove 1 LB. I think there is where you got confused...lol.
JetsIn06
05-06-2008, 06:01 PM
In 3-4 defense, I'll be removing 2 LB, not one to go into nickel. In 4-3 base I'll remove 1 LB. I think there is where you got confused...lol.
Nope. In the 3-4, the nickel is replacing one of linebackers. It basically turns it into a 3-3-5.
http://www.firstbasesports.com/images/football_nickeldef.gif
Your correct in saying that in the 4-3 a LB comes off and an extra CB comes on, but your wrong in saying the 3-4 is any different. In both formations, one LB comes off, a 5th DB goes on.
stevew
05-06-2008, 08:41 PM
Or they go into a 2/4/5 too sometimes.
CU Tiger
05-06-2008, 10:27 PM
By definiton a 34 is 3 down linemen.
Once you place a 4th man "down" you have a 4? (3,2,5) Defense
Yes, Madden has had this wrong all these years.
JetsIn06
05-07-2008, 12:47 AM
Or they go into a 2/4/5 too sometimes.
Yep. Now, Clay, maybe some teams you like happen to do this, but then they're not playing a 3-4 anymore. They're just a hybrid defense that occasionaly used the 4-3 on passing downs.
And CU, yep, Madden's got it wrong, but they do now have a 3 down linemen nickel and dime formation. You just have to click over to cycle through the sub-sets.
Epi_862
05-07-2008, 05:55 AM
My wishes for future versions are quite simple:
-Tryouts and practice squad, please
-Player hiring redesign, its annoying that players im looking to sign just signs to some other team, without giving a warning first. There should be some communication with the player during FA's.
Thats really it. Maybe the 'view roster' window could be wider so i could see more things at once - f.ex. the scouting and contract screens could be combined.
QuikSand
05-07-2008, 06:33 AM
My wishes for future versions are quite simple:
-Tryouts
Just curious how this might be implemented. Right now, you can sign up to 70 (even more, really) players to drag into training camp. Then you can carry 60 through preseason. And only after all that do you have to get down to the final roster of 53. All my serious teams and their competitors invite a load of undrafted rookies every year to training camp, give these guys a look, and generally see a few that contend for actual roster slots. Those last few slots are up for grabs through camp, preseason, and to the final cutdowns. Seems to me this works just about right.
I wonder if you have any specific idea for how this might work better?
Epi_862
05-07-2008, 06:46 AM
Just curious how this might be implemented. Right now, you can sign up to 70 (even more, really) players to drag into training camp. Then you can carry 60 through preseason. And only after all that do you have to get down to the final roster of 53. All my serious teams and their competitors invite a load of undrafted rookies every year to training camp, give these guys a look, and generally see a few that contend for actual roster slots. Those last few slots are up for grabs through camp, preseason, and to the final cutdowns. Seems to me this works just about right.
I wonder if you have any specific idea for how this might work better?
Just an option so i can differentiate tryout players from my current roster. I get to play fof so seldom, that it's really hard to remember everything about my team. After TC, for example, i might have a bunch of guys with 1 year left, similiar ratings, and i have no way to tell what my intentions with each player were.
Granted, this is only a streamlining thing, with would make team management that bit more anjoyable, but nevertheless, it would be a great improvement in my eyes.
EDIT:
Just as i posted this, i remembered that in some Championship manager games, you can set a 'status' or so for a player, for example 'first team' 'backup' 'young prospect' and so on, this is the sytem i would love in this game. Would make team management easier as a whole, not just tc and offseason. Maybe even include a 30-character long custom text field for every player, that i could look up anytime.. I could write down for example, "Special teams, tryout" or such. Just to help me memorize what i was doing and why.
JetsIn06
05-07-2008, 09:07 AM
EDIT:
Just as i posted this, i remembered that in some Championship manager games, you can set a 'status' or so for a player, for example 'first team' 'backup' 'young prospect' and so on, this is the sytem i would love in this game. Would make team management easier as a whole, not just tc and offseason. Maybe even include a 30-character long custom text field for every player, that i could look up anytime.. I could write down for example, "Special teams, tryout" or such. Just to help me memorize what i was doing and why.
I think that's a pretty damn good idea.
st.cronin
05-07-2008, 09:34 AM
All these ideas can be summarized as: Make it more like FM.
Nogram
05-07-2008, 09:49 AM
2 things and I would pay $100 for an update....
1. 2D representation, like in Eastside Hockey Manager
2. Mock Drafts
Nogram
Epi_862
05-07-2008, 12:03 PM
All these ideas can be summarized as: Make it more like FM.
I dont think that is in any way slight at FOF, but people pointing out things that they like in big-company games.
claystone
05-07-2008, 02:55 PM
2D Representation is the biggest key item, for me that is, to have implemented into FOF. I'm like to see how my players are responding.
headtrauma
05-07-2008, 03:45 PM
I'd like to see more detailed rushing stats (e.g. YPC on 1st and 10, 3rd and short, etc.)
Caratacus
05-07-2008, 06:47 PM
Off the top of my head I'd like to see the following added...
<O:p
2D Representation would be huge. <O:p></O:p>
<O:p
Make height, weight and strength etc.. play a bigger role. <O:p
- Small receivers for the slot position. <O:p></O:p>
- Big Down Linemen, DE/OLB Hybrids for the 3-4 etc...
<O:p- Smaller, Faster DE's for the cover 2... <O:p></O:p>
<O:p
Preset offensive and defensive strategies. <O:p
- Make this fixed to coaching staff. <O:p
- Co-ordinators control offense and defensive strategies, Head Coach adds bonuses, motivation etc.. <O:p
- Make this optional for those who prefer to design their own tactics/Online play. <O:p
- You would then need to sign players to fit said strategy and release those who don't (e.g. Release Small DLs for 3-4 or Jerome Bettis type RB in a spread offense).
<O:p
Interaction with the Owner + Different Owner traits. <O:p
-Owner gives expectations of what he wants you to achieve. <O:p
-Owner gives verdict on weekly results. <O:p
-Owner may insist you play a certain style of offense or defense.
<O:p
Scouting - Draft. <O:p
- Have a better idea of the potential of players in your and neighbouring regions. <O:p
- Scout to make pre-draft recommendations on several rookies to look at in later rounds. <O:p
-1st Round Mock draft.
<O:p
More interaction with Scout. <O:p
-Scout to comment on booms and busts. <O:p
-Scout to give hints on potential booms and busts. <O:p
-Scout to comment when a player has peaked. <O:p
<O:p
Introduction of Local Press. <O:p
-Expectations for upcoming season. <O:p
-Comment on results. <O:p
-Comment on player performances (good & bad). <O:p
-Comment on draft picks (like/Dislike/Fill needs etc... <O:p
-Comment on Free Agent loses/signings. <O:p
<O:p
Nominate team leaders for offense and defense. <O:p
-Attributes to give bonuses (play to win, leadership etc..)
<O:p
Un-loyal players to decide they want a new challenge and refuse new contracts. <O:p
<O:p
Players with high play to win to become disgruntled after a losing season, possibly triggering them to demand a trade.
<O:p
Further improvement on AI for keeping their rosters intact.
<O:p
Players with high ratings to become disgruntled as back-ups even if the teams starter at that postion is better than they are.
<O:p
A trading block, teams to add players available for/Demanding a trade.
AI teams to make 2 or 3 different offers for a player when offered a player for trade.
<O:p
Full introduction of RFAs etc... <O:p
<O:p
Better AI draft decisions, still too many teams drafting 1st round QBs when they obviously don't need one. <O:p
<O:p
I like the above mentioned ideas... <O:p
Tackles for loss tracked.
Practise Squad. <O:p
<O:p
Also any suggestion to make pre-season less of a drag? <O:p
- Cut it to two games? <O:p
- Maybe this is when the scout could comment on possible booms after seeing the rookies play? <O:p
- Maybe the rookies don't reveal their attributes until after pre-season instead of training camp? Or during depending on playing time?
<O:p
Can't think of anything else at the moment! lol
<O:p
Can I just say I love FOF, my main problem with it is bonding with my players. 2D rep would help and I think some of the additions above would help, you would appreciate loyal players more for example.
<O:p
I also prefer the GM side of playing, but I like to pick my own depth charts. I have done lots of coaching, from calling plays to designing my own tactics, but I always feel (mainly on defense) that I don't really manage to generate a particular style of play, hence the above mentioned additions, it would add a bit of personality to the team as a whole.
<O:p
Also the more things added to keep your roster turning over the better. I sometimes get to a point where I don't feel I need to add anyone and skip straight through free-agency and only pay attention to maybe my top two picks. My favourite part of the game and I'm skipping it!
<O:p
Anyway I'm waffling on now...
I'll add a suggestion. Please consider a different method of color coding players and information. I'm red/green color blind (I think I read somewhere that 10% of men are color blind) and trying to figure out if something is red/green/purple/etc is difficult.
nthinch
05-13-2008, 01:27 AM
1) Tell me who's making the penalties on my team. I hate that I can't tell who's causing the unecessary roughness penalty game after game. Or if just one of my lineman is continually holding or if it's each of them every now and then.
2) PUP type lists. With the amount of long injuries we should be able to sit a guy for the first 8 weeks. Not sure if PUP is actually the right term here. But like what Terry Glenn did with the Cowboys last year.
3) Someway to help with retirements. Without knowing if a guy has any ideas of retiring it's tough to pay out the $10+ mill bonuses just to watch him walk at the end of the season and have to eat several million. I don't mind if I had him signed to a long term deal but trying to extend a guy another year is a complete gamble. Maybe a vague retirement indicator kind of like the skill bars currently.
4) I like the media suggestion. If the game would generate articles each week or during the offseason that would be impressive.
5) and of course I have to add in the 2D request. Who wouldn't want that?
SegRat
05-13-2008, 01:49 AM
2D
and
Rookie Records
DrAFTjunkie
05-13-2008, 02:25 AM
Also, the ability adjust the OL and defense depth charts during blowouts. This could either be via a setting, e.g. pull starters with x point lead/deficit with y time left or going in and doing the clicking as you do for the skill positions.
I second that.
Ben E Lou
05-13-2008, 04:54 AM
5) and of course I have to add in the 2D request. Who wouldn't want that?{raises hand}
To be specific, if it were to replace Solevision or be like Solevision in that it's the only place you can get certain information, then no. For me, Solevision at fast speed is as slow as I want to go. 2D would simply take too long. I'd have no problem with it being there if the information found there could also be found elsewhere, but it would be very frustrating if the only way I could get important information would be to slog through watching player movements of every single player. There's already a feeling from some of "too much work" to learn FOF. Going 2D for some of that learning would likely put me into that camp as well.
Caratacus
05-13-2008, 05:47 AM
{raises hand}
To be specific, if it were to replace Solevision or be like Solevision in that it's the only place you can get certain information, then no. For me, Solevision at fast speed is as slow as I want to go. 2D would simply take too long. I'd have no problem with it being there if the information found there could also be found elsewhere, but it would be very frustrating if the only way I could get important information would be to slog through watching player movements of every single player. There's already a feeling from some of "too much work" to learn FOF. Going 2D for some of that learning would likely put me into that camp as well.
I could happily live without 2d IF we had a better idea of what our defense was doing. I can kind of follow what my offense is upto, but defense seems to be an enigma. I NEED to know who is covering who, what duties the players have. Most importantly I need to know who is missing tackles/assignments and who is giving up big plays. I prefer defense to offense and in FOF it's hard to show it more than a passing regard.
I can even live without the media side of things, but it really bugs me that size and weight don't really come into things and a lot of players are extremely under weight or too short, tall etc.
RFA and a better trading solution would also help.
Also just reports on things happening in the universe, doesn't have to be anything major. Just notification of a record being broken, a trade happening, a team on a long winning streak, teams who have qualified for the playoffs, announcement of Pro Bowl selections etc...
A lot of the info is there, it's just that you have to go look for yourself all the time and that is not something I want to keep checking.
Celeval
05-13-2008, 07:46 AM
I'll add a suggestion. Please consider a different method of color coding players and information. I'm red/green color blind (I think I read somewhere that 10% of men are color blind) and trying to figure out if something is red/green/purple/etc is difficult.
Side note - I'm pretty sure most of the colors/graphics can be replaced/changed by various means. I don't know if anyone's ever done a full replacement for colorblindness, but I would think it's possible. Make sure you check out Game Options -> Choose/Edit Color Scheme; and search for reshacker in the forum (or check the sticky) for graphic replacements. At the least, you'll be able to change the red/green bars for development, which I'd have to imagine would help a lot.
marcmoustache
05-13-2008, 07:48 AM
I think the key point being made is that we'd at least like the gamelogs to be the solevision text, or make solevision be scrollable, e.g. be able to go backwards
claystone
05-13-2008, 10:01 PM
{raises hand}
To be specific, if it were to replace Solevision or be like Solevision in that it's the only place you can get certain information, then no. For me, Solevision at fast speed is as slow as I want to go. 2D would simply take too long. I'd have no problem with it being there if the information found there could also be found elsewhere, but it would be very frustrating if the only way I could get important information would be to slog through watching player movements of every single player. There's already a feeling from some of "too much work" to learn FOF. Going 2D for some of that learning would likely put me into that camp as well.
You can have as replay "ala" Goalline blitz. You can read the game log and each play has a replay of your players in 2D. This allows you to read, and then if you like follow it in 2D.
Ben E Lou
05-14-2008, 03:50 AM
You can have as replay "ala" Goalline blitz. You can read the game log and each play has a replay of your players in 2D. This allows you to read, and then if you like follow it in 2D.You're not following me. There is information in Solevision that is available nowhere else in the game. For example, if I want an idea of how long an incomplete pass I threw was, the only way to know that is to go into Solevision. It's not in the game log. I'm just saying I wouldn't want a 2D system that force the user to dig into it to find out what happened on a play. If 2D makes it obvious that CB Joe Schmo was beaten badly on the play, I want a stat on Joe Schmo's player card for "big plays allowed," and text in the game log that says, "CB Joe Schmo was beaten badly to allow that catch."
Warhammer
05-14-2008, 08:46 AM
The 2D could be very useful, but I think no matter how you do it, it will show more than solevision would (however, I think in the long run, it makes a better game).
For example, a passing play is called with one WR running a fly pattern, and the other running an out on the other side of the field. Let's say your CB covering the WR running the out falls. The QB misses the read, and throws into double coverage to the WR running the fly pattern. All the player sees on Solevision is that the QB threw into double coverage. However, in a 2D representation you would actually see the CB falling and getting beat. You would realize that that CB on that play got lucky the QB failed his read.
wade moore
05-14-2008, 09:06 AM
The 2D could be very useful, but I think no matter how you do it, it will show more than solevision would (however, I think in the long run, it makes a better game).
For example, a passing play is called with one WR running a fly pattern, and the other running an out on the other side of the field. Let's say your CB covering the WR running the out falls. The QB misses the read, and throws into double coverage to the WR running the fly pattern. All the player sees on Solevision is that the QB threw into double coverage. However, in a 2D representation you would actually see the CB falling and getting beat. You would realize that that CB on that play got lucky the QB failed his read.
Why couldn't that same info be in text?
Epi_862
05-14-2008, 09:13 AM
I think we're jumping the gun here - if certain aspects of the game are not simulated underneath, then the 2d rep can be either impossible or useless. If the underlying mechanics dont simulate a football game to the tee, the 2d representation will not be a good feature, but in fact, might deter the experience.
Warhammer
05-14-2008, 09:43 AM
Why couldn't that same info be in text?
Because then solevision becomes unreadable. Do we mention that the LT allowed the hurry because he moved down to double-team the DT which freed up the DE?
My issue is from a programming standpoint I don't know how you do it with out leaving out valuable info. My guess is that currently FOF does not look at the opposite WR after the determination of where the QB is going with the ball is made. That is why I say that it would make it better in the long run because I think certain algorhythms would be strengthened by implementing 2D graphics.
My guess how passing works is that you have a DL vs. OL check to see if there is any pressure on the QB. If necessary, there is a QB check against that pressure. Then a WR is picked (somehow) and a read defense check is made. A throwing check is made followed by an INT check, and then an accuracy and catch check. Then you have a getting downfield check if the ball was caught, and then run defense comes into play on defense. Going to a 2D representation means you have to change things up. A route running check is made for all receivers, the defenders must make their checks to keep up with the receivers, etc., etc. Which successes and which failures do you report each play?
Warhammer
05-14-2008, 09:44 AM
I think we're jumping the gun here - if certain aspects of the game are not simulated underneath, then the 2d rep can be either impossible or useless. If the underlying mechanics dont simulate a football game to the tee, the 2d representation will not be a good feature, but in fact, might deter the experience.
But, let's not forget, if you are making a simulation, it is often done from the expected or desired result back, not from the ground up.
Epi_862
05-14-2008, 11:06 AM
But, let's not forget, if you are making a simulation, it is often done from the expected or desired result back, not from the ground up.
Yes sir, i agree completely, but with the amount of time people use for this game, and the amazing skill that some here have, it would be counterintuitive to show things on the field, which may not fully represent the consequences of one's coaching or managerial choices.
jjmdirector
05-14-2008, 01:08 PM
WOW what did I start. I won the Championship last night. So the game is perfect right now!
gottimd
05-16-2008, 06:32 AM
The league averages on each players card so you can compare how your individual player stacks up against the league. This would help determine if you are overpaying, if the player is playing above/below his ability in comparison to others in his position around the league, etc.
claystone
05-16-2008, 04:02 PM
Jim (Developer), how much will it cost to have a 2D graphic installed into this game? I will gladly donate my share of monies to help put this in.
MalcPow
05-16-2008, 04:08 PM
Please also quote a cost for 3D. Thanks
gottimd
05-16-2008, 04:13 PM
While you're at it, what about 4D?
gstelmack
05-16-2008, 04:51 PM
While you're at it, what about 4D?
The fun part is, 3D is the top-down overhead view. 4D is what Madden is: x,y,z, and time.
Or, since quaternions are used heavily in animation, maybe Madden is 5D?
jdavidbakr
05-19-2008, 07:24 AM
I'd like to see a global gameplan "recommend" screen, with checkboxes next to each area (Basic offensive gameplan, offensive gameplan adjustments, etc). That way there are two ways to quickly develop your gameplan: 1) Start with the recommended values and tweak as desired (which is what I do, it just takes forever to get started), or 2) use Rex for some areas and use your own plan for others, to help develop your understanding of how the gameplanning works, and gradually develop to the point where you can do your full game plan.
VarlosZ
05-23-2008, 12:37 AM
Haven't read the thread yet, it's possible these have been mentioned.
1) In single player, bad teams should be much more reluctant to trade away future 1st Round picks. As it is, they seem not to consider (or give a lot of weight to) the fact that their pick next year may be very high. Hence, the following strategy works much too well: get a top 5 pick, trade it to a bad team for multiple future Firsts, repeat ad infinitum. Within, say, five or six years (at most) you can have a self-sustaining supply of four or five 1st Rounders every year.
2) There should be a way to "lock" certain values in the gameplan, but have Otto handle the rest of them.
VarlosZ
05-23-2008, 01:04 AM
3) A way to check on your projected spending (not cap charge) for the year. To add difficulty, I sometimes take a small-market team and force myself to turn a profit with it, but that gets tough to do when you don't know what your player salaries and bonuses are until the end of the year.
4) Replacing a coach or coordinator in the middle of a contract should not be a no-loss proposition. In real life you'd have to buy out the remainder of his contract, and so it should be in the game.
cankles
06-06-2008, 08:10 PM
To build on the last post... make money matter more. I've only been playing for a couple weeks, but the only penalty for not turning a profit is that you're restricted wrt how much you can spend on scouts and coaches. you don't seem to have a fixed pool of cash assets, so there's no incentive to be frugal.
cankles
06-06-2008, 08:16 PM
also... is it just me or are there no play-action passing plays in this game? that's sorta weird. i imagine there's some kind of practical reason for it, something that makes its implementation difficult, because it's such a glaring omission that i had trouble believing it really wasnt there.
MizzouRah
06-08-2008, 02:20 PM
A more attractive Greta
A couple from forum member "yabanci"
http://img299.imageshack.us/img299/899/gretahx7.png
http://img80.imageshack.us/img80/3778/gretafa5.png
cankles
06-08-2008, 05:47 PM
most of my gripes are interface-related, come to think of it. like, y'know... having the 'save active game' and 'load a saved game' buttons right next to each other.
Lance
08-02-2008, 12:11 PM
I've been playing the game for a month or so, now, and I'd like to add what I'd like to see in no particular order:
A) As someone noted, the staff hire section should be fixed. If you "fire" a coach in the middle of his contract, you should still have to pay that in additon to the new coach's salary. And what about extending a current coach's deal as you can do with players?
B) More on coaches. It seems like in this game, it's very much Once and OC, Always an OC, whereas in real life, OCs and DCs who have success graduate to become HCs.
C) I'll echo having access to how much I've doled out in salary and bonuses. I try to keep track myself when I know things are tight, but often it's just too tedious. But the next thing you know, you've dropped twice as much as last year and you're in the hole in terms of profit.
D) I'd love to be able to access a team's roster for past years. Half the fun of this game is to play through 50 seasons and then ask yourself "who was better, the 2010 Souix Falls Badlanders, or the 2025 Anchorage Northern Lights?" Of course, you can go back and have some idea of each team's roster through things like seasonal statistics and All-Pro lists, etc. But ultimately, it's very hard to get a complete feel. Being able to call up a team and see a simple graphic-- name, position, status as starter, and current/future rating should be enough.
E) What about accessing a league that's not in the game folder? I like to save each season in its own file, but this takes up a large amount of space. To remedy this, I will burn a decade or so onto a CD. But you can't tell the game to open a season that's saved elsewhere-- be it in a flash drive, DVD, CD, or whatever.
F) This may be beyond game mechanics, but I'd love to be able to form a league of past teams. Going back to that example above, after 50 seasons, it would be great to play out a tournament with, say, the top 16 teams, and sim it to see which one is best.
G) Award logic. I haven't played enough to know if my main league is abnormal, but my Defensive PotY awards invariably go to DEs. This is in stark contrast to the NFL, where the break down is more diverse. In the NFL since 1987, we've had: 6 DE; 4 DT; 6 LB; 2 CB; 2 S. In 10 years of my current league, it's been 9 DE and 1 LB. That seems off.
Firefly
08-02-2008, 05:30 PM
1) I would really, really like to know, in each play as watched in solevision, which bars come into play in determining the outcome of a play.
For example, when a player gains yards after the reception, we know his "getting downfield" bar is doing the job. When a QB "steps around the rush", we know his sense rush bar is doing the work. But what about messages like "the receiver was crushed as the ball aarived"? Is that the courage bar at work? And what about the DB? Is that his punishing hitter bar at work? When a RB jukes a defensive player, is that elusiveness at work?
Those are messages that are not adequately identified (correlated) to the bars, but there are also bars that are even more difficult to see at work, like timing and adjust to the ball.
2) Obviously, the end of game logic.
jdavidbakr
08-03-2008, 09:05 AM
A way to expand/contract the number of teams in the league. Probably have a min and a max, but at least have that available. Especially for MP leagues where GM's come and go, it would be nice to be able to have more control over the division/conference structure. Obviously this would complicate the scheduling algorithm but in general I don't see it being highly difficult.
NawlinsFan
08-03-2008, 09:45 AM
Would love to have the option of having your coaching staff recommend game plans based upon upcoming opponent trends and tendencies. Then you would have the option of either using the plan as proposed or tweaking it.
A way to expand/contract the number of teams in the league. Probably have a min and a max, but at least have that available. Especially for MP leagues where GM's come and go, it would be nice to be able to have more control over the division/conference structure. Obviously this would complicate the scheduling algorithm but in general I don't see it being highly difficult.
It's not an algorithm.... it's actually set who you are going to be playing every year, you can tell what every teams schedule is going to be years from now.
http://www.johnnyroadtrip.com/schedules/nfl_future_afce.htm
The only thing that changes is who you play based on record, and that's pretty simple to set up.
JeffW
08-03-2008, 01:28 PM
Stats for College players, and make these part of the pre-draft scouting process.
More statistical detail--Yards/Pass and Yards/Rush allowed by individual individual defenders, successful play rate for players on offense and defense, team blitz success rate, kickoff distance (!), avg punt hang time, etc.
zullojer
08-04-2008, 02:13 PM
i read through the 2 pages, and didn't notice these issues raised.
1. game plan adjustment screen should have an option to set your defense up in better position in the last 2 minutes of each half. So many times i play a run team, so i set my gameplan and adjustments up to stuff the run, and double stuff the run in in my own red zone. many times i am left scratching my head when my opponent is driving for the win with under 2 minutes left in the game. they get into my redzone down by 3 or 4 and my team is aggresivly seeking the run still on a 2nd and 5, and what do you know, the other team's 2 minute drive kicks in and they pass every down. I think a simple 2 minute defense and offense category can be added to gameplan adjustments to fix this. i have lost handful of games because the 2 minute drill
2. Hiring / firing coaches during the season. it's rare, but should still be allowable
3. preference draft... i would like to see a preference checklist for coaches. i think when starting a MP league it would be great to have sliders to adjust what kind of coaches you want, (ie... discipline bars, motivation, young talent...) Every MP league I have started, i end up going, ok after season one, I need to bring in 2 new coaches, or overhaul my coaching staff.
AlexB
08-21-2008, 02:07 PM
A built in overall ratings/development tracker would be huge - I think I would pay full whack for a new game just for this feature.
I'm thinking sometihng simple like FM, with a graph just tracking overall current & potential ratings
Matthean
08-21-2008, 02:54 PM
D) I'd love to be able to access a team's roster for past years. Half the fun of this game is to play through 50 seasons and then ask yourself "who was better, the 2010 Souix Falls Badlanders, or the 2025 Anchorage Northern Lights?" Of course, you can go back and have some idea of each team's roster through things like seasonal statistics and All-Pro lists, etc. But ultimately, it's very hard to get a complete feel. Being able to call up a team and see a simple graphic-- name, position, status as starter, and current/future rating should be enough.
Been thinking about this quite a bit. Would be nice to run maybe even two leagues and then see how well your teams do against each other. My friend and I did this for FPS: Football.
My own list for now:
- Run/Run aggressive option being bugged.
- The benefit of low intelligence.
- Time clock management.
- Printing the roster from the game and having the data be in straight columns. This is something that should have never gone live. It's inexcusable for a game that's about 10years old.
- Better color schemes and the ability to change them. The team colors in this game are rather lacking.
- The generated HTML pages. See issues with colors and just a rather amateurish look of what gets generated. I've been tempted to make my own templates if I knew they would get looked at for being used.
Surtt
08-21-2008, 03:12 PM
For fast simmers.
Have the depth chart "lock" stick during sims.
So I can force the team to play certain players while allowing the AI to handle the rest of the team.
Epi_862
08-21-2008, 11:05 PM
A built in overall ratings/development tracker would be huge - I think I would pay full whack for a new game just for this feature.
I'm thinking sometihng simple like FM, with a graph just tracking overall current & potential ratings
Agreed. This would be a great, and practically a must-have feature.
QuikSand
08-22-2008, 09:39 AM
How about adding a function that allows each player to have a "training focus" that has some discernible effect on his skills, especially during his more formative years. For my young rookie safety, maybe I could make his primary focus on one of his important ratings like "run defense" but for my 2nd year RB, I might put his primary focus on "avoiding fumbles." I fear a pointless clickfest, but I think this might be a really useful way to put a real stamp on the team - have each guy's focus stay in place until changed, but each guy gets to focus on one thing and get some gain there in the offseason.
I find it pretty silly that (for instance) a CB can play for seven seasons full time in an all-zone secondary, but his relative skills with bump, zone, and loose man will essentially never change. While I'd like this to be a function of what he does in-game... maybe some guided training would be a worthwhile addition.
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