View Full Version : FOF4: suggestions/bugs to be fixed for 3rd patch
cthomer5000
03-22-2003, 09:38 AM
Maybe it'd be a good time to collect everyone's thoughts about the game? It's been out for a while, it seems to be pretty stable, but I know some problems still exist. Beyond that, I think there may be some simple additions that could be made for the 3rd patch (with it's unknown release date).
Suggestions:
When starting the game we are given two options in regard to coaching:
A. Turn hiring/firing off. You are stuck with the team you choose forever.
B. Keep hiring/firing on. When a computer team deems you worthy of hiring, you can switch teams.
suggestion: A third option, one in which all teams are amenable to hiring you every season. You can freely jump from team to team every year. This seems like it would be easy to implement. Also, it would be a big help to people who like to sim some seasons and develop a "mature" league before jumping into the game and coaching a team "for real."
suggestion: How about being able to see coaches' records season-by-season. Right now I can see a coach is 48-62 all time, but I have no idea how he came to have that record. Did he have two 0-16 seasons before doing well? Are his teams generally consistent, or inconsistent? These things would help when hiring coaches, and add some depth to the staff portion of the game. I would like to see the same for scouts.
cthomer5000
03-22-2003, 09:56 AM
there was a reason I wanted to start this thread. :D
More complaints/suggestions:
Individual Statistics. In FOF2001, you had the option at looking at either 'season' or 'career' stats here, and the career option has been removed. This was always very useful to me when looking at the free agent market. I could see that the active leader in rushing was available, or when looking for an emergency player to add to the team would often take who ever the most experienced player available at the position. If many of my players were going to injured reserve I would generally sign Jeff George or Cris Carter types who had garnered tons of stats at their positions but were currently out of the league. Some may argue this isn't necessary, but I found the ability to look at the active career leaders both practical and helpful in becoming immersed in the fictional league.
Box Scores. Why do they have to be so annoying to get to? Now rather than going to a "box score" menu selection you have 2 painful options.
1. Open up the simulation window, go back to whatever week it was and click on the box icon.
2. Pull up a team schedule and click on the box from there. Also, this is the only was you can acces box scores from previous seasons. You have to find what team you want, then go the the drop-down box for year, then click on the box score. I thought the old system was fine. maybe both could co-exist?
Amount of overtime games/ties. Many, many games go to overtime, and a pretty high number of games end up as ties. Some have suggested there is a problem with the computer logic when managing the clock at the end of the 4th quarter or at the end of overtime. Personally i'm not sure since I don't watch the games or save the game logs. All I do know is that my league averages aboue 5 ties a season. Maybe this should be looked into?
Fonzie
03-22-2003, 10:27 AM
Suggestion: How about an easy way to keep tabs on former players? I'd love to be able to identify them easily by, say, having them color coded (like starting players on your team). The logic should be fairly simple, as a check would simply have to be made for your team's abbreviation in the player's stats record. Just a thought.
I also would like to second cthomer's suggestions, especially the box scores recommendation.
cthomer5000
03-22-2003, 10:37 AM
If the agent feature is such a big deal, can we please be able to see what players they have as clients? Right now we can only see how many players they have (and what teams they are on).
Can we see the ranking of agents? I see that they have a ranking amongst all agents, but why can't I see this anywhere?
cthomer5000
03-22-2003, 10:57 AM
bug When starting a league before the year 2002, the draft pool will ALWAYS be empty when reaching the year 2002. If you don't import a draft, this is a game-killing bug.
It was discussed at length in this thread:
http://dynamic2.gamespy.com/~fof/forums/showthread.php?s=&threadid=4961&highlight=bug
suggestion Being able to designate starters, and have the depth chart filled in around them. Tons of people have made this suggestion. Either give us the ability to mark this on the players, or to "lock" them in place on the depth chart.
suggestion the ability to save/export/import game plan profiles. There are a lot of numbers to enter there, it would be nice to be able to save my "Run heavy/starting QB is injured" gameplan so I can import it when needed.
DolphinFan1
03-22-2003, 11:08 AM
How about being able to continue the game if you are fired? Maybe the game would continue until another GM is gone and there is a spot available. This would have you simming the seasons until a job opens. At least you wouldn't have to start a new league.
sabotai
03-22-2003, 11:13 AM
Hmm, I would have to disagree witht he box scores menu. I like to save all box scores, so after just one season of the "old way", it would basically be impossible to find the box score that I wanted. Now, I can go right to it. TO each his own. I'm not sure how hard it would be to just put the old way back in.
As for my suggestion, improve the the depth chart and change position logic. If I have 2 kick ass SILBs and horrible WILB, and I'm running a 3-4, the computer puts the horrible WILB as the starter. Even if there was a penelty for playing the guy out of position, he would still be 100 times better than the horrible WILBs I had.
And it bugs me that sometimes I can't change the SILB to a WILB. I played in a 3-4 in high school, there's not much different between the SILB and the WILB...
cthomer5000
03-22-2003, 11:13 AM
Originally posted by DolphinFan1
How about being able to continue the game if you are fired? Maybe the game would continue until another GM is gone and there is a spot available. This would have you simming the seasons until a job opens. At least you wouldn't have to start a new league.
I really like that suggestion. It would be fun hanging around and just hoping that some shitty team would offer you a chance to get back into the league. :)
Bad-example
03-22-2003, 12:12 PM
1- A general clean up of the interface to reduce the number of scroll bars would be welcome.
2- A Game Summary screen. Instead of having to scroll down in the box score to see what happened in a game, perhaps a new screen could be added, or the old one tweaked, to make the game info easier to view.
3- When calling up the roster, I hate that the mouse wheel is set to scroll the team list. Any chance that the player roster itself could be the active default? It is just too easy to change teams by accident.
Noble_Platypus
03-23-2003, 08:48 AM
Are there plans to gather all of the suggestions posted here and forward them to Jim? There are some very good ideas here that should warrent consideration for the new patch.
Flame Eater
03-23-2003, 09:08 AM
Need to adjust the speed with which you can get fired after switching teams. I have a great career with Team A, then switch to Team B. If things don't go well...you get sacked quickly.
Could the whole game be counted as one big bug?
<b>Suggestion:</b> that a double-click is required to open a player on the roster screen, and other screens listing players, rather than using single-click.
ShovelMonkey
03-24-2003, 12:09 PM
In the career records section the players last year is being improperly displayed as the current year of the sim. ie.
In my game Emmitt Smith retired in 2005 but in the career records screen he is shown as retiring in the current year of my sim which is 2008.
primelord
03-24-2003, 01:00 PM
Originally posted by Noble_Platypus
Are there plans to gather all of the suggestions posted here and forward them to Jim? There are some very good ideas here that should warrent consideration for the new patch.
I always gather the suggestions posted here and forward them to Jim.
Noble_Platypus
03-24-2003, 08:29 PM
Thanks Prime. I know I have posted quit a bit on here about posible fixes and bugs. I'm glad the info that we all post is being relayed to Jim.
Timbrownfan
03-25-2003, 07:15 AM
I just wanted to chime in to second Shovel Monkey's post. I know it's a tiny thing but it's actually quite annoying. I love to be able to see if I can take a player and have him break some Career record that hasn't been broken for like 20 years. Problem is most records just show the current year regardless of the year the player retired....
I would also love to see coaching profiles. I for one don't really enjoy digging into scouting reports and altering my gameplan every game but I would like to be able to hire a coach that specializes in West Coast Offense or Ball control offense. Would add to the importance or QB style also. You'd have to choose QB to fit the coaching style or vise versa. I'm sure some already do this if they like to pick apart the game plan but I barely even look at QB style since currently I rarely look at gameplan or scouting reports.
cthomer5000
03-25-2003, 01:24 PM
bug gigantic talent discrepancies between computer-generated drafts and TCY imported ones.
In my TCY imported drafts, players available in the 6th round would have been 1st round picks in a computer generated draft. In the most recent draft I ran about 25 outside linebackers were selected before the first inside linebacker was taken (in the 7th round! :eek: ) The computer was taking lousy OLB's before outstanding ILB's. Even ones who specifially had ILB listed as their biggest need. simply put, what the fuck?
cthomer5000
03-25-2003, 08:01 PM
suggestion ability to retitle championship game.
We can change team names, player names, positions, etc... But we're stuck with "front office bowl" and AL/NL conference names?
Pyser
03-26-2003, 02:13 PM
got a few wishes:
- how bout being able to see what pick players were taken at in the 1st round? you cant tell if a first round pick from 3 years ago was taken with the 2nd pick in the draft, or the 32nd pick in the draft.
- also draft related...have your scouts be able to find a draftable player for you....by doing the "recommend" button in the trade screen, then searchnig for players with 1 yr experience.
- make players names clickable in more places. for example: season awards.
cthomer5000
03-26-2003, 09:13 PM
Originally posted by Pyser
got a few wishes:
- how bout being able to see what pick players were taken at in the 1st round? you cant tell if a first round pick from 3 years ago was taken with the 2nd pick in the draft, or the 32nd pick in the draft.
- also draft related...have your scouts be able to find a draftable player for you....by doing the "recommend" button in the trade screen, then searchnig for players with 1 yr experience.
- make players names clickable in more places. for example: season awards.
And what makes these all the more interesting is the fact that these were all features in FOF2001. Why Jim decided to remove them is beyond me.
Easy Mac
03-26-2003, 09:37 PM
Originally posted by Pyser
got a few wishes:
- how bout being able to see what pick players were taken at in the 1st round? you cant tell if a first round pick from 3 years ago was taken with the 2nd pick in the draft, or the 32nd pick in the draft.
- also draft related...have your scouts be able to find a draftable player for you....by doing the "recommend" button in the trade screen, then searchnig for players with 1 yr experience.
- make players names clickable in more places. for example: season awards.
I know for sure the 1st one was taken out in order to clean up the interface.
I think he said the 3rd one would put too big a strain on the amount of memory the game would need to control.
henry296
03-26-2003, 10:13 PM
Originally posted by Pyser
got a few wishes:
- also draft related...have your scouts be able to find a draftable player for you....by doing the "recommend" button in the trade screen, then searchnig for players with 1 yr experience.
The current/future ratings you see during the draft serve the same purpose as they are from your scout.
Todd
QuikSand
03-27-2003, 08:47 AM
I think that one of the real problems with the game is the relative transparency of the "rookie uncertainty" feature.
I applaud Jim's intent to add much more uncertainty to player development. I never liked the fact that in FOF2, practically every single player developed exactly the eay he was projected to on draft day. That, in my opinion, greatly overvalues young unproven players (since you kno where they are going to be in time).
However, I think the system used in FOF4 has too many "tells." I have posted at some length about this, and I don't want to offer spoilers for those who don't want to know how all this works. However, I am to the point where my FOF4 drafting strategy is entrely based on meta-game decisions, and not much at all based on the criteria apparently used by the computer teams. I look at two guys, one rated highly and one rated poorly, and I know that the latter guy will turn out better - not because I'm a more astute judge of football talent, but because I've basically "cracked the code" in the computer game.
I realize that it's a fairly fine line - we might not want this to be a complete crapshoot, based on nothing but luck. But as it stands, for those who are paying attention, I think the balance sits too far in favor of the system being "beatable," which really undermines the competitive aspects of the game, for me.
I fear that this is an issue I will lose out on. To many players either haven't figured this out, or else have decided that they don't want to know about it. With that, we're left with another segment of players saying that the game is too hard and unpredictable as it is... and to the game designer, that can seem lik "balance." (If some people say it's too hard, and others say it's too easy... it must be just about right) I completely disagree.
Once again, I think the proper resolution to all this lies in meaningful skill levels. Make the highest skill level on where a savvy manager like me can't gain the same insghts that I do now... and let those who complain that the game is too hard play on a lower level. The game now doesn't seem to have meaningful skill levels - I have to think that practically everyone plays on the highest level, rendering the system pretty much moot.
Anyway - for my money, this is the single biggest issue in the current game. I realize there are various quirks and bugs that still get to us in one way or another, but if the gamer can sit down and consistently crush the opposition in assessing player development, the other issues of contract AI and gameplanning and so forth are simply secondary.
I agree with QS, but I would just add if this is addressed I'd like to see not only an effort in making it "harder" to figure out player development but also making it "easier" for the computer to figure it out. I for one get tired of seeing the computer drafting and signing free agents that are obviously inferior to other players available at the same position.
QuikSand
03-27-2003, 09:11 AM
One smaller thing - nobody else seems to have this problem.
When I print FOF material to a text file, I now get a file that has the first letter of every line missing. So my roster lists all look like this:
ront Office Football: The Fourth Edition
ittle Rock Rollers Roster, Personality View
Player # Pos Leadrsp Intlgnc Loylty PlayWn FanPop
ooldridge, Hardy 63 LT 51 62 72 33 100
rawford, Duane 35 RB 19 55 23 93 98
incoln, Ty 36 FS 66 28 66 79 90
lick, Shaun 72 LDE 33 53 41 25 89
amsey, Clifton 76 RDT 50 44 56 14 87
It's not the end of te world, but if I wanted to write a dynasty report again, I'd be hard-pressed to keep manually re-adding all these characters. This first came up when I switched to a new computer, which used Windows 2000, for what that's worth.
primelord
03-27-2003, 10:16 AM
Quik,
I have that same problem in Windows 2000.
wheels
03-27-2003, 11:39 AM
please fix the timeout issue when calling your own plays for both cpu and human teams. it's a little better now, but not fixed. the cpu is still calling timeouts for me when i don't want to.
dread
03-27-2003, 08:50 PM
My main problem with game is that players now take way too long to retire, playing into 17th season is much too common.
Maple Leafs
03-28-2003, 09:22 AM
I'm still seeing poor AI clock management. For example, late in a half, calling timeout after third down and then punting. Why not run the clock? Why give your opponent more time with the ball?
Another related issue that I haven't seen mentioned but I seem to see all the time: it seems like when a team in in field goal position late in the first half, they will amost always run on every down (as if killing the clock), then immediately call timeout and kick the FG. This in bad, for two reasons. One, there's no effort to get into the end zone. Even if a team has thrown for 60 yards to drive down to the 25, they suddenly switch to ultra-conservative runs up the middle. Second, the timeout comes immediately after the third down play, leaving lots of time for the other team.
Solution: if the home team has the ball and is planning to kick a late half field goal, they should let the clock wind down so that their kick is the last play of the half. Of course, the visitors could also call timeout, but the home team shouldn't do it for them.
It's a small thing, but it's annoying to see your game winning drive end with a FG, only to see the other team drive back with the 25 seconds you kindly left them to work with.
cuervo72
03-28-2003, 12:07 PM
Originally posted by Pyser
got a few wishes:
- how bout being able to see what pick players were taken at in the 1st round? you cant tell if a first round pick from 3 years ago was taken with the 2nd pick in the draft, or the 32nd pick in the draft.
- also draft related...have your scouts be able to find a draftable player for you....by doing the "recommend" button in the trade screen, then searchnig for players with 1 yr experience.
- make players names clickable in more places. for example: season awards.
Howabout just a historical record of the draft, i.e. a draft results page for every year, players names clickable (active, of course)? Ok, maybe it would hog memory, I don't know. But if I have a high pick, I'd like to see how those players I passed up are doing.
cthomer5000
03-28-2003, 12:12 PM
Originally posted by cuervo72
Howabout just a historical record of the draft, i.e. a draft results page for every year, players names clickable (active, of course)? Ok, maybe it would hog memory, I don't know. But if I have a high pick, I'd like to see how those players I passed up are doing.
We should at the very least be able to save the draft results like a box score.
Easy Mac
03-31-2003, 07:27 AM
you can copy and paste the draft results to a text file so long as you don't close the draft window.
cthomer5000
03-31-2003, 08:21 AM
Originally posted by Easy Mac
you can copy and paste the draft results to a text file so long as you don't close the draft window.
Yeah, but there's no reason you shouldn't be able to automatically save it in a file (like a box score). That way it wouldn't be a memory strain, and in case you forget to save it (like I did recently) you can access it. It seems like it would be a VERY easy option to add for future versions (if not and update for FOF4).
cthomer
Flame Eater
04-01-2003, 06:50 PM
Contract window...highlight the $$$'s as you tab through. If I remember correctly, it worked before one of the patches? But it doesn't work now.
cthomer5000
04-01-2003, 09:49 PM
suggestion: allow the universe directory to be user-created. In FOF2001 we could rename the universe directory and create new ones. This allowed us to have completely different sets of game files at our disposal. We can't do this in TCY or FOF4, it would be a big help to those of us who like to have a lot of things going at once.
PSUColonel
04-03-2003, 08:56 AM
I don't know if this apparent bug has been mentioned, but here it is:
one of my players was injured in the first quater, but it said he should be able to remain in the game. FIne.
In the same game he was later injured again, but this time it just said he was injured. The odd thing is, he was never taken out of the game, and was continuing to make tackles. When I checked his status at the end of the game, it said he had a groin pull, and was doubtful for 4 weeks. My question is, shouldn't he have been removed from play after the 2nd injury?
DolphinFan1
04-03-2003, 03:47 PM
If you have your "play injuryed player" setting real high, some of your players will play unless they are hurt bad.
PSUColonel
04-03-2003, 07:08 PM
OK- it was set AT 52, BUT THE RESERVES REALLY REALLY STINK.
Question- does the coach adjust gameplan settings as well?
cthomer5000
04-03-2003, 08:08 PM
Originally posted by PSUColonel
OK- it was set AT 52, BUT THE RESERVES REALLY REALLY STINK.
Question- does the coach adjust gameplan settings as well?
I don't think so. As far as I know he'll carry out the gameplan until the game is over.
Blackadar
04-06-2003, 12:51 PM
I'd like to see an option for a "mock draft" before the actual draft. It doesn't have to be the same, but something would be helpful in determining whether the player you need would still be there. Also, it's about impossible to trade up in the draft. I don't mind a stiff price, but I should be able to give up my next 3 1st round choices to move to a top slot should I choose to do so.
Has anyone noticed this?
I'm running a "historical career" with the historical draft files and have completed my first season. I always create backups of my league so I can go back if something happens that I don't like...for instance my favorite player goes down for the season or worse.
However, if I revert to a backup* at anytime after I've ended my first season, and then try to view a players statistics...it says that the previous seasons data file (or stats) cannot be found?
Anyone else have this happen?
*(I usually create a zip file backup...but now I'm going to try copying the universe directory)
T-Storm
04-14-2003, 09:56 AM
The most glaring weakness imo is that the cpu does make a ton of stupid decisions with the money they invest in players. Obviously this is nothing new, but I feel that would be rather easy to correct:
As we all know the cpu makes most it's roster movements at the beginning of the free agency-period. Maybe it's me, but it seemed that the cpu in FoF2001 renegotiated by far more player-contracts than it does in FoF4?! There are so many players on the cpu controlled teams that deteriorated since their original signing and have apparent ratings of roster fillers yet their contracts haven't been reworked eventhough the players contract-demands would be in accordance with their ratings.
I wonder why the cpu controlled teams neither rework those contracts or fire the these players? It seems like such an obvious decision, which wouldn't take much time to reprogram.
Currently in one of my Dynasties caproom has escalated to 160.000.000 and one of the cpu controlled teams pays it's starting quaterback (that misses ~4 games every year because of injury..) 45.000.000 (his last contract-year). That seems a bit too much. Besides that Franchise-Type-Players do land far too often in the free-agency-pool. And Players that got the Frachise-Tag are never(!) resigned! If I had to chose just one thing the upcoming patch should address, it would be the contract-renegotiations.
Besides that... Defensive Line-Men demand too much money or/and are injured far too often. I don't see why anyone would pay a dt/de in the range of 5% of the cap-space if said linemen only played half of the season because of injuries. And sadly most d-linemen seem to be rather injuryprone.
I'd like to somehow control how often my Quaterback scrambles without calling the plays every game.
Another neat but yet probably not implementable feature would be a way to set the talent-level of drafts, as there seem to be too many great players and too few mediocre. Also it'd be nice to have a (5-step) free agency period after the draft (and before training camp), for those undrafted rookie free agents and cap casulties.
PSUColonel
04-15-2003, 07:37 PM
I'd like to see player holdouts as well as restrictef free agents with fraft pick compensation
Tasan
04-16-2003, 11:23 PM
I'd like to see an option to turn on/off the complex gameplans. I just came to the realization the other day, that the complex game plans are the reason I don't enjoy or play FOF4 anymore. I don't want to spend 2 hours setting up a gameplan only to have my QB go down and have to do it all over again to put in a run heavy offense. One guy mentioned saving them, that would be good too, but being able to go from a 1 screen setup for all circumstances would be nice for the quick game.
primelord
04-17-2003, 01:27 PM
Originally posted by Tasan
I'd like to see an option to turn on/off the complex gameplans. I just came to the realization the other day, that the complex game plans are the reason I don't enjoy or play FOF4 anymore. I don't want to spend 2 hours setting up a gameplan only to have my QB go down and have to do it all over again to put in a run heavy offense. One guy mentioned saving them, that would be good too, but being able to go from a 1 screen setup for all circumstances would be nice for the quick game.
You know you can set up one of the screens have it save to all the situations right?
cthomer5000
04-18-2003, 02:10 PM
Originally posted by PSUColonel
I'd like to see player holdouts as well as restrictef free agents with fraft pick compensation
I would definitely like to see restricted free agents. I would at least like to be able to not tender an offer to a guy so he can look elsewhere. I feel bad leaving my 3rd year players sitting on my roster as unsigned while I move on without them.
bryce
04-20-2003, 08:33 PM
this bug is very minor, but seeing as how i'm playing with the cowboys in 2002, i came across it in the last game of that season when i started chutch at qb, took him out after he went 4-13 for 42 yds and an int, replaced him with a-wright, and then when he threw 2 INTs in 7 attempts, i took him out, and went with qb #3, q-car.
in the nfl, isn't there some rule where you can't go to your 3rd qb unless the first two are hurt? again, not a big deal, and only really applies to ridiculously shitty teams like my 'boys...
the bug i've come across during gameplay that does get to me has already been mentioned - the cpu calling timeouts for your team even if you are coaching...
DolphinFan1
04-20-2003, 09:44 PM
Bryce, I think the NFL rule is if you use your 3rd QB before the 4th quarter, then the starter can't return. In the 4th quarter, you can switch back and forth. I think.
QuikSand
04-21-2003, 08:24 AM
Originally posted by cthomer5000
suggestion: allow the universe directory to be user-created. In FOF2001 we could rename the universe directory and create new ones. This allowed us to have completely different sets of game files at our disposal. We can't do this in TCY or FOF4, it would be a big help to those of us who like to have a lot of things going at once.
While I don't think this is a bad idea, I would liek to point out that hat you're talking about is completely possible already - it just requires an extra step or two. You need to create an alternative holding directory for files not currently in use. But you can move files into and out of your initial "universe" dircetory and accomplish what you're suggesting currently.
cthomer5000
04-21-2003, 12:26 PM
Originally posted by QuikSand
While I don't think this is a bad idea, I would liek to point out that hat you're talking about is completely possible already - it just requires an extra step or two. You need to create an alternative holding directory for files not currently in use. But you can move files into and out of your initial "universe" dircetory and accomplish what you're suggesting currently.
I'm well aware of this, but moving hundreds of megs of files takes a great deal more time than renaming a folder. FOF2001 allowed you to rename the directory at will as long as there was a 'universe' directory there for it.
perez24
04-22-2003, 06:19 AM
The two things I would like to see are:
1. Some sort of a scout's grading system for players at the end of the year. I'm not a real stat-head and I can do a pretty decent job with offensive skill positions...since it's kind of easy to track YPG and stuff like that, but I would like to know what the scout thinks about players' actual performance.
2. I would like to have more control over in-game depth charts for OL and defensive players. If I'm up by 20 points in the 4th Quarter, I can take out my QB and others, but I would like to also be able to rotate in substitutes at other positions more than the AI does. I know I can adjust the playing time in the depth chart before the game, but I would like to be able to do it more situationally.
Canadian Football Guy
04-24-2003, 12:41 PM
Not sure if it has been mentioned but I would like to see an option where at the end of each season you could export a "League Details" into excel or something with all the stats, transactions, draft details etc. I know the game is at it's limits in terms of saving the information within the program but an export function would look after that. I would like to be able to go back and look at the previous seasons of all the teams sometimes and if I want to do that now I have to kill a tree a season to print it.
It would be nice to be able to see the players of the week for more than just the current week. How about individual team awards and nominations for the league awards?
Canadian cities in the city database would be nice for those of us North of the border. I had to go in and change the names of the cities of the NFL teams in order to get my cities into my North American Football League, website coming soon!
The option to select the cities you want in your league would be great as well, that way we could re-create the USFL, WFL, CFL, etc.
The ability to hire offensive and defensive coordinators with speciality knowledge in certain offences would add another dimension to the game as well just like in the college years.
MULTI PLAYER!!! MULTI PLAYER!!! MULTI PLAYER!!!
The option to control more than one team or all of them would allow play by mail leagues at least.
That's all my wishes for now that I can think of.
Great game and I love the historical files!!!!!
MizzouRah
04-24-2003, 04:08 PM
I would like some 'color', 'glitz', player photos, team logos, cleaner interface, basically spice the game up some.
Really, it's hard for me to play TDCB, ootp5, then play FOF4 with its bland scheme. I love the game, I just hope in later versions (minus the EA stamp) some color is added to the game to make it a little more appealing to the eyes.
I know Jim is stubborn in that area, but at least I got it off of my chest.
:)
Todd
Pyser
04-25-2003, 12:43 PM
i would also like to be able to re-sign players i have cut. this happens all the time in the nfl.
i would understand that maybe players wouldnt re-sign the same off-season, but after 3-5 years, dont you think a player would consider it?
DolphinFan1
04-25-2003, 12:56 PM
Originally posted by Pyser
i would also like to be able to re-sign players i have cut. this happens all the time in the nfl.
i would understand that maybe players wouldnt re-sign the same off-season, but after 3-5 years, dont you think a player would consider it?
I like that idea. Maybe not every player. Maybe a player with high loyalty or somethng else.
cthomer5000
04-25-2003, 03:50 PM
Originally posted by Pyser
i would also like to be able to re-sign players i have cut. this happens all the time in the nfl.
i would understand that maybe players wouldnt re-sign the same off-season, but after 3-5 years, dont you think a player would consider it?
yeah, I think even just a hard and fast "passage of time" rule would be nice. Like you have to wait at least 3 years. That would make things a tad more reasonable.
moore4807
04-26-2003, 12:11 PM
after reading this thread - i know why I rarely play FoF4 anymore,
I now remember the gameplay frustration of having a player hurt and having to reset my plays to the substitues abilities (yes I was using the all-plays-the-same shortcut). I also remember the time-out and conservative offense at the end of the game problems. These are my suggestions (probably impossible - but)
1) Use of a "game clock" time for player managed plays. Means a 4 yard run and resulting pile up will take 20-35 secs to clear and spot ball, or 15 secs to re-set after OOB play. having players see this will reduce frustration of "bland" call and sudden jump in clock times. Pass plays get the same type treatment with appropriate time runoff.
2) Use of the 1-8 numbers for players in starting line-up screen,
can we re-juggle these to percentages or steps ie; (1) means player only plays relief or scrub times in games? (2) player goes in when starter is injured or below #% of effectiveness... etc. until (8) is in all plays except injury or effectiveness below #%.
This would fix the need for blowout games by simple choice of "scrub time" = lowest # player takes starter spot as a group or individual picking the position.
3) I absolutely agree about cleaning up the interface, the "hole" or slot numbers should be read left to right regardless of formation and strongside/weakside should be L/R choice box on screen.
example-I (WR)1 (TE/WR)2 (T)3 (G)4 (C)5 (G)6 (T)7 (WR)8
example II (WR)1 (T)2 (G)3 (C)4 (G)5 (T)6 (TE/WR)7 (WR)8
so Eagles RB-1 (Levens) runs to hole 3 in example 1 he's running to left tackle and inside or outside the tackle is determined by the player sheet stats (speedy runner will probably go outside / power runner probably inside...)
say hes running example 1 at center hole 5 it would be determined by the lineman & assistance (double team block or fullback blocker) vs opponent as to hole opening or not, then RB check to see if he evades to a hole nearby, if he evades then he's Barry Sanders or Emmitt Smith in thier prime and then its a broken play and theyre off running! If he doesnt make it hes tackled! this would probably clean up all the running charts at least... also make it easier to "key" on a player or a spot on the field for the Defense.
just my $.02 worth -wishing for an easier interface would probably be best wish/least likely result.
Originally posted by QuikSand
I think that one of the real problems with the game is the relative transparency of the "rookie uncertainty" feature.
I applaud Jim's intent to add much more uncertainty to player development. I never liked the fact that in FOF2, practically every single player developed exactly the eay he was projected to on draft day. That, in my opinion, greatly overvalues young unproven players (since you kno where they are going to be in time).
However, I think the system used in FOF4 has too many "tells." I have posted at some length about this, and I don't want to offer spoilers for those who don't want to know how all this works. However, I am to the point where my FOF4 drafting strategy is entrely based on meta-game decisions, and not much at all based on the criteria apparently used by the computer teams. I look at two guys, one rated highly and one rated poorly, and I know that the latter guy will turn out better - not because I'm a more astute judge of football talent, but because I've basically "cracked the code" in the computer game.
I realize that it's a fairly fine line - we might not want this to be a complete crapshoot, based on nothing but luck. But as it stands, for those who are paying attention, I think the balance sits too far in favor of the system being "beatable," which really undermines the competitive aspects of the game, for me.
I fear that this is an issue I will lose out on. To many players either haven't figured this out, or else have decided that they don't want to know about it. With that, we're left with another segment of players saying that the game is too hard and unpredictable as it is... and to the game designer, that can seem lik "balance." (If some people say it's too hard, and others say it's too easy... it must be just about right) I completely disagree.
Once again, I think the proper resolution to all this lies in meaningful skill levels. Make the highest skill level on where a savvy manager like me can't gain the same insghts that I do now... and let those who complain that the game is too hard play on a lower level. The game now doesn't seem to have meaningful skill levels - I have to think that practically everyone plays on the highest level, rendering the system pretty much moot.
Anyway - for my money, this is the single biggest issue in the current game. I realize there are various quirks and bugs that still get to us in one way or another, but if the gamer can sit down and consistently crush the opposition in assessing player development, the other issues of contract AI and gameplanning and so forth are simply secondary.
I couldn't agree more.
MizzouRah
04-28-2003, 07:51 AM
Since watching the draft this weekend, I would love to see some college stats to go with the draftee players. Maybe have some comments about players you are interested in from your scout. Something similar to Madden or NFL 2k3, but with stats.
Draft day is such a blast to watch, I would really like to see it expanded in FOF.
Todd
Canadian Football Guy
04-28-2003, 12:21 PM
That would be a great addition, even if it was just career college stats.
JPhillips
04-29-2003, 11:40 PM
I would love to see various draft rating boards from outside "experts". I think having two or three player rating sets at least the top fifty would be very interesting and add something to track over the player's career. It would also be fun to watch a highly rated guy fall on draft day.
I would also like to see the scout's recommended pick for each round. Maybe you could ask for his "top five choices" of the remaining players.
A draft rating afterward would also be fun. This would be pretty easy if the player rating idea was taken. Just add the points and lowest wins. Of course a real detailed look at points and team needs would be great, but I think that would be very dificult to do well.
I basically want more of the feeling of the real draft.
MizzouRah
04-30-2003, 08:18 AM
Yes, I agree with you JPhillips!
Todd
DolphinFan1
04-30-2003, 08:25 AM
Originally posted by JPhillips
I would love to see various draft rating boards from outside "experts". I think having two or three player rating sets at least the top fifty would be very interesting and add something to track over the player's career. It would also be fun to watch a highly rated guy fall on draft day.
I would also like to see the scout's recommended pick for each round. Maybe you could ask for his "top five choices" of the remaining players.
A draft rating afterward would also be fun. This would be pretty easy if the player rating idea was taken. Just add the points and lowest wins. Of course a real detailed look at points and team needs would be great, but I think that would be very dificult to do well.
I basically want more of the feeling of the real draft.
I like these ideas. Let's hope Jim takes them to heart and works on them.
I don't know if this has been mentioned yet, but I'd like to see a free agent signing period incorporated after the draft with the URFAs thrown into the mix. Jim could just split up the current signing period and have 10 weeks of Free Agency, the draft, then 10 more weeks of Free Agency (with unsigned rookies included). I think it would add a lot to the game.
B
condors
05-01-2003, 06:31 AM
i just want to vote for improved roster management by the AI
DolphinFan1
05-01-2003, 07:55 AM
We need an injury rating for players. I hate drafting or getting a FA who has great ratings only to get injured the 1st or 2nd season. This is mostly for draftees as you have no stats to go by. At least with FA, if he's been in the league a few years you can see how many games he's played in. Still it would be nice to have an injury rating.
cthomer5000
05-01-2003, 08:36 AM
Originally posted by Bee
I don't know if this has been mentioned yet, but I'd like to see a free agent signing period incorporated after the draft with the URFAs thrown into the mix. Jim could just split up the current signing period and have 10 weeks of Free Agency, the draft, then 10 more weeks of Free Agency (with unsigned rookies included). I think it would add a lot to the game.
B
this is EXACTLY what i've been thinking for quite some time.
1. It's closer to the real life model.
2. It would allow teams to fill their roster after drafting.
3. It would allow for some competition for undrafted free agents. There is nothing I hate more then not even having a shot at a promising looking UDFA.
4. The computer might take advantage of bargain basement players a bit more.
5. It would allow the computer to go after franchise players who were cut due to salary cap reasons.
6. It would allow unsigned restricted free agents to become URFA after the draft and actually land on a roster. Right now unsigned RFA's are usually forced to sit out a year and then try to catch on the following year.
Canadian Football Guy
05-01-2003, 11:58 AM
Agreed, great idea and you would think it would be pretty easy to do. It would certainly totally change the way you approach the year. You might land a rookie who can start and allow yout o ship off an over priced vet.
sachmo71
05-01-2003, 10:07 PM
BUG????In my research, it seems that fullbacks get way too many catches. I had the stats somewhere on the old board, I can crack them open if you want, but Larry Centers was exceptional, not the rule! :)
MIJB#19
05-04-2003, 10:05 AM
Originally posted by PSUColonel
I don't know if this apparent bug has been mentioned, but here it is:
one of my players was injured in the first quater, but it said he should be able to remain in the game. FIne.
In the same game he was later injured again, but this time it just said he was injured. The odd thing is, he was never taken out of the game, and was continuing to make tackles. When I checked his status at the end of the game, it said he had a groin pull, and was doubtful for 4 weeks. My question is, shouldn't he have been removed from play after the 2nd injury? In real life, I sustained an ankle injury playing a volleyball game.
As much as it hurt, I was able to play until the end of the game.
The 1½ weeks after, I was hardly able to walk...
My point is, players playing with an injury may look like a bug, though in real life it happens more then you'd expect.
MizzouRah
05-04-2003, 01:30 PM
Now I remember something I would like to see in a future FOF - the ability to mod the game with user enhancements... that's something I love with ootp. I can change skins, ballparks, logos, etc. around to suit my tastes. For me, besides AI improvements, this would really make the game a little more 'graphically appealing' without changing the 'sim' portion of the game.
I would like to see different scoreboards for each team. Maybe some logoed helmets, team logos, and team type skins so when you coach your team, at least the colors and themes are geared towards your team. Maybe the field would be muddy when a game is played in the rain. Clicking on a player would at least have his team logo on it.
I not a graphics first person, but FOF seems really bland, imo. I know most of you like it's simple look, I just think the game needs a little graphics enhancement or give us the ability to do it.
I dream of the day FOF has little circles or x's and o's that play out the play as it gives you the pbp, that would make my life. Better yet, just squares with player numbers on them, showing the play as it happens would be even better. Some subtle sounds as well, cheering for TD, booing for a penalty.
Ok, I going a little too far here....
Todd
Dutch
05-05-2003, 10:54 AM
Has anybody spoken with Jim lately? Do you think I am correct in thinking another patch will be available in July or August?
The track record says yes, but I wonder if the baby and the new project has moved this off the front burner.
I'd also like to see a button to modify all of the formation, and game plan screens to the recommended settings at once instead of having to do them all individually every week just so I can reset the use injured players value down to a reasonable value.
cincyreds
05-07-2003, 01:51 PM
Dolphinfan1 said
How about being able to continue the game if you are fired? Maybe the game would continue until another GM is gone and there is a spot available. This would have you simming the seasons until a job opens. At least you wouldn't have to start a new league.
I like this idea.
MizzouRah
05-08-2003, 08:52 AM
Originally posted by cincyreds
Dolphinfan1 said
I like this idea.
This should DEFINITLY be in the next patch. I'm always wondering if I went to a new team and did bad the first year, would I get fired, thus ending years of playing?
Even if I had to sit out a year because no jobs were available, would be fine with me.
Primelord, is Jim going to release ANY information on what the patch might contain?
Todd
Noble_Platypus
05-08-2003, 05:46 PM
Hopefully he fixes the glitches, THEN adds the cool stuff. Its retarded for a team to draft a NT #1 overall but run a 4-3 and have him on the bench while 2 scrubs start, and have undrafted FA's starting because the team doesnt address its needs accurately
Bug: On 3rd and 20 if the AI has a 15 yard play they will often decline a 5 yard auto first down penalty and punt. Also if you have a penalty on offense from deep in your territory the AI will often decline it even when you have a good play since the penalty yardage is small.
nilodor
05-10-2003, 01:26 PM
In using the add player to draft button when you enter either an OLB or an ILB the position gets switched. So if I enter OLB it will show up as an ILB in the Edit Player tab. Than in the draft its self it seems to be completaly random.
Also I would like to see a way to make sure that no Fof generated players show up in the draft who are very good. Maybe an average rating setting or something.
CHEMICAL SOLDIER
05-13-2003, 02:03 PM
Will the next patch be released in June?
Airhog
05-22-2003, 01:07 AM
Could be
jamesUMD
05-26-2003, 08:07 AM
Please open up the coach and scout fdt file so that they can be edited and assigned to their proper teams rather than having them randomly created each and every time we start a new game. I think I could get into the game much more if I could envision The Redskins w/Spurrier at the helm playing Parcells, Holmgrem, Mariucci, and the other coaches in the league. I see it not unlike the way we have the menu that allows us to edit the player file. I used to have a huge number of items that I posted for inclusion, and hopefully some of them will make it into the update.
Fritz
06-03-2003, 08:42 AM
Originally posted by cthomer5000
suggestion Being able to designate starters, and have the depth chart filled in around them. Tons of people have made this suggestion. Either give us the ability to mark this on the players, or to "lock" them in place on the depth chart.
suggestion the ability to save/export/import game plan profiles. There are a lot of numbers to enter there, it would be nice to be able to save my "Run heavy/starting QB is injured" gameplan so I can import it when needed.
ditto
PSUColonel
06-04-2003, 12:58 AM
I don't know if Jim reads this thread or not, but here is a comprehensive list of things I feel would vastly improve FOF.
1. While not the most pressing issue, a revamped interface would be nice. Something along the lines of OOTP or CM with hyperlinks, logos etc....
2. Transition players with the ability to match salaries, draft pick compensation and so forth.
3. This has been mentioned- dividing the 20 week F.A. period before and after te draft- a great suggestion.
4. More player interaction- underpaid players hold out for better contracts, and become upset when the franchise tag is slapped on them (especially tose who can command big time contracts in the prime of their career.) The promise of starting roles or running back by commitee etc....
5. Roster cut downs during the Pre-season.
.
PSUColonel
06-04-2003, 02:07 PM
Also- maybe player bonuses wouldbe a nice addition.
DolphinFan1
06-04-2003, 02:36 PM
Jim needs to fix the excessive injuries to WR and DL in the game. There are far too many. :mad:
Noble_Platypus
06-09-2003, 01:38 PM
Has anyone ever noticed that a player will not go to the HOF if he doesnt retire from a team? I had Edgerrin James in 1 of my careers and since he wanted so much money at the end of his career and I hd no cap room I didnt resign him. Nobody else did either, and he spent the year as a FA. He was not listed the next year, and wasnt mentioned as having retired. And although he was the al time leading rusher and leading TD scorer, he didnt go to the HOF, he just vanished. I have seen this happen other times too.
DolphinFan1
06-09-2003, 03:44 PM
Originally posted by Noble_Platypus
Has anyone ever noticed that a player will not go to the HOF if he doesnt retire from a team? I had Edgerrin James in 1 of my careers and since he wanted so much money at the end of his career and I hd no cap room I didnt resign him. Nobody else did either, and he spent the year as a FA. He was not listed the next year, and wasnt mentioned as having retired. And although he was the al time leading rusher and leading TD scorer, he didnt go to the HOF, he just vanished. I have seen this happen other times too.
Did you wait until 5 years after retirement?
Noble_Platypus
06-09-2003, 03:51 PM
Yes. I found that unless a player retired from a team, not from the FA pool, they werent listed on the retired list and wouldnt go to the HOF, assuming they had HOF #s,of course.
DolphinFan1
06-09-2003, 04:33 PM
Originally posted by Noble_Platypus
Yes. I found that unless a player retired from a team, not from the FA pool, they werent listed on the retired list and wouldnt go to the HOF, assuming they had HOF #s,of course.
Ok, just wondering.
neofied
06-09-2003, 06:34 PM
How close are we to a new patch? I'm not even going to install the game again until the game is fully fixed.
PSUColonel
06-09-2003, 10:46 PM
"How close are we to a new patch? I'm not even going to install the game again until the game is fully fixed"
Don't hold your breath. I have a feeling it will be nothing more than updated rosters and a couple of tweaks. I really hate to say this because I have really enjoyed Jim's games over the years, but because of the way he is, it's hard to get excited anyomre.
1. He doesn't interact, in other words even let people know what's going on. He doesn't need to speak everyday, but letting peple know what he'd like to do with the next update just isn't too much to ask. If he doesn't know, then fine he doesn't know- I.E.- don't create a feeling of apathy within your customer base!!(but that's what's happening)
2. The evolution of FOF is just not there compared to the likes of games like CM. Now can everyone be CM?....no, but I don't see FOF moving in that direction either. I think team chemistry was implemented poorly, and I'm looking for more player interaction, as well as a whole host of other features that have been mentioned in this thread.
nilodor
06-10-2003, 12:14 AM
Originally posted by Canadian Football Guy
Canadian cities in the city database would be nice for those of us North of the border.
Or at least the ability to add "states". Then you could create canada or alberta hell even jamaica and assign cities to them. I think it would bring more flavour to the game. If anyone out there knows how to edit this I would be interested in learning.
I hate to say it but I dont think Jim gives a shit about his customers because if he did he'd tell when we could expect the patch.
:)
noop
micha47
06-12-2003, 12:38 PM
I know it's a tiny thing but maybe it's possible to show the numbers of
super-bowl-rings a player collected in his career in the personal
info-screen (like the record for starting QBs)
michael
Sharpieman
06-12-2003, 03:44 PM
When is the new patch going to come out?
Originally posted by Sharpieman
When is the new patch going to come out?
never
Solecismic
06-21-2003, 06:22 AM
Noop, little dude, I know I forgot to send a birthday card yet AGAIN this year, but y'all need to know I cherish each and every one of my customers.
Maybe I don't say it enough. I have trouble with the "L" word, I know. I also know that the community is very important to me. I do my best - it's hard to say whether the community likes me better active or silent.
When's the patch coming out? It's a pretty small patch, so the answer is likely less then a week after I begin work on it. And that should be by the end of this month.
DolphinFan1
06-21-2003, 10:31 AM
Originally posted by Solecismic
Noop, little dude, I know I forgot to send a birthday card yet AGAIN this year, but y'all need to know I cherish each and every one of my customers.
Maybe I don't say it enough. I have trouble with the "L" word, I know. I also know that the community is very important to me. I do my best - it's hard to say whether the community likes me better active or silent.
When's the patch coming out? It's a pretty small patch, so the answer is likely less then a week after I begin work on it. And that should be by the end of this month.
Thanks for the update.
MizzouRah
06-21-2003, 10:49 AM
Originally posted by Solecismic
Noop, little dude, I know I forgot to send a birthday card yet AGAIN this year, but y'all need to know I cherish each and every one of my customers.
Maybe I don't say it enough. I have trouble with the "L" word, I know. I also know that the community is very important to me. I do my best - it's hard to say whether the community likes me better active or silent.
When's the patch coming out? It's a pretty small patch, so the answer is likely less then a week after I begin work on it. And that should be by the end of this month.
LOL!
I like you better active! :)
How small is small?
Todd
Originally posted by Solecismic
Noop, little dude, I know I forgot to send a birthday card yet AGAIN this year, but y'all need to know I cherish each and every one of my customers.
Maybe I don't say it enough. I have trouble with the "L" word, I know. I also know that the community is very important to me. I do my best - it's hard to say whether the community likes me better active or silent.
When's the patch coming out? It's a pretty small patch, so the answer is likely less then a week after I begin work on it. And that should be by the end of this month.
Hmm I must have struck a nerve with you Jim, thank you for remembering my birthday( I feel special :))
Man anyway I'm sorry for taking a uncalled for swipe at you its just well...I'm a fanboy!
No but seriously no hard feelings
:)
noop
Noble_Platypus
06-22-2003, 10:52 PM
how is it that kickers miss 30-40 yard FGs 40% of the time but make 55+ FGs 90 % of the time?
Noble_Platypus
06-22-2003, 10:54 PM
Originally posted by Solecismic
Noop, little dude, I know I forgot to send a birthday card yet AGAIN this year, but y'all need to know I cherish each and every one of my customers.
Maybe I don't say it enough. I have trouble with the "L" word, I know. I also know that the community is very important to me. I do my best - it's hard to say whether the community likes me better active or silent.
When's the patch coming out? It's a pretty small patch, so the answer is likely less then a week after I begin work on it. And that should be by the end of this month.
Disappointing. With so many thing needing attention, sounds like this will address few bugs , let alone wish list items.
Solecismic
06-23-2003, 12:21 AM
I will address everything reported in this item as well as through email. Which really isn't that many bugs. As for serious wish-list items, especially those that require changes to data files, that's something best left to another version of the game.
The field goal item isn't possible, given a look at the code. The greater the distance, the lower the chance of success. It's a pretty simple function that hasn't changed since FOF1.
Noop, no nerves struck or any hard feelings. I read a long time ago that the best way to address a forum was to try and calm down those who seemed the most upset, especially those most recently angered. I'm not sure that's always the best way to go today, as forums have changed a lot since that article was written, but I often operate on that principle.
Sidhe
06-24-2003, 01:06 PM
In other words.. the "it's the squeaky wheel that gets the grease" principal. Hum.
I want to know if it's possible for you to include the ability to move the starting locations of teams at the beginning of the game.. in other words, to create one's own fictional league?
If it helps me get a reply.. Sqweeeeeeeeeeeeeeeeeek!! :P
albionmoonlight
06-24-2003, 01:23 PM
Sidhe--
You can always change the names of the cities in which the teams start. That may or may not help you depending on what kind of team you want to set up.
Sidhe
06-25-2003, 09:37 PM
I actually haven't gone in to try, but I had heard that while you could change the name, you couldn't change the "latitude longitude" location of the team which determines the weather. I am just going on that information..
cthomer5000
06-25-2003, 10:24 PM
Jim, any chance of letting us know which of the "wishlist" items are possible/will be coming in the next patch?
Solecismic
06-26-2003, 04:22 AM
Sidhe, that's the negative side of the policy. Probably why it doesn't work all the time.
Weather is unrelated to latitude/longitude. There are separate parameters handling weather for each city.
Cthomer, I've looked at all the suggestions, and there are some that could make it into a future version of the game - no promises or decisions made at this time. A patch focuses on bug fixes. I still want to see suggestions because it's likely there will be an FOF5 at some point. Believe it or not, many (if not most) of the changes made to FOF2, 2001 and FOF4 were suggested by customers. Maybe it's a PR mistake, I try to address the whethers or nots as soon as I know.
Everyone, I've investigated many of the bug reports, and I'd appreciate it if those who have reported the following could say for sure that they're happening on 4.0b, as some I remember working on. They look fixed in the code and I haven't seen them pop up in my tests.
1) Does the AI still call time outs when you are controlling the team? Note that if you exit the play-calling screen allowing the AI to select a play for you, it still should call time out when warranted.
2) Take a 3rd-and-20 situation, for instance. A play gains 15 yards, but there's a 5-yard holding penalty on the defense, which results in an automatic first down. Does the AI decline the penalty?
3) On a kneel-down, are defenders credited with a "good play" in the simulation text?
4 (clarification) Many people have reported that the game does not give the offense a chance to kick the extra point when the game ends on a touchdown and the point would not alter the outcome. It is my understanding of the NFL rules that this is correct behavior. Certainly overtime games ending in a touchdown do not add the extra point try.
Now, this is not the case in the college game, where it's actually possible for the defense to score a safety on the play (there are no safeties possible on the extra point in the NFL).
My copy of the NFL rules does not address the extra-point requirement, however. Is there any contradictory evidence?
cthomer5000
06-26-2003, 05:51 AM
Originally posted by Solecismic
My copy of the NFL rules does not address the extra-point requirement, however. Is there any contradictory evidence?
In the NFL, the teams DO kick the extra point. Since you live in the region, you might remember this example:
The single year Pete Caroll was coaching the Patriots they gave up a last second touchdown on a call Pete really felt was bogus. Instead of even staying around for the extra point he took the team to the locker room. The refs and NFL were really pissed off about it, and i think the team either kicked it without them or were just awarded the point.
They do always kick the extra points at the end of regulation (even when meaningless), but don't in overtime (beacuse it's sudden death - the game is technically over when the touchdown is scored).
EDIT: I remembered this backwards, it must have been Wade Phillips but Pete was involved. Here's a link describing the situation and how it affected betting that week
http://www.reviewjournal.com/lvrj_home/1998/Nov-30-Mon-1998/sports/10142050.html
albionmoonlight
06-26-2003, 07:06 AM
I don't have a source, but I know that they do it in regular season games because some of the tiebreakers at the end of the season are for things like "most net points in conference games," etc..
T-Storm
06-26-2003, 08:27 AM
A imo quite serious bug:
Players get severly injured but are just out for the week the injury happened and lose their rating, but are perfectly well the week after.
Let me make this clear with an example:
I tend to quicksim every game day, and only look at my players rating at the beginning and end of the season. So I was extremly surprised to see that my star qb suddenly became rather weak.
So I investigated on this a little bit (actually I just found out by accident), that the following happened: I just simmed game by game and looked at the injury view of the roster.
And then I suddenly saw it: a player was listed with an mcl surgery (or similiar ability-destroying injury), but there was no time given for return, that field was just blank. After simming the other games, he returned, but miracly lost quite some ability.
So this is how I found out about this particularly ennerving bug.
On the same page:
I feel that those injurys happen far too often to starters. Or it's rather not the injury but the player never returning to be the same he was before. I don't believe that any nfl team has rutinely 1-2 of their starting players become stiffs because of injuries. That is very bad... especially for the cpu controlled teams as they don't seem to be able to fire severly overpaid players, if they received a large signing bonus at some time.
That's why I would beg you, dear Jim, to add the choice to play completely without injuries, neither for your team nor for the cpu team. because as long as the cpu can't fire such players or at the very least renegoiate them to contracts more fitting their level of ability, this will stand out.
And while I'm talking about it, it must be possible to have the cpu renegotiate more contracts and resign players they put the franchise tag on. please, please please please, on the behalf of me and probably even most of this wonderful board, make the cpu renegotiate more deals and let them resign their franchise-tagged players. I never ever want to see one teams superstar shoved into freeagency because of whatever the reasons.
Also... I wan't to setup my tight ends at the wide receiver positions in the depth chart.
Noble_Platypus
06-26-2003, 10:36 PM
I hope this doesnt mean Jim that the questions you asked are the only bug fixes. I cant stand watching teams drafta LT #1 overall when they did the same thing the yea before, because 1 will sit te bench, or even worse a team will draft a NT and since they play a 4-3 the #1 overall pick rides the bench while a UFA starts. This happens all the time.
Solecismic
06-26-2003, 11:41 PM
Thanks, cthomer, that looks like solid evidence. I'll fix it.
Noble, that's an item I've given some thought to, as the code I have written to prevent that case clearly isn't good enough. I am going to take another look at it this week, but I can't promise that it will be significantly improved. Seems so simple, but no matter how many specific cases I handle, another one crops up and makes me look like an idiot. I've tried handling the one you mention, and teams end up with a kicker in the first round. As for the NT, if they perceive he's starter quality, they should be moving him to DLT or DRT. I'll take another look at that.
T-storm - once that first week was completely simulated, what was the injury status of that quarterback?
T-Storm
06-26-2003, 11:48 PM
Once the week is completely simulated the qb's injury status is just as like before the week. If he wasn't injured before, he isn't afterwards.
Just to make it clear, in case there was any confusion about it:
This does happen to all position groups, not just quarterbacks. I just used it as an example as that was what happened right before I posted.
Dutch
06-27-2003, 10:30 AM
Is it possible to easily add the runner-up to the "Past Champions" page and the score of the game?
Also, in future versions of FOF and/or TCY, I would like to see a post game rating for non-stat players. For example, the form factor in CM? Perhaps the Coach in FOF and the OC and DC in TCY could rate all player performances on a scale of 1-10? I know my scout thinks highly of my 1st round LT, but is he really any good?
Thanks.
Noble_Platypus
06-29-2003, 11:01 PM
Thanks for taking my rants and raves into consideration Jim.
Jim I only have one issue with FOF4 and that is the speed of the game if it could be alot faster I wouldn't complain.
1.2 gig hertz
170 ram
40 gig harddrive
:)
noop
p.s. Glad to see your back
I would like to see the runner up and score in the Past Champions List.
Also what is your timeframe Jim for a patch
Thanks
Solecismic
07-01-2003, 09:00 AM
T-Storm, I found that one - there was a bug affecting players injured twice, the second being much more serious, in one game. Thanks for your help. That hadn't been reported in any form before, probably because it disappears once the week is completely simulated.
Dutch, those are good ideas. I'll look into the championship game one - if it is easy, I'll add it.
Noop, the slower speed is the result of adding in the full roster-decision AI into each team's path every week. The effects vary, depending on the computer. I have no idea why it's long enough to be annoying for some, and for most, it's just a bit noticible. You have a much more powerful computer than I do, yet I don't have that problem.
Thanks for the welcome. I was never really away. I've been torn, ever since the FOF 2001 release mess, as to whether my being an active poster is a good thing or not. I've always lurked, much more frequently than most of you would guess. I'm going to try a more active participation (and maybe a little less secrecy about future projects - haven't made up my mind there) and see how that works out.
bdem, I've been working on it for about a week now. It's getting close. I hope to have it out in time for the long weekend. All reported bugs, except for one, are now fixed. And all but a handful of the "tweaks" are done (I'm working on the TCY/FOF4 draft discrepancy this morning).
Here's the one bug I haven't been able to find. It would be very helpful if someone had a reliable method of reproducing it on 4.0b:
A couple of people have reported that, under rare circumstances, the game will give you a season-file-not-found error when reverting to a backup copy of an existing universe. This is one of those reports that, as a developer, you know is a real bug. But after quite a bit of looking, I haven't seen anything like it.
MizzouRah
07-01-2003, 09:21 AM
Thanks for the welcome. I was never really away. I've been torn, ever since the FOF 2001 release mess, as to whether my being an active poster is a good thing or not. I've always lurked, much more frequently than most of you would guess. I'm going to try a more active participation (and maybe a little less secrecy about future projects - haven't made up my mind there) and see how that works out.
IMHO, I would love to see you back to participating, especially about new products as well as previous ones (FOF4).
I hope to have it out in time for the long weekend. All reported bugs, except for one, are now fixed. And all but a handful of the "tweaks" are done (I'm working on the TCY/FOF4 draft discrepancy this morning).
Excellent!
Todd
Anrhydeddu
07-01-2003, 09:30 AM
Jim, it really makes me happy to see you engaging in a dialog with your customers. I love they way you have been responding here and in the TCY2 thread, you asked
"Here's a question for those of you who are still into the game:
[snip].... Are there any suggestions for how that can be handled gracefully?"
That, to me, is the best post you have ever made because you chose to ask a leading question to us, which we had not seen from you in a long, long time. Keep this up and maybe you will get some of your customers back. :)
Dutch
07-01-2003, 09:43 AM
OMG, Jim's back! Now where is my *rant* list???? Just kidding. :)
Jim since this is the suggestions I thought I might add this... it is just a sample of how coaches decide on players.
DB
• Read: pre snap reads and adjustments. Key and diagnose. Reading the quarterback and anticipate. Being in the right spot.
• Instincts: Feel for pass routes and opponents.
• Feet: Foot quickness. The ability to mirror receivers.
• Backpedal: quickness and balance. Speed in reverse.
• Turn: Ability to flip hips, turn and run with receivers out of his back pedal.
• Come out of backpedal (COBP): ability to plant and release forward in a quick and fluid motion out of his back pedal.Quick transition speed and quickness.
• Close: Speed. Ability to close on the ball and receiver. The ability to plant and drive and get the ball in the air.
• Range: Ability to cover a lot of ground with the ball in the air.
• Burst: Short area speed.
• Bump: Ability to press and engage in contact with receivers at the LOS at the snap of the ball. Combines the physical contact with the quickness to prevent receivers from releasing at the LOS.
• Press Bail coverage: The ability to press a receiver and quickly transition into a run mode.
• Catchup speed: Raw speed to run and make up ground on a reciever.
• Ball reaction: Ability to make plays on the ball in the air.
• Man-to-man: Ability to cover a reciever by himself. Must have the ability to accellerate.
• Zone: Awareness and range to cover a designed area of the field. Requires more mental adjustments.
• Tackle: Ability to wrap up and drag down a tackler.
• Run contain: Physical attributes and desire to come up in run support. Lateral pursuit. Ability to step over trash and sideline chase ability.
• Ward off blockers: Ability to avoid blockers with speed, quickness and hand use.
• Tackle: Ability to finish off plays with a physical wrap tackle.
• Blitz: Speed, timing and instincts to close and make plays from the outside and avoid skills from the inside position.
• Hands: Ability to play the ball in the air like a receiver and make the catch.
I have more if your intrested.
:)
noop
DolphinFan1
07-01-2003, 04:34 PM
Jim, any chance that the idea about continuing the game if you are fired will get in the patch? Thanks.
jamesUMD
07-01-2003, 06:21 PM
Please, please, please open up the coach/scout file so that we can edit them and place each team with it's real life coach and scout combination. It could be much like how we load rosters and have the ability to edit each and every player. That is the only thing I ask, for all that is holy!!!!!
I didn't come off as begging, did I????
MizzouRah
07-01-2003, 08:44 PM
Originally posted by DolphinFan1
Jim, any chance that the idea about continuing the game if you are fired will get in the patch? Thanks.
I second this one, I'm stuck with the same team, becuase I'm scared to go somewhere else and lose my job. What fun is it when all your history is frozen in time because basically, the game is over?
Todd
Solecismic
07-02-2003, 05:32 PM
The 4.0c patch is up. If I ever find that one bug, or something new pops up, I'll update it.
I greatly reduced the chance of firing once you've changed teams. That should address most of the problem. You can, of course, play without firing entirely (I do).
Noop, please post whatever you have. It's always interesting to read how coaches and scouts view players. I look forward to the NFL Weekly draft report each year - hopefully they can keep up the quality without Buchsbaum. Sometimes I think about what it would be like to go with raw attributes (and thus full combine implementation), scrapping what I have now for ratings. But I think from a game perspective, it works better the way I have it now.
Anrhy, I think the recent downturn is more due to the perception that not enough changed from FOF2001 to FOF4. So much of the work I did really wasn't visible. And maybe not perceived as necessary. It's difficult to keep reinventing the wheel.
I've always valued customer input. I think you're right that I need to show it more and more actively engage in gathering that input. When I started working on this patch last week, the first thing I did is go through my email file from the last six months containing suggestions and bug reports. Then I added what's in this item.
I really hope the patch reflects my interest in keeping my customers involved and happy with their purchases.
MizzouRah
07-02-2003, 10:45 PM
I greatly reduced the chance of firing once you've changed teams. That should address most of the problem. You can, of course, play without firing entirely (I do).
Thanks!
I really hope the patch reflects my interest in keeping my customers involved and happy with their purchases.
Is this Jim? Just kidding, but after all this time I hope you're sincere with this statement.
Todd
Dutch
07-03-2003, 12:08 AM
Downloading now and will give it a whirl as soon as I have some free time, maybe this afternoon. Cool!
Ben E Lou
07-04-2003, 04:55 PM
bumping and un-stickying
Vince
07-09-2003, 12:47 PM
Must have missed this over the weekend. Good to have you 'back,' Jim. I agree with the rest, I think it's great that you are going to be more active, and I look forward to more from you in the future.Originally posted by Solecismic:
and maybe a little less secrecy about future projects - haven't made up my mind there
:eek: Finally end the debate over what your next project is, perhaps? :)
TeamBohica
07-16-2003, 12:09 AM
I need help please. I have tried over and over to coach a game but I keep getting an error message. This message occures almost everytime I try coaching a game. I have no problem when simming. The error message reads"a required resource is unavailable" causing my game to freeze and making me having to shut FOF4 down. This has been doing it prior to the latest patch so thats not the issue. The scoreboard goes blank when this happens. I have not been playing this fine game for that reason. Looked for help before and did not get any. Please can someone help me or maybe lead me in the right direction for help. Thanks to all whom may reply. I am using Windows Millenium Edition. Had no problems with previous versions of FOF. Thanks again!!!
cthomer5000
10-17-2003, 01:10 PM
bump to refresh issues we previouslt griped about or suggested.
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