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Old 01-22-2014, 02:58 PM   #51
MizzouRah
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Join Date: Sep 2002
Location: Troy, Mo
Quote:
Originally Posted by Fidatelo View Post
Do you know how the different difficulty levels and team skill levels are implemented? Is it just that you have a lower chance of Big Plays working? Or does it impact the cards that come off the deck when you are matching? I'd really like to feel like that deck of cards is not 'stacked against me' in any way, but basically mimics a true shuffled stack of cards. However it seems like this would make any real amount of team and difficulty variability quite difficult so I suspect there is some kind of manipulation of the card deck going on.

From his site:

Quote:
On Rookie difficulty, you will quickly be able to win. Rookie is really only for people who have no understanding of American football and my Mom (love you, Mom!). The AI is very, very simple on Rookie.

As soon as you move up to Veteran level, though, the AI is very strong. The decisions you have to make on every play are much more consequential, and the game becomes very challenging. So as soon as you feel comfortable on Rookie, move up to Veteran. You can change the difficulty level during a season in the Options menu, so you can move back and forth at will.

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Old 01-22-2014, 03:11 PM   #52
Mizzou B-ball fan
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Quote:
Originally Posted by Fidatelo View Post
Do you know how the different difficulty levels and team skill levels are implemented? Is it just that you have a lower chance of Big Plays working? Or does it impact the cards that come off the deck when you are matching? I'd really like to feel like that deck of cards is not 'stacked against me' in any way, but basically mimics a true shuffled stack of cards. However it seems like this would make any real amount of team and difficulty variability quite difficult so I suspect there is some kind of manipulation of the card deck going on.

No manipulation of card deck at all. Standard 52 cards are randomly dealt.

The difficulty levels are changed by the starting yardage of the defense along with better AI. Rookie is 12 yards if you guess run/pass right and 25 yards if you guess wrong. Middle level is 15 yards guessing right and 30 guessing wrong. Top level is 17 yards for guessing right and 35 for guessing wrong.

Big plays are where the strengths and weaknesses of each team come into play. For example, if your team has an A on run offense and C- on pass offense, you'll want to focus on using the offensive Big Play button when running as opposed to passing. Same thing on defense when using the Big Play button. Better chance of turnovers if you focus on your strength.

Last edited by Mizzou B-ball fan : 01-22-2014 at 03:12 PM.
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Old 01-22-2014, 08:13 PM   #53
Bigsmooth
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Ouch, I'm 0-3 on Rookie and thought I understood football pretty well ha. Think the problem is that I'm not real sure when to use the Big Play button on offense?
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Old 01-22-2014, 08:54 PM   #54
Critch
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The big play button really makes a difference between the good and bad teams. I played a season as Maine, who are pretty much the weakest team, and went 6-9 now I'm playing through a season as Columbus (maybe the strongest team) and I'm 9-0. The difference is the big play button, with Maine it was normally a desperation press as it failed most of the time but with Columbus it's far more successful.

So that's 24 games since this afternoon, fair to say I'm hooked.
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Old 01-22-2014, 09:24 PM   #55
SackAttack
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Originally Posted by Bigsmooth View Post
Ouch, I'm 0-3 on Rookie and thought I understood football pretty well ha. Think the problem is that I'm not real sure when to use the Big Play button on offense?

I'm 1-2. I lost an OT game because as soon as I was in FG range I hit the FG button. Thought I was close enough to just end it there. Nnnnnope.
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Old 01-22-2014, 10:45 PM   #56
Fidatelo
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Originally Posted by Mizzou B-ball fan View Post
No manipulation of card deck at all. Standard 52 cards are randomly dealt.

The difficulty levels are changed by the starting yardage of the defense along with better AI. Rookie is 12 yards if you guess run/pass right and 25 yards if you guess wrong. Middle level is 15 yards guessing right and 30 guessing wrong. Top level is 17 yards for guessing right and 35 for guessing wrong.

Big plays are where the strengths and weaknesses of each team come into play. For example, if your team has an A on run offense and C- on pass offense, you'll want to focus on using the offensive Big Play button when running as opposed to passing. Same thing on defense when using the Big Play button. Better chance of turnovers if you focus on your strength.

Thanks. Any idea if the deck gets 'reset' on every new set of downs? Or on change of possession? Or just whenever it runs out the discards are shuffled back up and a new pile starts?
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Old 01-23-2014, 12:32 PM   #57
Mizzou B-ball fan
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Originally Posted by Fidatelo View Post
Thanks. Any idea if the deck gets 'reset' on every new set of downs? Or on change of possession? Or just whenever it runs out the discards are shuffled back up and a new pile starts?

Reset on every play. New deal each time.
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Old 01-23-2014, 12:59 PM   #58
PadresFan104
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I'm really enjoying this game. More of a "light" gamer but a huge football fan, so this is right in my wheelhouse.

I dumped HOURS into Fairway Solitaire and the only thing I wish GS had was the long card-removal-runs like FS. Nothing like removing 10+ cards or more in quick succession. In GS, there is a mental reset that you have to do after each "match" to figure out the next best "match" to execute.

Or how about an advanced option that introduces bonus yards for quick play?
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Old 01-23-2014, 01:52 PM   #59
SackAttack
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Originally Posted by PadresFan104 View Post
I'm really enjoying this game. More of a "light" gamer but a huge football fan, so this is right in my wheelhouse.

I dumped HOURS into Fairway Solitaire and the only thing I wish GS had was the long card-removal-runs like FS. Nothing like removing 10+ cards or more in quick succession. In GS, there is a mental reset that you have to do after each "match" to figure out the next best "match" to execute.

Or how about an advanced option that introduces bonus yards for quick play?

I want to see the ability to force small losses on a play. There are sacks, but they're random events. I haven't yet seen the ability to flush the quarterback from the pocket and hit him for a loss on the scramble, or to stuff the RB for a yard or two. You just clear enough cards to get to 0 yards gained, and that's the play.

Which means once they're in FG range, there's not much you can do about it shy of pray for an INT.
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Old 01-23-2014, 06:14 PM   #60
markprior22
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Location: springfield, il
I must be the biggest dope here. I've tried the exhibition game twice and don't have a freakin clue what the cards mean or what I'm supposed to do. To me it is extremely confusing but it doesn't seem like anyone else is having issues so I'll keep trying.
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Old 01-23-2014, 06:51 PM   #61
PadresFan104
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Originally Posted by markprior22 View Post
I must be the biggest dope here. I've tried the exhibition game twice and don't have a freakin clue what the cards mean or what I'm supposed to do. To me it is extremely confusing but it doesn't seem like anyone else is having issues so I'll keep trying.

I could have sworn that the exhibition game provided popups that explained the mechanics and walked you through it... That's how I learned it anyway... Maybe the popups aren't showing for you for some reason?
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Old 01-23-2014, 07:14 PM   #62
SirFozzie
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Originally Posted by markprior22 View Post
I must be the biggest dope here. I've tried the exhibition game twice and don't have a freakin clue what the cards mean or what I'm supposed to do. To me it is extremely confusing but it doesn't seem like anyone else is having issues so I'll keep trying.

here's a quick guide:

Dubious Quality: Gridiron Solitaire: Guide for New Players (the first hour)

Some hints: If you have a wild card, use it to remove something that will unlikely be matched (1's and 13's for example, unlike most games that let you wrap around from A to K and back), or if you have multiple of one card (say, red 6's without any black 5's or 7's on the board).

Each match is seperate, it's not like Fairway Solitare.
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Old 01-23-2014, 07:57 PM   #63
bryce
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Join Date: Oct 2002
Location: Dallas, TX
Just trying this out for the first time, couple preliminary questions:

1) What does the flashing card mean at the start of each play in the top left corner? Is that significant or just for show?

2) I clicked two of my bottom cards during a run play and got 0 yards. Are those bottom cards not worth anything?

On #2, on pass plays, if you click your bottom two cards that look like would represent a QB and HB lined up next to each other (not the I), you get no credit for that. Assume that's by design, but I haven't seen that mentioned...

Grrr, another edit, it happened again with one of the bottom cards and one of the top or middle cards.. Is there something I am missing, what's the rhyme or reason here?...

Ok, it now happened with two top cards, one of them flashing. Is this just a random event on pass plays? Insert confused emoticon here...

Last edited by bryce : 01-23-2014 at 08:11 PM.
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Old 01-23-2014, 08:11 PM   #64
SackAttack
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Quote:
Originally Posted by bryce View Post
Just trying this out for the first time, couple preliminary questions:

1) What does the flashing card mean at the start of each play in the top left corner? Is that significant or just for show?

It lets you know whether or not the defense guessed your play. If you pick a run play and they're sitting pass, the flash lets you know that you have the extra card to play with. Vice versa, also.

If the defense picks run and you also pick run, that flashing card will disappear. You have to run your play with fewer cards.

Quote:
Originally Posted by bryce View Post
2) I clicked two of my bottom cards during a run play and got 0 yards. Are those bottom cards not worth anything?

You sure it was a run play? You need 3 matches on a pass play to get any yards. If you clicked two and got nothing, you probably were running a pass play and didn't realize it.

Quote:
Originally Posted by bryce View Post
On #2, on pass plays, if you click your bottom two cards that look like would represent a QB and HB lined up next to each other (not the I), you get no credit for that. Assume that's by design, but I haven't seen that mentioned...

See above. You need 3 matches to get positive yards on a pass play, then you get add'l yards per match after that.
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Old 01-23-2014, 08:29 PM   #65
bryce
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Ahhhhhhhhhhhhhhhhhhhhh, thanks SackAttack! That was driving me crazy!
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Old 01-23-2014, 08:50 PM   #66
frnk55
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Quote:
Originally Posted by markprior22 View Post
I must be the biggest dope here. I've tried the exhibition game twice and don't have a freakin clue what the cards mean or what I'm supposed to do. To me it is extremely confusing but it doesn't seem like anyone else is having issues so I'll keep trying.
You're not alone buddy. I played about an hour and I'm lost. Going to give it a better go this weekend.
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Old 01-23-2014, 09:52 PM   #67
SackAttack
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Originally Posted by markprior22 View Post
I must be the biggest dope here. I've tried the exhibition game twice and don't have a freakin clue what the cards mean or what I'm supposed to do. To me it is extremely confusing but it doesn't seem like anyone else is having issues so I'll keep trying.

It's solitaire! You match up and down the scale. A red 3 matches with a black 2 or a black 4. A black 10 matches with a red 9 or a red 11. That sort of thing. 1's and 13's only match with opposite-color 2's and 12's, respectively.

Quote:
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Ahhhhhhhhhhhhhhhhhhhhh, thanks SackAttack! That was driving me crazy!

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Old 01-23-2014, 10:04 PM   #68
PilotMan
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Join Date: Oct 2002
Location: Seven miles up
This game seriously needs a "sim to final" button at halftime.

I'm playing with the Maine squad on Veteran and it's pretty unforgiving. Just can't seem to get anything going toward a win. I won via 2 blowouts on easy, switched to vet and getting stomped.

I love how your fans will empty the stadium during blowouts.
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Old 01-24-2014, 07:38 AM   #69
Marmel
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Location: Manchester, CT
I picked it up last night. At $10, why not.

It is actually kind of fun. The card playing is so simplistic, the graphics and sound pretty cheesy and there is a lot of luck involved but it all comes together to make a nice little game.

It is pretty frustrating when your team is outclassed in the ratings and you know you are going to get blown out and every big play card is going in the computer's favor, but that is my only gripe at this point.

Oh and I wish they would add a tab for a list of previous champions.
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Old 01-27-2014, 12:06 PM   #70
Galaril
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Join Date: Jan 2004
I played the heck out of this and after 5 seasons vet just won the Super Bowl. [I am hugely disappointed with the offseason and expecting a lot more substance. I have already grown tied of the game. Only racks basic teams stats and not even run or pass defense. I am not sure there is much left to do with this once you win it all but with the real limited offseason and stats this may not have much legs for me. I did get my $9.99 worth but not much more.

Last edited by Galaril : 01-27-2014 at 01:08 PM.
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Old 01-27-2014, 12:29 PM   #71
PilotMan
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I played the heck out of this and after 55 seasons vet just won the Super Bowl.



Holy shit, I'm still working my way through the first. No way you played out all those games though did you?
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Old 01-27-2014, 01:09 PM   #72
Galaril
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Holy shit, I'm still working my way through the first. No way you played out all those games though did you?

oops 5 seasons Played out about 40% of the games.
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Old 01-27-2014, 03:52 PM   #73
frnk55
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Originally Posted by Galaril View Post
oops 5 seasons Played out about 40% of the games.

So the light went on in my empty head on how to play this game and after a couple hours I gotta say I'm a little disappointed. I guess I was expecting more I don't know.
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Old 01-27-2014, 04:02 PM   #74
bryce
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Join Date: Oct 2002
Location: Dallas, TX
People who were expecting a PC-style text sim are going be disappointed. I prefer to compare it to a casino-style game (and frankly this could be adapted as such quite easily I'd think.)

That said, the game hasn't grabbed me, either. But it's a breezy time-passer while waiting for the wife to get ready to go out, let's say.

Last edited by bryce : 01-27-2014 at 04:02 PM.
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Old 01-27-2014, 06:47 PM   #75
Cork
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Join Date: Oct 2006
Location: Wisconsin
This game needs a few tweaks to help it reach its true potential. For example, the whole letter grade concept does not really work on the user level because it is hard to see how the mechanics work. To make it better, perhaps a system like the following could be implemented.

Offense = Defense: no change
Offense > Defense by one grade: +1 yard for runs, + 2 yards for pass
Offense > Defense by 2 grades: +2 yards for run, +4 yards for pass
Offense > Defense by 3+ grades: +3 yards for run, + 6 yards for pass

Flip this when the Defense > Offense.

This can work because successful defensive matches can still reduce the yardage while showing the effect of a mismatch between a defense and an offense.

The other thing that would need to be added would be players who will help determine each teams grade.

On offense, the line, QB and receivers would make up the passing attack and the line and RB would make up the running attack

On defense, the line and LB would make up the run defense while the line and secondary would make up the passing defense.

Players would also age so there would be turnover and injuries could be added if desired. A 3 round draft could also be used to add new talent to the league. As players age their skills could slowly decrease so that teams would be forced to manage their rosters to stay competitive.

The individual defenses could simple be the total of each players ratings which would then be correlated to a simple scale to assign the letter grade.

Here is what an example team might look like. Player ratings could go from 2 to 8 or something like that.

RT = 5 run block
RG = 6 run block
C = 7 run block
LG = 4 run block
LT = 6 run block

RB = 6 running

Total = 34 out of a possible 48 or 70%. Run offense = B or whatever value the scale would yield.
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Old 01-27-2014, 06:52 PM   #76
Galaril
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Quote:
Originally Posted by Cork View Post
This game needs a few tweaks to help it reach its true potential. For example, the whole letter grade concept does not really work on the user level because it is hard to see how the mechanics work. To make it better, perhaps a system like the following could be implemented.

Offense = Defense: no change
Offense > Defense by one grade: +1 yard for runs, + 2 yards for pass
Offense > Defense by 2 grades: +2 yards for run, +4 yards for pass
Offense > Defense by 3+ grades: +3 yards for run, + 6 yards for pass

Flip this when the Defense > Offense.

This can work because successful defensive matches can still reduce the yardage while showing the effect of a mismatch between a defense and an offense.

The other thing that would need to be added would be players who will help determine each teams grade.

On offense, the line, QB and receivers would make up the passing attack and the line and RB would make up the running attack

On defense, the line and LB would make up the run defense while the line and secondary would make up the passing defense.

Players would also age so there would be turnover and injuries could be added if desired. A 3 round draft could also be used to add new talent to the league. As players age their skills could slowly decrease so that teams would be forced to manage their rosters to stay competitive.

The individual defenses could simple be the total of each players ratings which would then be correlated to a simple scale to assign the letter grade.

Here is what an example team might look like. Player ratings could go from 2 to 8 or something like that.

RT = 5 run block
RG = 6 run block
C = 7 run block
LG = 4 run block
LT = 6 run block

RB = 6 running

Total = 34 out of a possible 48 or 70%. Run offense = B or whatever value the scale would yield.

I am pretty sure Bill is not going to redo the whole game from scratch at this point since the above suggestions is pretty much that. I am fine with the letter grades just thi k the offseason is a bit shallow

Last edited by Galaril : 01-27-2014 at 06:52 PM.
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Old 01-27-2014, 06:54 PM   #77
Cork
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Location: Wisconsin
I don't expect Bill to revamp the game, but one can always offer up ideas in case he is looking to further improve the game.
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Old 01-27-2014, 10:14 PM   #78
Fidatelo
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I didn't really understand the offseason (just played my first). It said that my grades would degrade for any category that I didn't buy cards for, but I couldn't afford good or even ok cards for all the categories. I ended up buying one decent guy, one mediocre guy, and 2 risky ones. 3 of the 4 busted, so I guess I dropped in 4 of 5 categories? And my team was only .500 to begin with. I'm not sure how I'll ever improve to the point I can win 11+ games if that's a typical off season.
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Old 02-05-2014, 05:04 PM   #79
Mizzou B-ball fan
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Location: Kansas City, MO
Some incoming changes to game mechanics.....

Dubious Quality: Gridiron Solitaire #92: Reality and Verisimilitude
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Old 02-05-2014, 10:02 PM   #80
SackAttack
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Join Date: Oct 2000
Location: Green Bay, WI
Quote:
Originally Posted by Fidatelo View Post
I didn't really understand the offseason (just played my first). It said that my grades would degrade for any category that I didn't buy cards for, but I couldn't afford good or even ok cards for all the categories. I ended up buying one decent guy, one mediocre guy, and 2 risky ones. 3 of the 4 busted, so I guess I dropped in 4 of 5 categories? And my team was only .500 to begin with. I'm not sure how I'll ever improve to the point I can win 11+ games if that's a typical off season.

The thing is, the grades only matter tangentially. Special teams is relevant to your ability to block punts, hit boomers, hit long field goals, and that sort of thing, but running/passing/pass defense/run defense has more to do with the frequency of events when you hit the Big Play button.

The rest is strictly cards.
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Old 02-06-2014, 06:32 PM   #81
twothree
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Join Date: May 2005
I just made the playoffs in my second season, and got to hear the national anthem. That was just... so appropriate.
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Old 09-04-2014, 04:15 PM   #82
Mizzou B-ball fan
General Manager
 
Join Date: Aug 2001
Location: Kansas City, MO
Really happy to see custom difficulty added to the game.

Quote:
Just in time for the start of the NFL season, version 1.2 is now live! Here are the new features:
1. Custom difficulty! Now you can customize the difficulty on both offense and defense in the Options menu.
2. Goal line stands. The CPU max possible gain will now not extend past the end zone. This will make goal line stands much more possible.
3. There's now an interactive Team History museum where you can review information from each season, as well as viewing all-time Franchise leaders.
4. New halftime and end of game scorebox display with TV-style presentation.
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Old 08-27-2015, 07:46 PM   #83
Mizzou B-ball fan
General Manager
 
Join Date: Aug 2001
Location: Kansas City, MO
Version 1.3 to be released tomorrow with a lot of changes. Also, it's going to be at a new price point: $7.99.

Dubious Quality: Yes, It's A Complete Madhouse Around Here

Dubious Quality: Gridiron Solitaire 1.3

Last edited by Mizzou B-ball fan : 08-27-2015 at 07:47 PM.
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