Has the patch fixed sim stats for QB running?

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  • mattjames2010
    Rookie
    • Feb 2012
    • 85

    #46
    Re: Has the patch fixed sim stats for QB running?

    Originally posted by CM Hooe
    Probably the same as Jim Grindin's excuse for the FOF games being overly reliant on the archaic Windows Forms application paradigm, which limits the game to Windows PCs, makes the UI look incredibly dated, and makes the UX extremely cumbersome. Probably also the same as Jim Grindin's excuse for FOF having no playable on-field football component, let alone a fully-3D real-time online head-to-head football component.

    If you didn't catch my sarcasm, let me make it very clear here that I am being sarcastic and I quite like FOF. My point is that "What's their excuse for X?" a ridiculous question to ask in this case. Madden and FOF are two different products with two very different sets of expectations set by their respective developers and consumers. Comparison between the two is pointless.
    This is a stupid counter. And you should be ashamed. And you also missed the entire point.

    The person you responded to was stating a one man team has a far more in-depth game when it comes to statistics - EA has a team of people working on this and can't get a sim engine correct.

    And you go on to criticize the LOOK of a text-based game, rather than the actual substance.

    Do better.

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    • quickson
      Rookie
      • Aug 2018
      • 8

      #47
      Re: Has the patch fixed sim stats for QB running?

      The sad thing is that this isn't even a hard fix. They added read option and triple option and QB Power to the playbooks year ago, but they haven't updated the gameplans (at all) to actually use them. That's all the programming it would take. Updated gameplans.

      Worst case scenario would be letting people assign/use custom playbook/gameplans for simulation.

      With supersim, I have a QB running an option-heavy, short passing playbook on pace for almost 1k rush yards. All I did was change out some regular run plays for read option and assign them to gameplans situations. Then I super-sim.

      Currently, if you want this, you have to:

      1) Adjust the QBs tendencies (probably only a little bit, as most who will run SHOULD be set up to do so)
      2) 32-team user control
      3) Create custom playbook/gameplans for every team with a running QB (at least)
      4) Supersim the games (can be fast, normal, slow), and you don't have to run any plays.

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