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Simulation Setting Gameplay Feedback

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Old 09-06-2017, 01:01 PM   #97
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Re: Simulation Setting Gameplay Feedback

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Originally Posted by Haze88
The big issue beyond over-accurate QBs is that the CPU never has a misread, tied into the fact that the only way the developers decided to implement the CPU playcalling was to just have them hard-counter yours making the reads even easier. If I, for example, call Cover 1 Show 2 there should be a shot at the CPU QB, theoretically one with a low OVR, throwing a seam pattern that appears open and getting caught and picked. Alternatively any realistic pass rush should force a QB's hand into throwing a bad pass because he couldn't make the reads and cause an incompletion or interception. As it stands now every QB can sit back for 4+ seconds and pick the obvious read from perfect playcalling and go 22/23 375 yds 4TDs and either 1INT due to the user not following the script or an unaware WR catching the ball out of bounds. The flaws in the game are at a fundamental level and no amounts of sliders and rating adjustments will fix it
Yup this is my biggest disappointment in QB play. Tie it to awareness or have a new attribute but QB decision making needs to be something where you see a difference between great QBs and bad one. I think that's a huge missing piece to getting more realistic play.
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Old 09-06-2017, 01:21 PM   #98
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Re: Simulation Setting Gameplay Feedback

Quote:
Originally Posted by Haze88
The big issue beyond over-accurate QBs is that the CPU never has a misread, tied into the fact that the only way the developers decided to implement the CPU playcalling was to just have them hard-counter yours making the reads even easier. If I, for example, call Cover 1 Show 2 there should be a shot at the CPU QB, theoretically one with a low OVR, throwing a seam pattern that appears open and getting caught and picked. Alternatively any realistic pass rush should force a QB's hand into throwing a bad pass because he couldn't make the reads and cause an incompletion or interception. As it stands now every QB can sit back for 4+ seconds and pick the obvious read from perfect playcalling and go 22/23 375 yds 4TDs and either 1INT due to the user not following the script or an unaware WR catching the ball out of bounds. The flaws in the game are at a fundamental level and no amounts of sliders and rating adjustments will fix it
Yep, this. I really wish that I could see the code for playcalling, because I'm just about certain it's a dice roll based on the user's playcall and the difficulty, with a tiny modifier for a coaches scheme or playbook.
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