Posted by tarrin on 4/10/2013 4:06:00 PM (view original):
Posted by norbert on 4/10/2013 2:53:00 PM (view original):In 2.0, i usually have 2 RBs that can start. I use the fresh or fairly fresh options based on their stamina. Plus i split carries 70-30 or 60-40. How to interpret that into 3.0 is where i'm having issues. My RBs are not getting subbed in and out as frequently as i hoped. The starter don't come out until hes in the red. Is that an issue with player settings only or is it that and something else also?
Posted by tarrin on 4/10/2013 2:14:00 PM (view original):Not sure how you are interpreting rest level, but it's just how much fatigue the player has. The player starts out at 100% and fatigues as the game goes on. 80% is 80% regardless of the Stamina. Stamina just determines how quickly the player gets to 80%. If they are at 80% then it means they are playing at 80% of their capacity. The "fresh" terminology you see in the 2.0 settings has a percentage next to it. It's the same exact thing only it just shows percentage now. I didn't think people really needed to have a "fresh" thrown on a percentage, plus what I define as fresh might be different from what you define as fresh.
Posted by bjaygee on 4/10/2013 1:58:00 PM (view original):I've never had that problem in 2.0. Yeah once in a while a SIM would pull off the upset, but not every game like in 3.0. And i agree the layout etc is awesome and more detailed, but the drop down menus that i was used to have changed. For example, stamina USED to go from "fresh" to "very tired". NOW it's 60% to 90% rest level. So does that mean if i have a player with 40 stamina, 70% would be his rest level or should it be lower or higher? It was easier to determine the substitution of a player when using the fresh to very tired format. I'm gettin killed in games and i check the PBP and i see players all in the RED even tho % is set low for low stamina, and high for high stamina. Maybe i'm totally wrong with how rest level is implemented in 3.0. Wish we had info about that.
"HOF coaches getting killed by sims and not making the playoffs while NEW or less experienced coaches are winning NCs." That's an excellent description of 2.0. You might add "Talent doesn't matter" and "Coin flip" while you're at it. The new engine, whatever its faults, does several important things very well.
1. It rewards better recruiters and allows them to leverage talent advantages.
2. It makes gameplanning relevant. An undertalented team can beat a better compeitior with a superior gameplan.
3. It provides an easily understood 'cause and effect' relationship so that coaches can improve their opportunities to win. I can't imagine anyone losing to a SIM running the default offense and defense settings unless the talent differential is huge.
That said, I think passing is still nerfed but norbert said he'll be delaing with that eventually. Some of the beta controls may be cumbersome but they're BETA. You may disagree but I am firmly convinced that 3.0 represents a quantum leap forward.
Part of this is a problem with the sub logic that I will be changing in the next beta update. Basically right now, it is making a player play while they should be resting rather than picking another player that is not resting IF there is only 1 player in the depth chart, or there is more than 1 player but they all are also set to needing rest. I will be changing it to look for a player that isn't resting to fill a slot before it throws in a guy that is set to rest. I think that will probably give you a better sub pattern that you will recognize.
The Split setting was removed because it also created some confusion now that you can have multiple RB depth charts and the idea of having a primary and backup isn't always straight forward. Of course, a new user won't have ever seen the Split setting and won't be confused as they won't be looking for a way to replace it. It's the users moving from 2.0 to 3.0 that will have the steepest learning curve and I hope we can work us all through that. If you look at the difference between the 3.0 Basic settings and Advanced settings, 2.0 settings fit somewhere in between those - more than Basic and less than Advanced - which is why it is sometimes confusing when trying to equate 3.0 settings to the 2.0 settings. My advice would be to learn the 3.0 settings and then figure out how to get similar results from them versus trying to match settings, but start with the Basic settings and understand those before opening up the Advanced settings. I think once you understand the settings, you really won't feel like anything was lost between 2.0 and 3.0. Also, I hope we can get more help on the settings and will be adding it to both the pages and the FAQ. That in itself might help with some of the confusion.
In 2.0, keep in mind that the rest settings were tied to each position. If you set "Fresh" for running backs it was for all running backs. But essentially you were settings a rest level that you wanted those players to be subbed out at. Same thing in 3.0, only rather than setting it for all RBs at one rest level, you can set it for individual players. Say for instance you have a very studly RB, you may want him to be playing even if he gets to 75% whereas you might have a less talented player that you'd rather not be playing if he gets to 85%. You can set that.
Rest level is not tied to a specific depth chart at this time because a player can be in several depth charts and rather than set a player to 75% in both depth charts, you just set it once. There is also a problem with setting per depth chart in the case where they could be conflicting. What would it mean if you set a player to 75% in one depth chart and 80% in another? Yes, this is one of the learning curves between 2.0 and 3.0, but once you understand where you set the rest level and what it means, I think there won't be the confusion there is now.
For getting shared carries amongst your RBs, part of that will be worked out when I put that fix in I mentioned above for the subs. For the most part, people can get the right amount of splits just using the RB depth chart and rest level. If you want to gain more control over splits, you can start working with the Advanced settings and create new formations that pull from alternate depth charts and build playbooks that mix in these alternate formations to get back ups in at certain times. BUT you shouldn't even try that until you get more comfortable with the settings.
I think a lot of people clicked on the Advanced Mode to see what it gave them or thinking since they played GD for quite a while that they should be using Advanced settings. I would suggest the opposite. Play using the Basic settings. Figure those out. You'll probably find you are missing a few things like setting a FB or ILB vs OLB, but figure out how everything works together. Once you have a handle on how Formation Sets work with the playbooks and how depth charts work with the Formation Sets, THEN open up Advanced Mode and learn your new options in bite sizes. I'm thinking the new Player Guide should probably have a good section about moving from Basic Mode to Advanced Mode and possibly even a little bit of a tutorial.
In the meantime, don't be afraid to point out confusing settings or question the difference between 3.0 and 2.0. We can both learn from it.