samson75 - "I have to say I don't neccesarily see this complaint clearly. The same teams seem to be winning in Beta regardless of updates. Is it because of talent? Gameplanning? not sure. I think talent does matter right now, but the mechanics in certain situations are flawed. Running seemed ok untill recently. Now offesnive line advantages account for little actual advantage (I have personally experienced the +8-10 point advantage for my offensive line over opponents' defensive line equaling 2 yards a carry on a game). Passing went from being difficult to ridiculously easy, and once again, talent or ratings don't seem to make a huge difference. The WR has an advantage over the def back regardless of ratings when throwing deep. It seems like the talent complaint has some validity if the game is to work properly. Right now game planning involves learning about certain weaknesses in the engine. It doesn't show any type of inherent knowledge of actual football mechanics which if the game was working properly, should be rewarded (so in essense, I agree with you but I think the basic talent advantages need to be addressed first before tweaking how strategy impacts that). "
I think this hit the nail dead on. Good advantages to OL produce low ave YPC, similar to teams that don't have an advantage. Running is weaker now. Throwing at any depth favors the WR regardless of the match-ups at QB, WR, DB. To win regularly you have to take advantage of weaknesses in the engine, as player match-ups are still unpredictable at any percentage. Game planning in such an application is just taking another dimension to the error. In the first two seasons we were working on game planning and there were many posts regarding how the WB worked against the SG or 5-2. Changes were made, but it seemed more on the gameplanning/formation side and not on the player rating side. We should be able to see equal rated teams/players playing formations we would expect to cancel out (WB vs 4-4, pro vs 4-3, trips vs nickel) and get the player match-up side to give consistent equal outcomes, not wide swings in scores. Then play unmatched formations to see the same consistent scoring favoring the expected formation mis-matches to occur. Then go back to the first scenario and play with player ratings for every position to see at what ratings advantage would produce a real player advantage in the context of the engine.
I felt that we started the beta well, but it began to get to fast paced and ran away from our ability to follow the changes and Norbert's ability to adequately understand the implications of what he was imposing on the engine (JConte redux). Sorry to say, for this game to work we need to go back to step one.