Posted by potter444 on 11/21/2013 4:06:00 PM (view original):
Posted by bhazlewood on 11/21/2013 1:20:00 PM (view original):
As far as the D1 results not being valid - how many SimAI teams are in that leaderboard? They will ALWAYS be running default formations and game plans.
BH. You (or someone else) can check but it doesn't make any difference IMO because there are multiple human coached teams with 100+ receptions RBs in 3.0. In other words, the engine allows for this to occur. This includes one coach, TKEchub, who is a good guy and a successful coach. Currently ranked #3 in WIS. His RB through 13 games has 289 rushing attempts and 131 receptions.
Moving to INTS, the 25 QBs in Wilkinson for TDs thrown range from 40 to 18. 16 of those 25 have thrown 2 or less INTs. 5 have thrown no INTs. The top two QBs on that list have 1,210 attempts, collectively, and have thrown 1 INT. [One of those two is my player so this isn't sour grapes].
In regards to rushing attempts, the top 25 in rushing attempts in Wilkinson range from 475 to 390. 12 are already over 400 attempts. And 15 of that top 25, also have over 100 receptions on top of that rushing workload. Could that ever happen in RL?
Maybe some people like these hybrid Calvin Johnson/Adrian Peterson possibilities. That RBs can run and catch the ball 50 times a games without injury or fatigue. And that you can throw the ball 500+ times with no INTs. I'm glad that you and others are happy with 3.0. You're a solid guy and add a feature to the game that, frankly, far exceeds what WIS as ever done with GD in regards to passion and creativity. Wish it would rub off on them...but it wont.
And I also understand how these forums work and how a vocal minority seemingly alwys rallies around WIS,
Conte, Norbert, or Oriole, and its latest incarnations and promises. Huzzah for the future
I thought it was ridiculous when my QB last season in 2.0 threw for 100+ TDs. And I also think it's ridiculous that he's thrown 523 attempts with 1 INT this year in 3.0.
I like control but at some point what the hell is the game simulating? Maybe it's prescient and it's the NFL's future. No injuries and flawless QBs where the defense is incapable of intercepting a pass.
First, thanks for kind words. Yes, I like 3.0 better than 2.0 - that doesn't mean I'm satisfied with the way it is implemented right now. Part of the problem with some numbers being out of whack is fatigue isn't working properly. Injuries haven't been implemented. Interception rate is way off. I've said it before, and I'll repeat - the game engine was not ready to go into production.
As others (noah? can't remember) noted, the participation level in the beta had dropped off considerably, due to both the length of time the beta was taking, and the lack of communication from the developer. The only positive I can see from putting the current code into production was that in increased the level of feedback. The cost, in lost users, won't be worth it in the long run. WIS had a chance (through the free seasons) to breathe new life into the GD community but tripped up because they launched an unfinished product.
One area we're going to disagree on, if I understand your comments properly, is what the engine allows t
o happen. If I design a game plan that targets my RB in short passes and throw there most of time, then I SHOULD have RB's with lots of catches. If fatigue was properly implemented
, it might spread those 40 catches over 5 RB, but if I want to throw to my RB 60+ times, that should be my choice. As I interpret your comments, you don't want that to ever happen, since it doesn't happen in real life. Why even bother to let me game plan (or more accurately here, design my own playbook) in that case? Just look at what my school did last year (or last time it played football, in some cases) and make that my plays & game plan. That way, you can simulate McNeese State properly.