Posted by johnnyf on 1/11/2014 1:28:00 PM (view original):
Posted by katzphang88 on 1/11/2014 12:39:00 PM (view original):While I think that we should get more detailed matchup information(especially post match), the reason why anyone won or loss is in the data we have available. It just may not be super obvious. And situations like the WR with 600 catches or a QB with thousands of yard rushing or even what appears to be a massive upset could be glitches that need to be tweaked or they could a confluence of decisions which lead extremely unusual outcomes. College Football has never been a simple equation of paper calculations of sheer talent. If you expected something where there won't be X-factors that you can't see, then you had false expectations lol. I'm on pace to give up 400 yards rushing to a team that I matchup fairly well with(my dline to his Oline). And I'm struggling to rush for anything when I think that I have a good matchup against his Dline. It happens. Its football.
I also want to know why I beat a SIM. I want to know this so that when I play humans I can have some info on how to play the game. If this game isn't reliable to reward coaches who assemble teams much superior to the other teams then again we are back to a coin flip. YES - it may may not be the developers jop to TELL us how to win games - we can figure that out as a community on our own - but when a coach can throw 600 times to one receiver in a season, or have a QB run for 1000's of yards, or have a team with a 90 point diference lose to a SIM - even when they aren't telling us how to win - (they really aren't telling us anything) then why not just have one line of PBP that says - A wins over B - game over. If the mathematical interactions between positions and players in the SIM aren't relevant then the rest of the PBP is just fluff.
Oh and I just won my 6th NC - Winning isn't the only thing - but having a game that is worthy of my time, that takes into account accurate simulations of the effort we take to set up our team is.
The devs simply don't owe anyone an answer on every single complain or question unless someone found an obvious glitch/error. Getting upset isn't an error or glitch in and of itself. Even a bad upset. A qb running for thousands of yards could be a glitch, but it also could not be one. And so on. Unusual outcomes happen all the time. The issue which started this thread was the author upset that the Devs haven't changed the game so he can use a player in a way that he expected to. Putting in a ticket over something this was asinine imo. Im hoping that they give us a spread/option/inverted veer offense someday. I'm not going to build that team until they announce it though. If his complaint or refusing to answer him immediately or having unusual outcomes in a system you almost certainly don't see all the factors in rises to the level of a failure by the Devs to create a game "worthy of your time" then you should find a game where the admins/devs respond to one's every demand immediately(spoiler: you won't).
"It happens. It's football."
No, it isn't. This is a simulation engine where numbers and algorithms determine the outcome of preset possibilities, and as a non-sentient being it cannot have some of the factors real life has. Your computer players don't get momentum from the last play, they don't band together when it gets tough. They're numbers.
You've only been around for 3 seasons (which, coincidently, means you never played the versions prior to this one). I can assure you that there is room for improvement in this engine, and the customers that pay hundreds of dollars a year to play this game are the ones who are trying to build it. Through beta and before, we were the ones offering suggestions, attempting to understand how the engine works, so we could determine if it is playable. That shouldn't stop just because it's officially out.
The devs don't owe us a response to every question, but they sure as hell owe us some form of communication so that we can find issues and fix them.