Re Complaints About GD's Inconsistency... Topic

With just a quick look at the team and season in question, he won the championship with his defense.

I do agree that WR's with hand ratings so low should not be catching 60% of the passes thrown to them, but keep in mind that JConte told us when the new engine came out that the outcomes of the plays are being correlated to real life stats.  When the new engine came out, people were complaining about Punters converted to QBs still completing 40-45% of their passes.  That is because generally in real life, the worst QB's complete 40-45% of their passes.  Running backs are the same way.  The average yards per rush are now pretty close to what you would expect in real life.  I expect this is the case with these WR's.  Even though their hands are awful, their speed and elusiveness are at the top.

I don't know if the correlation has been tweaked or not since Norbert took over.  Only Norbert can answer that.

The majority of players wanted the new engine to mimick real life.  JConte did that to a certain extent.  It's a clear case of "Be careful what you wish for".
6/18/2012 7:29 AM
I'm pretty sure nobody wished for a Piece of $hit engine.  Yet, that's what we got.


6/18/2012 8:13 AM
Posted by bhouska on 6/18/2012 8:13:00 AM (view original):
I'm pretty sure nobody wished for a Piece of $hit engine.  Yet, that's what we got.


So who is the bigger fool? I would say us, not them. We pay for this crap.
6/18/2012 8:32 AM
+1 to badaxe. From a purely financial standpoint, it doesn't appear broken.
6/18/2012 8:37 AM
I can show you guys at least 3 different teams of mine/friends that are losing to sims that are FAR inferior in talent.  And I/we havent changed a gameplan in 3-4 seasons.  Ive taken gameplans that are working great for one team and copied them over to another team just to see that gameplan fail horribly.  It makes no sense.  The game is wildly unplayable right now.  Norbert WILL improve this game, but its going to take 4-5 months.  With that said, idk how much more of this bs i can take.  Losing games day after day that are just incomprehensible.  Its frustrating as f***.
6/18/2012 8:37 AM
Let me ask this question regarding Hands...but the same could be asked about all the other attributes.

What does 30 actually mean?  I know that higher is better, but what does it actually mean?  And what does 30 vs 40 mean?
6/18/2012 9:28 AM
I too was upset to see that team that won the NC(d2 no less) with star wr having hands in the 20's. That being said, I like this game. If they kept it the way it is I would still like it. I have proved(to myself anyway)that there is a way to ...
    ...consistently win and every now and again we all have to take a loss from a team we figure should have lost to our team. That thread was meant to state my wearing out from hearing about the complaining about the "inconsistency" of GD. ...
    ...If it was so much luck involved, then how can some coaches win consistently and constantly challenge for a NC ? I'm taking the example of the low hands wr stars as a learning experience. Not as a statement that GD is a failed project.It ...
    ...isn't if it can still be fun.
6/18/2012 9:41 AM
Posted by harriswb3 on 6/18/2012 9:28:00 AM (view original):
Let me ask this question regarding Hands...but the same could be asked about all the other attributes.

What does 30 actually mean?  I know that higher is better, but what does it actually mean?  And what does 30 vs 40 mean?
I did some research on hands last season on one of my teams because I was wondering the same thing.

To boil it all down as easy as I can, here's what I found.

WR1 = 80 Hands.
WR2 = 50 Hands.

WR2 (over 4 years) averaged 1 drop every 50 attempts more than WR1.

WR2 actually had a higher completion % when being thrown to than WR1, but that takes a lot of other things into account.  But based on what I saw, I came to the conclusion that unless someone's hands were god awful (which appears to not matter either, according to some posts here), hands are pretty useless for a WR.

Let that one sink in.  
6/18/2012 10:39 AM
OK. Maybe it is fun. Or was. But the curtain has been pulled back.

And I am royally pi$$ed. Does blocking matter to an OL? We know it should. We recruit like it does. Same for Hands and pass catching.

We play with a willing suspension of disbelief, so that we can pretend we are football coaches. It seems that none of what we think should matter does matter.

Kind of like finding out that your wife has been cheating on you for years. When you didn't know, it didn't matter. Now that you know, it does.
6/18/2012 10:41 AM
Add in about stamina. I did some depth chart settings to very tired on my whole team to see what that did regarding the dots on players in the PBP. The color green to red indicated chances to sub out, but I had totally red QB throwing bombs to totally red WR for TD's so I didn't feel that stamina had much impact on attributes. That team made it to 3rd round of the PO's with those settings.
6/18/2012 11:16 AM
Please, please, please read the posts about the upcoming update.  Most of everything you guys have been talking about is already covered in those posts.  It might not be obvious, but it is.  The main focus of the update is to work ratings more into the results.  While I can't remove randomness totally from each individual play, the results of the plays throughout the game should represent the ratings more.  Most of the issue has to do with creating averages with many ratings to plug into formulas to get the chances of success.  What I am working on is pulling the individual ratings out to individual actions that will make the individual ratings matter more.  I don't have every check worked out yet, but I know Hands will play a more important part on catching the pass.  

An example I gave to bhouska is that under the average ratings system (currently used) it would be believed that a player's high ATH, SPD, ELU might make up for his low HANDS - resulting in some flat chance to catch a pass.  Under the new philosophy, a player with high ATH, SPD, ELU and low HANDS might get open more often but drop more passes.  I'm still working out how each rating affects everything, but when it's all said and done, we should be able to clarify what each rating affects and you should see those ratings actually affect more of the game.
6/18/2012 11:32 AM
This post has a rating of , which is below the default threshold.
I'm a little confused about the statement, "It might not be obvious, but it is." It's very contradictory.


6/18/2012 1:09 PM
I'm pretty open to complaints about the game, but calling me a liar deserves a reply.  When did I lie to you about your Nebraska team?  If I told you something that I found out later to be wrong, I'm sure I was the one that told you I was wrong.  How did the updates make the game worse? What part of it is worse?  I have no clue what you are talking about.  The FAQ is the FAQ from when I took over the game and the way things work in the engine currently many ratings are averaged together for many different things, but HANDS is weighted more in the average rating for receiving so technically it is most important for catching the ball.  The problem is that it is not independently a factor in catching the ball.  All I can do is work on making a better game and if you don't think I can, then fine, you haven't really seen anything from me so I get it, but to call me a liar and say I only care about taking people's money is just flat out insulting.
6/18/2012 1:24 PM
Posted by caesari on 6/18/2012 1:09:00 PM (view original):
I'm a little confused about the statement, "It might not be obvious, but it is." It's very contradictory.


"It might not be obvious that randomness is being addressed in the update threads, but it is being addressed." - too many pronouns
6/18/2012 1:26 PM
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Re Complaints About GD's Inconsistency... Topic

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