Observations

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simmer
Posts: 572
Joined: Sat Nov 20, 2004 2:19 am
Location: Pittsburgh,Pa

Observations

Post by simmer »

I sure hope that one of the updates includes defensive posistioning and AI. I have seen four running backs run for 80 yard TD's in one game. The defense lets them run through the middle like they don't exist. Then the backs are untouched. I also watch some wide receivers get too wide open and the nearest defensive back is 30 yards away. These blowouts are after the teams are set in the first season. I was hoping that eventually this game is like FPS FBPRO with the highlighted blinking play calling selector and a simplified play description such as FBPRO was. Is it possible that the players need acceleration as well as speed in their attributes.
Marauders
Posts: 4428
Joined: Thu Mar 17, 2005 5:37 pm
Location: Minnesota

RE: Observations

Post by Marauders »

What build version are you using and what playbooks?  I don't see this often in my games, but I am testing play features often, so I have more than the default plays.
 
The default playbooks will be updated soon after the new depth charts make it into the game.
boggyjr
Posts: 89
Joined: Mon Aug 21, 2006 10:08 pm
Location: Edmonton, Canada

RE: Observations

Post by boggyjr »

ORIGINAL: simmer

I sure hope that one of the updates includes defensive posistioning and AI. I have seen four running backs run for 80 yard TD's in one game. The defense lets them run through the middle like they don't exist. Then the backs are untouched. I also watch some wide receivers get too wide open and the nearest defensive back is 30 yards away. These blowouts are after the teams are set in the first season. I was hoping that eventually this game is like FPS FBPRO with the highlighted blinking play calling selector and a simplified play description such as FBPRO was. Is it possible that the players need acceleration as well as speed in their attributes.

I have noticed the recievers getting too wide open. However, there are extra playbooks on www.fbmax.com that don't have a lot of wide-open routes.

Depends on what kind of game you're playing. My games that I play in Quick Game mode are relatively close games. Rule sets also matter, and once the new patch comes out (hopefully soon), I'll invest a little more time in perfecting the game.

It also depends on what teams you are using. Try simming a few weeks in league play mode, and then play a quick game using evenly-matched teams. You'll get very different results based upon which teams you're using...
Marauders
Posts: 4428
Joined: Thu Mar 17, 2005 5:37 pm
Location: Minnesota

RE: Observations

Post by Marauders »

All right, there are a few issues here.  For some builds, the ability to set up a defense to cover over and deep was not working correctly, so defenses with that Man Logic are going to let players by deep.  That was caught and killed, and the next public release will have that cleared up.
 
That stated, the defensive logic on the older default plays is sort of stale when compared to what the game can now do.  That should change in the future, but new depth charts have caused a delay.  That is understandable, as it does not make sense to update playbooks just to have to update them again in a few months.
 
If you are simming games and getting long runs and passes, part of that has to do with how the simgame table is set up.  That is one of the areas a few of us are looking at tweaking, so the sim stats reflect a game closer to the game stats.  Of course, the game has many more variables, so there are more outcomes, but we want to try to have them mesh more congruently.
simmer
Posts: 572
Joined: Sat Nov 20, 2004 2:19 am
Location: Pittsburgh,Pa

RE: Observations

Post by simmer »

I have the latest build. I play full coach mode. Any ideas on this???I was hoping that eventually this game is like FPS FBPRO with the highlighted blinking play calling selector and a simplified play description such as FBPRO was
Marauders
Posts: 4428
Joined: Thu Mar 17, 2005 5:37 pm
Location: Minnesota

RE: Observations

Post by Marauders »

simmer, are you talking about the play selection interface?

FBPro allowed 64 plays to be displayed by play name, and that was nice. 

Pro Football Simulation allowed plays to be numbered and called via keyboard input; that made large playbooks easy to manage.

Maximum-Football will not highlight a suggested play as some games do.  That's fine with me, as I want to coordinate the game when I am playing.  This game is powerful, but a gameplan must be managed, so it does not become difficult to find plays.  A real world playbook must be gameplanned and managed as well, so it isn't too large of a problem for me.
simmer
Posts: 572
Joined: Sat Nov 20, 2004 2:19 am
Location: Pittsburgh,Pa

RE: Observations

Post by simmer »

I agree, if a playbook calling editor was created at least coach could be more organized. Even if the plays were marked run short, run medium, and so on  Same with the pass plays. It would be easier to manage. If I remember correctly, FBpro plays were set up that way on the screen. If the defense starts responding with the new patch, coach mode will have to have a managed gameplan.
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