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Forum > Suggestions > Nerf the "fall down after INT" for defensive players - really this time
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cjericho
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Originally posted by sicarius

it does NOT address the issue. A clean INT by a defender moving in a positive direction should NEVER fall down.


I agree with this nothing has been solved regarding this issue. Why could they not have done what they did with the fumbles and add an agility check to int's.

- Fixed bug where fumble recover would always fall down when getting the ball instead of having a chance to pass an agility check and stay standing
 
Ken1
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I'm very surprised that nothing at all was done on this. I had been afraid they'd go overboard in fixing it (just as they went overboard in nerfing returns when they were too long too often), but I think they have to allow for some long interception returns (beyond the very few that last season's early-season change allowed).
 
gbororats
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I noticed a DB get up slightly faster and get a 1 yard return before the WR tackled him... maybe something was done? not nearly enough, but the fact that he got up is something...
 
jetsown09
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The only thing I can think of why these CBs fall down in open space is that they were making an acrobatic or leaping catch in some direction and they left their feet and fell down, but since I don't see any jumping catches trigger and it doesn't make sense for EVERY INT to be that way, I give this a HUGE +1.
 
mandyross
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Maybe code it so defensive players who have taken catching up beyond the cap get a huge boost to not falling down? There should really be a greater incentive for people who build in this way.
 
IIAMLEGEND
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Originally posted by mandyross
Maybe code it so defensive players who have taken catching up beyond the cap get a huge boost to not falling down? There should really be a greater incentive for people who build in this way.


+100

and were tackling hits to tackling etc

there is currently no fucking reason to build a int CB because there is no trade off
 
sicarius
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Come on peeps ... it was tweaked last offseason because of how stupid it looked. A marginally quicker "get up" is not related to this at all. Please address this ridiculous code STAT. Let's at least pretend the Suggestions forum has a little merit to fixing obvious problems in the game!
 
MileHighShoes
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No, Bort will never change it and make dots perform based on their attributes, it makes much more sense for everyone to just fall down all the time, that's his solution to everything.

Couldn't code realistic blocking, so just let defense get a million revcakes and have o-linemen fall down all the time.
Couldn't code realistic inside run blocking, so just have O-linemen knock defenders over.
Couldn't code realistic fumble returns so dots have been falling down for SEASONS whenever they try to pick up a fumble. We'll see if anything changed this season or not.
Couldn't code realistic interception returns so dots just fall down instead.

Dots fall down on average WAY more times than NFL players fall down, and I'm sick of it.
 
Chysil
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I think it should be more of a slow down and secure the catch, rather than fall down on a lot of the interceptions.

I can see wanting to remove a lot of the previous catch in stride TD returns, but the fall down does seem a bit unrealistic. Defenders should slow down during an interception (usually) in order to focus on catching and securing the ball. They aren't WRs, so they aren't used to it, so therefor they are much less likely to catch in stride.

But having a player that's barely moving catch a ball and suddenly trip over himself for no apparent reason, doesn't make a whole lots of sense.

Just simply having the CB suffer a speed penalty for a few ticks after an interception (based on a roll, very good roll = catch in stride, very bad roll = fall down, with a sliding scale in the middle for how much of a slow down, and for how long the acceleration is locked for)
 
Ken1
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Originally posted by Chysil
I think it should be more of a slow down and secure the catch, rather than fall down on a lot of the interceptions.

I can see wanting to remove a lot of the previous catch in stride TD returns, but the fall down does seem a bit unrealistic. Defenders should slow down during an interception (usually) in order to focus on catching and securing the ball. They aren't WRs, so they aren't used to it, so therefor they are much less likely to catch in stride.

But having a player that's barely moving catch a ball and suddenly trip over himself for no apparent reason, doesn't make a whole lots of sense.

Just simply having the CB suffer a speed penalty for a few ticks after an interception (based on a roll, very good roll = catch in stride, very bad roll = fall down, with a sliding scale in the middle for how much of a slow down, and for how long the acceleration is locked for)


I'd say also lower the top speed a little (like 15%) for the defender running after the interception even after the initial slowdown is over, for not being accustomed to carrying the ball. We were getting over 2.5 times too many TD returns per interception in S26, so it does take something big to make sure we don't return to anything like that as well.
 
merenoise
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Originally posted by MileHighShoes
No, Bort will never change it and make dots perform based on their attributes, it makes much more sense for everyone to just fall down all the time, that's his solution to everything.

Couldn't code realistic blocking, so just let defense get a million revcakes and have o-linemen fall down all the time.
Couldn't code realistic inside run blocking, so just have O-linemen knock defenders over.
Couldn't code realistic fumble returns so dots have been falling down for SEASONS whenever they try to pick up a fumble. We'll see if anything changed this season or not.
Couldn't code realistic interception returns so dots just fall down instead.

Dots fall down on average WAY more times than NFL players fall down, and I'm sick of it.


 
cjericho
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Originally posted by Ken1
I'd say also lower the top speed a little (like 15%) for the defender running after the interception even after the initial slowdown is over, for not being accustomed to carrying the ball. We were getting over 2.5 times too many TD returns per interception in S26, so it does take something big to make sure we don't return to anything like that as well.


I can somewhat agree with the slowing down to catch it, but that should only apply to dots with low catching ability. As far as slowing down on the actual return now way, I have put speed as the main attribute for all my DB's and I did not do that so they could slow down, I did that so I could be just as fast if not faster than the offensive counter parts. If I get an INT and have room to run then I want my guy to go as fast as he was meant to go. The whole point of this thread is that players should be allowed to play as they were built to play. Originally posted by Chysil
I think it should be more of a slow down and secure the catch, rather than fall down on a lot of the interceptions.

I can see wanting to remove a lot of the previous catch in stride TD returns, but the fall down does seem a bit unrealistic. Defenders should slow down during an interception (usually) in order to focus on catching and securing the ball. They aren't WRs, so they aren't used to it, so therefor they are much less likely to catch in stride.

But having a player that's barely moving catch a ball and suddenly trip over himself for no apparent reason, doesn't make a whole lots of sense.

Just simply having the CB suffer a speed penalty for a few ticks after an interception (based on a roll, very good roll = catch in stride, very bad roll = fall down, with a sliding scale in the middle for how much of a slow down, and for how long the acceleration is locked for)


As far as what was said about DB's not catching INT's in stride, that happens plenty of times, DB's practice that all the time.
 
Chysil
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Originally posted by cjericho
Originally posted by Ken1

I'd say also lower the top speed a little (like 15%) for the defender running after the interception even after the initial slowdown is over, for not being accustomed to carrying the ball. We were getting over 2.5 times too many TD returns per interception in S26, so it does take something big to make sure we don't return to anything like that as well.


I can somewhat agree with the slowing down to catch it, but that should only apply to dots with low catching ability. As far as slowing down on the actual return now way, I have put speed as the main attribute for all my DB's and I did not do that so they could slow down, I did that so I could be just as fast if not faster than the offensive counter parts. If I get an INT and have room to run then I want my guy to go as fast as he was meant to go. The whole point of this thread is that players should be allowed to play as they were built to play. Originally posted by Chysil

I think it should be more of a slow down and secure the catch, rather than fall down on a lot of the interceptions.

I can see wanting to remove a lot of the previous catch in stride TD returns, but the fall down does seem a bit unrealistic. Defenders should slow down during an interception (usually) in order to focus on catching and securing the ball. They aren't WRs, so they aren't used to it, so therefor they are much less likely to catch in stride.

But having a player that's barely moving catch a ball and suddenly trip over himself for no apparent reason, doesn't make a whole lots of sense.

Just simply having the CB suffer a speed penalty for a few ticks after an interception (based on a roll, very good roll = catch in stride, very bad roll = fall down, with a sliding scale in the middle for how much of a slow down, and for how long the acceleration is locked for)


As far as what was said about DB's not catching INT's in stride, that happens plenty of times, DB's practice that all the time.


GLB of old, it was the majority of times that DBs caught in stride and were already on a streak at max speed to the endzone.

In the reality, most DBs will at least slow down a bit when they make an int (usually not fall over granted). Then they usually have a few seconds where they are picking out where they are going to run etc. All this slow down, allows for the offense to get the tackle. It's usually only when a DB jumps an outside route clean that they make the int at near full speed.
 
MileHighShoes
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Originally posted by Chysil
GLB of old, it was the majority of times that DBs caught in stride and were already on a streak at max speed to the endzone.

In the reality, most DBs will at least slow down a bit when they make an int (usually not fall over granted). Then they usually have a few seconds where they are picking out where they are going to run etc. All this slow down, allows for the offense to get the tackle. It's usually only when a DB jumps an outside route clean that they make the int at near full speed.


It's still a bad suggestion. Slow-down should be based on attributes. Those DB's with higher catching should be more likely to pass the roll that allows them no slowdown.
Everything should be a roll so that builds matter in every stage of the game. Implementing game mechanics that are not based in builds in an attempt to reach realism is just faulty. We aren't trying to achieve realism here but what we are trying to make is a game that people can play, and the things they do in that game should be the main thing affecting how their dots play. Every game mechanic introduced outside of the rules of football that players have no control over detracts from the game.

So when rules are introduced into the game like "every dot falls over" when intercepting a ball, or "every dot undergoes an artificial slowdown when intercepting a ball detract from the very nature of the game and will not accomplish realism in any meaningful way.

Everything should be a roll or a possibility. I much prefer seeing "your dot may fall over when intercepting the ball, but he has a chance to stay on his feet depending on how easy the ball was to intercept and his agility, and skill at catching." This only increases realism and incentivizes build differentiation.

The idea that game mechanics need to be introduced to achieve realism is inherently flawed because we are playing a game. If no one is interested in letting our dots actually play the game and more interested in simply achieving realism, then that's a sad indictment of where this game is going.

Please, let dots actually do things again.
 
Ken1
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Originally posted by Cjericho
I can somewhat agree with the slowing down to catch it, but that should only apply to dots with low catching ability. As far as slowing down on the actual return now way, I have put speed as the main attribute for all my DB's and I did not do that so they could slow down, I did that so I could be just as fast if not faster than the offensive counter parts. If I get an INT and have room to run then I want my guy to go as fast as he was meant to go. The whole point of this thread is that players should be allowed to play as they were built to play.


You built them to be so fast so they could keep up with the receivers, and that wouldn't change with my idea (and hasn't even changed with the fall-down). I doubt you were thinking of interception returns when you were building them.

My view is the imperative that we keep real football balance in the game, and that means that we have interceptions returned for a TD no more than 10% of the time (but not "almost never" as is the case now).

I sympathize with MileHigh's view of wanting to achieve it realistically and make attributes matter a lot. However, anything with that in mind can't be added without extensive testing. It could have been done for this season (tested last season), but it wasn't, and unless you want to wait until next season it's too late to add without risking a game balance disaster. Anything tacked on this season will be "quick and dirty," and I think it's more realistic that someone who rarely carries the ball can't carry it as fast as someone used to carrying the ball could, than to have players almost always fall down when making interceptions. It also would allow for many more interception returns of some length without drowning us in Pick Sixes.

I did think (and decided not to include for reason of simplicity) of allowing the Return Specialist SA to remove the speed penalty on returns, totally if raised to 10 (essentially 1/10 per level). That would make it more something one could build their way out of if they were determined to, and give some use to something sitting in the middle of a CB tree and currently used only by KR/PRs.
 
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