Originally posted by yello1
4. Alot of them do actually. Computer Games are numbers based. I have been playing MMOs since 1998 and I assure you many MMOs tell you precisely what the numbers are and often how they are used in the equations to some detail. There may be some variables not known, or so many variable interactions that you can not realistically tell what outcomes will always be (although in some games its precisely predictable like chess), but the challenge in games is usually using your skills to make the numbers work for you (ie in GLB, game planning for your dots) as opposed to R&Ding as good a guestimate as you can as to what numbers you think should be good.
10. There is nothing in the current AI that lets you adjust your calling of a single play based upon how well that single play is working, or how well your offense has been doing over all (score based is not reliable since defense or ST play can cause score changes), nor are you able to set what success is to trigger adjustments (ie the game may consider a one yard completion a success but you may not).
4. That is exactly why I say there would be no point to actually building a player anymore if that were the way it was. 9/10th's the fun of this game for the first several seasons was figuring out what a good build was and the fact that some people figured some things out and that made them special to watch. Now nothing is special. It makes gameplanning kinda blah and the only thing you are shooting for in building is to have a high sp value.
10. That is exactly how auto adjust works. Granted you aren't able to decide what makes a play a success, Bort has given us what is and isn't successful though. Those kinds of things aren't going to attract more users though. Those are more complications to an already mountain of an AI building structure.
4. Alot of them do actually. Computer Games are numbers based. I have been playing MMOs since 1998 and I assure you many MMOs tell you precisely what the numbers are and often how they are used in the equations to some detail. There may be some variables not known, or so many variable interactions that you can not realistically tell what outcomes will always be (although in some games its precisely predictable like chess), but the challenge in games is usually using your skills to make the numbers work for you (ie in GLB, game planning for your dots) as opposed to R&Ding as good a guestimate as you can as to what numbers you think should be good.
10. There is nothing in the current AI that lets you adjust your calling of a single play based upon how well that single play is working, or how well your offense has been doing over all (score based is not reliable since defense or ST play can cause score changes), nor are you able to set what success is to trigger adjustments (ie the game may consider a one yard completion a success but you may not).
4. That is exactly why I say there would be no point to actually building a player anymore if that were the way it was. 9/10th's the fun of this game for the first several seasons was figuring out what a good build was and the fact that some people figured some things out and that made them special to watch. Now nothing is special. It makes gameplanning kinda blah and the only thing you are shooting for in building is to have a high sp value.
10. That is exactly how auto adjust works. Granted you aren't able to decide what makes a play a success, Bort has given us what is and isn't successful though. Those kinds of things aren't going to attract more users though. Those are more complications to an already mountain of an AI building structure.






























