Originally posted by Ken1
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.
So now not only do you speak for every agent here when you say we all want your NFL realism but now you are a mind reader and know what I was thinking when I built my dots. FYI I had pick sixes in mind when was building my dots, because the speed attribute works both ways. I am all for realism but what you want is just not possible and I spend too much money on this game to sit here and watch people like you ruin this game with your NFL realism ideas.
As far as the NFL factor is concerned, here is just some food for thought. One major difference between NFL and GLB is the injury factor. GLB has none and NFL does and that has to be considered in your calculations. The fact that in real football players get injured and that effects the numbers. Peyton Manning is a perfect example of that. Before he was lost for the season the Colts were a perennial playoff team and a Super Bowl caliber team. Without him they were the worst team in the NFL with all of their numbers down from previous years. In GLB there are no injuries so any team that has that caliber player will never have to deal with that so that is why GLB numbers will always be higher than NFL numbers. This concept also works on the defensive side as well, teams with elite DB's will not be lost to injury as their NFL counter parts will thus skewing the numbers. The point being that if there were no injuries in the NFL than all their stat numbers would be higher and that has to be a factor in comparing the two.
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.
So now not only do you speak for every agent here when you say we all want your NFL realism but now you are a mind reader and know what I was thinking when I built my dots. FYI I had pick sixes in mind when was building my dots, because the speed attribute works both ways. I am all for realism but what you want is just not possible and I spend too much money on this game to sit here and watch people like you ruin this game with your NFL realism ideas.
As far as the NFL factor is concerned, here is just some food for thought. One major difference between NFL and GLB is the injury factor. GLB has none and NFL does and that has to be considered in your calculations. The fact that in real football players get injured and that effects the numbers. Peyton Manning is a perfect example of that. Before he was lost for the season the Colts were a perennial playoff team and a Super Bowl caliber team. Without him they were the worst team in the NFL with all of their numbers down from previous years. In GLB there are no injuries so any team that has that caliber player will never have to deal with that so that is why GLB numbers will always be higher than NFL numbers. This concept also works on the defensive side as well, teams with elite DB's will not be lost to injury as their NFL counter parts will thus skewing the numbers. The point being that if there were no injuries in the NFL than all their stat numbers would be higher and that has to be a factor in comparing the two.






























