Originally posted by MileHighShoes
The unrealistic problems present in the sim are the lack of parity between builds and the abilities of agents to build extreme builds.
The difference between 80 speed and 165 speed is monumenal in thsi game, whereas in the NFL it's maybe a second at most in the 40 yard dash. That's an ingrained part of this gmae and as long as the game is based around this facet of dot-buildign we will never reach realistic outcomes.
I for the most part do not support realistic outcomes because of these differences in build parity. I would just like for us to put these builds through realistic mechanics That's what I'd really like to see out of this game. I don't actually care about achieving realistic stats, I want whatever comes out of the sim when you put the builds through the paces. However, if we want to achieve realistic stats with as little artificial game mechanics inolved we'll actually have to increase parity among builds by making builds matter less.
We'd have to create a baseline for NFL quality by severely dampening the effects that a point in speed, or a point in strength gave. It's really the only way to actually achieve NFL realism without implementing numerous bandaids, as the reason for realism in the NFL is that nearly all of them can run a 40 in 5 seconds or less. Nearly all of them can bench press 250 pounds. Nearly all of them can catch a ball that hits them in the chest. Nearly all of them have the stamina to run 2 or 3 miles at a decently fast pace.
Our dots don't have that, they really don't have any of that until we assign points.
This sim should really decide what it is it wants to be an then code for that. We're too schizophrenic. We want realism but we don't want realistic difference between builds. We want to mimic football, but we create un-realistic game mechanics as part of the game.
This has always been the source of un-realistic outcomes in the game, the base of the entire sim is unrealistic in regards to the NFL. I think we should embrace that and actually turn this into a game to be played an give players more control of what their dot can and can't do by incentivizing build differntiation and allowing the builds to actually matter rather than implementing infallible game mechanics.
After all, we are here to play a game.
Very well said


The unrealistic problems present in the sim are the lack of parity between builds and the abilities of agents to build extreme builds.
The difference between 80 speed and 165 speed is monumenal in thsi game, whereas in the NFL it's maybe a second at most in the 40 yard dash. That's an ingrained part of this gmae and as long as the game is based around this facet of dot-buildign we will never reach realistic outcomes.
I for the most part do not support realistic outcomes because of these differences in build parity. I would just like for us to put these builds through realistic mechanics That's what I'd really like to see out of this game. I don't actually care about achieving realistic stats, I want whatever comes out of the sim when you put the builds through the paces. However, if we want to achieve realistic stats with as little artificial game mechanics inolved we'll actually have to increase parity among builds by making builds matter less.
We'd have to create a baseline for NFL quality by severely dampening the effects that a point in speed, or a point in strength gave. It's really the only way to actually achieve NFL realism without implementing numerous bandaids, as the reason for realism in the NFL is that nearly all of them can run a 40 in 5 seconds or less. Nearly all of them can bench press 250 pounds. Nearly all of them can catch a ball that hits them in the chest. Nearly all of them have the stamina to run 2 or 3 miles at a decently fast pace.
Our dots don't have that, they really don't have any of that until we assign points.
This sim should really decide what it is it wants to be an then code for that. We're too schizophrenic. We want realism but we don't want realistic difference between builds. We want to mimic football, but we create un-realistic game mechanics as part of the game.
This has always been the source of un-realistic outcomes in the game, the base of the entire sim is unrealistic in regards to the NFL. I think we should embrace that and actually turn this into a game to be played an give players more control of what their dot can and can't do by incentivizing build differntiation and allowing the builds to actually matter rather than implementing infallible game mechanics.
After all, we are here to play a game.
Very well said
































