As a new-ish player compared to some others I can offer my perspective. I started in Season 9 as an agent and this year got my own Pee Wee Team so I can provide a perspective of a new-ish player. I won't talk about all the things other people have already mentioned, as they have already posted great solutions, but here's my perspective on two topics. And I'm sure this fits under the TLDR category as well but hopefully someone else could summarize my random throughts.
Team #s and Available Players
Just in my copper league of 32 teams, 11 are CPU and there are 2-3 that have even rosters worse then cpu because owners never filled them. So obviously, there is an issue with the number of teams, but I'm going to look at this instead from the agent perspective. If I didn't already have a personal invite from a pee wee owner I knew from another website, I would have probably never known about Pee Wee or the special restrictions on this league. My Players were greeted with three contract offers from D-League teams upon creation, and I would have thought that was the way to go at first. Most new players will follow an experience of, sign up, create players, assign skill points, accept contract offer, and then explore the forums and other things.
Solution
Modify the new player experience with a bit more guided assistance. From New Player Creation, to rolling, to assigning first 15 SPs, to another page that includes description of leagues, the marketplace, recruitment forums, and a link to their contract offers page with the offers from the D-League teams. This would help new agents better understand the options available to them for their new players and hopefully increase the number of agents aware of pee wee when they first join the site.
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Passing
Obviously a pain in the backside in Pee Wee. 25-35% completion rates are horrible and as stated by others would be more appropriate in the 45-50% range. From what I see the biggest issue is "incomplete - bad throw" I'm fine with the level of drops and deflections, but the bad throws are where I think most issues arise. As an anecdotal reference, I seem to remember a game when our QB threw 30 times, about 18 were either completions, drops or deflections, leaving 12 as bad throws. This isn't a result from WR out running the QB's distance, but just bad way off target throws.
Solution
This would fall under the code change so probably never happen category, but I would rather see bad throws be less of a factor on short passes and the precent chance drasticaly decreased. To compensate, for the desire to have hurries impact throwing, I would rather see lineman have an increased chance to deflect passes at the line or in rushing, based on their stats or the QBs ability to avoid the deflection via vision and throwing ability with a bit of confidence and for "bad throws" to me more connected to the QB not having enough strength to get the ball to the WR based on distance. Then here in pee wee we could focus more on short routes, or we could have a high strength QB whom would have more success at longer passes then others.
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Team #s and Available Players
Just in my copper league of 32 teams, 11 are CPU and there are 2-3 that have even rosters worse then cpu because owners never filled them. So obviously, there is an issue with the number of teams, but I'm going to look at this instead from the agent perspective. If I didn't already have a personal invite from a pee wee owner I knew from another website, I would have probably never known about Pee Wee or the special restrictions on this league. My Players were greeted with three contract offers from D-League teams upon creation, and I would have thought that was the way to go at first. Most new players will follow an experience of, sign up, create players, assign skill points, accept contract offer, and then explore the forums and other things.
Solution
Modify the new player experience with a bit more guided assistance. From New Player Creation, to rolling, to assigning first 15 SPs, to another page that includes description of leagues, the marketplace, recruitment forums, and a link to their contract offers page with the offers from the D-League teams. This would help new agents better understand the options available to them for their new players and hopefully increase the number of agents aware of pee wee when they first join the site.
---------------------------------------------------------
Passing
Obviously a pain in the backside in Pee Wee. 25-35% completion rates are horrible and as stated by others would be more appropriate in the 45-50% range. From what I see the biggest issue is "incomplete - bad throw" I'm fine with the level of drops and deflections, but the bad throws are where I think most issues arise. As an anecdotal reference, I seem to remember a game when our QB threw 30 times, about 18 were either completions, drops or deflections, leaving 12 as bad throws. This isn't a result from WR out running the QB's distance, but just bad way off target throws.
Solution
This would fall under the code change so probably never happen category, but I would rather see bad throws be less of a factor on short passes and the precent chance drasticaly decreased. To compensate, for the desire to have hurries impact throwing, I would rather see lineman have an increased chance to deflect passes at the line or in rushing, based on their stats or the QBs ability to avoid the deflection via vision and throwing ability with a bit of confidence and for "bad throws" to me more connected to the QB not having enough strength to get the ball to the WR based on distance. Then here in pee wee we could focus more on short routes, or we could have a high strength QB whom would have more success at longer passes then others.
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Edited by Kaerey on Oct 28, 2009 10:06:14
Edited by Kaerey on Oct 28, 2009 10:05:33






























