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Forum > North American Pro League > USA Conference > Congratulations to HHW - Second Ever Undefeated Regular Season Team in USA PRO
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coachviking
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Originally posted by GeneralMakaveli
Originally posted by HurricaneWarriors

Originally posted by Tim Harper


Originally posted by datongw



What exactly is the spirit of the game? Who is this spirit? How can he/she be killed? I could never really understand this one.

Want to make the other team pass? Stop the run, make them look stupid for running the ball all the time.


Lulz to HHW GM coming to the rescue!

If you don't get what the spirit of the game is, you never will man.


The objective of the game is winning, we play to win. If you don't like the way we play, we could care less. We pay to play and have played within the rules. The spirit of the game is to field the most competitive team possible and come up with a game plan to win. If a team has a weakness then you exploit it, this is not co-ed softball church league where the objective is for everyone to play and have fun. You can do that in the lower levels while learning how to play. Up in the pros, people spent lots of time studying this game and finding every possible advantage there is and take advantage of these "exploits". The same thing happens in the NFL and college football... you may not like it but that's the way it is.

Everybody used to run the option in college until the Hurricanes stopped it cold, now everyone is running the spread. The game evolves and teams make adjustments to try and stay on top.


My bad, I didnt you you put all that scouting time in. Shit how many days does it take you to game plan 95% run? 3-5 days? Your a god. I'm so glad that you are awesome at game planning. Good job being a tool.


Hey TSE your lapdog is running wild again, could you please reel him in before he shits all over the forums.
 
cwrujosh
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Originally posted by GeneralMakaveli

There is no god and you are a tool. Go die. Learn to not be a bitch and play the game how it is meant to be player. Exploits are for people who cant when the right way. Im done with this conversation.


When will you learn - THIS IS NOT A FOOTBALL GAME. It's a MMOG build on the premise of football. It's WOW with an oblong ball.

You don't get style points for playing a balanced game. You win by figuring out what works best and doing it. It's not an exploit to run 95% of the time. If you can run 95% of the time, and the other guy can't stop it, it's not an exploit, it's that you dont' have the wherewithal to stop it. If you know what's coming, and still get run over, then you aren't playing the game "the way it's meant to be played".

Teams will not play the game YOU want them to. They will play the way that beats you. And if you don't want to get beat, you'll play the way that beats them.



 
Buccs99
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Originally posted by Buccs99
Sweet. PIRATES RUNNING THE TABLE, YAY !!!!!





[Reserves spot for a sad face when Boston brutally rapes our pooper with a large cumbersome object]


 
PP
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You know, there is a very easy solution to all of this, and one that I am actually surprised that Bort hasn't implemented or that the mods haven't suggested (then again, they may have and I just don't realize it).

In real FB, if a team runs the same play over and over, the D tends to recognize it and audible into a better D to stop it when the O lines up in that same formation yet again. For as much as I'd like to see an audible option on both D & O (1 audible a side, with no change in personnel), there is an even easier way. Each time the same play is ran over X numbers of times a game (on O & D, for that matter), the play's effectiveness is reduced by Y%.

So, you run the pump & go say 10 times at normal effectiveness. Then, each time it is ran after that it's effectiveness is nerfed by 2.5%. So, the 11th time it is 97.5% as effective. The 20th time it is down to 50% as effective.

To accomplish that the skills of the players on O could be reduced by that %. So, by the 20th time, the WRs with 80 speed, 70 agility, 60 catching, 10 in Head fake and so on would be 40 speed, 35 agility, 30 catching, 5 head fake and so on (just for that play, not any reduction for any that haven't been ran more than 10 times and adjusted according to how many times a particular play was ran for each over 10). If that isn't desirable, it could go the opposite, with the D's skills actually increasing by 2.5% each time after the same play is ran 10 times.

This may seem a little over the top, but how many times do you see an NFL team run the exact same play more than 10 times in a game? Sure, this isn't the real NFL, but I always thought the objective was to make it fairly close to it.

All that said, to those bitching about "spirit of the game" and all, you wouldn't be bitching if they weren't kicking your ass. Funny, "spirit of the game" only seems to rear it's ugly head when a team that is better than another imposes their will on them.
Last edited Dec 15, 2008 09:16:33
 
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PP - wassup??
 
UMBF
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Originally posted by PP
You know, there is a very easy solution to all of this, and one that I am actually surprised that Bort hasn't implemented or that the mods haven't suggested (then again, they may have and I just don't realize it).

In real FB, if a team runs the same play over and over, the D tends to recognize it and audible into a better D to stop it when the O lines up in that same formation yet again. For as much as I'd like to see an audible option on both D & O (1 audible a side, with no change in personnel), there is an even easier way. Each time the same play is ran over X numbers of times a game (on O & D, for that matter), the play's effectiveness is reduced by Y%.

So, you run the pump & go say 10 times at normal effectiveness. Then, each time it is ran after that it's effectiveness is nerfed by 2.5%. So, the 11th time it is 97.5% as effective. The 20th time it is down to 50% as effective.

To accomplish that the skills of the players on O could be reduced by that %. So, by the 20th time, the WRs with 80 speed, 70 agility, 60 catching, 10 in Head fake and so on would be 40 speed, 35 agility, 30 catching, 5 head fake and so on (just for that play, not any reduction for any that haven't been ran more than 10 times and adjusted according to how many times a particular play was ran for each over 10). If that isn't desirable, it could go the opposite, with the D's skills actually increasing by 2.5% each time after the same play is ran 10 times.

This may seem a little over the top, but how many times do you see an NFL team run the exact same play more than 10 times in a game? Sure, this isn't the real NFL, but I always thought the objective was to make it fairly close to it.

All that said, to those bitching about "spirit of the game" and all, you wouldn't be bitching if they weren't kicking your ass. Funny, "spirit of the game" only seems to rear it's ugly head when a team that is better than another imposes their will on them.


This is a wonderful idea and I've been hoping for something similar for awhile now. Not a fan of decreasing offensive player's stats...but defenders definitely should get a boost to play recognition (vision) if they see the same play over and over again.

Of course, considering the fairly small playbook, all of the plays are bound to get repeated throughout the course of a game. More plays would go a long way towards creating some more diverse offenses. Hopefully, Bort hires some more programmers to help expand this game.
 
Buccs99
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Fox right, 44 rocket, 38 shuffle, red baron 90. I SAID FOX RIGHT, 44 ROCKET, 38 SHUFFLE, RED BARON 90. GOD DAMNIT RICK, GET YOUR HEAD OUT OF YOUR ASS AND RUN THE FUCKING PLAY !
 
23yrwej
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Originally posted by PP
You know, there is a very easy solution to all of this, and one that I am actually surprised that Bort hasn't implemented or that the mods haven't suggested (then again, they may have and I just don't realize it).

In real FB, if a team runs the same play over and over, the D tends to recognize it and audible into a better D to stop it when the O lines up in that same formation yet again. For as much as I'd like to see an audible option on both D & O (1 audible a side, with no change in personnel), there is an even easier way. Each time the same play is ran over X numbers of times a game (on O & D, for that matter), the play's effectiveness is reduced by Y%.

So, you run the pump & go say 10 times at normal effectiveness. Then, each time it is ran after that it's effectiveness is nerfed by 2.5%. So, the 11th time it is 97.5% as effective. The 20th time it is down to 50% as effective.

To accomplish that the skills of the players on O could be reduced by that %. So, by the 20th time, the WRs with 80 speed, 70 agility, 60 catching, 10 in Head fake and so on would be 40 speed, 35 agility, 30 catching, 5 head fake and so on (just for that play, not any reduction for any that haven't been ran more than 10 times and adjusted according to how many times a particular play was ran for each over 10). If that isn't desirable, it could go the opposite, with the D's skills actually increasing by 2.5% each time after the same play is ran 10 times.

This may seem a little over the top, but how many times do you see an NFL team run the exact same play more than 10 times in a game? Sure, this isn't the real NFL, but I always thought the objective was to make it fairly close to it.

All that said, to those bitching about "spirit of the game" and all, you wouldn't be bitching if they weren't kicking your ass. Funny, "spirit of the game" only seems to rear it's ugly head when a team that is better than another imposes their will on them.


Good idea PP, a lot like the suggestion I made earlier in the season that after a play has been run a certain amount of times, the defense will catch on and make adjustments to stop it. Like they will know where the play is going and get there faster. The better vision a guy has, the quicker he catches on and makes adjustments. I put it in the suggestions forum and the idiots there flamed so I sent it to Bort via PM AND email, he didn't even offer a response.
 
PP
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Originally posted by phthalatemagic
PP - wassup??


Hey bud! not much...I'd wondered if you vanished off the face of the earth.

Merry Christmas!
 
PP
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the more I think about it, UMBF is right. It should be that the D's skills increase, not the O's decreasing
 
23yrwej
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Originally posted by PP
the more I think about it, UMBF is right. It should be that the D's skills increase, not the O's decreasing


Like I said, don't expect much to happen. I already talked to Bort about it and posted in suggestions...it went nowhere
 
UMBF
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Originally posted by jrry32
Originally posted by PP

the more I think about it, UMBF is right. It should be that the D's skills increase, not the O's decreasing


Like I said, don't expect much to happen. I already talked to Bort about it and posted in suggestions...it went nowhere


The only downside to this idea is that the playbook isn't big enough to accommodate it yet. If Bort had a team of programmers working for him (like he should with a game this size now), we would have a larger playbook and people would have no argument against a change like this.
 
PP
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Originally posted by UMBF
Originally posted by jrry32

Originally posted by PP


the more I think about it, UMBF is right. It should be that the D's skills increase, not the O's decreasing


Like I said, don't expect much to happen. I already talked to Bort about it and posted in suggestions...it went nowhere


The only downside to this idea is that the playbook isn't big enough to accommodate it yet. If Bort had a team of programmers working for him (like he should with a game this size now), we would have a larger playbook and people would have no argument against a change like this.


actually, it's plenty big to do it (though I don't argue that it could be bigger and am sick to !@#$ing death of passes thrown to WRs that are already out of bounds or out of the back of the end zone...Sorry, but that's just plain sloppy as hell programming there). let's say you run 70 plays a game. Even if you went 100% run or 100% pass, it's not hard to come up with more than 7 plays on either side of the ball.

That said, I don't expect it to happen either...After all, fame and vet abilities are so much more important than to be able to audible against a goal line D, be able to pass out of a goal line D, have WRs not run out of the field of play before the ball is thrown, have a returner actually make a cut (as opposed to running into the pile) or anything as silly as the ideas being tossed around here. I mean, the rich gotta get richer, baby!
 
xcoach2
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I wish he'd create a passing tree and allow us to choose routes for the WR's and the progression for the QB's primary, second choice, 3rd, then check down/scramble. I'm basically a caveman with computers and have no idea if that's something that's possible from a programming perspective or not. But, it would be cool and add a new dimension to the passing game because some of the routes/plays are pretty suspect.

 
PP
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Originally posted by xcoach2
I wish he'd create a passing tree and allow us to choose routes for the WR's and the progression for the QB's primary, second choice, 3rd, then check down/scramble. I'm basically a caveman with computers and have no idea if that's something that's possible from a programming perspective or not. But, it would be cool and add a new dimension to the passing game because some of the routes/plays are pretty suspect.



That would be cool
 
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