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Drago
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Get rid of VA's. They were a cute concept that has failed miserably. They are "tweaked/nerfed/changed" every season since they have come out because they're screwed up and overpowered.

Someone made a suggestion to do a "VA tree" - which would work similar to the SA tree's we have now where you need to work one of them up before you can move onto the next one. That's probably not a bad idea and can help eliminate some of the explotive VA's being used in conjunction with one another.
 
lawdawg95
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Originally posted by Modok

5) Roster limit. Now I am a big fan of depth but unfortunately without a cap limit...people will push the envelope. I think with VAs removed along with roster caps...the ST's will fix themselves.


 
Buccs99
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Originally posted by Drago
Get rid of VA's. They were a cute concept that has failed miserably. They are "tweaked/nerfed/changed" every season since they have come out because they're screwed up and overpowered.

Someone made a suggestion to do a "VA tree" - which would work similar to the SA tree's we have now where you need to work one of them up before you can move onto the next one. That's probably not a bad idea and can help eliminate some of the explotive VA's being used in conjunction with one another.


I agree with this. The moaning and complaining about the sim didnt really start up until these were introduced and really threw the balance of the game off. eliminating these will give you more time to work on the actual building of the game than its additions like these VA's.
 
Galkuris
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Originally posted by PierreThomas
Originally posted by Galkuris

Originally posted by Modok


1)
5) Roster limit. Now I am a big fan of depth but unfortunately without a cap limit...people will push the envelope. I think with VAs removed along with roster caps...the ST's will fix themselves.



This is one of my biggest concerns. ST's wouldn't be that bad if we didn't have teams running around with 70+ players on them. Make it a realistic 55.


Teams wouldn't have 70 players on it if special teams didn't require so much energy. The suggestion to tone down the energy on special teams was suggested a million times before teams had to adjust. If you have two players at a position and one of them is on special teams he doesn't get many snaps playing defense. Nobody wants there guys running on special teams just to take up energy.

The special teams VA just amplified the problem.


The Marauders are doing just fine on energy without having near that many. Teams either need to quit ignoring stamina or start living with ending the game at 65-80. You aren't supposed to be at 90 energy to end a game.

 
Buccs99
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i like going back to seasons 2-3 and looking over the game and scores. Least for our league and games (Orlando Pirates), games were really competitive, running the score up would be like winning 59-0, and there was hardly any complaining. Just good ol fashioned who gameplanned better than who.
 
Modok
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Originally posted by Buccs99
i like going back to seasons 2-3 and looking over the game and scores. Least for our league and games (Orlando Pirates), games were really competitive, running the score up would be like winning 59-0, and there was hardly any complaining. Just good ol fashioned who gameplanned better than who.


S6 ftw
 
Galkuris
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Originally posted by Buccs99
i like going back to seasons 2-3 and looking over the game and scores. Least for our league and games (Orlando Pirates), games were really competitive, running the score up would be like winning 59-0, and there was hardly any complaining. Just good ol fashioned who gameplanned better than who.


Ya, I remember one of those seasons we lost 6 games right off the bat by a total of like 15 points. And the scores were actually realistic. (Don't feel like going back and looking for exact numbers)
 
Cactus71
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Originally posted by Galkuris
Originally posted by Buccs99

i like going back to seasons 2-3 and looking over the game and scores. Least for our league and games (Orlando Pirates), games were really competitive, running the score up would be like winning 59-0, and there was hardly any complaining. Just good ol fashioned who gameplanned better than who.


Ya, I remember one of those seasons we lost 6 games right off the bat by a total of like 15 points. And the scores were actually realistic. (Don't feel like going back and looking for exact numbers)


http://goallineblitz.com/game/team.pl?season=2&team_id=16
 
Luzod
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I seriously would enjoy some additional player tactics based on circunstances. As for example for a CB "when the team is winning by ____ use this settings" (same goes for losing and etc)

Because, seriously, it seems really easy to do and would help a lot on the gameplan.
 
islander1
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Originally posted by Luzod
I seriously would enjoy some additional player tactics based on circunstances. As for example for a CB "when the team is winning by ____ use this settings" (same goes for losing and etc)

Because, seriously, it seems really easy to do and would help a lot on the gameplan.


It blows my mind that there aren't tons of scenario based tactics tabs for players. The tools are there, just create tabs for 1st down, 2nd and short, 3rd and long, etc etc.

Most agents/players would probably welcome more tactics they could influence. Instead of piling on more crap for unpaid coordinators to do.
 
Luzod
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I think possession receiver SAs are just crap. Seriously, why would I want "one handed catch" SA? It does NOTHING! I mean, possession receiver SAs should give him bonus to catch the ball on normal circunstances as well and it clearly doesn't. I know some people don't think speedster tree are worth SPs and blah blah blah, but they do give you a clear bonus on route running and when carrying the ball whenever they activate, while it seems to me that possession SAs activate only when the QB makes a bad throw, so what now? Should we get a worse QB to make them worth something?
 
im4ut999
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Hazy...if you're serious about this, put a list of items covered into your OP.

There a re a lot of things that need addressed, but the biggest issue for season 9 appears to be the VA abuse. Scrap the current VA system and dsiable it's use for season 9.

I saw an idea about a VA tree, similar to the SA trees, where you apply your VA points in a similar fashion, and make three or four trees, similar to the current breakdown (general/offense/defense/special teams).
1) Usefulness ramps up as they get more expensive.
2) Have them be more towards improving the original "veteran" abilities rather than ability enhancements...older players should not be getting faster and more agile, but may be able to understand the game a bit more (know when to use energy so they don't get tired).

The sim engine really needs tweaked, but with the VAs in place today, it's hard to see what is broke and what is working.

Originally posted by islander1
Originally posted by Luzod

I seriously would enjoy some additional player tactics based on circunstances. As for example for a CB "when the team is winning by ____ use this settings" (same goes for losing and etc)

Because, seriously, it seems really easy to do and would help a lot on the gameplan.


It blows my mind that there aren't tons of scenario based tactics tabs for players. The tools are there, just create tabs for 1st down, 2nd and short, 3rd and long, etc etc.

Most agents/players would probably welcome more tactics they could influence. Instead of piling on more crap for unpaid coordinators to do.


This is an interesting idea...seems like this could be expanded even more by using VA points to enhance the effects of understanding the game at the player level...
Last edited Apr 30, 2009 17:42:57
 
Drago
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Originally posted by Luzod
I think possession receiver SAs are just crap. Seriously, why would I want "one handed catch" SA? It does NOTHING! I mean, possession receiver SAs should give him bonus to catch the ball on normal circunstances as well and it clearly doesn't. I know some people don't think speedster tree are worth SPs and blah blah blah, but they do give you a clear bonus on route running and when carrying the ball whenever they activate, while it seems to me that possession SAs activate only when the QB makes a bad throw, so what now? Should we get a worse QB to make them worth something?


You don't think there has ever been a one-handed catch SA activate?
 
Luzod
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Originally posted by Drago
Originally posted by Luzod

I think possession receiver SAs are just crap. Seriously, why would I want "one handed catch" SA? It does NOTHING! I mean, possession receiver SAs should give him bonus to catch the ball on normal circunstances as well and it clearly doesn't. I know some people don't think speedster tree are worth SPs and blah blah blah, but they do give you a clear bonus on route running and when carrying the ball whenever they activate, while it seems to me that possession SAs activate only when the QB makes a bad throw, so what now? Should we get a worse QB to make them worth something?


You don't think there has ever been a one-handed catch SA activate?


I've never seen it. Did you?

Even if you did, how often do First Step, Juke, Quick Cut, etc etc etc activate and how often does it activate?
 
Drago
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Originally posted by Luzod
Originally posted by Drago

Originally posted by Luzod


I think possession receiver SAs are just crap. Seriously, why would I want "one handed catch" SA? It does NOTHING! I mean, possession receiver SAs should give him bonus to catch the ball on normal circunstances as well and it clearly doesn't. I know some people don't think speedster tree are worth SPs and blah blah blah, but they do give you a clear bonus on route running and when carrying the ball whenever they activate, while it seems to me that possession SAs activate only when the QB makes a bad throw, so what now? Should we get a worse QB to make them worth something?


You don't think there has ever been a one-handed catch SA activate?


I've never seen it. Did you?

Even if you did, how often do First Step, Juke, Quick Cut, etc etc etc activate and how often does it activate?


Yea, I think I've seen it activate a few times. I'll keep my eyes peeled for the guy I know who has it at a decent enough level.

The difference between the SA's is that the ones you mention activate all the time/more of the time whereas the 1h catch does take a considerable amount of "situations" to have activated. But to counter that point "the entire offense receives a boost of morale when (the 1h catch) activates."

I'm not saying you're wrong with your OP, I was curious if you really thought it never activated.
 
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