Originally posted by beenlurken
So let me make sure I have this clear... "EVERY SINGLE PLAYER IN THE GAME IS NOTHING BUT A PRO FOOTBALL PLAYER BECAUSE THE GAME IS ABOUT PRO FOOTBALL"
So you are telling me a level 1 dot should perform like an NFL player? You are telling me a level 72 dot should never force 20 fumbles on a level 1 dot because "this is Pro Football" and the sim shouldnt allow for it?

That IS what the "box" advertises. Pro Football Simulation. Not "Trying to Get Into Pro Football" simulation.
And, even if you want to treat the lower tiers that Bort has gone back and called "Prep" "University" now to be those lower tiers, then the players STILL have to BECOME pro football players REGARDLESS OF HOW WELL YOU BUILD THEM - because once again the game is not "Trying to Get Into The Pros" simulation.
No one is here paying cash dollars to play Try Outs. Its not what its a sim of. And its not what the market exists for. You dont buy John Maddens Spring Training for a reason.
You can LOL at that all you want, but its reality.
"I didn't make the team" is not an acceptable game result by any standard.
Originally posted by

I know its hard for you, Ken1, to understand that what you are suggesting makes extreme build differences negligible in performance (whether you say/acknowledge/understand it or not) but it is what it is.You can skip this ken1 bullsht, I have no idea who that is so its a waste of electrons and finger tendons.
And how the feck can you say it has to make build differences neglible? You think the only two possible outcomes in the game are set by God to be BLOW OUT or Coin Toss????
I don't even know what to say about that. Its mind numbingly baffling.
Of COURSE you can make the build differences less extreme and STILL have them matter. All you do is reduce the percentage effects. If right now a 1 strength difference means a 1% chance of a pancake, make it a 0.5% chance or .9% or whatever it needs to be to generate NFL like results and not fantasy never happened on a real football field results. All it takes is changing some numbers in the code.
Originally posted by
I know that replay is confusing... but watch it again... the other teams dots are much faster. Clearly, what you think "should be" fast is not.
Why would you think I would help you at this point (its not like I havent already told you what is wrong with your setup... yet you still wont listen)? Besides it is much more fun to watch someone who thinks they are so intelligent not understand something so glaringly obvious/easy.

Because I thought you might not be simply the argumentative so and so you are so desperately trying to prove you are. And it would help you prove your point about how its the builds and not the system. Or not.
Originally posted by
Have you even ever watched a KR and/or a PR replay? They are nothing a like. Yet another point to which you prove that you have no clue what you are talking about.And yet they still use the same stats, and the same players, in the pros and in GLB no?
Originally posted by
I feel like I am talking to a child. You dont have to see their builds to see that the speed of your dots are not working... that your dots are not fast enough. Someone with half a brain and an ounce of common sense would conclude that their dots are not fast enough from watching that replay.Someone is the child here to be sure.
What you see in a replay is comparative results, effected by a slew of variables including VAs and SAs and gear. If I see a Guard in a game get blown away speed wise - or the opposite - I really cant draw much from that because I do not know what his build was (STOP, or not, good or not) and the same as to his opponent. Looking at others replays only gets you so much information.
Originally posted by
At some point it will sink in that those players are not fast. Apparently you ignored the fact that your fastest dot was 32ish on the speed script and Dev's slowest player was hitting 35ish speed. Again how do you expect any of your current punt return team players to keep up with their blocking assignment.Well, first off I kinda expected them to lay a block and hold it because the other player is IN FRONT OF THEM to begin with. You shouldnt have to chase down your assignment, you run INTO him face to face and hold him there or knock his ass down. Thats how we did it when I played punt return teams anyway. If he gets past you, you already lost since a block from behind is illegal. I wasnt up front though, maybe its not like that up thar, dont recall. Maybe thats my DL error, but if so its shared by others because that advice about what goes on the DL was from GLB pro successful players.
Secondly, I have already noted the speeds in use are 120-130 for the non DLs, one 110. Now call me crazy but that seems like a lot to me given that these players have to be built to have other stats high as well both for ST and regular play. Are you saying that you need wide out speed in all of your ST players or you will cough up 6 fumbles a game against good teams???? If so thats pretty crazy stuff. And more evidence of how shitty the simulation is, I might add.
Originally posted by
Really isnt more to say when you continually make ridiculous statements like this... your telling me that if you built a returner with 10 carrying and 10 strength that he should not fumble 6+ against the best hard hitters in the game?Well obviously there are extremes, some pre-requisites. But even then the system should have brakes on bad match ups that come into play to simulate what a coach would do in that situation (fair catch all the time, sub in some one else etc).
However I am talking about someone built as a ball carrier, in the right position and archtype. Yes even with the damn near ALGs alone he should not cough up the ball that many times. The sim should be built to prevent it because the sim is being built to generate realistic results. The very worst build in its position should be your base line bench player at that position, some guy who barely made it into the league. How those guys fare on the field should be how your crummiest possible build should fare.
And that doesn't even matter, since we are not talking about builds even remotely that bad.
That the sim is broken is beyond obvious.