I think DPC...but im not sure....it seems that most changes now are geared towards the overall experience of GLB, but not the main focus, which is a football sim...im pretty sure everyone signed up to play a football sim, and thats been ignored for the past few seasons while we have to deal with new ways to build our players, and new ways to manage finances...lets get more plays in the game, lets get 2 point conversions, lets get onside kicks...these are MAJOR football aspects
Forum > Pee Wee Leagues > What was the last change that made the football aspect of this game better?
EatDaBeaver
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I mostly disagree with you, but I don't understand how 2PT conversions and onside kicks aren't in the game yet, aside from that I think that bug fixes are the only changes necessary to the sim, and the overall experience changes are long overdue.
MGeezy2186
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oh and also...with the new training and eq systems...salary has basically become worthless, with the exception of player morale?
EatDaBeaver
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I'll agree, salary is completely useless as of right now, in fact, what do you even spend money on?!?!
OH-IO ~Cult~
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I love the EQ and training changes, but the sim needs fixing. Hopefully player building changes end for a while and the sim becomes the main focus.
Time Trial
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Coaches next season along with a couple of other sim fixes. Most of the major sim fixes will be S18.
OH-IO ~Cult~
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Originally posted by Time Trial
Coaches next season along with a couple of other sim fixes. Most of the major sim fixes will be S18.
Probably. Maybe by season 20 we can be out of Beta.... Dear Santa...
Coaches next season along with a couple of other sim fixes. Most of the major sim fixes will be S18.
Probably. Maybe by season 20 we can be out of Beta.... Dear Santa...
Check Downs.
M2M progession.
Tagging.
Archetypes (more build than sim related, but more realistic to the game)
FG replays.
On-field SA flags (not having to guess if your SAs are firing is pretty huge imo)
New Plays.
Low level passing viability.
Bull Rush/Swim effects on the D-line.
I don't know which was the last one, but there's lot of things in the past 3 seasons that we would be pissed to lose.
Not to mention that most of the big changes made last night we to fix major roadblocks that stood in the way of having a good sim.
Our old financial system was as big a contributor to 255-0 as anything else. We'll have to wait and see if the new changes help that.
M2M progession.
Tagging.
Archetypes (more build than sim related, but more realistic to the game)
FG replays.
On-field SA flags (not having to guess if your SAs are firing is pretty huge imo)
New Plays.
Low level passing viability.
Bull Rush/Swim effects on the D-line.
I don't know which was the last one, but there's lot of things in the past 3 seasons that we would be pissed to lose.
Not to mention that most of the big changes made last night we to fix major roadblocks that stood in the way of having a good sim.
Our old financial system was as big a contributor to 255-0 as anything else. We'll have to wait and see if the new changes help that.
Oh, and all these:
- Revert the morale balance between offense and defense that we did last season
- Slightly reduce the chance of revcakes
- Reduce the spin bonus tied into the running slider slightly
- Reduce the effect that Pump Fake has on defenders
- Catch Fake now only works when making cuts and will not work on streak type routes. It's strength was increased slightly
- Make 2nd wind work at the beginning of the 2nd quarter and overtimes as well.
- Increased effect of low morale.
- Mentor and Motivational Speaker VA's removed from the game, Vet points returned to players who had them
- Clear big hit tackle SA text to make sure previous SA usage doesn't get outputted to text after a fumble
- Add additional checks for ball being spotted inside endzone
- Adjust logic for determining description of left/right/middle rushes in PBP
- Increase push forward vector when ball carrier near endzone, to push him into endzone instead of walking near the line
- Work on Pro Set Quick pitch fluidity
- Fix for players stopping after their last block target was pancaked
- Fix sometimes issue on QB rollout plays
Seems like they're trying to "fix the sim".
- Revert the morale balance between offense and defense that we did last season
- Slightly reduce the chance of revcakes
- Reduce the spin bonus tied into the running slider slightly
- Reduce the effect that Pump Fake has on defenders
- Catch Fake now only works when making cuts and will not work on streak type routes. It's strength was increased slightly
- Make 2nd wind work at the beginning of the 2nd quarter and overtimes as well.
- Increased effect of low morale.
- Mentor and Motivational Speaker VA's removed from the game, Vet points returned to players who had them
- Clear big hit tackle SA text to make sure previous SA usage doesn't get outputted to text after a fumble
- Add additional checks for ball being spotted inside endzone
- Adjust logic for determining description of left/right/middle rushes in PBP
- Increase push forward vector when ball carrier near endzone, to push him into endzone instead of walking near the line
- Work on Pro Set Quick pitch fluidity
- Fix for players stopping after their last block target was pancaked
- Fix sometimes issue on QB rollout plays
Seems like they're trying to "fix the sim".
Originally posted by The Greatest DTD
Flash Replays suck imo... take 30 minutes just to load the game
We can watch the old sims on the flash?
I thought it was only new games.
Flash Replays suck imo... take 30 minutes just to load the game
We can watch the old sims on the flash?
I thought it was only new games.
Damn, that load time is a bitch. Once you get there it's not too bad because you can jump to the next play quicker.
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