jdavidbakr wrote:
setherick wrote:
Removing a nerf that makes people mad is one line of code. Fixing zone requires rewriting much of the game engine. In terms of a value proposition, it seems like an obvious choice.
There is no "nerf" - there is a reduced probability for longer passes to be completed, which I think is what you are referring to here. Without a reduced probability for long passes to be completed, there is no reason to not just go all out in a long passing game.
That said, it may be too strong, and I can give you that. I want to look over the stats after this season with the most recent game engine code and see what kind of completion rate range, yards per attempt, and overall passing yards we are getting. If the experience is that it is too low, I can try to improve completion rates for longer passes in the next season,
and we can delay the release of 0.4.6 until this gets resolved. Is the low completion rate a show stopper?My thoughts are that this is a game that is in perpetual development - that's not a bad thing . There are plenty of things that require work but they can be looked at in version 4.7, 4.8, 4.9 etc ad infinitum. The best way to get data to analyse is to open it up to the masses and see what feedback comes.
The idea of Beta is to push the sim to and beyond breaking point, which in turn leads to 'distorted' data and analysis. 4.5 has become dated and stale and people are ready for a new update with new wrinkles. If you want to wait until it's perfect, the game will be stuck in 4.5 forever.
Owners will continue to look for ways to get an edge and casual players will moan about others abusing the sim and finding loopholes. In the meantime, you (jdb) can focus on improving the areas of the game that (in your opinion) need the most attention.
Ask 10 different people what they would like fixed and in what priority and you would get 10 different answers, often with completely opposing viewpoints.
So (my opinion) consign 0.4.5 to history and introduce 0.4.6. Decide your priorities for the next release, be it Zone defense, extra plays in the playbook with a complete overhaul of play overuse penalties and consequencies, making coaches more relevant, improving coach AI, getting technique on a more even keel with speed/accel/strength (fundamentals), making positional familiarity more important so that out of position players are more of a band aid/quick fix than starting WR's at all the skill positions.
Maybe even a completely new game engine! or a design-a-play feature where you decide what routes you want players to run from a limited amount of options. Perhaps introduce pre-snap motion, trick plays etc
Let 0.4.6 collect a season or two of data over 40+ leagues and see what it turns up, what works, what needs work etc.