jdavidbakr wrote:
3) Add a test on game day where if your roster doesn't meet a certain standard the AI will take it over. The standard I'm thinking of is that your active roster can be upgraded with, say, 10 players available in free agency - i.e, your best QB is rating 50 but there is a 70-rated QB in free agency. If there are 10 players in free agency that are better than players in your roster, you're tanking.
#1 is actually going to come sooner rather than later. I'd love to get your feedback on #3.
Why worry about this when there are so many other problems with the game?
I'm sorry this sounds like absolute garbage, and I would probably encourage any owner that this happened to to quit playing the game. I won't state all of my reasons because most have been stated above, but I will directly comment on the default weights versus custom weights issue.
I use a lot of custom weights for the following reasons:
1) The default weights **** pretty hard, especially after the QB under pressure code was implemented. Despite the QB pressure code issue, the default weights will overvalue trainable attributes while undervaluing the non-trainable ones. Why would I want a RB with 100 break tackle, 100 ball carry, 100 route and catch when his top speed is 10? The default weights are going to put him as one of the best backs in the league and he will never get more than 1.5 ypc if that. This is why lower overall players tend to perform as well if not better than their counterparts at key positions. I ran the ball for 3000 yards with two RBs with overalls in the mid-60s because they had decent AC and SP and a few other key skills.
2) I want to run a specific defensive scheme so I value only attributes needed for that position. What do I care about zone coverage if my CBs are always going to be man up? What do I care about M2M coverage if I play single deep coverage almost exclusively?
3) I tend to have cap money to spare and don't reach for FAs. I'm typically good at cap management. I don't want this to be looked at as a bad thing because I'm not filling my roster with all of the available players and wasting cap. If I'm winning, I'm winning with the roster I have. If I'm not winning, maybe there is a reason why I'm not signing additional players.
4) Not all losing, even if you know you're going to lose, is tanking. If you have a team that is eliminated from the playoffs and you have a veteran QB (or other position) that is close to retirement, why not start playing the young guys to get them game experience and scout them. This will probably lead to some losses, but tell you a lot about your team.
5) Finally, this doesn't address the root cause of super tanking, which is just filling your roster full of the worst players in the league. Part of this cause is how the game generates players. Why are there players in the FA pool that have stupid low non-trainable skills? So say you have a WR with 10 SP, 10 AC, 5 ST, and 15 INT, but has 20 or 30 on hands. Hey that sounds like me, but you don't see the NFL banging on my door. Why are these players even available? I would favor having a floor for non-trainable skills per position. That way what actually separated the elite players from the scrubs were their trainable skills.
/rant/