jdavidbakr wrote:
Blitz reaction is a completely different animal, my response was not considering that. Remember, there are a gazillion moving pieces here - this has the benefit of making the game very deep, but also has the consequence of making it difficult to drill down into an explanation about what's happening. I've worked hard to keep out 'magic formulas' - I acknowledge that some do exist - but I want you to be able to build your team with the philosophy that you want, and have it work with the right players and gameplan. Are we there yet? No, we're not. To the question about the passing game changing ... of course the passing game will continue to change. So will the running game, the line play, the secondary play, everything is on the table to make the engine more and more realistic. I'll be the first to acknowledge that the engine is in its infancy, and have been transparent about that fact. That's why I value your input, everyone has their own unique perspective and I love it.
I think we all appreciate having a complex game that we can do different things with to be successful.
What I'm concerned about, especially with the passing game, is when complexity leads to confusion of code and confusion of the end user.
For instance, currently, the passing game is designed to negatively impact a QB. The game calculates an ideal place to throw the ball - the 100% completion zone. Every player playing QB has an opportunity to see this ideal place (FOV), so we can assume that a QB with 100 FOV will almost always see it.
But to prevent QBs that have 100 FOV from completing all of their passes, a series of negative modifiers is applied. Accuracy is negatively impacted by experience, by a QB moving (partially negated by high Scramble), by having a defender in his face (which cannot be negated ever and is made worse by faulty pass blocking code), and by the distance the ball has to travel (cannot be negated). So at least four negative modifiers are working against the QB every play before receivers are factored in.
Now that we know how at least this one part works, we can mitigate the negative impacts by the following:
1) Having fast OL with good pass blocking to mitigate pressure and running
2) Having a QB with high FOV so he sees the ideal spot with the highest accuracy
3) Having a QB with a strong Arm so he will throw it to most spots
4) Having a QB with high Scramble so when he's running he's still fairly accurate
5) Getting QBs experience in a set of plays so they don't have a negative experience modifier
6) Finally, having a QB with a high Accuracy score so that initial starting point is high as possible
Notice how far 6 is down on that list? But that's the attribute labeled Accuracy. It's also misleading because of experience it'll either be higher or lower than the listed value if a player's experience with a play is high or low. A QB with high FOV, Arm, and Scramble, but low Accuracy is more accurate with plays he knows than a player with high Accuracy, low FOV, Arm, and Scramble.
To me, that's more confusing than it is complex.