I set myself to run more and of course the sim decided to pass a ton.
Which is funny because you were running the ball at will in the first half, averaging like 10 yards per attempt. I kept thinking "keep throwing the ball!".
Yeah that is what was supposed to happen, the last time we played I ran well so I upped the amount of runs and the game just decided no, you're a passing team. 3 interceptions and low per attempt. SMH
I set myself to run more and of course the sim decided to pass a ton.
Which is funny because you were running the ball at will in the first half, averaging like 10 yards per attempt. I kept thinking "keep throwing the ball!".
Yeah that is what was supposed to happen, the last time we played I ran well so I upped the amount of runs and the game just decided no, you're a passing team. 3 interceptions and low per attempt. SMH
This is notable. I’ve has the same thoughts with XFL. I toned down my rules and adjusted GP to run more but my QB has had a smirt influence first two games.
P*ssy QB. I laid it out exactly what would happen based on conditions - too much success after being a jobber and I've seen head coaches retire out like that, too.
age 32, f*** you. *smashes the sim engine with a sledgehammer*
age 32 QB ok baby. F*** you.
I almost left but I'll fight out of a garbage scenario.
P*ssy QB. I laid it out exactly what would happen based on conditions - too much success after being a jobber and I've seen head coaches retire out like that, too.
age 32, f*** you. *smashes the sim engine with a sledgehammer*
age 32 QB ok baby. F*** you.
I almost left but I'll fight out of a garbage scenario.
As we all know, JDB creates the game for certain things to always hit. The age 30 speed drop off as an example. You craft a scenario where age 34 is threat level for QB retirement - bang bang bang always on that mark...34-36. I could craft a worry at age 33.
age 32 = unfair. I'll just have to **** myself off more to put in the work.