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#401 | |
Strategy Moderator
Join Date: Nov 2001
Location: North Carolina
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Quote:
exactly. here's an example: I'm looking for a QB for a short and medium passing game, before taking a detalied look, there are very obvious visual cues for me: ![]() Now my point was really that i have a new-found respect for FOF/TCY. Without actually examining a player, I immediately have a quick impression by seeing the "footprint" of how their skills are laid out. I'm sure consciously or subconsciously we all have certain sills we're looking for from certain players. So a lot of guys jump out as immediately looking right or looking wrong. It's easy to know when a guy warrants a closer look. |
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#402 | |
Coordinator
Join Date: Nov 2003
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Quote:
That would be excellent Arles. I appreciate the logic behind it, would just be nice to see some of the top guys take a few more visits and the process stringed out a little before they commit. |
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#403 |
Head Coach
Join Date: Oct 2000
Location: North Carolina
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Is there a way to set a "base" gameplan for all situations and then just be able to tweak it for special situations (red zone, leading by >14, etc.)? I tried to set a gameplan where everything was set to "no preference," but the game seemed to ignore that.
There is a lot of gameplan to micromanage--which I like. But I would also like to be able to play all situations off of a base gameplan, rather than have to go into each specific option to build each one from scratch. |
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#404 |
n00b
Join Date: Dec 2004
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I think the bars are realistic. First the bars are just an indication of what your scout thinks a player is rated, not actual ratings. Second I'm sure scouts put their personal ratings into tables and etc., so they can have an easy glance over of their information, or so that the front office can get the same glance over.
With that said though, I like going by actual game statistics to rate players, then to focus just on the bars. Which is often done in Front Office games. |
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#405 |
World Champion Mis-speller
Join Date: Nov 2000
Location: Covington, Ga.
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I always hated the bars, and personally like what Arles has done for the most part. I would love to have filtered searches and such (ala FM).
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#406 |
Hall Of Famer
Join Date: Sep 2002
Location: Troy, Mo
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That's why I loved FPS Football so much, you have ratings AND you get to see them perform on the field. That series is still ahead of football games today.
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#407 | |
World Champion Mis-speller
Join Date: Nov 2000
Location: Covington, Ga.
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Quote:
Agreed. |
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#408 | |
Pro Starter
Join Date: Jan 2004
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Quote:
I second this. It would take away some of the micromanaging of gameplans when time is not abundant for some of us. This would be ahuge help. |
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#409 |
Grey Dog Software
Join Date: Nov 2000
Location: Phoenix, AZ by way of Belleville, IL
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The gameplan issue of ignoring the no preference will be fixed. I'm working on that now.
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#410 |
Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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For the most part, I like the AI suggestions for starters, in terms of current vs. future. For example, the AI is suggesting that I start my 63/84 Sophomore at SS over my 66/66 Senior, but my 67/67 Sr. OLB is suggested over my 54/73 red-shirt freshman.
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The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#411 |
Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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Oh yeah, and count me in as someone who wants some sort of "lock" button...and also as someone who'd like to see the AI suggestions change according to philosophy. The #4 QB on my depth chart is clearly the one best suited to run the option attack. I have to manually put him at #1.
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The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#412 | |
Pro Starter
Join Date: Aug 2001
Location: Willow Glen, CA
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Quote:
Is that Curtis Corbett on the right?
__________________
Every time a Dodger scores a run, an angel has its wings ripped off by a demon, and is forced to tearfully beg the demon to cauterize the wounds.The demon will refuse, and the sobbing angel will lie in a puddle of angel blood and feathers for eternity, wondering why the Dodgers are allowed to score runs.That’s not me talking: that’s science. McCoveyChronicles.com. |
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#413 | |
World Champion Mis-speller
Join Date: Nov 2000
Location: Covington, Ga.
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Quote:
Furtther, there needs to be an injury indicator on that page. If there is an easy wat to tell if the player is injured, I haven't seen it. |
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#414 |
Mascot
Join Date: Nov 2000
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One issue that is kind of getting at me right now is the lack of plays to choose from. More plays would definitely be beneficial as I get bored calling the same plays all of the time. It seems that, at the very least, every play should have a right and left option. Anyone know if more plays will be introduced as part of the final game?
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#415 |
Banned
Join Date: Oct 2000
Location: Astoria, NY, USA
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maybe in a future version Arlie can make it so that the better your Coach or OC is the more defensive plays you get. perhaps a rookie HC or OC should start out with a basic set of plays, and only after they've been around for a bit will you get more plays to choose from.
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#416 |
Hall Of Famer
Join Date: Sep 2002
Location: Troy, Mo
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I haven't played the demo yet, but I assume you can let your coach call the plays and let the pbp roll by, ala FOF and TCY?
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#417 |
Hokie, Hokie, Hokie, Hi
Join Date: Mar 2001
Location: Kennesaw, GA
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Is it just my system or does it take forever to sim a week?
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#418 | |
Pro Starter
Join Date: Jun 2004
Location: Minneapolis
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Quote:
I think it sims in real time |
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#419 |
Pro Starter
Join Date: Jul 2001
Location: Not Delaware - hurray!
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It takes a long time to sim this stuff - why? because of the Access database. Ah, the good ol' days of FOF and TCY. I HATE the fact that all these newer text sims take so long to sim a week/game/etc.
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She loves you, yeah, yeah, yeah, yeah! She loves you, yeah! how do you know? how do you know? |
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#420 | |
Pro Starter
Join Date: Feb 2004
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Quote:
I don't believe you can, ala EHM and FM. |
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#421 | |
Strategy Moderator
Join Date: Nov 2001
Location: North Carolina
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Quote:
Yeah, i mentioned it earlier but the sim time is pretty annoying. I'm running on a blazing system and it probably takes 2 minutes to sim a week. |
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#422 | |
Strategy Moderator
Join Date: Nov 2001
Location: North Carolina
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Quote:
Yep. And I almost forget who is on the left. Either Brad Keil or Vinnie Simmons I think. ![]() |
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#423 | |
Pro Starter
Join Date: Aug 2001
Location: Willow Glen, CA
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Quote:
Good times ![]()
__________________
Every time a Dodger scores a run, an angel has its wings ripped off by a demon, and is forced to tearfully beg the demon to cauterize the wounds.The demon will refuse, and the sobbing angel will lie in a puddle of angel blood and feathers for eternity, wondering why the Dodgers are allowed to score runs.That’s not me talking: that’s science. McCoveyChronicles.com. |
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#424 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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Quote:
__________________
The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#425 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Banned
Join Date: Oct 2000
Location: Astoria, NY, USA
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Quote:
hmmm, that is rather long for a 15, 16 game season. still shorter than simming FM, but 30 minutes per season is a tad longish. |
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#426 |
Pro Starter
Join Date: Jul 2001
Location: Not Delaware - hurray!
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Notice also that, as the seasons "roll" by, it gets progressively longer to sim a season.
__________________
She loves you, yeah, yeah, yeah, yeah! She loves you, yeah! how do you know? how do you know? |
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#427 |
Strategy Moderator
Join Date: Nov 2001
Location: North Carolina
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so are seasons going to take longer and longer to sim as well? they were moving past the high 30s into the 40s in that list there.
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#428 |
Pro Starter
Join Date: Oct 2000
Location: Cary, NC
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Actually it went from 52 minutes to 46 minutes between the next-to-last and the last sim up there.
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-- Greg -- Author of various FOF utilities |
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#429 |
Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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My guess is that the extra time is primarily in the stats saving/rollover times. It hasn't been that bothersome to me, but then again, I usually have the laptop on the desk also. I surf, respond to e-mail, etc. while it is simming a week. I'm fairly certain it would be annoying if I didn't have another machine right here.
...but then again, FBPro would take like 25 minutes to sim one week. ![]()
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The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#430 |
Coordinator
Join Date: Sep 2003
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Ben, is that just simming, no interaction?
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#431 | |
Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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Quote:
__________________
The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#432 | |
Mascot
Join Date: Mar 2002
Location: Kansas City, Kansas
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Quote:
Yeah, you can let the coaches call the plays and let the text roll by. You can also call the plays and there is a "Suggest" button or something like that where the coaches will suggest the play they want to call. |
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#433 | |
Banned
Join Date: Oct 2000
Location: Astoria, NY, USA
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Quote:
wait, so you have the same version we do, the only difference being you can sim multiple seasons and we can only sim one, right? |
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#434 | |
College Starter
Join Date: Oct 2000
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Quote:
Reminds me of this thread: http://www.operationsports.com/fofc/...ad.php?t=41731 So far the game is great. I just feel that using Access as the db engine is short-sighted for creating a sim game that will likely hold tons of MB of information and is aiming to be best-of-breed in the industry.
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#435 |
Pro Starter
Join Date: Jul 2001
Location: Not Delaware - hurray!
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Personally, I've strived to keep the majority of data in RAM and then only use a database (preferably your own) for odd events (e.g. like a change in roster and therefore a change in statistics tracking) because I think the ability to quick sim is paramount in any game I'd like to play (YMMV).
Then again, I've never written anything that's seen the light of day, so take it for what it's worth.
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She loves you, yeah, yeah, yeah, yeah! She loves you, yeah! how do you know? how do you know? |
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#436 | |
Hall Of Famer
Join Date: Sep 2002
Location: Troy, Mo
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Quote:
Great, I might have to install this puppy... well, right after I install COD 2. ![]() |
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#437 | |
Pro Starter
Join Date: Jul 2001
Location: Not Delaware - hurray!
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Quote:
I think people like the ability to be able to use Access becauase it's open, and therefore they can do anything with the game they like. However, beyond changing helmets and team names (and the possibility to create your own seasons), I'm not sure there's a true benefit to using it. All of this can be done without Access and the inherent slowness of a monster database. When I was programming Franchise Baseball I cut sim times by 80% by doing it in RAM, rather than writing to a database each and every atbat. When you have up to five classes of baseball all playing games, it was quite nice to reduce sim times from 1 min 25 secs per day to 15 seconds. Sure, I lost the fact that I couldn't keep track of how many homeruns Joe Schmo hit off of Joe Blow in the month of September, but it was worth it to me.
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She loves you, yeah, yeah, yeah, yeah! She loves you, yeah! how do you know? how do you know? |
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#438 | |
Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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Quote:
__________________
The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#439 |
Banned
Join Date: Oct 2000
Location: Astoria, NY, USA
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i wonder how long it takes for a Commish to upload/sim a game week in a MP league. i wonder if it takes longer or if there's no noticeable lag between solo and MP modes.
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#440 |
General Manager
Join Date: Oct 2004
Location: New Mexico
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I think the speed is ok at this point. I don't know what it will be like after 10-20 years of gameplay, but right now it's about as fast as EHM - which is plenty fast enough for a college football game.
The beta demo is better than I expected. |
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#441 |
Pro Starter
Join Date: Sep 2003
Location: Toledo - Spain
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We in the beta team asked about sim times from the first versions and Arlie has improved it with each new beta version so maybe it can be improved a bit more. Anyway that 40 minutes per season (30 in my pc) are from preseason week 1 to the end of the season, recruiting, staff movement etc that i doubt any of us is going to autosim as we want to play in that stages. the only time we really need to wait not doing anything is betwen weekly sims, that take around 2 minutes, it' snot that we are going to sit for 40 minutes watching the screen processing a whole full season.
As some of you pointed, the problem is access and maybe also VB, of course a game written in C++ with it's own databases would be way faster, but also VB is way easier to use to program a good looking windows game, just think on the sims we know in C++ and in VB and compare interfaces. You can have an awesome interface in C++ too like FM, but it takes way more time and knowledge. |
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#442 | |
Coordinator
Join Date: Sep 2003
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Quote:
How long did it take to load all of that stuff into RAM then in turn write it to disk? What's wrong with holding everything from the sim in RAM, then writing it to disk when the simming is over? Would it be faster to write it all at once rather than incrementally? Last edited by spleen1015 : 11-28-2005 at 03:23 PM. |
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#443 | |
Pro Starter
Join Date: Jul 2001
Location: Not Delaware - hurray!
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Quote:
What I'm saying is, have all the data in RAM (yeah, there's a longer load up time and save time) rather than making every write incrementally to disk. I think people can tolerate longer loads and saves moreso than having the sim time and actual "play" time slow down.
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She loves you, yeah, yeah, yeah, yeah! She loves you, yeah! how do you know? how do you know? |
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#444 | |
Hall Of Famer
Join Date: Oct 2002
Location: Massachusetts
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Quote:
i don't have the same problem with this that you do really SD. I think this is reflective of the idea that you can't just bench your upperclassmen when you get some stud underclassmen, or nobody is going to want to come to your school for fear of being benched. So you play your 67/67 senior one more year while the freshman redshirts, and then you play the freshman. |
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#445 | |
Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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Quote:
__________________
The media don't understand the kinds of problems and pressures 54 million come wit'! Last edited by Ben E Lou : 11-28-2005 at 03:50 PM. |
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#446 | |
Hall Of Famer
Join Date: Oct 2002
Location: Massachusetts
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Quote:
it makes the teams develop better in the short-term yes, but in the long term it would harm their recruiting. |
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#447 | |
Coordinator
Join Date: Nov 2003
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Quote:
I couldn't agree more with this. It sucks the number of formation/play type combinations that only have one play available. I think one of the prominent run based formations only has one inside HB run, and passing is often even worse. More plays are probably too much to hope for in the full release (put it this way I wouldn't necessarily want to see the release delayed for this) but it would certainly be nice to see in a patch. |
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#448 |
Head Coach
Join Date: Nov 2003
Location: Morgan Hill, CA
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Ouch, just finished the season #2 in both polls and #3 in the GDS and I don't even get invited to a GDS bowl game.
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Fan of SF Giants, 49ers, Sharks, Arsenal |
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#449 | |
College Prospect
Join Date: Jun 2005
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Quote:
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#450 |
Head Coach
Join Date: Nov 2003
Location: Morgan Hill, CA
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I'm sure this has been mentioned, but it would be nice to see awards listed on the player's card.
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Fan of SF Giants, 49ers, Sharks, Arsenal |
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