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Old 02-13-2013, 05:10 PM   #1
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So many dropped INTs..

Why the heck do my corners and safties neverrr catch anything? ball will legit just go right to them and nope. i see other peoples dynasties they always get INTs every game and i just drafted Waddell so idk is there a certain slider i should use?
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Old 02-14-2013, 01:21 PM   #2
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Re: So many dropped INTs..

I have this happen alot too and getting an interception is so completely random. you would think the stat related to these things are awareness, catching, and learning but take anwar phillips for example, this guy has an over all of 68 with man coverage-83 and zone coverage 80 but his awareness and learning are both in the 40's. however, the first year I had him he had 11 interceptions.

I'm sure it has to do with perhaps your defensive back strategy and your defensive backs coaching skills. anyone else can chime in on this?
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Old 02-14-2013, 01:27 PM   #3
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Re: So many dropped INTs..

I think it's all about having stud coaching. Although sometimes it has to do with the QB that you're playing. Every time I have a game against Troy Smith, my team tears him up. I just played a game against that idiot and picked him off 8 times!!

If my team picked off just 50% of the passes that hit them in the hands, I'd have over 10 picks a game. How realistic would that be? I think where the game is unrealistic is the fact that the QB's are constantly throwing it right to the defense. The game makes up for that by not allowing you to catch most of them.
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Old 02-15-2013, 05:23 PM   #4
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Re: So many dropped INTs..

So do you think the result of the play is determined and then the program gives you a display of what that might have looked like? If so your concern is over how realistic the display is, not the simulation.

Or are all these factors put together into a working model that we see played out in real time? (This sounds very unlikely to me.)
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Old 02-15-2013, 08:46 PM   #5
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Re: So many dropped INTs..

The game only has so many animations. I'm positive it uses animations that are not wholly appropriate to the result the RNG dictated. I've seen facemask penalties where the defender tackled the receiver in the knees for instance. A lot.

In this context, I think that the game reuses the "I almost caught it!" animation by DBs and even LBs to also mean "batted down".

On the same line of thought, the game will even use vocal queues that are not wholly appropriate, sometimes not appropriate at all. ever thrown a heck of a pass for 19 or 20 yards and a first down into your opponent's redzone, and then have your offensive coordinator start bitching about how people are draging tail once they get out of position? or how about your defensive coordinator chip in with a "well done" (no sarcasm at all) when offensive line commits a false start penalty? happens all the time.
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Old 02-15-2013, 09:41 PM   #6
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Re: So many dropped INTs..

I'm sure you are right.

One of the stranger miscues is when a coach announces a penalty before the pass is thrown and it turns out to be Pass interference!

I have seen some animations that made me scratch my head though. For example, when a pass bounces off a couple of players before landing in the arms of a defender. It gives the feeling that the result is being determined on the screen when clearly that would be a programing challenge as complex as our space flights!
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Old 02-20-2013, 10:39 AM   #7
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Re: So many dropped INTs..

Quote:
Originally Posted by Skarecrow
The game only has so many animations. I'm positive it uses animations that are not wholly appropriate to the result the RNG dictated. I've seen facemask penalties where the defender tackled the receiver in the knees for instance. A lot.
On the flip side of this point, I see guys spun around and drug down by their facemask all the time and it's never called. It appears that they goofed up that part of the programming.
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Old 02-20-2013, 10:51 AM   #8
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Re: So many dropped INTs..

Quote:
Originally Posted by Wheeler Dealer
So do you think the result of the play is determined and then the program gives you a display of what that might have looked like?
I let my OC and DC call all of my plays. From playing games out and playing games in Super Sim, here's just a few things that I've noticed that are different between the two:

1. I get more INT's on defense when I play the game out.
2. I have stud CB's and I rarely see a INT returned for a TD in the Sim. I see it when playing the game out quite often.
3. All Kickers are more accurate in the Sim.
4. My QB throws more picks when playing the game.
5. My running game is MUCH better when playing the game. Especially my small handful of created plays.
6. There are more injuries when playing the game.
7. There are more penalties called when playing the game.


I wrote this list off the top of my head in just minutes. I'm sure I could add a ton more to it if I really wanted to take notes for a few weeks, as I'm sure most of you could too.

But here's my point: If each play were "pre-simulated" and the animation on the screen was just to show you what it looked like, then why are there so many glaring differences between a Sim and a played game? If that theory were correct, you'd see a lot more consistency between the two....wouldn't you?
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