Smirt211 wrote:
We're good, bro . JDB has been silent, you have been very vocal - like the only one on the boards. The energy level and motivation came off as JDB speaking through a 2nd account, however, I now see you are the good guy relaying from the developer's chat. As for the exploits...
I'd say JDB is more busy fixing things than anything else.
As I've said, he really needs to publicise the roadmap page more because there you can see what's been changed, what's planned, what he's looking at. It's automatically updated as changes put into place.
I've asked he at minimum have sticky threads containing that link in General, Help and Bugs community forums; also to add to the monthly update thread.
Smirt211 wrote:
I have dominated w/ all off and then all def currently as JDB made the game more closed in and destroyed drafts. If we played the way he wanted it - parity - no big plays would happen or moving the ball. Even before this, we can't throw 1 long pass and most med get sacked. I don't think I exploit, I survive. I am sure the mfn-1 zone-run d is being looked at because of what my rules can do to it when activated.
I'd say there are arguments draft generation of player does need work. It's pretty tough to find a quality TE outside 1st round, I've tended to find for example - plenty of #3 calibre in my experience.
The ethos isn't that no big plays should happen or that the ball wouldn't be moved. It's more that the game is envisaged to be more like pro football. Yes, it's a game but it's not realistic to have rosters stacked with WR, CBs. The speed issue has been an exploit - not a cheat, it's not - but an exploit of issues in the game engine. Most people coming to the game fresh would just think that's simply not "realistic".
What is really needed is parity in the sense that for a given game engine, there's no one way to success. Run heavy, pass heavy, if you gameplan well, either approach can give success if you work at things - gameplan, recruitment, depth, overrides. We're not at that level yet and the UI work, which was needed, has taken some attention away from that.
If you look at the roadmap, JDB is looking at long passes. Within the framework that we know long passing is well, damaging, admin owners have the option to turn certain plays off; NFL league has removed all long passes.
With regards to the zone def vs rushing, the fact is Zone is broken on a number of levels. I've laughed at the irony that people in mfn-1, certainly the experienced ones may not notice differences due to avoiding using it... but people are testing it out.
For reference, there's no talk of anything you have done in that area. The issue has been related to how the defenders react on rushes; there has been a tendency to fail to break off early enough, hence not reacting to the run until ball carrier hits LoS. As a consequence rushing vs zone can be pretty effective, which is why people blitz to get bodies there.
I'm not going to say what JDB has done with regards to that because we don't get told - we're not going to be told internals of the game engine. The view I've espoused is that imo defenders should look to get to their zone initially - at time of handoff, checks should be made to determine if they "see" the handoff, at which time negate dropping back and play the run. I suggested maybe field of vision could be a useful attribute as part of that. That would allow defenders to react accordingly, but also miss the handoff till too late, a good balance.
Think of yourself as an excellent test of the game engine, helping to improve it.