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Poster Message
JonnyP
posted: 2013-01-22 21:42:17 (ID: 77931) Report Abuse
Unfortunately the playbook is also slow and cumbersome to create.

It should, I hope, be high on Pete's list of things to improve.
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holmeboy
posted: 2013-01-22 21:52:00 (ID: 77934) Report Abuse
Season 7 will be my 4th season here and I only began to think about my playbook last season. I used to just run one play before.

Didn't touch it in my first two because it seemed like such a daunting task. I was expecting to have >50 lines. But realistically you only need to make 15-20 lines.

I think a sentence in the manual saying that most of your 'game plan' should be made from the match settings would be helpful. If I'd realised that I would have done my playbook sooner.
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athos
posted: 2013-01-22 22:07:36 (ID: 77936) Report Abuse
JonnyP wrote:
So an option to:

- do it yourself, potentially making big mistakes, or
- game does it for you and gets it right

Haha, not much of a balance there - it would provide immediate and definitive info regarding what skills are best for what positions, something most of us spent several seasons working out!


It's a very good point, and being masochistic the more mistakes I made (and make) the more time I spent(d) trying something different.

But in my very humble opinion I think that if such a time consuming task were helped out, it might be a factor in keeping someone in the game, because it was a bit dull moving my player with the highest Passing to QB, the highest catching to WR, best carrying to RB etc.

If the roster had been helped by just a single skill, it would have been a help, and there would have still have been plenty of fine tuning needed and mistakes to be made..........
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JonnyP
posted: 2013-01-22 23:54:00 (ID: 77948) Report Abuse
Things I would consider to make it more user friendly for newbies... and oldies for that matter:

- being able to sort rosters by stats/* ratings/ PC etc - without having to be a supporter and download the roster

- a simpler but more flexible playbook - allowing multiple plays for each situation, a slightly wider selection of plays to choose from, but a limit to the actual size of the playbook.

I'm sure I've mentioned it before somewhere, but I played a game which allowed up to 4 plays per situation, with play #1 weighted to be picked more often than nos 2/3/4.

The offensive play options were:
Rush Centre/Off tackle/reverse/sweep/QB option/Draw
Pass short out/short in/flare/screen/TE/deep in/deep out/bomb/QB option
Defense Goalline/Rush/Mixed/Pass/LB blitz/Safety Blitz/Prevent - all possible with either 3 or 4 man Lines (no 5 man line sadly)
Formations shotgun/proset/I-formation/2 TE/3 WR/Goalline

It was simple, and it worked very nicely.

There were 2 versions of the playbook, one with 10 predefined situations, allowing you to just input formations and plays to a ready made grid, eg:
1st and 10 - Proset - Sweep/Pass TE/Off tackle/Short out

The other option was to write your own situations, you were allowed up to 16 user-defined situations only.

It was enough, as the play weighting adjusted during the game as plays succeeded/failed.

Eg 1st 10, the initial sweep play is stuffed for a 1 yard loss, the chance it would be picked on the next 1st and 10 was reduced.

Last edited on 2013-01-23 00:00:20 by JonnyP

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ScottWAR
posted: 2013-01-23 04:02:43 (ID: 77963) Report Abuse
As a new player- - - -

New players have enough to figure out and learn without having to move their players to the correct positions. First off,...its not something you expect to need to do,...I have been playing for over a month and I just recently learned it.
Also its very unrealistic. Most of the time by the time a football player is a pro (getting paid) he has been playing in his best position for a while. There are exceptions,...but they are just that, exceptions. So the idea that as a new team owner/manager....I would need to figure out what positions my players should be at feels wrong.

With that said,... its not that big a deal to me now. I have already trained everyone in the positions they were at to begin with except one, who I changed to QB. It would have been nice to know,...maybe it should be added as part of the manager training.





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Beergut2
posted: 2013-01-23 07:00:49 (ID: 77972) Report Abuse
Optimizing player positions is a good idea. That was one of the first things I had to do when I started and it was a pain. Half my team seemed to be assigned to the wrong positions based on their primary skills.

The playbook is also an issue. Even now I hate even looking at it because I'm afraid I'll just make mistakes and screw up whatever chance I have at getting some wins. I do like that you can really create an advanced playbook if you want, but its very intimidating and not easy to get the hang of in my opinion.

And what almost made me quit in the beginning was the ridiculous scores against much stronger teams. Some early games (league, SC, and friendly) saw me take beatings of 50-80 points which was nearly enough for me to say "screw this". Plus seeing 100 yards of total offense versus 600 from your opponent. Not that I expected to win these games but if the scores were more realistic, I think new managers could take these losses better and see that they have a chance to improve. When you get shutout 70-0 after spending tons of time reorganizing your team and its pretty frustrating and not much fun.
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hosh13
posted: 2013-01-23 07:20:19 (ID: 77974) Report Abuse
oddball wrote:
hosh13 wrote:
I think the best ways to get people to stick around are -

1/ a much better and comprehensive match engine (hard)

why would a more comprehensive engine make new players stick around?! i would think it would be the opposite as it would be too hard for them to learn. i gues we will have to wait for the Hosh engine to arrive for the better and more comprehensive match engine!

2/ A stronger starting team (not so hard)

this is only for people who dont want to put any effort into the game and get instant results. todays generation of everyone is equal!!! wot a load of balls.


1/ What I was getting at was stuff like receiving backs, blocking WRs, pass rushing DTs, etc. If someone's been around a few days and picks up on this.............................

2/ Ummmm, rightio then!
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hosh13
posted: 2013-01-23 07:42:38 (ID: 77975) Report Abuse
Civilis wrote:
I disagree. Changing the positions gives a noob a chance to be better than another noob. Nothing gets you into a game like a sense of accomplishment


Agreed. And you learn a lot early.

I think new teams should get 3-6 draft players of their choosing on start-up to be chosen within 2 weeks of sign-up. It would be easy to compensate the existing teams also.
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jack6
Leverkusen Leopards

Germany   jack6 owns a supporter account   jack6 is a Knight of RedZoneAction.org

Joined: 2011-09-05/S00
Posts: 7095
Top Manager



 
posted: 2013-01-23 07:50:32 (ID: 77976) Report Abuse
hosh13 wrote:
Civilis wrote:
I disagree. Changing the positions gives a noob a chance to be better than another noob. Nothing gets you into a game like a sense of accomplishment


Agreed. And you learn a lot early.

I think new teams should get 3-6 draft players of their choosing on start-up to be chosen within 2 weeks of sign-up. It would be easy to compensate the existing teams also.

Dont't forget to give them a mascot and a SUV should also be in the mix.

Serious: Why shoud a new manager be pampered that way?
3-6 Draft players? for what? Selling?
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alexshans84
posted: 2013-01-23 07:57:01 (ID: 77977) Report Abuse
ScottWAR wrote:
So do both.
Keep it as is,...but give the player an "optimize player psotions" button or something they can use to have the game automatically assign players positions based on what they would be best.

That way those that wat to do every little thing temselves can,...but those that dont or dont have time have an option besides walking away.


In one other management game there's an "assistant" that can suggest line-up if you need it. The same thing with players positions would be helpful for newbies.
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