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Main / Discussions / is anything need add to the manual of the game? Search Forum
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  Poll: How should the manual describe which skills are important for which action on the field?, Poll closed, votes: 265
82
As it is today: "Blocking is useful for doing X, Y and Z
101
QB needs skill X, Y and Z. Supporting skills are U, V and W
39
To pass the ball, the player needs to have high X, Y and Z, supported by U, V and W
35
Don't provide any description, it should be part of the gameplay to check this out
8
What are skills?
Poster Message
papadoc
posted: 2013-05-31 13:17:05 (ID: 97613) Report Abuse
I agree VERY much .... a new manager like me (1,5 seasons) has to search for hours through the forum for the bits of info and clues older managers already have ... Manual plz !



Oh i just realized - my comment was meant as a reply to an earlier post but here it ended up in the hornets nest with HIOSH13 's comments :-) but hey i aint touching that one .... Except for - more power to ya pete youre dooing a hell job !!!!

papadoc !

Last edited on 2013-05-31 13:32:26 by papadoc

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Ohgie
posted: 2013-05-31 16:26:19 (ID: 97619) Report Abuse
I have a possible solution or maybe this is just another observation. All of you take a moment and go load up the manual. Assume you might have looked at it only a few times or maybe you read all the way through it 3 weeks ago. Now, look up Player's Skills.. where are you? I asked experienced players where it was and it took time for us to find it and we really worked to find it (in the glossary?). Perhaps we have all the information newbies need but the way things are formatted make much of that information not easily accessible. For example, Copy the skills and descriptions in the glossary and go back to the manual's list of topics. Right up in General when we are describing the game and how things work, put in Player Skills and paste in the skills descriptions into that page. Poof, now newbies are not doing Easter egg hunts to find things that they care about.

On top of that idea, consider that everyone looks for information from different perspectives. If I want to know what a skill does, we have that information. If I want to look up how the position of QB is handled in this simulation, that information does not exist right now. One might argue that you could go read the skills through and "figure it out" but this is insulting to the fact that everyone has valid interpretations of the meaning of things. EX: in the description for speed it states "It helps on breaking tackles as well as avoiding / making sacks, it helps running faster than the defender, and it helps catching a running away receiver or ball carrier. " This is horribly vague when talking about positional needs. Every player on the team needs to be able to catch a ball carrier at some point during a game. The first sentence is nice in that it hints, Making tackles, Breaking tackles, Avoiding sacks (really question why this is true for anything other than Michael Vick types), Making sacks. O.K. this gives us that speed is used in 4 formulas in the game. It does not share with me what skills the simulation values for position as I was searching for. I am not looking at exact formulas .. that is an exaggerated response thrown out there many times in this forum and is not what the poll was suggesting. Rather, something like

"QBs rely on Vision, Strength, Agility, Intelligence mainly to find success"

This does nothing more than clarifying which of all of the skills may apply most to a position in this simulation. This is not always interpreted the same thing as real life (see comment about speed above). It is simply helping new players have some idea of what values were instilled in the simulation.

So the short summary:

Move Player Skills descriptions from the hidden Glossary to and item in the General area.

Create another item in the General Area that lists positions and maybe 3 or 4 skills that most apply to the position. Include an expressed statement sharing that many other values are factored in and that these are only suggestions to help guide early decisions for generic game play.

After all, we want new players diving into the playbook right away as that has more impact on early success than knowledge of the skills. Heck only 4 players on my original roster stayed in their original position after I did hours of analysis. Most new players will not do that time and will not succeed that way. Satisfy their "need" of knowing at least a little of what the sim values and then help them focus on things that matter to newbie success like the playbook. Without early mini successes, newbies will continue to leave. Sorry for long post but I feel it is important to put all the ideas together as a solution rather than a tons of reactionary posts where people don't understand where someone is coming from.
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andrew2scott2
posted: 2013-05-31 17:33:46 (ID: 97622) Report Abuse
hosh13 wrote:
To me this is a black and white division of camps.

Camp 1 says they think it's funny and interesting that someone might be training a player in a skill that is completely useless (having zero effect).

Camp 2 does not think that's funny or interesting.

I'm in camp 2.


I agree but unlike anyone in camp 1 would leave if at lest the descriptions where greatly improve.

But people in camp 2 are owner who are having trouble understanding this part of the game and just want straight answer and may leave if they don't get it at some point

Last edited on 2013-05-31 17:35:11 by andrew2scott2

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bwadders76
posted: 2013-05-31 19:45:53 (ID: 97643) Report Abuse
hosh13 wrote:
TombKing wrote:
I would leave it as it is. In fact, over the last couple of seasons there have been some clarifications on skills, which made use and training of some of them more clear.

If this is all about making the game more attractive to new players, it's the wrong way IMO.
RZA is just not plug&play. You have to read, and ask, and find some stuff out by yourself. If a manager is not willing to do that, than just quit.


Disagree 100%

I am not here to be a researcher spending months doing statistical analysis - I'm here to play a football game!


Good luck with that you might play one someday soon
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talbot68
posted: 2013-06-02 09:34:38 (ID: 97746) Report Abuse
Although you need to attract new players, attracting the right players is important. I'm attracted to RZA because:
1. It's a strategy game.
2. It's a sports management game.
3. There are layers of understanding that you have to develop in order to improve.
4. It doesn't overly favour people who can sit online for hours at a time, like games where you have to collect resources and attack people - the game calendar is fixed and you can't hurry it up.

I'm not convinced a more detailed explanation of how skills work would attract the type of player you want - people like me would be a little less keen, because we'd possible feel it made the game too easy to work out, a lot of players still wouldn't read the manual, and the middle ground of players that don't really have the patience to read and think enough for themselves would still get frustrated and leave, as they'd still get beaten by the better players. So I don't think a clear prescriptive approach to laying out all of the required skills would help.

Personally, I'd love to see more skills/characteristics, although this makes development of the engine a lot more involved - similar to the Championship Manager (Sports Interactive soccer management PC game) style.

The only other way I would do it would be to go the complete opposite route, and invite the player to think. Consider that if you have a squad member with 50 in every characteristic, that is the perfect player. Then think for each position which skills you would be prepared to compromise on and have lower developed skill. Describe the skills in terms of what they allow a player to do (this is described, but maybe the detail could be increased, so for carrying you might enhance the description from "the technical discipline of carrying the ball" to "how and where to hold the ball, how to break tackles, when to go to ground", etc.) - just a couple of thoughts. Happy to chip in with a contribution for other people to edit if required...

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Meitheisman
posted: 2013-06-17 08:22:06 (ID: 98799) Report Abuse
Any news on this?
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pete
H2TAGIT4Q

Europe   pete owns a supporter account   pete is a Knight of RedZoneAction.org

Joined: 2011-09-01/S00
Posts: 20502
Top Manager



 
posted: 2013-06-17 10:06:56 (ID: 98803) Report Abuse
Meitheisman wrote:
Any news on this?
No news needed...the idea did not get a majority...none of the ideas did. That is why we stick with the current mode until we find a better way, a way the majority could agree with
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Meitheisman
posted: 2013-06-17 12:36:23 (ID: 98810) Report Abuse
Okay, I read the results differently which is why I was expecting an update... More people voted in favor of a change than people voted in favor of keeping things as they are, this is why I thought a change would come.

Thanks for the fast response, as usual
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pete
H2TAGIT4Q

Europe   pete owns a supporter account   pete is a Knight of RedZoneAction.org

Joined: 2011-09-01/S00
Posts: 20502
Top Manager



 
posted: 2013-06-17 13:48:48 (ID: 98818) Report Abuse
Meitheisman wrote:
Okay, I read the results differently which is why I was expecting an update... More people voted in favor of a change than people voted in favor of keeping things as they are, this is why I thought a change would come.

Thanks for the fast response, as usual


I expect about 2/3 of the people to think about making a change...

Last edited on 2013-06-17 13:49:09 by pete

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SkinnedPig
posted: 2013-06-17 15:33:06 (ID: 98824) Report Abuse
'As it is today: "Blocking is useful for doing X, Y and Z'
Where in the manual is this info?
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