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pete
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Joined: 2011-09-01/S00
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posted: 2012-06-01 07:00:53 (ID: 43111) Report Abuse
@CCILL: find my answer here, please

Last edited on 2012-06-01 07:17:27 by pete

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JonnyP
posted: 2012-06-01 08:07:04 (ID: 43117) Report Abuse
CCILL wrote:
Shiner PLEASE DON’T APOLOGIZE FOR ME because YOU are a gutless wuss. May I make a suggestion, that maybe you should go back to say maybe the 6th grade and take reading over. Maybe this time you should pay a little more attention to the reading comprehension part! Seems you appear to be as George Bush once said “left behind” in that department.


Not only are you ignorant, impatient, insular and have a bad attitude, it seems you are also incapable of keeping a promise. You said you were going away from the forum.

Now please do that.

And stay away.

We know the game has flaws, some are big and glaring, but Pete is working on improvements and believe me, he does listen, he's easy to deal with, and he is online frequently - more so that almost any other game admin I've encountered... and I've been online gaming since the days of MUDs around 1990/1991.

Complexity is what will be causing most newbie dropouts, but all online sims suffer that, especially those which strive for a high level of detail. Having been an admin for several games, I know that it is common for roughly 90% of players to be utterly disinterested in game forums, very few read the rules (you are clearly guilty of that with some of the mindless drivel you have posted), and even less seek to contribute constructively.

What we have here at RZA is a relatively positive community, with a strong level of contribution and co-operation - and much less bitching than I have seen in certain other games.

And long may it continue.

Sorry... back to YA - I think I make a valid point a few posts (or pages ) ago.

Last edited on 2012-06-01 08:12:13 by JonnyP

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mikemike778
posted: 2012-06-01 08:37:35 (ID: 43121) Report Abuse
JoeCool wrote:
Do It Yourself

I'm not sure why that is a bad thing? Just asking..


Yes.

Personally I don't like the way you custom design how your player will build like GLB. Sooner or later an 'ideal build' will probably evolve and you'll find all MLBs have say tackling as main skill then vision then positioning and then whatever the popularly conceived order is (like in GLB where you 78 cap this first then 73 this second etc). All CB will probably have 45+ speed etc.

I'd prefer some natural fluctuation so some Linebackers will end up tackling machines but have dodgy vision - some Defensive Linemen will be strong and fast but have dodgy footwork (in RZA this wont happen because you'll train your DL in footwork) so essentially all players don't end up with the same design and aren't clones.

It would be very difficult to do this in RZA though - other games do it with specialist skills (ie some training automatically goes into one skill) and that kind of thing but if RZA had this - you would just reposition your player into what suited your specialist skill.

Think RZA is pretty much forced into the DIY route which I think is a big weakness in the game but like I said its personal preference and some people probably prefer the control.



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mikemike778
posted: 2012-06-01 08:44:54 (ID: 43122) Report Abuse
Anyway ...

on topic. I will be following the ... spend your points on capped players strategy.

Unfortunately I've not got any yet so as I like traits - I'm spending them on my Stone Wall.

My best coach is an OL one so it makes sense to spend points on skills an OL coach can't train as well. Youth Academy players are training much faster on strength so makes sense to avoid putting points there. Need to do some analysis on what skills an OL coach can train though.

Strength
Blocking (presumably)
Positioing (maybe)
Footwork (maybe)
Agility (maybe)

Anyone like to offer forward what they know on this ?
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sh8888
posted: 2012-06-01 08:56:59 (ID: 43126) Report Abuse
mikemike778 wrote:
JoeCool wrote:
Do It Yourself

I'm not sure why that is a bad thing? Just asking..


Yes.

Personally I don't like the way you custom design how your player will build like GLB. Sooner or later an 'ideal build' will probably evolve and you'll find all MLBs have say tackling as main skill then vision then positioning and then whatever the popularly conceived order is (like in GLB where you 78 cap this first then 73 this second etc). All CB will probably have 45+ speed etc.

I'd prefer some natural fluctuation so some Linebackers will end up tackling machines but have dodgy vision - some Defensive Linemen will be strong and fast but have dodgy footwork (in RZA this wont happen because you'll train your DL in footwork) so essentially all players don't end up with the same design and aren't clones.

It would be very difficult to do this in RZA though - other games do it with specialist skills (ie some training automatically goes into one skill) and that kind of thing but if RZA had this - you would just reposition your player into what suited your specialist skill.

Think RZA is pretty much forced into the DIY route which I think is a big weakness in the game but like I said its personal preference and some people probably prefer the control.


Your point seems to shoot itself in the foot ... i.e. you seem to be saying that there is a very individual DIY route to building a player, but then you imply that all players will eventually end up very similar !

I thought the whole idea of DIY is that you customise it exactly to suit your own needs/ideas/thoughts.
I also think it won't happen like that, here's a quick example ....

I know that dark-wing has a very good kicker and a very good punter, the kicking/punting skills are close to the max. I'm going down a different route ...my Punter has good punting skills, but I personally think training him more will cost me money without noticeably better results, so I'm not training his punting much further, I'll train some other skills instead.

So I'm not convinced that a "prototype" player will eventually exist ...I just think that people's views on which individual aspects constitute 'the ideal player' are too diverse for that to ever happen.

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sfniner08
posted: 2012-06-01 13:50:23 (ID: 43146) Report Abuse
The fact that Peter doesn't tell us all the skills and to what degree they are important for each position does kind of make it hard to build a prototype.

The main skill is obvious for each position, so yes people will train those up. I mean, why would you not train tackling on defense?
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mikemike778
posted: 2012-06-01 14:59:24 (ID: 43151) Report Abuse
The point was ... in real life, you can't just say I want all my LB to have 45 tackling, 34 vision, 23 positioning and anything left in catching.

In the real world ... you can't make LB out of a box - some of them will be (relatively) lacking in some skills key to the position and may be good at things you wouldn't 'put points into' because that's how real life works. You get different types of players - you can't custom design them.

10 seasons into the game after people have studied the ME, I'd be shocked if positions weren't 'built' pretty much the same.

GLB built an entire game on designing your own players/robots so the RZA way isn't necessarily wrong but its the note the route I'd go for. Anyway this is way off topic so my last post on it.

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sfniner08
posted: 2012-06-01 15:43:06 (ID: 43153) Report Abuse
I understand your point. It just comes down to personal preference.
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Lee1950
posted: 2012-06-01 16:10:16 (ID: 43162) Report Abuse
mikemike778 wrote:
The point was ... in real life, you can't just say I want all my LB to have 45 tackling, 34 vision, 23 positioning and anything left in catching.

In the real world ... you can't make LB out of a box - some of them will be (relatively) lacking in some skills key to the position and may be good at things you wouldn't 'put points into' because that's how real life works. You get different types of players - you can't custom design them.

10 seasons into the game after people have studied the ME, I'd be shocked if positions weren't 'built' pretty much the same.

GLB built an entire game on designing your own players/robots so the RZA way isn't necessarily wrong but its the note the route I'd go for. Anyway this is way off topic so my last post on it.


I think your GLB comparison has some validity. GLB lost me because I felt you need to buy credits to get a max build. iirc, the "newbie info" there was full of advice on how to build the perfect LB, whatever, with the exact skill levels to train to, etc. I felt it was, as you say, too structured; too cookie-cutter-esque.

As you can see from the forums here, after almost 9 months of RZA play, there is no corresponding info here. Yet. (Some managers are working hard on it!) And even if there emerges a general agreement that, for instance, the 'perfect' build for an MLB is 50 Str, 50 Speed, 50 Tackle, 40 Footwork, 40 Vision, 30 Positioning, 30 Agility, 30 Catching, 50 Intel .....Pete has built in a couple of barricades that will ensure there are very very few (my prediction is there will be none!) of those in the game:

- Speed, Strength, Agility are all Capped somewhere between 35-50
- Only 5* Talents can train to 50
- Salaries on 45+ skills will be breathtaking and self-limiting
- Intelligence and Teamwork are fixed, and can be single digits, iirc
- Pete's not giving any player-position templates away (even draftee's are not "complete" players, so we blindly copy their profile at our own risk)

But you are correct, everyone will be able to build at least a 35-35-40-40-40-30-30-30-(random Intel) MLB. In fact, you will be able to turn almost any player in the game into a 35-35-40-40-40-30-30-30-(random Intel) MLB

Is that a flaw or a feature Opinions will vary.

Last edited on 2012-06-01 16:11:41 by Lee1950

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canonico
posted: 2012-06-01 16:28:21 (ID: 43166) Report Abuse
Lee1950 wrote:
- Intelligence and Teamwork are fixed, and can be single digits, iirc


Yes it can be single digits, i have seen some of these craptacular single digit # in atleast Intelligence.

Has this scout report proves it.
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