RTG Hurry Up Offense Question Mark Above QB Head (When on the Road)
I've never posted on these forums because I've never felt strongly enough about something to voice my opinion, but this "feature" is just so ridiculously broken that I had to make a post in the off chance that EA considers this type of feedback for future updates.
First and foremost, I completely understand what EA was trying to accomplish with this "feature"... The idea that you're in a tough road environment, it's extremely loud and you're running the hurry up offense so communication can be difficult and thus the play call may not always be heard by everyone. However, the execution of this "feature" could not be worse. As someone who played major college football, I can tell you that it's extremely rare to have called a passing play and some how the communication gets messed up SO BADLY that it ends up being a run. It just doesn't happen like that in real life... The game is basically saying players can't hear the play call in the hurry up offense, but in reality the plays are being communicated from the sidelines via visual symbols, hand signals, or numbers/letters which correspond to the plays on your wristband (basically, non-verbal).
I was just playing a game on the road at Texas A&M and was running the hurry up offense and on multiple drives EVERY SINGLE PLAY (no exaggeration) the QB had the question mark over his head after selecting a play (pass plays) and every single time it was somehow switched to a run play (I would guess it happened 3 out of every 4 plays during the game- 75% is WAY TOO MUCH). Then your stuck with this play you didn't select in this completely unrealistic situation, because EA Sports decided it would be fun to not allow users to audible at the line of scrimmage. This needs to be fixed- it's both unrealistic and it isn't fun at all. I understand these games are supposed to be a mix of both fun and realism- well, whoever decided to implement this was able to make the game both unrealistic and 100% no fun!
A better way to implement the feeling of a harsh road environment would be to occasionally (less than 10% of the time) have a wide receiver or two run the incorrect route... Or, if it's a running play have an O-lineman forget to pull, or have the QB open the wrong direction for a handoff which messes up the timing... Those types of things are far more realistic.