@bprasse wrote:
@EA_Shepard I am not sure if it has been mentioned in here yet, but it seems that one major factor contributing to the sim stats being off is the play count in simulated games. Low play count means less opportunities which, I believe, is what is causing the low rushing yardages, sacks, etc. Adding a slider, like NBA 2k has, to adjust sim quarter length could be a fix for this. It would give users the freedom to adjust sim stats to match their playstyle.
On another note, with wear and tear being so important, having formation subs that we can set up from the main menu is imperative.
You are 100% correct. I did a few sim test of just the first season (because the rosters are completely of EAs making and not changed by recruiting or coaching changes). The play count was between 50-58 plays per game. That is extremely low for CFB and even that upper mark of 58 plays/gm was even lower than most NFL teams over the last 10 years. From #1 to #133 last year in college football the range was 82 plays/gm (USF) to 56.1 plays/gm (Kentucky). Kentucky and Miami (OH) were the only 2 teams under 60/game and 50 teams (roughly 38% of all teams) were over 70/game.
Rushing stats are criminally and egregiouly low and rushing play results/production is low as well. You only need to look at the service academies to nail this down. QB rushing production for running QBs is terribly low (I'm speaking of yards per carry) and there are too many QBs recording rushing attempts because of there speed/athleticism. I'm not sure why there is an insistence on tying play style to playbooks, instead of giving players an opportunity to change playcall balance themselves. EA has been doing this for many years now and I've seen more than enough people speak out against this to establish some sort of contingency against it. It's always been bad and it's really hurting this game.
Here's a further list of major issues the game has
- Complete and utter lack of customization (not allowing people to change numbers & ratings for real players and skin/head for AI players is such a bad decision). The players were paid to be in the game, just like the NFLPA allows NFL players to appear in Madden. I don't want to give EA any bad ideas but why do they allow us to edit NFL player ratings and numbers but not the college players??? You can even change the face of real players in Madden and edit their hometown and age, but no not here. I really need someone to explain this complete and utter lack of actual logic.
- Transfer portal has some logic issues. I had one sim were Clemson had Klubnik return for his Senior year and 3 other QBs who all started every game for their former schools all transfered in. The team had 4 3,000yd passers on the roster. Which leads me too...
- WHY ARE THERE SOOOOO MANY 3,000yd PASSERS!!
- Why do so many QBs throw for over 30TDs
- Why do so many QBs complete over 70% of their passes
- Why are there so few sacks in sim
- Why are there so few injuries
- Why are did you completely omit formation subs
- Why haven't you implemented sliders for the sim stat engine
On that last point I'm flabbergasted at why dev studios are so afraid to be called out for copying that they don't blatantly rip off other companies good ideas. NBA 2K has a slider set just to handle sim stats. It's a genius idea and it's sitting there waiting to be used by other sports games to really allow players to customize their leagues but no one seems to be interested to ripping off this brilliant idea. PLEASE, PLEASE PLEASE embrace your inner bandit and put this in the game (and Madden too). That's my rant.