remember the 07 uh-san jose state overtime game, where colt threw it 75 times? lol
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I not only remember it, I taped that game as well as all of their games from 2006-07. The ones I couldn't get on TV I had a friend in Hawaii who taped them for me. So yeah... that San Jose St game was nuts... trailing 21-35 w/ just over 6 minutes left and starting at their own 3 yard line.
Colt puts together a 97 yard drive which ends when D. Bess makes an amazing one-handed catch for the TD and then Blaze Soares forced a fumble and we tied it w/ a Colt run in the final thirty seconds and then won in OT on a pass to Rivers.
That was the game the announcer said that Colt played himself out of Heisman contention {4 picks} and then played himself right back into it! {4 TD passes and come-from-behind win} :D
Ahh I see. Thanks for answering that it didn't even cross my mind that it would be the prospect map.
Okay thanks. I'm curious to see how that works though like say JoePa retired from Penn State. Would they just replace Penn State Head Coach with a new generated coach or would Penn State go through the coaching carousel and hire a new coach? I think it would be sorta stupid for a big time school like Penn State to just bring in some rookie, D prestige, coach as head coach rather than look for a good one. Though he probably wouldn't last but one year anyways it would be silly.
Penn State would still go through the entire coaching carousel process. I think what they are saying is that when a coach retires, the game will generate a new coach that will be placed in the coaching/coaching prospects pool and would be a candidate for a HC or coordinator position somewhere, instead of just having a coach retire and then there be one less coach for the game to have the teams choose from in the coaching carousel.
Made it to page 5 then got tired of looking. Simple question: Has anyone simulated say 6 years into the dynasty and checked ratings of players vs. original roster ratings. Here are the things that EA has never gotten right in the past:
1) Original rosters typically lead to a ton of near 99 talent guys before they leave and then there is a drop off.
2) Original rosters will have the best SOPH talent you are ever going to see in your dynasty.
3) Future rosters tend to mess up ratings due to randomization that makes no sense when compared to original rosters. Meaning, the CPU generated class might have the right OVR average rating for its running backs but some of the key ratings for running backs are too skewed when compared to the original roster. Like ACC might be extremely LOW with running backs, like OT like low which is STUPID.
4) Guys like Denard Robinson are IMPOSSIBLE to recruit. Sure you MIGHT be able to get a 5th year senior in the ball park of his ratings, but to get another QB rated the same as him in his JR year = IMPOSSIBLE
5) Teams are filling out rosters and depth charts properly.
6) Teams are recruiting to their team's philosophies. Option teams are recruiting FAST QBs.
I think that is enough to ask for now. Thanks
I started a simulation to look at some of those things... right now I'm near the end of season 4 I believe. Once I get to season 6, I'll post some thoughts on what I see in relation to your questions but also general thoughts of rosters, etc. I'll try to have all of that up sometime this evening. Bear in mind this is complete simulation so I didn't do any manual recruiting or anything like that whatsoever.
That would be great. I know that last year EA attempted to get the average incoming class around right but IMO they did a POOR job of bounding ratings around the important position specific ratings such as ACC and ATH for RBs, WRs, etc... It was silly to see some of the HIGH END recruits with horrible accelerations. Of course this didn't exist in the original roster set since they go through and do those by hand. The randomization of the ratings is what did them in I believe.
Thanks
If you have an OC or DC position, when you go to play that side of the ball can you still play co-op; as in both players playing a position while 1st player does the play calling?
Comparison of team OVR preseason ratings between 2011 & 2016. I'll still have more thoughts on sim results, etc. later but wanted to post these so that they could be dissected. I'll also likely sim to 2021 so we can compare 1 to 6 to 10 seasons.
I like how over time the average teams are getting slightly better, kinda helps mix up things.
Using some simple Ramhurst Math this is what I got
2011-2016
A = 19-19
B = 61-68
C = 29-25
D = 10-8
I like the spread of talent grades. The tough part is when you have 12 user teams gobbling up recruits. Hopefully the CPU is more competitive with users in fighting for recruits than in '11.
Well that looks promising on the surface. Now the real question, are the teams BALANCED inside with those ratings and are the players balanced inside their ratings? Here is what I mean:
Is the CPU team as a whole that is rated an "A" look like an "A" team to start. An "A" team now has no real holes in their roster. In the past the CPU teams don't recruit right and end up with 11 QBs who might have great ratings but that creates massive holes at other positions and skews their team rating. Who cares if their 4th string QB has a good rating if their first string OG is horrible.
Second issue are the ratings inside the players OVR rating. In past you could have the top RB in the class have great speed and strength but he has the acceleration of an offensive guard thus making him WORTHLESS or at best, a low level running back. So his OVR might be great because of a number of highly rated attributes but because his ACC is that of an offensive lineman he is completely worthless on the field.
Thanks for posting that spreadsheet.
In my sims at community days, I noticed some smaller tier programs making a run at a BCS bowl a few years in.
Well ratings progression (on the surface) appears to be quite good, but I'm still wondering about the size of recruits. I see in one of the dynasty videos posted by Tradition Sports that the 6'3", 190-pound defensive end still exists. That's fine as long as the guy gains 30-40 pounds in his first year or two on campus.
So the ask is simple: Can anyone check to see how weights (and I suppose heights) are progressing from year-to-year in dynasty?
This doesn't have to be a comprehensive analysis. I'm just wondering if guys are gaining 10+ pounds a year or if it's more like 2-3. Thank you!
Oh, that does bring up another great question. Can you take a few to look at what happens to people if/when you change their positions. Here are a few things to look for:
What ratings go up or down such as SPEED and AWR?
Are all LB's becoming better DE's and Safeties becoming better LB's? This was a problem IMO last year so I had to house rule it.
If there are 190 lb DE's please tell me they are getting pancaked to death! There is no one that little being recruited in Div. 1 any more. A simple trip to scout.com could confirm that. The lightest DE on the Michigan board is 220 but those guys don't even have offers. Most are 240+. If recruiting a LB who runs a 4.5 and moving him to DE is still superior to the DE recruits I will be disappointed.
In terms of the Coaching Carousel, does the yearly turnover seem appropriate to you? What about the movements and who is getting/accepting job offers?
Just played my first game as an OC in a dynasty. Two notes... 1) I was previously wrong... the HC makes all decisions for special teams (ie punt on 4th, kickoffs, etc.) and 2) it's enjoyably frustrating to leave the field in a tie ball game only to return down 14.
Okay... wait a minute here... you're saying if my team is down 20-26 at the mid-way point of the 4th quarter and I have a 4th and 1 at their 18 yard line, the HC will determine if we go for a FG or for the 1st down and as the OC I have no say in that? Am I reading that right?
This. Correct me if I'm wrong, but I thought coordinator goals were entirely stat-based, and not on wins and losses, so if the HC makes a bad call about punting or going for it on fourth down and you lose the game, it's not going to work against you as a coordinator.
I have a great question can there be two players as the OC and DC on the same team??
FCS East is still embarrassingly bad... just beat them 84-3 controlling only the offense and throwing the football 15 times (most of which was fairly early).
Aside from Super Sim from Web & Advance from the web (which I currently don't find), Dynasty Wire appears to be largely the same. Might be a few small changes here & there but certainly nothing ground-breaking. Though I do have a hankering for a Coke Zero.
I haven't tried Super Sim yet... I think I'll try that in my next game.
So I tried the Simulate From Web... it's pretty cool, certainly cool from a technical aspect. I don't think it's anything I would ever use unless there was just no other way I could play the game. It works fairly well, definitely some good functionality to it... for example, if you want to move your starting WR to the slot, you just drag his icon in the formation art to the slot and it swaps receivers. As well, you can substitute players at any time. Overall, certainly cool, but I'd rather have my hands on the joysticks.
One other note, even as the OC for the dynasty I'm running, the Simulate from Web allowed me to call both offense & defense. However, if you want to, you can super-sim to "next possession" just like you can on the console.
Just to clarify, coordinators do have contract goals for wins. In my Idaho DC test, I have a goal of 4 wins and of 8 wins (failing to reach 8 wins won't hurt me though).