The first impressions of the new sim is that it's much akin to the previous simulation engine that we used. I will confess, however, that I was not very well versed in the intricacies of the previous sim engine, and I couldn't even tell you what it is called. It seemed to go so much faster and you had to skim the text quickly to see results. The new sim engine seems to have a bit more of a modern polish to it. The stats seem to be a bit easier to read, and you don’t have to focus on a little box of text if you want to keep up with the stats as the game goes on live.
This may be team specific strategy too, and not related to the sim, but it seems like there’s a lot more passing attempts being made which always results in a more fun game experience. There’s nothing worse than a punishing run game that prevents the ball from ever going into the air.
Other than that, it seems to not have much that’s changed. I suppose that’s not a bad thing from my perspective – if it is not broke, don’t fix it.
This may be team specific strategy too, and not related to the sim, but it seems like there’s a lot more passing attempts being made which always results in a more fun game experience. There’s nothing worse than a punishing run game that prevents the ball from ever going into the air.
Other than that, it seems to not have much that’s changed. I suppose that’s not a bad thing from my perspective – if it is not broke, don’t fix it.