05-04-2021, 04:34 PM
(This post was last modified: 05-05-2021, 01:42 PM by StadiumGambler.)
Tier 1: Long Form Tasks (Must be 800+ words)
Choose ONE for 10 TPE.
6. Write 800 words or more on something about anything in the league that interests you. It could be related to statistics, a league issue that you take seriously, or a niche part of history that doesn’t fit neatly into either of the above categories. This must be directly related to the league, so don’t wax 800 words about your team’s participation on a Werewolf server or something.
There's some league issues with the sim obviously that interests me and I take seriously, with one of the most egregious cases being the Chicago Butchers just getting crapped on by the Sarasota Sailfish in a giant meme of a game.
Both teams were guilty of some pretty egregious coaching errors that would not occur in a real life setting. First of all, instead of doing hurry up offense, Sarasota burned two precious downs spiking the ball to stop the clock, including one that pushed them into a must convert 4th and 4 to win the game. Sarasota then left 19 seconds on the clock before kicking a field goal from 51 yards out to tie the game 34-34. For one, Sarasota should've burned off more clock, and instead spike it with 2 or 3 seconds left, thus ensuring that if you make the kick, it forces overtime and doesn't give Chicago a shot at winning the game with a late kick return or Hail Mary. For another, there maybe should've been only one spike at most to stop the clock during the actual drive itself, but the sim is unfortunately reluctant to run quick sideline out routes like a normal football game, thus causing more clock to bleed, and the drive to look less realistic than conventional football.
But then the main event happened. Chicago ran three quick passes to force a 4th and 1 with just 4 seconds left on the clock, they were on their own 34, and instead of just burning the clock with the punter running around and kicking it out of bounds with 0 seconds left or something, they decide to go for it on a 4th and 1, where after they'd go for it it'd be dubious that they'd even have any time to throw a final Hail Mary or call a miracle lateral play like real life. But instead of throwing a Hail Mary, they run it on 4th and 1, and get stopped before the clock runs out, giving Sarasota 2 seconds to kick the game winner since Chicago turned it over on downs in their own half. There is no chance in hell any of this would happen in a live professional game, and probably not even college or high school. In fact, the coaching is so egregiously bad that it borders on point shaving or game throwing levels (which I riffed on in an article). This indicates clear issues with the sim, that Wolverine Studios would need to fix (However according to site veterans that probably won't happen ever.)
Another league issue I think exists that I take seriously and would like to see changed, is the way inactives are handled in the DSFL. As it stands right now, it seems that anyone who doesn't Activity Check around the time of the Ultimus isn't eligible for the next season. To me that's a bit BS, because teams have plenty of roster spots to fill, they drafted the players, no other ISFL team really needs them. I believe teams like Norfolk and Bondi Beach had teams with 4-5 open slots on defense filled by 50 TPE bots, when they had guys from last season at 100-120 who might've just bowed out due to college or COVID or something. Teams should be allowed to gather people they drafted to at least fill out the ranks, with rules that active rookies always need to start ahead of the bots when necessary.
I get that the rules are probably there to promote participation and stat-compiling amongst the rookies, but again, include rules to protect rookie's spots in the lineup. Also, rookies can still achieve good stats even against fairly good defenses with the right scheme fit, as Chunt the Badger proved when she set the DSFL record for receptions and yards in her rookie season. Rookies would be able to function in a more offensive minded sim and get stats, and defensive rookies are gonna have a hard time regardless (although DeAndre Chuggs and Tim Soulja had nice years). IFAs would allow teams to fill bot positions, and give some paycheques to IA users who might come back someday with another, stronger player that can help the league. Overall I believe it'll improve the quality of DSFL play, and make things look more professional. GM Bots can't cover the sun with their finger.
Finally, a league issue I'd like to see fixed is playoff structure for the ISFL, namely an expansion of teams allowed in. We should just expand it to 8 teams already, as all the hypothetical 4 seeds over the past 4 years have gone either 8-8 or 9-7. The sim does an 8 team playoff anyways, so instead of having to re-sim to rig the game against the 4 seed in the 1 v 4 matchup to make the playoffs line up properly, just let them have a fair game. And even if a 7-9 team makes the playoffs, that has happened multiple times in the actual NFL, so it's not entirely out of the realm of unrealism (unlike our sim sometimes). Plus it also helps all of us trying to get TPE from playoff predictions, by giving us an extra two games to hopefully get right.
Choose ONE for 10 TPE.
6. Write 800 words or more on something about anything in the league that interests you. It could be related to statistics, a league issue that you take seriously, or a niche part of history that doesn’t fit neatly into either of the above categories. This must be directly related to the league, so don’t wax 800 words about your team’s participation on a Werewolf server or something.
There's some league issues with the sim obviously that interests me and I take seriously, with one of the most egregious cases being the Chicago Butchers just getting crapped on by the Sarasota Sailfish in a giant meme of a game.
Both teams were guilty of some pretty egregious coaching errors that would not occur in a real life setting. First of all, instead of doing hurry up offense, Sarasota burned two precious downs spiking the ball to stop the clock, including one that pushed them into a must convert 4th and 4 to win the game. Sarasota then left 19 seconds on the clock before kicking a field goal from 51 yards out to tie the game 34-34. For one, Sarasota should've burned off more clock, and instead spike it with 2 or 3 seconds left, thus ensuring that if you make the kick, it forces overtime and doesn't give Chicago a shot at winning the game with a late kick return or Hail Mary. For another, there maybe should've been only one spike at most to stop the clock during the actual drive itself, but the sim is unfortunately reluctant to run quick sideline out routes like a normal football game, thus causing more clock to bleed, and the drive to look less realistic than conventional football.
But then the main event happened. Chicago ran three quick passes to force a 4th and 1 with just 4 seconds left on the clock, they were on their own 34, and instead of just burning the clock with the punter running around and kicking it out of bounds with 0 seconds left or something, they decide to go for it on a 4th and 1, where after they'd go for it it'd be dubious that they'd even have any time to throw a final Hail Mary or call a miracle lateral play like real life. But instead of throwing a Hail Mary, they run it on 4th and 1, and get stopped before the clock runs out, giving Sarasota 2 seconds to kick the game winner since Chicago turned it over on downs in their own half. There is no chance in hell any of this would happen in a live professional game, and probably not even college or high school. In fact, the coaching is so egregiously bad that it borders on point shaving or game throwing levels (which I riffed on in an article). This indicates clear issues with the sim, that Wolverine Studios would need to fix (However according to site veterans that probably won't happen ever.)
Another league issue I think exists that I take seriously and would like to see changed, is the way inactives are handled in the DSFL. As it stands right now, it seems that anyone who doesn't Activity Check around the time of the Ultimus isn't eligible for the next season. To me that's a bit BS, because teams have plenty of roster spots to fill, they drafted the players, no other ISFL team really needs them. I believe teams like Norfolk and Bondi Beach had teams with 4-5 open slots on defense filled by 50 TPE bots, when they had guys from last season at 100-120 who might've just bowed out due to college or COVID or something. Teams should be allowed to gather people they drafted to at least fill out the ranks, with rules that active rookies always need to start ahead of the bots when necessary.
I get that the rules are probably there to promote participation and stat-compiling amongst the rookies, but again, include rules to protect rookie's spots in the lineup. Also, rookies can still achieve good stats even against fairly good defenses with the right scheme fit, as Chunt the Badger proved when she set the DSFL record for receptions and yards in her rookie season. Rookies would be able to function in a more offensive minded sim and get stats, and defensive rookies are gonna have a hard time regardless (although DeAndre Chuggs and Tim Soulja had nice years). IFAs would allow teams to fill bot positions, and give some paycheques to IA users who might come back someday with another, stronger player that can help the league. Overall I believe it'll improve the quality of DSFL play, and make things look more professional. GM Bots can't cover the sun with their finger.
Finally, a league issue I'd like to see fixed is playoff structure for the ISFL, namely an expansion of teams allowed in. We should just expand it to 8 teams already, as all the hypothetical 4 seeds over the past 4 years have gone either 8-8 or 9-7. The sim does an 8 team playoff anyways, so instead of having to re-sim to rig the game against the 4 seed in the 1 v 4 matchup to make the playoffs line up properly, just let them have a fair game. And even if a 7-9 team makes the playoffs, that has happened multiple times in the actual NFL, so it's not entirely out of the realm of unrealism (unlike our sim sometimes). Plus it also helps all of us trying to get TPE from playoff predictions, by giving us an extra two games to hopefully get right.
Player Agent of Wide Receiver Saleem Spence -
Saleem Spence Player Profile: https://forums.sim-football.com/showthre...?tid=28380
Saleem Spence Update Thread: https://forums.sim-football.com/showthre...?tid=28552