CAGLS: Madden 13 Gentlemen's League - We Finished! Thanks for Playing!

I can see where everyone is coming from with the unrealistic aspect of it and I don't mind leaving it out of the league. And to be honest, I'm not even sure of the most efficient way to research that. I can't think of a time it happened though.
 
[quote name='DVO21']pats chargers redskins only three coachs that would do it[/QUOTE]

I honestly could see Jim Schwartz doing this. Maybe maybe McCarthy given the right circumstances. Other than that I can't even think of anyone who would even think to do it. I will admit it would take a coach that thinks out of the box, is secure in his job and is pretty damn aggressive.
 
[quote name='Chetty12']I honestly could see Jim Schwartz doing this. Maybe maybe McCarthy given the right circumstances. Other than that I can't even think of anyone who would even think to do it. I will admit it would take a coach that thinks out of the box, is secure in his job and is pretty damn aggressive.[/QUOTE]

It's definitely a gray area. Not really right or wrong, but controversial enough that it would be hard to predict people's reactions either way. While it may be a smart move, I could see the sheer aggressiveness of it rubbing people the wrong way. I think that's ultimately the decisions you have to live with when playing in a league. If you do something unorthodox and aggressive, don't be shocked if people react negatively to it. It's nothing that would get you thrown out of the league, but it could also shape your reputation. That's probably how it would be viewed in real life as well. Let's just hope that scenario never comes up and we won't have to worry about it, lol ;)
 
Yeah, its something I'd most likely just do in a random game online. In a league, ill probably gain too much respect for everyone to want to step on anyone's toes. I kind of just like throwing stuff out there and debating it.
 
[quote name='Twick87']Are there bounties in this game? If there are then im putting 10k on the board for a cart-off of Tom Brady.[/QUOTE]

And here I thought people were going to learn to be more discreet about this type of stuff. Here comes your year long suspension before teams are even picked :p
 
But that does bring up the topic of injuries and the real worry for me is that injuries can last from one season to another and there can be career ending injuries. While it may be realistic, its a gigantic blow if someone loses an adrian Peterson or Andrew luck early in the ccm.
 
I'd like to join if there is a spot available. I can generally play any time on the weeknights from 7-10, some weekends during the day as well. I'm in the Eastern timezone. my gamertag is xscrubo. And i'm not very good at the game, need to get better
 
I think it'd be a good idea to turn injuries off completely. Although it might not be realistic, it's one less variable we'd have to deal with down the line. I'd hate for someone's star player to get hurt and then the person becomes disinterested in playing out the rest of the season.
 
[quote name='scrub0bk']I'd like to join if there is a spot available. I can generally play any time on the weeknights from 7-10, some weekends during the day as well. I'm in the Eastern timezone. my gamertag is xscrubo. And i'm not very good at the game, need to get better[/QUOTE]

Awesome! We'd be glad to have you. Just so you're aware, we're picking teams on Friday. So, just have an idea of who you want to play as.

[quote name='Twick87']I think it'd be a good idea to turn injuries off completely. Although it might not be realistic, it's one less variable we'd have to deal with down the line. I'd hate for someone's star player to get hurt and then the person becomes disinterested in playing out the rest of the season.[/QUOTE]

My overall thought on injuries (and weather really) is measuring the importance of "realism" vs. what they add to the game in terms of enjoyment. Because at face value, they are both COMPLETELY random occurrences that have no relation to skill. For weather, sure, you could argue that "both teams have to deal with it". But the monsoon games I played in in Madden 12 were abysmal. People were going 3-16 passing the ball, less than 100 yards of offense, etc. And that's fine for maybe 2 games out of the season...but it was happening all the time.

It was so bad that when I started this league, I purposely chose a dome team just so I'd be guaranteed to not have to deal with it for at least 8 games a season. Now, who knows, maybe EA will do injuries and weather right in Madden 13, and we won't have to worry about them drastically altering our franchise. But when considering them, I just want people to think about what, if anything, they add to the game.
 
[quote name='CAGLeagueSports']
It was so bad that when I started this league, I purposely chose a dome team just so I'd be guaranteed to not have to deal with it for at least 8 games a season. Now, who knows, maybe EA will do injuries ther right in Madden 13, and we won't have to worry about them drastically altering our franchise. But when considering them, I just want people to think about what, if anything, they add to the game.[/QUOTE]

They add a sense of realism and a challenging obstacle to overcome. Same as in real life. Is it always fair? No but it isn't when it happens to actual teams either. For me I like having that challenge in there but I understand others don't. Plus, like I pointed out before some of the injuries will have some severe(retirement) consequences. I think its one of those things we should sim a couple seasons, share the results and vote on. I'd be happy to do it when I get the early release on Friday.
 
[quote name='Chetty12']They add a sense of realism and a challenging obstacle to overcome. Same as in real life. Is it always fair? No but it isn't when it happens to actual teams either. For me I like having that challenge in there but I understand others don't. Plus, like I pointed out before some of the injuries will have some severe(retirement) consequences. I think its one of those things we should sim a couple seasons, share the results and vote on. I'd be happy to do it when I get the early release on Friday.[/QUOTE]

I agree. I think injuries will be fun to play with only because it adds a sense of realism and makes it interesting to alter your gameplan accordingly
 
Man o man is this demo really making it hard for me to want to play on all Madden. Just got done a first quarter playing as the Seahawks and I've already got 6 drops. 3 by rice, 1 Baldwin and 2 on Mike Williams. Not to mention Roy helu is tearing it up. I don't want to even imagine what a.p or mjd would do in the hands of the CPU.
 
[quote name='Chetty12']They add a sense of realism and a challenging obstacle to overcome. Same as in real life. Is it always fair? No but it isn't when it happens to actual teams either. For me I like having that challenge in there but I understand others don't. Plus, like I pointed out before some of the injuries will have some severe(retirement) consequences. I think its one of those things we should sim a couple seasons, share the results and vote on. I'd be happy to do it when I get the early release on Friday.[/QUOTE]

I guess that's my thing. I'm too old to be dicking around with a league and being given "challenging obstacles" by the CPU for no apparent reason. I don't have near as much time for gaming as I used to, so if I'm playing well and doing the things I should, and the game just arbitrarily decides that it's time to fuck me over with things that I can't control, I'm going to feel like I'm wasting my time. If people are better than me and they beat me, that's fine. I'm not a person who doesn't know how to lose.

But I don't like the feeling that we're just all rolling the dice, and some people are going to be extremely lucky and others aren't. Yes, you can say that happens in real life sports. But what I always say is I don't want the things that piss me off in real life finding their way into my video games. If my favorite team is having a great season and then loses 3 of their best players to injury in a 2 week span, I don't think "Wow...what a challenging obstacle for them", lol. I think "This is fucking bullshit! What horrible shitty luck!" Having that same aggravation in my video games isn't really "fun" to me.

If EA does injuries right and these occurrences are rare, then that's one thing. But if it's like it was in 12, then I'm not a fan. The ONLY way I figured out to sort of deal with it (and I didn't really figure this out until like April) was to raise all the "auto sub" numbers for when your players go off the field due to fatigue (ie. instead of subbing out at 60, they sub out at 70). The more fatigued they were, the more likely they were to get hurt. With the default numbers, I had 3 running backs out with long term injuries. One of the RBs had an 85 injury rating and was out multiple times that season. If anybody else has any real ways to limit injuries, I'm open to hearing them. But just saying "it's realistic" isn't a fair statement...because while injuries themselves are realistic, them happening at that frequency and with that severity...is not.
 
[quote name='scrub0bk']I agree. I think injuries will be fun to play with only because it adds a sense of realism and makes it interesting to alter your gameplan accordingly[/QUOTE]

Yeah I agree. I had a league last year, fantasy draft, and I had drafted roethlisberger and Ryan mallet as my qbs. Lost Ben in the fourth or fifth game of the year and had to play the rest of the year. Honestly, during that time I improved my run offense and decision making more than I ever had in a Madden game. I think I got to the division championship with mallet as my qb. Plus with the way XP happens in this game, maybe you find the next Tom Brady through injury.
 
Without injuries there is no realism. If injuries knock out every star player in the game then you can turn the injury slider down a little bit, but turning injuries off would sort of ruin a portion of it for me. I've honestly only seen 2 career ending injuries happen during franchise mode since Madden 2001 so it's extremely unlikely that Andrew Luck will suffer any career ending injury. If he does then you need to get rid of the ball faster.

Also keep in mind that if Andrew Luck suffered a career ending injury on the first play of the season, and you suck the rest of the season, chances are you will have the first draft pick to pick up another QB who will be an 83 overall as a rookie. It isn't a pot full of players that keep disappearing. You refill that pot every draft/free agency with people to fill those spots. No injuries would be like having no retirement because you don't want Tom Brady to retire next year and cause your team to be crap.

Another thing about injuries is this. Having your starting qb get injured for 3 weeks means you need to switch up your game plan a little bit. Maybe you need to run it a little more instead of airing it out. Maybe short passes instead of deep passes. It adds another dynamic to the game that forces you to adapt. It also keeps you from ignoring depth. What is the point of having any backups on the team if you know your lineman will always be healthy. Good team depth is also a key to winning a superbowl in the real NFL. That is about as realistic as it gets.
 
Like I said I can agree with both ends of the spectrum. I think we can all agree this game needs to get here so we can see.
 
[quote name='Chetty12']Like I said I can agree with both ends of the spectrum. I think we can all agree this game needs to get here so we can see.[/QUOTE]

Same. Maybe we can have a vote on things like injuries/weather/etc before we start the season. That might be the easiest way to decide.
 
injuries are needed its part of real football players never know when they get hurt in real life it just happens sometimes nothing they can do. so i feel like injuries are suppose to happen. real life nfl deals with this shit all the time and if this is a SIM league then it needs to have injuries as well. plus ive played about 15 demo games and only seen one injury
 
All right, sorry, but I'm going to have to get a little rude. The argument that "injuries are realistic" is no longer valid if the way in which they are handled is unrealistic. The same goes for weather. Nobody plays in the rain 75% of the time. Nobody has 5-6 players on their team miss 8-9 weeks of the season because a broken leg/collarbone/arm/etc. If, in striving for "realism", the game overshoots and exaggerates some of these aspects of the sport, it becomes just as unrealistic as not having them at all.

It's ignorant as hell to sit there and go "it's real life bro", "get some depth", etc. Not all rosters are equal in this game. The Rams losing one player is completely different than the Patriots losing a player. The objective here was to make the game as fair as possible for everybody. I could give a shit about "realism" if it makes things completely unfair. But I can say, if that's the way the majority feels, it will definitely have an effect on my team choice. I'm not going to just pick a team that I like that may have a weaker roster, if losing one player is going to put me at a severe disadvantage.

Ultimately, I hope EA doesn't fuck it up so bad this year. But we'll see.
 
The only argument I have is with you saying teams don't miss 5-6 players for significant amounts of time. If you ment to the specific injuries like broken collarbone then ok but /n general lots of injuries do happen. The year green bay went to the Superbowl, they had something like 15 players on IR. Many who were big players. The giants last year lost 5-6 players just in training camp. Not arguing with you that the game didn't necassarily handle it well last year, just they fact that teams do get hit hard with the injury bug.
 
[quote name='Chetty12']The only argument I have is with you saying teams don't miss 5-6 players for significant amounts of time. If you ment to the specific injuries like broken collarbone then ok but /n general lots of injuries do happen. The year green bay went to the Superbowl, they had something like 15 players on IR. Many who were big players. The giants last year lost 5-6 players just in training camp. Not arguing with you that the game didn't necassarily handle it well last year, just they fact that teams do get hit hard with the injury bug.[/QUOTE]

Yeah, but I think the disparity is that pretty much ONLY key players get hurt in Madden. It is impossible for an offensive lineman to get hurt (and d-linemen rarely get hurt). The vast majority of injuries in Madden are to QB/RB/WR/CB. Occasionally, you'll get a TE/LB injury, but in my example those 5-6 guys are all from the QB/RB/WR/CB group. If injuries were varied a little more, I wouldn't have a problem with them. But having to go to my 4th string RB is just ridiculous. Like I said, I am extremely open to people suggesting ways to handle it better and how to avoid injuries. But to me, the "it's realistic bro" defense is a thoughtless cop out.
 
well i see it as u will always use ur best players on offense becuz its the go to guys so there more likely to get hurt how often do u put ur back up in and mix it up thats wut i do so my starters arent always tired
 
[quote name='DVO21']well i see it as u will always use ur best players on offense becuz its the go to guys so there more likely to get hurt how often do u put ur back up in and mix it up thats wut i do so my starters arent always tired[/QUOTE]

Well, that would be the argument for tweaking the auto sub levels. And that might work ok. Like I said, I didn't even think to do it until some point in our third season. Manually subbing for starters numerous times throughout the game is just way too tedious...especially when it comes to receivers. Raising the auto sub levels might be the fix I need. EA's default levels were terrible though (pretty sure the level for RBs was 60...and you know how often RBs got hurt).
 
ya i know alot of peoples did mine never did. i had more issues with QBs getting hurt. but m QBs injury rating also was a 70 so he was prone to getting hurt alot. which is a thing people really need to look at when getting a team getting non e injury prone type players. plus im a passing guy so run game injury if it did happen really wouldnt effect me all that much anyways
 
Isn't the whole point of this jv league to have fun/learn the game? I know if I had the pats and tom brady went down early in the season I wouldn't have much fun. Also playing a game in pouring rain 6-7 times a year doesn't sound like fun either, it just sounds like a sloppy game that you can't wait to be over and done with.
 
Fun/Learn

nothing is more than playing madden and having good games.
league play and interaction makes the game even better.

weather can go for all i care. i dont care either way on that i had the jags last year in one league rained all the time. but u get use to it where the person ur playing doesnt gives u the edge trust me.

learning and getting better comes from playing and getting advice.
but how do u plan on getting better in other leagues or online play if u always have ur best players in.
onlnie play people are going to get hurt and in other leagues ur players are going to get hurt.
when playing with backup players becuz starters got hurt makes u better u learn to play with less that what u were given at the start.

In my league i played in last year i had a few great starters go down and i had to use backups and even after my starter came back i learned i like using some players on the bench more and they moved up on the depth chart. sometimes injuries work out for the best ive had it happen
 
[quote name='DVO21'] i had the jags last year in one league rained all the time. but u get use to it where the person ur playing doesnt gives u the edge trust me.[/QUOTE]

See, that's the point where striving for "realism" becomes unrealistic. The purpose of weather is to provide variety. You lose that when it's raining most of the time. I don't think it's disputable that this was something EA really botched last year. To me, rain games were exactly as Twick described them. They were a sloppy mess, with receivers falling down running routes, leading to random INTs, fumbles, tons of punts, etc. Who wants that for a MAJORITY of their games? Of course, for all we know, EA fixed it for 13. I'm just trying to prepare us for the possibility that they didn't touch the weather algorithm at all. If it's the same, I'd rather have weather turned off.

And the last real thing I'll say about injuries, much like anything else in the game, if there are legitimate ways to prevent them, I want to hear people talking about it. I know I complained about injuries a good amount last year (with good reason), but nobody ever really said much other than "sub out your players when they're tired"...which is fairly basic. But like I said, if you're having to manually do that for multiple players, multiple times a game, it becomes a little taxing. Raising the auto sub levels was something I had to come up with myself...and not till late in the year.

If we are going to leave these things in the game, I think we need to do a better job helping people deal with them. In the spirit of giving advice and helping people improve, we can do a lot better than just saying "injuries are realistic".
 
I know you mentioned setting up autosubs. But I was just looking at the sliders(my apalogies if this was already mentioned) and default is at 50. We could maybe change it to 15-25 so injuries are rare but still happen.
 
[quote name='n8rockerasu']See, that's the point where striving for "realism" becomes unrealistic. The purpose of weather is to provide variety. You lose that when it's raining most of the time. I don't think it's disputable that this was something EA really botched last year. To me, rain games were exactly as Twick described them. They were a sloppy mess, with receivers falling down running routes, leading to random INTs, fumbles, tons of punts, etc. Who wants that for a MAJORITY of their games? Of course, for all we know, EA fixed it for 13. I'm just trying to prepare us for the possibility that they didn't touch the weather algorithm at all. If it's the same, I'd rather have weather turned off.

And the last real thing I'll say about injuries, much like anything else in the game, if there are legitimate ways to prevent them, I want to hear people talking about it. I know I complained about injuries a good amount last year (with good reason), but nobody ever really said much other than "sub out your players when they're tired"...which is fairly basic. But like I said, if you're having to manually do that for multiple players, multiple times a game, it becomes a little taxing. Raising the auto sub levels was something I had to come up with myself...and not till late in the year.

If we are going to leave these things in the game, I think we need to do a better job helping people deal with them. In the spirit of giving advice and helping people improve, we can do a lot better than just saying "injuries are realistic".[/QUOTE]

Like I said before, if injuries become overwhelming then you can turn the frequency down with the injuries slider. I have a problem with fumbling even when protecting the ball but I'm not going to say we need to turn fumbles off. As far as avoiding injuries on the field, you can double tap X to go down to the ground when you see a huge hit coming, or step out of bounds. Spin moves usually reduce a big hit. Not putting your receiver in a spot where he is going to die also helps. I have no idea what anyone's style of play is but if you are racking up 5-6 season long injuries then you may be taking some unnecessary hits.

Staying in the pocket with your QB usually gives you more time to throw. Throwing the ball away before taking a sack.
 
Last edited by a moderator:
[quote name='Chetty12']I know you mentioned setting up autosubs. But I was just looking at the sliders(my apalogies if this was already mentioned) and default is at 50. We could maybe change it to 15-25 so injuries are rare but still happen.[/QUOTE]

My bad, I didn't even realize there was a slider for injuries...i guess that would work so it's not happening too much. Although I'd rather set it at 10-15.

Also does anyone know how good the free agents usually are? I might be inclined to pick up the best FA QB just as an insurance policy in case of injury (or other position, depending on my team).
 
[quote name='JoelyPoley']Like I said before, if injuries become overwhelming then you can turn the frequency down with the injuries slider. I have a problem with fumbling even when protecting the ball but I'm not going to say we need to turn fumbles off. As far as avoiding injuries on the field, you can double tap X to go down to the ground when you see a huge hit coming, or step out of bounds. Spin moves usually reduce a big hit. Not putting your receiver in a spot where he is going to die also helps. I have no idea what anyone's style of play is but if you are racking up 5-6 season long injuries then you may be taking some unnecessary hits.

Staying in the pocket with your QB usually gives you more time to throw. Throwing the ball away before taking a sack.[/QUOTE]

No offense, but posts like this come off a little insulting. I felt injuries were too frequent in last year's game, so I must not know how to play the game? Did you play Madden 12 online? The whole "broken collarbone" thing became a common joke on the internet. When my top CB goes out for 8 weeks with a broken arm from making a tackle in the backfield, what's your suggestion? Don't make the tackle?

I appreciate a willingness to talk things out and give advice. but I guess my question was more about adjusting settings to avoid injuries because of my belief that EA did a poor job of that. My playstyle is completely normal. I don't run with the QB a lot (I had Drew Brees last year), I don't run a hurry up very often where my guys are super fatigued. I ran the ball a lot, but I had two running backs that I tried to alternate between (though, like I said, I think the fatigue level that they were being switched out was too low...which is an adjustment I'll make this year).

At this point though, I guess we're leaving all settings on considering how vocal people have been about it.
 
May have already been mentioned, but how are Free Agents being handled? Shall we do it "draft style" during certain weeks like "the other" CAG league does?
 
[quote name='HydroX']May have already been mentioned, but how are Free Agents being handled? Shall we do it "draft style" during certain weeks like "the other" CAG league does?[/QUOTE]

That's how we did it last year too. It's going to depend how good the built in salary cap system is. If it actually feels like there are some restraints, I'm hoping we won't have to limit it at all.
 
[quote name='CAGLeagueSports']That's how we did it last year too. It's going to depend how good the built in salary cap system is. If it actually feels like there are some restraints, I'm hoping we won't have to limit it at all.[/QUOTE]

I still think there should be a way to moderate it at first. If we don't it doesn't matter how the salary cap was done. Say a team like the Bengals has 25 million in cap, they can just go out and sign a bunch of free agents to one year contracts before anyone else even has a chance to look at them. I think we should do a draft type style for the first wave of free agents and then let the salary cap handle it after that.
 
[quote name='labelmeoriginal']I'm assuming you guys are full...?[/QUOTE]

No I think its around 19-20 users though.
 
And I've been trying out these sliders- leave CPU at 50 everything. Change user catch to 40. Put everything else user at 35. I put the injury slider to 25. No injuries so far and the game has been harder than all pro but still feels a lot less cheap than all Madden. Havnt tried it out against another user though
 
[quote name='n8rockerasu']No offense, but posts like this come off a little insulting. I felt injuries were too frequent in last year's game, so I must not know how to play the game? Did you play Madden 12 online? The whole "broken collarbone" thing became a common joke on the internet. When my top CB goes out for 8 weeks with a broken arm from making a tackle in the backfield, what's your suggestion? Don't make the tackle?

I appreciate a willingness to talk things out and give advice. but I guess my question was more about adjusting settings to avoid injuries because of my belief that EA did a poor job of that. My playstyle is completely normal. I don't run with the QB a lot (I had Drew Brees last year), I don't run a hurry up very often where my guys are super fatigued. I ran the ball a lot, but I had two running backs that I tried to alternate between (though, like I said, I think the fatigue level that they were being switched out was too low...which is an adjustment I'll make this year).

At this point though, I guess we're leaving all settings on considering how vocal people have been about it.[/QUOTE]

Text usually seems harsher than it was meant to be. No need to feel insulted. I was simply giving tips on how to avoid injuries. For someone else they might be helpful. Obviously you play a pretty conservative game so then I guess you just had a stroke of bad luck. I am all for adjusting sliders if it really becomes a problem. I've made that known from the beginning.
 
i got labelmeoriginal info thru pms here it is

labelmeoriginal | labelmeoriginal | njoy7 | Eastern | 7 PM - 1 AM, every day of the week except on Thursdays
 
Thanks for posting that for me! :)

Any info regarding exactly how the team selection will go down? Any particular time you guys plan on setting all of that up?
 
[quote name='labelmeoriginal']I'm assuming you guys are full...?[/QUOTE]

You know what they say about people who assume...lol. No, really though. There's still room. If you plan on joining, try to get in the habit of looking at the original post (OP) of this thread though. A lot of times, the answer to your question will be in there.

[quote name='Chetty12']I still think there should be a way to moderate it at first. If we don't it doesn't matter how the salary cap was done. Say a team like the Bengals has 25 million in cap, they can just go out and sign a bunch of free agents to one year contracts before anyone else even has a chance to look at them. I think we should do a draft type style for the first wave of free agents and then let the salary cap handle it after that.[/QUOTE]

I'm not sure if it's the same way during the season, but the way I understood free agency to work is that you'll have to actually court players and wait on a response from them. If that's true, then everybody would get some notice that a certain team is making an offer to a free agent. As for teams with a lot of cap space, wouldn't part of the allure of taking them being able to sign some free agents?

To be clear, I'm not against limitations at all. I'm actually in favor of them, as last year, our trade cap was more strict than the cap in the other league, and I liked it better. We also had one designated week per season that teams could sign free agents. Teams were put into groups based on record, and then each group was given time to drop one player from their roster and add one player from free agency.

These systems worked just fine. I'm just hoping that the game will actually be capable of handling these things this year since EA has been making such a big deal out of it. Worst comes to worst, we can use last year's system again.

[quote name='Chetty12']And I've been trying out these sliders- leave CPU at 50 everything. Change user catch to 40. Put everything else user at 35. I put the injury slider to 25. No injuries so far and the game has been harder than all pro but still feels a lot less cheap than all Madden. Havnt tried it out against another user though[/QUOTE]

I'll definitely try those out. I'm hoping the rumors of being able to use custom sliders online are true. That should make it pretty easy to get more realistic gameplay.
 
[quote name='Chetty12']And I've been trying out these sliders- leave CPU at 50 everything. Change user catch to 40. Put everything else user at 35. I put the injury slider to 25. No injuries so far and the game has been harder than all pro but still feels a lot less cheap than all Madden. Havnt tried it out against another user though[/QUOTE]

I just tried these settings and i don't like it. I had two back to back fumbles and witnessed the cpu fumble.
 
[quote name='CAGLeagueSports']You know what they say about people who assume...lol. No, really though. There's still room. If you plan on joining, try to get in the habit of looking at the original post (OP) of this thread though. A lot of times, the answer to your question will be in there.



I'm not sure if it's the same way during the season, but the way I understood free agency to work is that you'll have to actually court players and wait on a response from them. If that's true, then everybody would get some notice that a certain team is making an offer to a free agent. As for teams with a lot of cap space, wouldn't part of the allure of taking them being able to sign some free agents?

To be clear, I'm not against limitations at all. I'm actually in favor of them, as last year, our trade cap was more strict than the cap in the other league, and I liked it better. We also had one designated week per season that teams could sign free agents. Teams were put into groups based on record, and then each group was given time to drop one player from their roster and add one player from free agency.

These systems worked just fine. I'm just hoping that the game will actually be capable of handling these things this year since EA has been making such a big deal out of it. Worst comes to worst, we can use last year's system again.



I'll definitely try those out. I'm hoping the rumors of being able to use custom sliders online are true. That should make it pretty easy to get more realistic gameplay.[/QUOTE]

Sorry, I wasn't sure where you were capping out at (users). I'm interested though -- my information is listed a few posts up. :)
 
bread's done
Back
Top