TheWitchHunter wrote:
Rules simply should be. Make rule, it fires. Period.
Having to place rules - especially defensive rules in an order of priority regarding and directly related to the # of offensive plays called to the least plays called, has and always will be rediculous.
All rules have trigger conditions. The only time ordering kicks in is when you've identical triggers.
Simple example, got rules for 1/short, 2 for 2/short, 1 for 3/short. When 2/short occurs, 1/short, 3/short irrelevant; the issue then is the 2/short ones. First rule there is the one that gets picked up - but only if criteria matches. So if the first is for say 1st qtr only, second one for qtrs 2+, there's no conflict.
Oh, so they run the 0.1.4 17 times in 4 weeks, but the 5wr 14 times in 4 weeks... SO i better be sure i place my 0.1.4 rule ABOVE my 5wr rule or neither rules will work.
That's not the case though.
If you set up a rule, one of the criteria being that the off formation was 014, a second rule for 005 and those rules only have the one offensive formation listed, then the order is irrelevant. THey'd only be triggered (based upon other criteria set) when the particular off formation is encountered.
MAke rule. Rule is in effect. Placement of rule #1 - etc should NEVER be an item of consideration. NO one should have to do all that work and all that tracking and all the math to make sure their D rules are congruent to the amount of times their opponent calls that offensive set.
I don't care that my opponent calls the 5wr less than the all pass 2.2.1. nor should I have to make sure that I place that 2.2.1 D rule above that 5wr.
Again, that's not how it works.
The basis of it is that you have your more specific rules about generic rules. 1/short opponent in 212 rule should always take priority over 1/short with no off formation specified. That's basically it - and t=where you've two matching rules, the one listed first take priority.
No wonder MFN has under 100 players. Normal people dont make spreadsheets and graph data to play a football game. They dont play games with a spiral notebook, a pencil, and google docs. They dont run CSV's and they dont like doing work beyond the game they want to play.
They want to just play.
MFN is still not a game that any one can just play within the browser itself, and it remains very far from it.
It's a difficult thing to answer. It's not an arcade game, nor should it be. Should there be a balance around work put in, possibly, but should people putting the work in end up with same results as someone who logs in once a week? If the game doesn't reward effort, a lot of users would leave. American Football is stat heavy, complex. I don't see how the game can ignore that.