Wish List - DDS Pro Football ‘24

Wish List - DDS Pro Football ‘24

Postby zac » Sun Jul 23, 2023 3:44 pm

DDS PF ‘24 Wish List Ideas:

First want to say enjoy playing ‘23 and all below is just my wish list ideas for fun if ‘24 game (and beyond) was in some alternate universe were it was made just with my preferences in mind.

Top Wish List Items: Items I think if addressed to help make the game better in my own personal opinion and are somewhat realistic short-term improvements (unlike the bottom of the list).

1) Reset Morale: Currently in DDS PF ‘23, a player’s morale doesn’t change when a player gets to a new team. While there are some exceptions, like a player that is traded but still upset with the contract maybe, but mostly I think of morale should reset to a default value when a player goes to a new team. Especially via free agency when that player chose to sign with that team.

2) Draft Contracts: Game has settings for salary by pick but does not allow you to set the length of contracts by draft pick. Currently, in the game, you can have a 1st round pick given one length of the contract, and the very next pick given a different length of the contract. It doesn’t seem to make much sense to me.

3) Defensive Adjustment to Offensive Personnel: It seems as though the game currently doesn't have any ability to allow the defense to anticipate run vs pass plays, based on the offensive personnel. At present, GMs can easily manipulate the formations screen to orchestrate their offenses with specific personnel for run or pass plays. This needs a tweak in my opinion. For just one example of many, teams will have 5 offensive linemen who have good pass block skills (but terrible run block grades) who play on passing plays and an entirely different group of O-line players with opposite skill sets that play only on run plays and this is all easy to do in game and not much defense can do to take advantage. Or team may have a QB that is good at passing on pass plays and a QB that is good at running that comes in for run plays. This obviously would be a terrible strategy in real football as the defense would know if it’s run or pass every time. Or alternatively, the game could be tweaked to mandate offense personnel setup based on situations instead of run/pass, akin to how it works for the defense. Right now this is a huge hole in how users use this game as people play 11 pass specialists on pass plays and sometimes an entirely different group of 11 for run plays.

5) Improve FG logic: Right now, there are still a lot of instances of teams kicking FGs down by more than 3 points in last few minutes in games when it’s like 4th and 1 on the 30 where it makes no sense to kick a FG. Maybe could make sense more since if it is like 4th and 15 maybe but you would always go for it on 4th and 1 if a FG doesn’t even tie it or take the lead. Why kick a FG on 4th and 1 if you are still behind a point even if you make it when the chances of making it aren’t all that much higher than making a 4th and 1. Would be great to have more strategy settings on this though in general to have coach/GM impact this strategy specifically

6) Inside runs: Outside runs are the only real effective strategy for the most part in the running game. Also, deep passing is still a bit overpowering in some cases. Overall the most effective strategies seem to reward the big run (outside) and big pass (long pass) maybe a bit too heavy. Long term I think the game will reach peak gameplay when teams can be successful running multiple offensive types ans schems IF they have the right personnel to run it and no one play type is superior but understandably tough to reach that goal

7) More scramble yards for QBs: Of Justin Fields 1,000 rushing yards in real life, roughly 50% were from scramble yards. In DDS Pro Football, most QB rushing is achieved through design runs. While design runs is an area of the game in ‘23 that has improved greatly from ‘22, I think the next area to improve is the scramble logic and frequency (if set in game-planning & QB skill). And give defenses gameplan ability to slow down a running QB (with the downside of giving up more in the passing game potentially). Dual-threat QBs are a huge part of football both on offense and defense.




Long-term Wish List: Below is more big-picture wish list items for just how I personally envision a great sim football game. I want depth and want to face the same challenges and overcome the same obstacles that organizations face when attempting to ascend to the top of the league's mountain and do everything they can to stay there.

1) More Varied Progression / Regression: I would love much more varied regression and progression player to player tied to a potential rating (visible) but still hard to predict. Right now players slowly gain ratings until they hit 30 and then slowly regress in 99% of cases. There is some variance but not a lot. In real life guys sometime will decline very early while other players stay good into their 30s. Players could be great one season, and out of the league a couple of years later either due to regressed athletic ability and/or injuries. Or struggle their first couple of seasons but develop quickly after and go on to be a Pro Bowler. What makes building rosters challenging and fun is unpredictability. It shouldn’t be completely random (for example players with good intangibles and work ethic and health are more likely to have longer careers, etc or tied to potential ratings) but need more excitement in how teams evolve. Also if add more varied progression, could have more lifelike things like contract holdouts where players demand new contracts, etc. Also because players have such long careers and continue to get faster and better all through their late 20s, it’s very challenging to keep league roster talent balanced without making drafts not have much depth of talent (very little turnover). I know NBA 2k has each player in the game with unique ages set for when they hit their peak and when they start regression. Some players hit their peak super early (say 24) so really don’t improve at all once they get in the league and some take longer to hit their peak. Some start regression at 26 while others don’t regress much until 33. This type of individual career path of development would help.

2) Improved Draft Scouting: I think scouting is ok, but room for improvement. I'm not a big fan of the current all-or-nothing scouting option for draft prospects (either you scout them fully by checking a box or you basically don't scout them at all). Not sure the best answer but a more strategic system that allows you to scout some guys 50%-70% with less accuracy. And if you want to put all your eggs in one basket and scout a guy to 100%, it should cost a ton to do so. In-season scouting would be great for this as well and create more in-season excitement for the draft vs waiting until the scouting phase to know anything about players. Separately, would be great if there was a way to scout potential / future development in players. If there was some sort of "potential" rating that was scoutable, it could add some strategy to the draft. Do you take the player with a C+ OVR rating and B- Potential rating in round 3 or the D- OVR player that you have as an A potential rating. It shouldn’t at all be a guarantee at all that players reach their potential rating (just a scouted estimate) but right now seems like players develop way too similar too each other. Not many bust (guys that just don’t develop at all or even regress early) and gems in draft (guys that develop crazy fast). The Gems should be rare but would be fun to have a 68 OVR WR that develops into 88 OVR WR in just a few seasons. Last note, projected rounds and coach grades are very accurate making the draft pretty easy at the top. The top ten projected picks are usually always the best picks with very little error. Would be great to allow the option to get rid of the projected pick order provided and let GMs come up with own order. Or have less detailed projects and put more good picks projected very late to make scouting more fun to try to find the late gems.

3) Evolve Fog of War settings further: This should be an option on league setup as I understand this isn’t for everyone, but I would greatly appreciate an option that allows you to have a scouting department that not only scouts draft prospects but also responsible for drafting every player in the league. Every rating in the game would be tied to your scout's views. How certain you are of a player's ratings would depend on how much that player has played and how good your scout is that you hired. A 5th round pick that is halfway through his rookie year and has played 8 snaps is going to have much less accurate ratings than an 8-year starting veteran LB.

4) In-Season Free Agency Change: Right now game uses a claim system for in-season free agency. Would love to have a more typical $ bid system as you see in the off-season even in-season. Maybe have a setting so players below a certain overall threshold still can be claimed for league minimum but the rest of the players can sign 1-year deals for the team that offers the most money.

5) More Commish Tools: For those running online leagues, it’d help commissioners greatly to have the ability to do the following: For one, when a GM leaves the league, the commissioner has to go into delete all their custom strategies and playbooks so the next team has a clean slate. Would be great to do this with one click (some GMs have 20+ playbooks and gameplans and takes a long time to clear). Also, would be great to have the ability to quickly move players from team to team. If a player is in free agency and commish needs to move to a team, there’s no easy way currently that I know of to assign to a team. Also would be great to have the ability to edit draft order more and even manually add comp picks by commish. Right now if you run a draft lottery, you have to fix the draft via trades. Also would be great to add the ability to add compensation draft picks at the end of rounds. Maybe as a tool to reward GMs for activity or other things.

6) Ability to retain $ in Trades: The ability for a team to retain money on a contract would be great. Or allowing NFL-style guaranteed / non-guaranteed contracts set up so that guaranteed contract money can’t be traded away in trades would work too.

7) Incorporate Roster Chemistry: Teams that consistently maintain the same set of players in positions over multiple seasons should receive a boost. This would make trading much more realistic. If a new QB is introduced to a team, it should take time to build the same chemistry as someone who has been with the team and coached for a longer period. Similarly, mid-game injuries that bring new players onto the field could affect more than just the skill rating differences between the starting and incoming players. This would also help issue #1 with teams that rotate personnel too aggressively would be hurt.

8) Improved Coaching: Really not sure of the exact answer here but coaching is such an important part of real football but feels like mostly a limited factor in game currently. Playbooks feel like just a large collection of plays and doesn't seem like coaches have an identity or system they run to match to personnel to run that system. With improved coaching, I think Leagus could better get away from running things with custom playbooks and let leagues run with coach only (even for user) and be more of a true GM only.

9) Roster Structure: Roster structure is still living in the days of the early 2000's. Defensively, 4–3 defensive ends and 3–4 outside linebackers would get their proper designation as Edge rushers while strictly off-ball linebackers would all fall under a singular Linebackers moniker. And then lastly, free and strong safeties would be consolidated into one Safety category as well. 4-3 DT and 3-4 DE and DTs are mostly considered interior defenders. Pro Football Focus for example classifies defensive positions only as interior defenders, edge defenders, Linebackers, Cornerback, and safties. It's frustrating to have a FS that has no idea how to play SS in game. Or a 270 lb LB that plays a more edge rusher in a 335 or 3-4 system that has no idea how to play DE if goes to a 4-3 or Nickel system.

10) Better Injury System: Health and injuries are a huge part of football. Especially related to long-term contracts and drafts. Outside of assigning the player tag of “Injury Prone”, there’s no real injury risk to assess on players. Would be great if players have specific health risk grades that change as their career goes along. Would make the draft much more real to take into account health assessment grading on players as well. Would be great to have an option in game-planning for the week were you can sometimes choose if you want to play a player listed as questionable or sit him that week. If you play him though he may be at risk of either not playing as effectively or risk of reinjuring himself depending on the injury. Also could use a separate setting (low, medium, high) for short-term and long-term injuries. I avoid turning injuries too high because QB injuries are already high but if QB injuries were tuned down some, would love to play the game on a high setting (especially for short-term injuries)

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Last edited by zac on Tue Jul 25, 2023 12:10 pm, edited 4 times in total.
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Re: Wish List - DDS Pro Football ‘24

Postby spoof_ex » Sun Jul 23, 2023 4:53 pm

Contracts


Currently you can front load and back load but to add reality it would be better to have the contract to include the unmovable roster bonus and then a salary.

So the bonus is something can't be traded but gives better cap flexibility to trade/cut, much like a real NFL deal
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Re: Wish List - DDS Pro Football ‘24

Postby servo75 » Sun Jul 23, 2023 11:27 pm

NOTE: Some of these are copied from a post I put in the general forum but figured I should consolidate everything to make it easier to read. I’ve put these in approximate order of importance IMHO

(1) Game Planning screen
a. Ability to set offensive and defensive game plans separately. For example, if I decide I want to leave the Defensive plan to my DC, the "Use Coach Gameplan" dropdown is only available when I select a non-cusotm game plan from the right side, at which time every setting gets disabled. I'd like to be able to leave everything on defense in the hands of my DC (which would disable the defense setting dropdowns) while still being able to change the offensive settings. I don't understand what the "Switch game plan" dropdown is for and why the "Use Coach Game Plan" for offense and defense are only available when I select Head Coach from "Switch Game Plan." It's a bit confusing.
TL;DR: Why not just get rid of the "Switch Game Plan" dropdown and then have separate dropdowns for offensive and defensive game plans where one can choose between the HC/OC/DC and saved custom plans, separately for offense. In Playcalling I can set at the top OC/DC or custom separately for offense and defense. Could the Game Planning screen be the same setup?

b. Substitution logic: Point margin for backup package might change depending on quarter: I'm tempted to move it from the default of 28 to 35 however in 4th quarter it might be 28 or even 21 where in the 3rd quarter it might be 35. For the energy settings it might be different by position: In the NFL, defensive linemen and RBs are regularly shuffled in or out to save energy, OL/WR a bit less and QB hardly at all. Again there's no one size fits all for any of those settings.

c. How about adding a Fullback role - blocking, running, receiving, mixed? Or are FB included in RB role?

d. We can set different playbooks for different game situations in terms of down and distance, but my concern watching simmed games is that in the 4th quarter if my team is up, my team is still lining up in base formations and offensively we're still going in shotgun. I know there's generic "game winning" logic but it's a bit limited. In the formations screen I can say, "If I'm in I formation then which package to use" and in the game planning screen I can assign PLAYBOOK by down and distance, but there seems to be no way other than making separate playbooks to say what formations by down, distance, and game situation. If I want my defense to focus on Nickel and Dime Zone late in the game I can make a playbook with 5c and 10c pass plays and put it in the 3rd and long or 4th and long situation, but I'd want them even in 1st and 10 late in the game. Yes I do have match CB-WR set.


(2) Play Calling Screen: I like the way this is set up but a couple of issues still:
a) Why does each situational dropdown have to be set separately? Why can't it be more like the Training Camp screen where one can check a bunch of boxes and say "Make this plan for all checked situations" so we don't have to select each box separately?
b) Can we have customized saved playcalling profiles as we have for game plans? This is the screen where we select run/pass frequency, primary WR, 3rd down back, blitz vs. cover, etc.

c) One thing that I think SHOULD be more like Game Planning is the ability to save custom playcalling scenarios (again separate for offense and defense)
- Instead of having to export and import to modify my coordinator's playbook, how about a "create copy" button?

(3) Progression is good but it’s more of a UI issue with me
a) When we get the weekly emails it just shows name and skill, not the level of improvement

b) In the progression screen, all we have is a line graph with many lines smushed together. You can hover over a node but it just shows the current levels of all skills, rather than the opposite (history of the currrent skill). And maybe this is a bug but I noticed in some cases I am unable to turn on/off different skill categories.

c) The progression screen only shows improvement up through that year's training camp. To find the actual new skill number I have to go back to the roster and look up that skill rating.

d) I do have a minor issue when it comes to player regression. I think things like speed should maximize in rookie season and not be able to go up that far. More importantly, there are some skills that should not decrease, such as Intelligence (do players become dumber after 30?) which should increase with experience. Also skill. I would expect speed and endurance to decrease sharply after 30 but intelligence should always stay the same if not go up faster for later in the career.

e) Couldn't we have a nice tabular format that just shows the current year, offseason through current week? Maybe we could see the end of year ratings for previous years if we want to see career progress.


(4) League Creation and Rosters:
a) More flexibility with roster sizes. Maybe a league wants to play with a 47 man or even 60 man roster.

b) Require dress lists, perhaps 45 by default but changeable.

c) In custom league creation, it would be nice to have a guide with better description what custom schedules do. The existing formats are great, but with custom league sizes:
* Many don’t give # divisions or conferences, scheduling or playoff format.
* Can we have a custom playoff format?

d) There are some weird things I’ve noticed with a few custom league formats. A few examples:
* The 24 team 6 division 14 game format: There is no interconference play.
* There is a 12 team 3 division format but for some reason it still has two conferences, one with 8 teams and another with 4. Naturally this leads to some strange scheduling. Some teams play all other teams, some don't. In the playoffs, all 4 teams in the one-div conference make the playoffs but only 4 of the 8 teams in the other conference. Why not have 3 divisions without conferences? Could we have that as a custom option?
* 16 team 4 division plays EVERY conference team twice leaving only 2 non-conf games

e) More flexible substitutions in depth chart. Sub an OL as TE (tackle eligible that we often see), CB as S, FB as TE (we can already do the reverse for these last two)

f) Depth charts should be more flexible. There is no 3TE formation. Maybe allow depth charts for packages, one for 21 personnel, another for 11, one for 4-3, another for 3-4. It seems weird to have a package for 4WR or spread and still have 2 TE or FB spot on it.

(5) Salary Cap and Free Agents
a) Can we have signing bonuses?
b) Off-season use the "Top 51" rule. of the player's salary. Cutting younger players and rookies generally has no cap penalty because no signing bonus.
c) If no signing bonus, have a more nuanced method of figuring cap penalty. Alternative would be waiving the cap penalty if the cut player has 1 year or less experience and cut happens prior to regular season Week 1.
d) Right now the cap penalty is simply 1/3But als* o, cutting ANY player shouldn't be a 1/3 penalty, especially lower level players who would not normally have a signing bonus.
e) When in the Free Agency Periods could we get an indicator or predictor of how a player might like our offer? I realize there’s a factor of other team offers, particular in multiplayer leagues that can’t be accounted for. But it would be good for a guideline to see what a “reasonable” offer may be before the offer is made. I have found that I do very few mid-season re-signings because players will often ask for ridiculous amounts. I’ve got a 32 year old player ending a 2 year / $10M contract and yet a $12M offer is “insulting.”
f) Signing bonus and how are cuts dealt with in salary cap? Just having the blanket 1/3 penalty is not realistic. Low draft picks and free agents at the 53-player cutdown normally have little to no signing bonus, therefore no cap penalty. The 1/3 is too generic.
g) Reforming the in-season signing of free agents. This has been brought up by others. IMHO I don’t think we necessarily need negotiation for in-season free agent/waiver signings. A middle way between that and fixed $500K is to have fixed 1-year salaries based on position, skill, and experience. I understand the principle of players still available are not going to be high level players, but maybe ranging from $350K for a rookie kicker to $2M for a 10-year veteran QB.

[b(6) MISCELLANEOUS[/b]
a) Is there a possibility if we save a local copy of an online league file to convert that copy to a single player league with other teams CPU-controlled? Maybe at the beginning of an online sim league I can save it as local, sim the season to see how my team might do?
b) I LOVE the fact that the league will export into CSV and even an Access database! Can there be a way to import those files back in? This is personal for me because as an Access database designer, we could make league management apps operating outside the game.
c) In game watching, can there be a way to either zoom in manually, or even just show the play closer up? Right now it shows the entire field and the formation is tough to see, it looks like a jumble of players. It would be nice to see the formation closer up. Several "camera views"? Alternatively, just keep one view but make it closer?

(7) TINY, “NICE TO HAVE” THINGS:
a) Could we have a "personal" OVR rating where we can put our own formulas of what we value. Maybe I value in a QB Accuracy 1.5x as much as Arm. I have a spreadsheet to design depth chart, etc. but if we could put that in the game (okay if it's a separate category) that would make things much easier.
b) When changing teams in dropdown, can we stay on the same screen (e.g. roster) instead of going to that team's "home page"?
c) Custom playbooks in current plays, ability to sort/filter by play, type, frequency.
d) Jersey Numbers: Prevent players from having duplicate jersey numbers? Generated rosters have multiple players with the same jersey number, and assigning a jersey number does not prevent duplicate numbers. Utilize retired jersey numbers? Ability to enforce numbering rules? Don't allow single-digit numbers for linemen, etc.
Last edited by servo75 on Sat Aug 05, 2023 11:59 pm, edited 2 times in total.
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Re: Wish List - DDS Pro Football ‘24

Postby servo75 » Fri Jul 28, 2023 3:32 pm

Abilty to rewind game replays or watch from a particular point in the game.

Another setting: 4th down aggressiveness.

Ability to game plan what formations we want in particular situations. We can choose percentages of packages based on formation but how does the formation get chosen? And I've lost games because my offense is throwing 3 yard passes when they're down by 7 with a minute left to go. Or ahead by 7 inside 2 minutes at the 50. Logic says run the clock out, but my QB throws an interception back to my own 8. They tie up and we end up losing. We can have different playbooks based on down and distance but can there also be other scenarios like 4 minute drill, end of half/game switch to 80% run if we're ahead, 80% pass if behind, etc.
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Re: Wish List - DDS Pro Football ‘24

Postby zac » Sun Jul 30, 2023 5:15 pm

Another wish list item. Some end around plays are currently a near guaranteed 4-5 yard run almost every time it seems. Think such plays could be looked at more for ‘24 imo.
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Re: Wish List - DDS Pro Football ‘24

Postby servo75 » Sat Aug 05, 2023 11:53 pm

How about exhibition games? Even in online sim leagues, it would be useful if we can test out strategies, etc. by saving a league file as an offline league, or even better, play an exhibition game between any two teams outside of the season schedule.
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Re: Wish List - DDS Pro Football ‘24

Postby servo75 » Sat Aug 05, 2023 11:55 pm

Ability to sort by any column in playbook editor. Also allow filtering within playbook. Statistics for current plays should include total frequency. Export playbook in CSV format for further analysis, just like for play analysis. Scheme, Depth, Distributino, Roles, Run type can be visible/filter in playbook edit/add too? Maybe I want to do some reporting like total frequency per play. Maybe I want to make sure Dive Right is higher frequency in pro set, but lower in 2TE, to make sure I'm not running one type of play more frequently in multiple formations instead of balancing. BUG: On playbook edits, sometimes I see a play in there more than once (same formation too). I notice this when I add/subtract frequency, yet it's a DIFFERENT play that gets affected.
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Re: Wish List - DDS Pro Football ‘24

Postby servo75 » Fri Aug 11, 2023 1:28 am

Also regarding playbooks, it would be nice to be able to export a playbook (custom or otherwise) into a csv format. I'd like to be able to sort & filter by run/pass/rpo, formation, and others to see whether I'm using too much of one formation, too little of another? Am I running or passing too much in this other formation? Just more flexibility.
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Re: Wish List - DDS Pro Football ‘24

Postby servo75 » Mon Sep 04, 2023 10:45 pm

What about seedings?

We had a big problem in our sim league (or at least big for a nitpicker like me). It appears that the playoff system uses a straight bracket rather than re-seeding. How does the game handle tiebreakers in standings, and determining playoff matchups? It does appear that the initial matchups are correct and I have not encountered any errors yet in improper tie breaking for a wild card spot.

But I guess my question is... How does the game break ties in playoff seeding and in match-ups?

I understand this would be a great challenge for the devs. What also might help is a commissioner tool that would allow manual overwriting of these issues when they happen, e.g. the wrong teams make the playoffs because of tiebreak errors.
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Re: Wish List - DDS Pro Football ‘24

Postby drummerJ99 » Thu Sep 07, 2023 2:02 pm

A Skin selector for those of us that prefer the light skins instead of pitch black and gray. OOTP dark isn't bad but it's a transparent blue. It's not as bad on college boxscores but with football it kills my eyes with all the players.

Better in season free agent signings. As it is now you can sign any free agent, no matter how good they are, during the season for league minimum. That's extremely unrealistic, and IMHO a game killer. Their demands should go down once season starts, like OOTP but it shouldn't be league minimum.

In game league customization options that don't require editing xml files. A Perfect example is OOTP, where all the customization is done in game.
Please give us a light skin UI option for all games. A Clone of the 2021 themes would be perfect!
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