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Questions Re: Beating Video Games

#58
(This post was last modified: 07-13-2018, 01:37 PM by pirkster.)

I liked the old system better, too as far as being able to scout individuals in more detail.

What I do like about this version is that it does a good job of creating a value board as organizations do in real life, which I think is the real strength of the draft simulation.

I set up my scouting by first putting every player of need position on my draft board (rounds 1-7 projected players only.)  Then, for about the first 10 weeks of the season or so, I get the full (three level) report on the players who fall where my first three round selections fall in the draft (regardless if they are those need players on my board or not.)  Then, I work what's on my needs/draft board from highest to lowest round.  Rarely do I get through a season with more than 2-3 guys in the seventh I wanted to scout but ran out of points.  I use the "draft board" tab to keep track of the guys I want to scout, then remove them from the board after I get their grade.  That's the only way I use that tab - I use the "scouted" sort to actually draft, and the "draft board" sort only to keep track of scouting.  That's how I keep it organized.

A few observations and other strategies I use:

I never, ever take players with a red score.

When it's my selection, I look and select only players I've scouted by viewing the scouted tab and not the available tab.  I never select a guy I haven't scouted, unless I get to the seventh and I have no scouted players left on the board.  I prefer to trade out than select a player I haven't scouted.  I only select sight unseen if I can't trade out, since it's likely a player I'll have to cut anyway.

So many times I've seen an absolute wasteland of talent between early/mid second round through the third round.  Again, I won't take anyone scoring red regardless of whether it's the correct round score.  I will trade out before reaching down a round.  I will only reach when I can't trade.

Many times I've seen a FB be a top 10 talent, which you can pick up in the 5th round or later.

I play 4-3, so if the crop of LE and DE are not good - I overdraft 3-4 rush OLBs.  They typically make good ROLBs, MLBs, or LOLBs even if they don't fit well at RE or LE.

CBs are typically trash if you don't draft them high, and if they aren't playmakers, man to man, or balanced.  I can't recall a run support CB grading well or being anything good.  Otherwise, only depth.

You can find real superstar FS and SS in the later rounds.  I think I've drafted a superstar in about every round at these positions.

Depending on your offense, you can find great HB backups or potential starters in late rounds.  You may have to adjust the playbook for certain types to use them best.

If I have a player I know will be a staple for a long time, I sign them to a 7 year deal.  Then, I plan on replacing them prior to the final year (unless a QB, or K/P or situational where replacement might be difficult and I want to hold on for just a couple more years.)  Most players are done around age 30.  QBs, OL, and K/P may get a few more but not many.  I trade players in their final year rather than let them expire or re-sign for a short deal.  That helps your cap and keeps your drafts amazing.  That's also how I'm unable to trade sometimes - I hit the limit and the game denies further trades/picks because I've accumulated too many.  If I don't get a trade offer, I let them expire/walk.

As in real life, TE/FB (and other positions - CB/S, LB/DE) can be interchangeable depending on the player's talent and skillset.  You can even get by filling a hole temporarily if your draft wasn't good, then move them back a year later.  That also keeps you from cutting decent players by evening out the players across positions.

I use the roster auto-reorder feature to take a look at possible reassignments.  Sometimes an interior player may be better on the outside, an vice versa... or may be tackles need to change sides.  A bad draft also might call for a player to change positions to upgrade a starter or strengthen weak depth.  Though, if it makes the other position weak, I just start them out of position and leave their natural position alone.

I prefer players that match my scheme.  Pocket passing/strong arm QB only, best RB I can find (may change running style to fit the player style), fast/possession WRs.  Zone blocking linemen typically don't grade high except interior.  On defense mostly the prototype and balanced players grade best and work best for me.  Though, I've found sometimes the balanced players can sometimes end up being masters of none and need attribute bumps in key area's I'm looking for as strengths.  For FS, if not a playmaker I prefer zone FS and run SS.
"You do your own thing in your own time. You should be proud."
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Messages In This Thread
Questions Re: Beating Video Games - by Bullseye - 06-13-2018, 09:54 PM
RE: Questions Re: Beating Video Games - by Deacon - 06-22-2018, 09:45 AM
RE: Questions Re: Beating Video Games - by Deacon - 07-06-2018, 03:37 PM
RE: Questions Re: Beating Video Games - by Mikey - 07-10-2018, 08:40 AM
RE: Questions Re: Beating Video Games - by Kane - 07-12-2018, 03:06 PM
RE: Questions Re: Beating Video Games - by Kane - 07-13-2018, 09:36 AM
RE: Questions Re: Beating Video Games - by Kane - 07-19-2018, 01:38 PM
RE: Questions Re: Beating Video Games - by Deacon - 06-21-2018, 08:18 AM
RE: Questions Re: Beating Video Games - by Kane - 06-22-2018, 08:57 AM
RE: Questions Re: Beating Video Games - by Kane - 06-29-2018, 09:33 AM
RE: Questions Re: Beating Video Games - by Deacon - 06-29-2018, 12:08 PM
RE: Questions Re: Beating Video Games - by Deacon - 07-03-2018, 09:36 AM
RE: Questions Re: Beating Video Games - by Mikey - 06-29-2018, 03:14 PM
RE: Questions Re: Beating Video Games - by pirkster - 07-13-2018, 01:13 PM
RE: Questions Re: Beating Video Games - by Dimson - 02-15-2019, 05:20 PM



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