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#1 | ||
Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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FOF MP Offseason Helps and Hints
This won't be particularly helpful if you're already a MP expert, but much of the info below, if applied, should move a below average/mediocre/slightly above average FOF MP participant into being a VG one. It's posted below for ease of replying and commenting, and a PDF of the whole thing is attached to this post. I haven't had a chance to proofread, so please excuse typos. Enjoy!
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The media don't understand the kinds of problems and pressures 54 million come wit'! Last edited by Ben E Lou : 09-19-2010 at 05:26 AM. |
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#2 |
Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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Stadium/Staff
STADIUM STAGE
When it comes to how to approach the stadium stage, it’s important to understand that the financial system in FOF2K4/FOF2K7 is imbalanced in the sense that in several areas there are “best” strategies, no matter what your circumstances. When it comes to building or renovating a stadium, keep in mind the following.
Based on the in-game documentation, public comments from Jim in past Q&As, conversations with several FOF experts, and many years of playing this game, here’s my best take on what the staff attributes affect. SCOUTS
Ignore what these guys do in real life. In FOF, their only role is to act as development accelerators. The positional ratings determine how well they develop that group, and the young talent rating how well they develop youngsters overall. HEAD COACHES Only the five bottom (highlighted in red) attributes matter for them. A combination of Discipline and years with the team determines how often your team is penalized. If injuries are high in your league, then injury avoidance crucial. If they're at 100 or lower, that attribute isn't terribly important. As far as how to approach these three stages:
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The media don't understand the kinds of problems and pressures 54 million come wit'! Last edited by Ben E Lou : 09-19-2010 at 05:19 AM. |
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#3 | ||||||||||||||||
Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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Franchise/Summer/Ticket
SUMMER/TICKET/FRANCHISE STAGE
TICKET PRICES This is probably the most misunderstood mechanism in FOF, so I’ll highlight it. If your seats are full, you aren’t charging enough money, and you’re not maximizing your revenue. I have no idea if this is how the developer intended it to work, but this *IS* how it works, so you can either play the game the way you think it should work, or play it the way it *does* work. This is *especially* true when it comes to luxury boxes. I want somewhere around 60-75% of those filled per game. That’s where the real money rolls in. To give a specific example, in the WOOF 2021 season, we were #1 financials. We made 190.1M in suite revenue—by far the biggest revenue number we had-and our total profit was 214.3M, so basically our entire profit was from suites. Apart from QuikSand, who also kinda gets the financial thing (he was right behind me at 187.7M), the next-highest suite revenue was 142.0M. That #3 box-revenue team had the maximum number of luxury boxes (19,900), but he’s screwing around charging nickel and dime prices to fill every one of them for every game. I have only 7,500 boxes, filled 5,200 per game, and made over 30% more revenue. Let me repeat that: I had 5,200 boxes filled per game, the other guy had 19,900 boxes filled per game. I made 190.1M on my suites. He made 142.0M on his. Some other helpful hints on these.
EZ: Moderate increase ($95à$110) MEZ: Significant increase ($130à$155) SID: Moderate increase ($165à$185) Club: Significant increase ($410à$445) Luxury: Significant increase ($320,000à$400,000) SUMMER LEAGUE Worth knowing about summer league…
FRANCHISE TAG
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The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#4 |
Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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Roster Building/Management
OFFSEASON ROSTER BUILDING/MANAGEMENT
FA1:1 (RENEGOTIATING) A few notes...
FOF free agency is still a big mystery to many. The hope of this section is that it won't be. First off, it's vital to understand what is important to a free agent in FOF.
With the above in mind, and other general strategies taken into consideration, I offer these tips...
FA1:2-12 THROUGH FA2:1-5 (ROSTER-BUILDING TIPS) CSV.TXT There's a file in your FOF program directory called csv.txt that's intended for roster-makers. In several cases it seems to do a better job of explaining what the different bars are than the Help File. Here's the key section of it. Column Y: Completing Screen Passes. Column Z: Completing Short Passes. Column AA: Completing Medium Passes. Column AB: Completing Long Passes. Column AC: Completing Very Long Passes. Column AD: Completing Third-Down Passes - ability to convert those pressure-packed third- and fourth-down throws. Column AE: Scramble Frequency - desire to abandon the pass and scramble downfield. Unlike most categories, this rating is not assigned on a logarithmic curve. Column AF: Avoid Interceptions - ability to avoid throwing interceptions. Column AG: Passing Accuracy - ability to connect with receivers in full stride, maximizing their ability to gain yardage after the catch. Column AH: Passing Timing - ability to connect with receivers who deviate from the planned play. Column AI: Sensing the Pass Rush - ablility to avoid sacks. Column AJ: Reading the Defense - ability to adjust to effective defensive pass coverages. Column AK: Two-Minute Offense - ability to pass when the team is running a hurry-up offense. Column AL: Preferred Play Style - the set of plays a quarterback is most comfortable running. You can choose a roll-out offense (1), which is best for quarterbacks who like to run a lot, or a short-pass offense (2), ideal for what's often called the "West Coast Offense", or a long-pass offense (3), which is a more traditional approach to passing. Use 0 for non-quarterbacks. Column AM: Breakaway Speed - ability to break free for a long gain. Column AN: Running Power Inside - ability to break through the line for yardage inside. Column AO: Third-Down Running - ability to gain yardage in third- and fourth-down and short situations. Column AP: Hole Recognition - ability to make the most of running paths forged by the offensive line. Column AQ: Running Elusiveness - the ability to avoid getting caught behind the line of scrimmage. Column AR: Running Speed to the Outside - ability to "turn the corner" to gain yardage on outside runs. Column AS: Running Back's Blitz Pickup - the ability to handle a blitzing linebacker. Column AT: Receiving Hands - ability to catch a thrown ball. Column AU: Getting Downfield - ability to gain yardage after the catch. Column AV: Route-Running - ability to shoulder the load as a receiver. Receivers with high ratings in this category can be the target of more frequent pass attempts. Column AW: Third-Down Receiving - ability to make catches in clutch third- and fourth-down situations. Column AX: Big-Play Receiving - ability to catch long and very-long passes. Column AY: Courage over the Middle - ability to hang in there on routes planned across the middle of the field. Column AZ: Adjusting to Bad Throws - ability to catch poorly thrown balls. Column BA: Punt Returning - ability to return punts. Column BB: Kickoff Returning - ability to return kickoffs. Column BC: Avoid Fumbles - ability to avoid fumbling the football. Column BD: Run Block Technique - ability to block for running plays. Column BE: Pass Block Technique - ability to block for passing plays. Column BF: Blocking Strength - ability to handle physical defenders. Column BG: Punt Distance. Column BH: Punt Hang Time. Column BI: Directional Punting - ability to kick the ball inside the opponents' 20-yard line. Column BJ: Kickoff Distance. Column BK: Kickoff Hang Time. Column BL: Field Goal Accuracy. Column BM: Field Goal Distance. Column BN: Run defense - ability to stop the run. Column BO: Pass Rush Technique - ability to rush the passer. Column BP: Man-to-Man Pass Defense. Column BQ: Zone Pass Defense. Column BR: Bump-and-Run Pass Defense. Column BS: Pass Rush Strength - ability to handle physical linemen. Column BT: Play Diagnosis - ability to recognize the flow of an offensive play. Column BU: Hard Hitter - ability to punish the ball carrier. Column BV: Pass Intercepting Column BW: Endurance. Column BX: Special Teams Play. Column BY: Long Snapping. Column BZ: Holding for Placekicks. OFFENSIVE ROSTER TIPS
DEFENSIVE ROSTER TIPS (3-4 ONLY) NOTE: I don't play the 4-3 in MP. Ever. So here are tips on the most important skills for building a 3-4 defense. I have no idea what works in the 4-3 besides big red barz.
SPECIAL TEAMS ROSTER TIPS As a general thought, keep in mind that the 6.3 family of patches lowered offense across the board. This makes special teams more important than in the past. Roughly 15%-20% more FGs are being attempted, and teams are punting roughly 10% more frequently. Simply put, your special teams guys are on the field more than they were in the past. As for specifics:
DRAFTING There's a wealth of drafting information available at FOFC, so I won't rehash all of it. Just a few principles, and some links.
So, read these threads. COMBINE BENCHMARKS OFFENSIVE COMBINES DEFENSIVE COMBINES And use Draft Analyzer. Beyond the above, a few other points:
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The media don't understand the kinds of problems and pressures 54 million come wit'! Last edited by Ben E Lou : 09-19-2010 at 05:20 AM. |
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#5 |
Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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Training Camp/Misc
TRAINING CAMP
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The media don't understand the kinds of problems and pressures 54 million come wit'! Last edited by Ben E Lou : 09-19-2010 at 05:21 AM. |
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#6 |
"Dutch"
Join Date: Oct 2000
Location: Tampa, FL
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Another outstanding write-up.
IRT Training Camp One of the big lessons I've learned recently deals with exactly what you're talking about here. For the longest time I was using the "magic formula" of training time because I was very successful for a while but when I had to rebuild, I failed to account for the dramatic changes in my team structure when doing training camp. You hit on some of the key nuances. For instance, I was hardcore about putting a lot of special teams minutes on my teams. When my team was pretty good, this was a great way to shorten the field, but when your team is bad, who cares if you're starting at the 20 or 35...you need to get first downs! So Special Teams is a great icing on the cake for a good team. Bottom feeders might want to focus on chemistry and QB formations (for younger QBs). Still lots of variation available on one small screen. Over the long haul, training camp is pound-for-pound one of the most valuable stages in the game. |
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#7 | |
High School JV
Join Date: Dec 2001
Location: Chandler, AZ
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Quote:
That is funny, I don't care who you are. Last edited by azjoe_02 : 09-18-2010 at 10:14 AM. |
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#8 | |
College Prospect
Join Date: Sep 2005
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Quote:
Shit, I thought I was the only one evil enough to do this ![]() Great job Ben. Pretty much agree with everything you said. I learnt some stuff to. The only thing that comes to mind is I would list zone along with the other 2 coverages for CB. Turf is massive with injuries huh. Is it more massive than the coaches rating? That rating never really seemed to do much to me. Last edited by Hammer : 09-18-2010 at 04:29 PM. |
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#9 |
Pro Starter
Join Date: Jun 2001
Location: The State of Rutgers
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Anyone know the rules on releasing an injured player (injury settlement). I have a player who is killing my cap space and has no value, but it won't let me release him. Is it because his injury is only questionable?
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#10 |
College Benchwarmer
Join Date: Jun 2005
Location: San Diego
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Nice work Benny
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#11 |
College Starter
Join Date: Oct 2000
Location: Calgary
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This is extremely helpful for SP too. Thanks for this.
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#12 |
Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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Made a couple of cosmetic edits, and added special teams and a few more comments in the last section. PDF updated. That's likely the final version of this.
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The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#13 | |
Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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It happens often in the leagues I'm in.
Quote:
If I recall directly, you can't release an injured player who is in a multi-year deal.
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The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#14 |
Mascot
Join Date: Sep 2010
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Thanks for this. I just had a couple of questions on combines:
1) Do players come out with different sensitivity to injuries? Does that show in the combines (your post seems to imply that it does). 2) What about players with average-above average combines who come out as studs? Are you saying 100% that his performance will suffer? For example, in the GEFL I just took Fred Taylor with the 1.7. His combines were ok but nothing to write home about. He comes out as an average back (43/52 if I remember right). But his static bars (breakaway speed, power inside, speed to the outside and blitz pick-up) are all higher than they should be vs his combines. My scout also has him at VU. Now, let's say that Taylor booms and is actually a 70 rated back. Are you saying that in the background, he is still only an average back because of his combines? Or is there more to it than that? |
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#15 |
Mascot
Join Date: Jan 2002
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Great stuff!
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#16 |
High School Varsity
Join Date: Oct 2003
Location: Seattle, Washington
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Thanks Ben, this is really helpful.
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#17 | |
n00b
Join Date: Jan 2009
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Quote:
He is saying combines point towards where a player will end up better then your scout. Neither is the end all be all but taking into account the static bars you can take a good guess which is correct. Last edited by iBomb1st : 09-23-2010 at 05:48 PM. |
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#18 |
n00b
Join Date: Jan 2009
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I would like to see this posted on the reference sticky.
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#19 | |
Coordinator
Join Date: Jan 2001
Location: Keene, NH
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Quote:
I had no idea...
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Mile High Hockey |
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#20 |
Mascot
Join Date: Oct 2002
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Hi,
Can some one discuss the draft analyser? How is it best used? Are there more useful and less useful aspects? Thankyou, Merry ![]() |
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#21 |
Pro Starter
Join Date: Jun 2001
Location: The State of Rutgers
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How many offensive lineman do you generally keep? I've been keeping 11 in most leagues for the longest time, but when I look at NFL teams I see most with only 8 or 9 on their 53 man roster. Am I doing my team a disservice?
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#22 |
High School Varsity
Join Date: Mar 2006
Location: Woodstock, GA
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I usually keep 8 or 9.
5 starters, 1 backup for each position. (C, G, T)
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Championships Won CCFL 2040 PFL 2015 2022 2026 2046 FFL 2013 2014 2015 RNFL 2014 2029 GMFL 2009 HFL 1983 1987 1990 TFL 1983 vNFL 2024 GML 2011 WOOF 2018 |
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#23 | |
High School Varsity
Join Date: Dec 2007
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Quote:
It obviously depends on the talent on your team. I'm not keeping 11 OL if the last 4 are bums, nor am I cutting a promising OL just because he's over some arbitrary limit. That being said, I don't feel comfortable with fewer than 9, although I suppose you can get by with 8 if you're lucky with injuries. |
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#24 | |
Torchbearer
Join Date: Sep 2001
Location: On Lake Harriet
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Quote:
There isn't a specific (or I should probably say specifically visible) injury prone-ness rating, but if you look at some players' injury histories, you will definitely see that some players are more prone to injuries than others. |
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#25 |
n00b
Join Date: May 2005
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Try to keep 10 - always developing somebody - but usually only activate 8
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#26 | |
College Prospect
Join Date: Sep 2010
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Quote:
This is an interesting question that I wanted to comment on based on my (limited) experience using it. I've used it for two drafts now, but really only relied on it for one. How did I live without it? It was hard...although I don't understand all of it either, so I'm feeling my way around it. Maybe others can chime in. But, anyway. I would caution against relying too much on the combine numbers. I'm looking over one of the drafts where I got some good combine guys. LT rated 12.18 for his combine and 54.8 for his bars. The "rate" bar showed 73.3. He had the fourth best combine score among all OTs in the draft (being fairly close to #3, and having some separation from #5 and 6). Got him in the 4th round, and he went 22/44->24/41. Exhibit 2: this 3rd round corner with a 12.01 combine rating, 32.3 bars for 45.5 overall. His combine was the third best in the draft. #1 and #2 were over 20, and #4 was 10.57. He went 15/24->17/25. Neither made the team. I know combine is king, but I guess just a word of caution before comparing players based on it. Also you probably have to tweak around the weights settings a bit. I haven't before, but this time I'm removing Broad Jump from factoring into the combine results for corners, safeties, and receivers since they just refer to returns. Also applying the weights seems to give the QBs numbers where they didn't have them before. I guess the bottom line is it tells you a lot about the player, but the bottom line is it's just part of the story. A workout warrior that has lousy bars across the board will probably underwhelm. A player with great bars but a lousy combine across the board probably means the bars are lying. Where it's more interesting is if one or two things don't match up. And there I don't know. |
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#27 |
n00b
Join Date: Jan 2012
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I agree, I know we gotta look to the combines above all else, but we gotta look to other things too, in a SP League I had two options as LT a great bars, poor combine or a poor bars, great combine, the second had something like 20 for his combine, but terrible bars (the BS was bad too), and the other had great bars, including BS but a negative score for the combine.
So, I took the great combine player and he went from 31/53 to 31/47 after TC, and the other LT went 15/59 to 19/61 after TC, I regret choosing the combine guy. I think combine show the current ability, like my combine guy was 31 and the other 19, but the potential is more difficult than that, I still think that static bars are great to see the potential, plus masking bars. It's just my opinion. |
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#28 |
College Prospect
Join Date: Sep 2010
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I think you have to look at how the combines and the bars align. I figured out a few more things since the last time I posted, I think. A great static bar is reassuring, but if the combine supports the static bar, it isn't a good sign that the player is necessarily better than he looks.
For example, the guard that has high BS but a 40 bench press. If his 40 and agility are average, his pass blocking and run blocking are likely average. The guy with the negative score for the combine, for example, could have had a very low bench, corroborated by the low BS, but stronger scores in the other areas. |
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#29 |
Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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Bump/unstick.
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The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#30 |
Mascot
Join Date: Mar 2009
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#31 |
Mascot
Join Date: Apr 2008
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This guide was quite useful in the past. Are these guidelines now also remain valid for FOF7?
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#32 |
n00b
Join Date: Oct 2014
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*** Wow, this is four years old...
Amazing thread. Thanks, as always, Ben. Couple things: *** What is "the summer league"? Is this new? Am I over looking it? I've never seen this before. This may be answered by the date of the game Any additional DA info, on how to adjust the sliding bars/weights would be greatly appreciated. I learned a lot of new info about pricing and the stadium info. Last edited by bigc45157 : 09-16-2015 at 10:23 AM. |
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#33 |
High School Varsity
Join Date: Nov 2010
Location: Near Cleveland
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Summer league no longer exists. That was in previous versions but won't be moving forward.
Heck, stadium stuff might be outdated now. Rexxing ticket prices seems to work best now, not maxing out luxury. Last edited by garion333 : 09-16-2015 at 11:13 AM. |
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