jgcruz wrote:
It's possible that some GMs are assuming that a "0" in terms of a player's knowledge about a play means he knows nothing about it. Remember, a "0" in speed doesn't mean that a player can't move. Nor does a "0" in any attribute mean that a player completely lacks that attribute. Just that relatively speaking, he possesses less of that attribute than most other players. Therefore, a "0" in knowledge just means that a player knows less about a play than someone rated higher than "0". Moreover, in terms of successfully running a play, whatever degree of knowledge a player has or lacks with respect to that play are complimented or lessened by a host of factors, including your opponent's degree of knowledge, the entire sum of which means success or failure when running that play.
This is a good point, but how many starting NFL QBs need to run a play 300+ times before they know where the hot read is? Zero - that's how many.
If an NFL QB didn't know what his hot reads were on a play, he'd be holding the clipboard like he should. But that's one of the things that play knowledge controls in this game.
How many NFL OL need to run a play 300+ times before they know how to kick-slide to stop a speed rushing DE?
How many...oh, forget it. It's obvious that things like reaction time and basic football knowledge will not be removed from play knowledge AND CROWD NOISE (because if the crowd is too loud, I know that I forget my hot reads) because it isn't seen as a design deficiency.