NOTICE: This league is using the BLEEDING EDGE game engine. For more information, click here.

The new user interface is in preview!

Want to check it out? Click here! (If you don't like it, you can still switch back)

The draft is underway!

Click here to go to your war room, or visit the war room item in the draft menu.

League Forums

Main - General MFN Discussion

Re: What Actually Controls Drops?

By Infinity on Trial
12/27/2019 9:26 pm
buenoboss11 wrote:
just a comment: When will zone coverage be updated? and make it work better?


2037

Re: What Actually Controls Drops?

By CoconutsMigrate
12/28/2019 4:30 pm
It's bad karma, man... :)

CM

Re: What Actually Controls Drops?

By setherick
12/28/2019 4:46 pm
CoconutsMigrate wrote:
It's bad karma, man... :)

CM


Got it. Overuse controls karma.

Re: What Actually Controls Drops?

By jdavidbakr - Site Admin
12/31/2019 1:22 pm
setherick wrote:
bmarq wrote:
Could it be he just dropped the ball?

It happens every Saturday and Sunday. How many times have you watched a game when a RB is wide open and takes his eyes of the ball and just drops it.


It COULD be. But it isn't. The "overuse" play-by-play text ONLY shows up when the overuse contributed to the result of the play.


Actually, no. The 'overuse' play-by-play text means that something did trigger a penalty based on the overuse penalty and the result of the play was not positive for that team. The game engine has no way to know whether the penalty actually is the cause of the bad play or not. Further, the penalty is actually applied by boosting the other team's attributes, not by decreasing your team's attributes, so it is unlikely that a drop will be a result of play overuse. A drop is usually reported if there was no defensive back influencing the drop, and can include a drop due to a poorly thrown ball. It is definitely possible that the attribution of a drop is too broad.

Re: What Actually Controls Drops?

By buenoboss11
12/31/2019 2:14 pm
jdavidbakr wrote:



Actually, no. The 'overuse' play-by-play text means that something did trigger a penalty based on the overuse penalty and the result of the play was not positive for that team. The game engine has no way to know whether the penalty actually is the cause of the bad play or not. Further, the penalty is actually applied by boosting the other team's attributes, not by decreasing your team's attributes, so it is unlikely that a drop will be a result of play overuse. A drop is usually reported if there was no defensive back influencing the drop, and can include a drop due to a poorly thrown ball. It is definitely possible that the attribution of a drop is too broad.


can we get rid of play overuse
Last edited at 12/31/2019 2:14 pm

Re: What Actually Controls Drops?

By TheAdmiral
1/07/2020 9:13 am
Would it be better if play overuse resulted in plays getting more yellow flags. Eg in the wide open receiver drop he gets called for a push off (thus creating the space). Would result in more catches being made but called back for penalties and force the owners that only run 15 different plays all game into expanding the playbook.

This would also indicate that the defense has made an adjustment to the overused play to draw the foul.

To balance somewhat an overused offense play could be picked up prior to the snap with a timeout, or a defensive offsides.

In saying that no-one wants to see 20 yellow flags in each game. But it would force teams to expand the playbook.

Re: What Actually Controls Drops?

By CoconutsMigrate
1/07/2020 11:21 am
TheAdmiral wrote:
Would it be better if play overuse resulted in plays getting more yellow flags. Eg in the wide open receiver drop he gets called for a push off (thus creating the space). Would result in more catches being made but called back for penalties and force the owners that only run 15 different plays all game into expanding the playbook.

This would also indicate that the defense has made an adjustment to the overused play to draw the foul.

To balance somewhat an overused offense play could be picked up prior to the snap with a timeout, or a defensive offsides.

In saying that no-one wants to see 20 yellow flags in each game. But it would force teams to expand the playbook.


No.. The idea is that the more you run a play the BETTER your team gets at executing it. The term "play overuse" is a misnomer. It's actually the defense adapting to a play it has seen before. IMO, it would be better to have the defense adapt faster and thus force teams to "expand the playbook", as you say.

CM

Re: What Actually Controls Drops?

By setherick
1/07/2020 9:06 pm
The problem with expanding the playbook is that the AI doesn't call plays equally anyway. I have 40 plays always, and most of them have an equal chance of being called depending on down and distance. But I always end up with one short pass being called 6 times (will cause overuse) and other short passes being called 0 times ... etc.

Re: What Actually Controls Drops?

By CoconutsMigrate
1/07/2020 10:16 pm
Good point. I think what real NFL teams do is have a list of plays they want to use in different down and distance situations. You see coaches on the sideline with those laminated play sheets in NFL games. Maybe this game could have play scripts or some other mechanism that says "don't call this play in this down & distance more that x times". I think it's hard to knock the concept of play overuse "penalties" overall. In the NFL, if a defense knows what is coming they almost always stuff it. I would think that would be an important realism feature..

CM