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Main - General MFN Discussion

Re: Be careful what you ask for...

By lellow2011
8/18/2016 2:50 pm
Bryson10 wrote:
ya i like building a roster part the best. I like to have a system and construct a team to fit it. The gameplanning is fun but it's time consuming and makes it hard for less active participants to compete. If you don't gameplan you have no chance in my opinion. It's definitely not an idea for all the leagues but i think there's a niche that a lot of people here would want to try out. Maybe a test league just to see how it goes


I don't do much more than a base gameplan that I use just about every game for most of my teams.

Re: Be careful what you ask for...

By Bryson10
8/18/2016 2:52 pm
i think it's a combination of good rosters and gameplanning. When you get to the end the rosters are all pretty good so it comes down to strategy and which team can outsmart the other. In some instances players just lay an egg or step up. I don't think one thing will win a bowl but a good roster is a great start

Re: Be careful what you ask for...

By Boomtower
8/18/2016 3:04 pm
I favor expanding game features rather than reducing or minimizing them. Sure, it takes some time to understand the different parts, but that's the fun part. Also, I do think it is possible to be successful and not devote hours and hours to game planning.

Re: Be careful what you ask for...

By Bryson10
8/18/2016 3:08 pm
ok i guess this thread has veered a little. I am not for reducing anything as far as gameplanning etc. I just replied to a post and said that i was intrigued by the idea of a single test league where we could try something different. Oh and as far as gameplanning time goes, it takes me no more than a half hour to game plan but when you have a growing amount of teams it adds up. I think that's why i'm going to trim some teams down.

Re: Be careful what you ask for...

By GrandadB
8/18/2016 3:18 pm
punisher wrote:
raymattison21 wrote:

I would say rules(as I use none) is what wins a super bowl ( as i have won none)but I think roster wins in general hands down.


actually from my experience rules don't win super bowls I have 11 rules for every league I am in which btw 8 of those are offense rules and 3 of those are defense rules and I haven't won the super bowl though I have made the playoffs with teams that before I could never get to the playoffs.

So I think the Roster is the reason people win the super bowls.

Unless of course one of my leagues proves me wrong about that .


League 10, 2022, San Antonio... as posted in Best L Champion thread :)

Re: Be careful what you ask for...

By lellow2011
8/18/2016 3:30 pm
Most of the teams I have won leagues with have used no rules

Re: Be careful what you ask for...

By raymattison21
8/18/2016 3:36 pm
Bryson10 wrote:
i think it's a combination of good rosters and gameplanning. When you get to the end the rosters are all pretty good so it comes down to strategy and which team can outsmart the other. In some instances players just lay an egg or step up. I don't think one thing will win a bowl but a good roster is a great start


Well....that is how I see it. IRL coaches adjust at the half or something. Here it's all or none. Especially if one user goes all in one way and the other user planned for the opposite. Catching an owner off guard by running when you pass all season is ok. He needs the roster to do so. But we should be able to have a bail out plan.

That is why I like a more balanced team and versatile game plan. I could only IMAGINE having one for each team I face like IRL. That is my next test. Go deep in to the gameplan screen, because I do not touch offense at all, except to put in initially.

I think that is the whole point here. More deep talent is what does it. Whether it is on D, or two 90 rated backs, or four 90 rated WRs you will have a backup plan. Or of course 90s every where. You have more legit options to work with. Which is all real.

The strategy is obvious IMO. Be able to execute the gameplan is the tougher part, but by no means any advantage over roster, but if you put the time in who knows. I would play only one league with all the options here if I went that deep.

A veteran user in MFN 1 advised me to look at play familiarity after suffering a loss. Coincidentally, I played punisher the following week and he picked a play 26 times against me. I knew he was going to pick it, so I picked too. My team had no familiarity and by play 12 in my D was destroying the it.

JDB added this of late to have more of an effect, And I do see an effect, but never checked before. Alot is important IMO, and it is in the scouting/ film/log, but I have no proof of it beating a dominant roster.

Re: Be careful what you ask for...

By King of Bling
8/18/2016 3:39 pm
jdavidbakr wrote:
I've actually mulled the idea of having a league type where you only build your roster (no game planning), I hadn't thought of having one without trades.

In either case I wouldn't change any existing leagues, they would be new leagues with those settings.


I'm assuming Depth chart would still be our responsibility/option?
Also, the generic run/pass settings on O and D?
Last edited at 8/18/2016 3:40 pm

Re: Be careful what you ask for...

By jdavidbakr - Site Admin
8/18/2016 3:45 pm
You'd still set your depth chart and roster (and draft), just not any game plan options. Essentially it would only be the roster management part of the game for those who don't like to take the time to put together game plans and usually just rex them anyway, it would put them on a more even playing field with the rest of the league instead of competing with users who are able to and enjoy spending a lot of time on that part.

Re: Be careful what you ask for...

By GrandadB
8/18/2016 3:47 pm
[quote=The Hitman"] When trading you have to realize that you're probably making the other team better. So if it's a "super team" then you have the option of not trading with that team.[/quote]

Dont agree, in any trade you will have one of two things happen. One of the traders gets the better of the trade or both get an equal improvement and/or benefit. But, that is where there are two "actual" players involved, not both sides being controlled by one player.

[quote=The Hitman"]No one here has an inherent advantage over anyone else. Any advantage gained is/was an advantage earned based on a competitive strategy and the determination to follow a predetermined plan[/quote]

Advantages gained include the use of "dummy" teams...multi accounts w different names, trades btw teams in one league where a favor is returned in another, just to name a couple. Agree that gameplanning, setting your rules, and overrides is a level playing field. Plus there is the advantage of having created a "Super Team" and being able to easily feed more top rated players into it with 2 or more high 1st rounders with 90+ defaults each draft.

[quote=The Hitman"]Possibly a league where there is no trading is in order? Of course this won't stop the whining about unfair "advantages" but it would be a partial solution.[/quote]

Classic example of taking a subject, in this case trading, and reducing it to an extreme to try and deride a potentially good suggestion. Trading, as has been stated by the vast majority on here, is a big and fun part of the game. Is this game a "simulation" or not? Trading is great!!! as long as it cannot be easily compromised by unethical or cheating methods, unfortunately it can be compromised and manipulated, fortunately not very often and can be spotted and reported. Best way to improve the game is to simply keep making it more of a simulation. Make the salary caps, contract re-negotiation, and team management simulate what the game is trying to simulate, the NFL. And yeah, I know there are those on here who say "this isnt a NFL simulation!!" ...... I say BS in caps, it is an NFL simulation. No, it will never be a completely accurate simulation, but it can get closer to it than any other pro football sim on the net. Its already at least over 2/3 of the way there, and congrats 10 X over to JDB for that effort and result. The last version of the game has increased the simulation, increasing the importance of contract re-neg, which is a step in the right direction as the majority of posts have supported to date.

Last edited at 8/18/2016 3:57 pm