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Main - General MFN Discussion

Re: Roster numbers/Exploits

By Lucky
2/03/2020 9:09 am
setherick wrote:
Lucky wrote:
Unreal, you want to remove the penalties to keep this an arcade game. Just change the title of the game an "American Football Simulation" and leave the NFL out of it.


Maybe you should read the actual post. I want attributes to determine where a player plays. Not arbitrary letters assigned at player generation.


I did read it. Players are assigned these arbitrary letters entering the draft that "they" decide on but NFL teams do often change the position after they acquire the player. Real life uses physics and this game doesn't.. So when an RB takes the handoff on a dive play, MFN isn't calculating a billion variables.. The original post simply wants teams to have RB's and WR's.. CB's and S's etc.. why the resistance?? Or are you not talking about the same thing??

Re: Roster numbers/Exploits

By Bexus76
2/03/2020 9:26 am
Taysom Hill
Cordell Stewart
Antwan Randle-El
William Perry
etc.
I have no problem with players playing out of position as long as their attributes and body size/type allow for it. There are a few positioning exploits that need to be dealt with though. We can find a happy medium.

Re: Roster numbers/Exploits

By Lucky
2/03/2020 9:34 am
Bexus76 wrote:
Taysom Hill
Cordell Stewart
Antwan Randle-El
William Perry
etc.
I have no problem with players playing out of position as long as their attributes and body size/type allow for it. There are a few positioning exploits that need to be dealt with though. We can find a happy medium.


Exactly, but there also needs to be real variables happening when a they are out of position. The problem is drafting a guy and moving him to WR but never lining him up in a WR slot and only use him as an RB.. Making him a WR only in name for bonus attributes. Lets put some multi year and career ending injuries in the game and see how many teams use all WR's and all CB's. The more I read people's posts the more it seems they want a "sandbox game". A game where they can shape their fantasy of they NFL no matter how whack it may look. I'm totally cool with drafting athlete's and figuring out where to put them.. it's called college football though..
Last edited at 2/03/2020 9:35 am

Re: Roster numbers/Exploits

By Bexus76
2/03/2020 9:44 am
Lucky wrote:
Bexus76 wrote:
Taysom Hill
Cordell Stewart
Antwan Randle-El
William Perry
etc.
I have no problem with players playing out of position as long as their attributes and body size/type allow for it. There are a few positioning exploits that need to be dealt with though. We can find a happy medium.


Exactly, but there also needs to be real variables happening when a they are out of position. The problem is drafting a guy and moving him to WR but never lining him up in a WR slot and only use him as an RB.. Making him a WR only in name for bonus attributes. Lets put some multi year and career ending injuries in the game and see how many teams use all WR's and all CB's. The more I read people's posts the more it seems they want a "sandbox game". A game where they can shape their fantasy of they NFL no matter how whack it may look. I'm totally cool with drafting athlete's and figuring out where to put them.. it's called college football though..

I'm guilty of that one myself. I've moved a few RBs to WR while still playing them as RBs fo weight loss/speed increase. I dont feel bad for it though because I dont think every RB should have to play at 217 lbs. IRL, many guys actively gain or lose weight for the same effect. I should be able to roster RBs (especially) at different weights to use them for different purposes (ie. heavier for goal line/short yardage or lighter for receiving/utility)

Re: Roster numbers/Exploits

By raymattison21
2/03/2020 9:49 am
Lucky wrote:
setherick wrote:
Lucky wrote:
Unreal, you want to remove the penalties to keep this an arcade game. Just change the title of the game an "American Football Simulation" and leave the NFL out of it.


Maybe you should read the actual post. I want attributes to determine where a player plays. Not arbitrary letters assigned at player generation.


I did read it. Players are assigned these arbitrary letters entering the draft that "they" decide on but NFL teams do often change the position after they acquire the player. Real life uses physics and this game doesn't.. So when an RB takes the handoff on a dive play, MFN isn't calculating a billion variables.. The original post simply wants teams to have RB's and WR's.. CB's and S's etc.. why the resistance?? Or are you not talking about the same thing??


It uses real physics. We have college like speed and fit the skill rating to make nfl stats. Smashing the speed scale to get closer to the nfls has highlighted the penalty applied to weight being too strong. I dont dont see how plays can work right if guys are too slow to get in to positon.

Keeping guys at their trending weight per positon assignment puts them in "boxes". Playing this way for years, weve had to push the skill rating to there limits to make up for the separation or lack there of. Its why smaller is better....

Take wr at db and the participants of effective ratings for an exploit

athletic ablitly is great for db in terms not allowing seperation

intelligence/experience moderates getting that interception

pass catching plays a minor role in grabbing the int

ball carry allows for great return yards after the int

reads are horrid opening doors that poor pass to be picked in the first place , man coverage is so tight in general and man defenders recact insanly quick when off the ball

because of the play overuse penalty the defense call(if done correctly) will get a boost , especially later in the game, making that wr at db even better at covering

these facts of the game make the desire for the out of positon to be turned up...upon first glance, like the conception of the play overuse penalty, it looks like a good idea to curb certian tactics, but in the end with alot of attention both are still gameable.

Alot of these thing were touched on in beta since the release of 4.5, but a simple change to the bottom end of speed has things like the punt blocks and dbs playing DE with success again.

Things like slower RB and WRs have seen a slight benefit. Rushing is back up and PRs get a few more yards, but zone and man has been balanced so much a great user is dominating with only two unpenalized defensive plays.

To me this point to lightening up on the overuse penalty...passing is down a good 20% and it needs a little help. Zone defenders jump the ball real bad and qbs still cant really blow numbers up....even with the lingering poor reads.

All this leads to me playing a wr, who hasn't showed up offensively in this beta version, at CB, last game he finally picked one off and took it to the house. A momentum changing play later in the game..it was a close game at the time and we proceeded to blow them after.

Chalk it up to the overuse penalty but it was a blitz play vs a hitch....first call for both teams. That points to horrid reads or Speed /intelligence and maybe pass catching are Overpowered .

Theres alot going on to limiting this said exploit. What to change next, and it actually have an effect is the real question.

I am still wondering if the qb would have pulled it down and ran it instead...or he at least extetended the play....as it takes for ever for Safties to get in to the backfield blitzing from ten yards deep. ,but no qb is really running in 4.5 or any beta version currently.

Increasing the out of positon penalty will limit legit positon changes with a legit change of weight in pounds. Its the players height thats exploited...that should come with other influencers that make more sense to playing out of postion. ....a whole other rant

another rant is the playing out of position should come with a learning curve for familiarity. That shouldn't translate easily from every position to another. Maybe parts of some but not all.

Fix the effect weight has on speed and keep it in line with nfl speeds and there will be no need to have anyone assigned to a said positon .

Re: Roster numbers/Exploits

By Lucky
2/03/2020 9:55 am
Bexus76 wrote:
Lucky wrote:
Bexus76 wrote:
Taysom Hill
Cordell Stewart
Antwan Randle-El
William Perry
etc.
I have no problem with players playing out of position as long as their attributes and body size/type allow for it. There are a few positioning exploits that need to be dealt with though. We can find a happy medium.


Exactly, but there also needs to be real variables happening when a they are out of position. The problem is drafting a guy and moving him to WR but never lining him up in a WR slot and only use him as an RB.. Making him a WR only in name for bonus attributes. Lets put some multi year and career ending injuries in the game and see how many teams use all WR's and all CB's. The more I read people's posts the more it seems they want a "sandbox game". A game where they can shape their fantasy of they NFL no matter how whack it may look. I'm totally cool with drafting athlete's and figuring out where to put them.. it's called college football though..

I'm guilty of that one myself. I've moved a few RBs to WR while still playing them as RBs fo weight loss/speed increase. I dont feel bad for it though because I dont think every RB should have to play at 217 lbs. IRL, many guys actively gain or lose weight for the same effect. I should be able to roster RBs (especially) at different weights to use them for different purposes (ie. heavier for goal line/short yardage or lighter for receiving/utility)


Lol, I think a lot of these guys simply don't like the idea of being "forced" to play a certain way or to adapt to changes they don't like, even if it's aimed at creating a more realistic game. If the game already had a mechanism that required you to have a minimum number of players listed at each position group at launch, how could they be arguing to allow the opposite? I'm pretty sure they would be playing the game as is.

Re: Roster numbers/Exploits

By Lucky
2/03/2020 10:04 am
raymattison21 wrote:
Lucky wrote:
setherick wrote:
Lucky wrote:
Unreal, you want to remove the penalties to keep this an arcade game. Just change the title of the game an "American Football Simulation" and leave the NFL out of it.


Maybe you should read the actual post. I want attributes to determine where a player plays. Not arbitrary letters assigned at player generation.


I did read it. Players are assigned these arbitrary letters entering the draft that "they" decide on but NFL teams do often change the position after they acquire the player. Real life uses physics and this game doesn't.. So when an RB takes the handoff on a dive play, MFN isn't calculating a billion variables.. The original post simply wants teams to have RB's and WR's.. CB's and S's etc.. why the resistance?? Or are you not talking about the same thing??


It uses real physics. We have college like speed and fit the skill rating to make nfl stats. Smashing the speed scale to get closer to the nfls has highlighted the penalty applied to weight being too strong. I dont dont see how plays can work right if guys are too slow to get in to positon.

Keeping guys at their trending weight per positon assignment puts them in "boxes". Playing this way for years, weve had to push the skill rating to there limits to make up for the separation or lack there of. Its why smaller is better....

Take wr at db and the participants of effective ratings for an exploit

athletic ablitly is great for db in terms not allowing seperation

intelligence/experience moderates getting that interception

pass catching plays a minor role in grabbing the int

ball carry allows for great return yards after the int

reads are horrid opening doors that poor pass to be picked in the first place , man coverage is so tight in general and man defenders recact insanly quick when off the ball

because of the play overuse penalty the defense call(if done correctly) will get a boost , especially later in the game, making that wr at db even better at covering

these facts of the game make the desire for the out of positon to be turned up...upon first glance, like the conception of the play overuse penalty, it looks like a good idea to curb certian tactics, but in the end with alot of attention both are still gameable.

Alot of these thing were touched on in beta since the release of 4.5, but a simple change to the bottom end of speed has things like the punt blocks and dbs playing DE with success again.

Things like slower RB and WRs have seen a slight benefit. Rushing is back up and PRs get a few more yards, but zone and man has been balanced so much a great user is dominating with only two unpenalized defensive plays.

To me this point to lightening up on the overuse penalty...passing is down a good 20% and it needs a little help. Zone defenders jump the ball real bad and qbs still cant really blow numbers up....even with the lingering poor reads.

All this leads to me playing a wr, who hasn't showed up offensively in this beta version, at CB, last game he finally picked one off and took it to the house. A momentum changing play later in the game..it was a close game at the time and we proceeded to blow them after.

Chalk it up to the overuse penalty but it was a blitz play vs a hitch....first call for both teams. That points to horrid reads or Speed /intelligence and maybe pass catching are Overpowered .

Theres alot going on to limiting this said exploit. What to change next, and it actually have an effect is the real question.

I am still wondering if the qb would have pulled it down and ran it instead...or he at least extetended the play....as it takes for ever for Safties to get in to the backfield blitzing from ten yards deep. ,but no qb is really running in 4.5 or any beta version currently.

Increasing the out of positon penalty will limit legit positon changes with a legit change of weight in pounds. Its the players height thats exploited...that should come with other influencers that make more sense to playing out of postion. ....a whole other rant

another rant is the playing out of position should come with a learning curve for familiarity. That shouldn't translate easily from every position to another. Maybe parts of some but not all.

Fix the effect weight has on speed and keep it in line with nfl speeds and there will be no need to have anyone assigned to a said positon .


Why is it so hard for you guys to just admit you DON'T want an NFL simulation, I mean really??

You stated half a dozen things inconsistent with RL and say it uses RL physics?? Does the game take into account gravity, momentum, stress, height, weight, agility, what the guy ate yesterday etc etc???? LOL

What in a nutshell is so bad about having to play with guys listed in position as NFL teams do?? How are you going to handle the cap situation when positions don't matter?? move everyone to guard and sign them for dirt cheap.. 53 guards playing?? where does it end??
Last edited at 2/03/2020 10:08 am

Re: Roster numbers/Exploits

By raymattison21
2/03/2020 12:00 pm
Lucky wrote:
raymattison21 wrote:
Lucky wrote:
setherick wrote:
Lucky wrote:
Unreal, you want to remove the penalties to keep this an arcade game. Just change the title of the game an "American Football Simulation" and leave the NFL out of it.


Maybe you should read the actual post. I want attributes to determine where a player plays. Not arbitrary letters assigned at player generation.


I did read it. Players are assigned these arbitrary letters entering the draft that "they" decide on but NFL teams do often change the position after they acquire the player. Real life uses physics and this game doesn't.. So when an RB takes the handoff on a dive play, MFN isn't calculating a billion variables.. The original post simply wants teams to have RB's and WR's.. CB's and S's etc.. why the resistance?? Or are you not talking about the same thing??


It uses real physics. We have college like speed and fit the skill rating to make nfl stats. Smashing the speed scale to get closer to the nfls has highlighted the penalty applied to weight being too strong. I dont dont see how plays can work right if guys are too slow to get in to positon.

Keeping guys at their trending weight per positon assignment puts them in "boxes". Playing this way for years, weve had to push the skill rating to there limits to make up for the separation or lack there of. Its why smaller is better....

Take wr at db and the participants of effective ratings for an exploit

athletic ablitly is great for db in terms not allowing seperation

intelligence/experience moderates getting that interception

pass catching plays a minor role in grabbing the int

ball carry allows for great return yards after the int

reads are horrid opening doors that poor pass to be picked in the first place , man coverage is so tight in general and man defenders recact insanly quick when off the ball

because of the play overuse penalty the defense call(if done correctly) will get a boost , especially later in the game, making that wr at db even better at covering

these facts of the game make the desire for the out of positon to be turned up...upon first glance, like the conception of the play overuse penalty, it looks like a good idea to curb certian tactics, but in the end with alot of attention both are still gameable.

Alot of these thing were touched on in beta since the release of 4.5, but a simple change to the bottom end of speed has things like the punt blocks and dbs playing DE with success again.

Things like slower RB and WRs have seen a slight benefit. Rushing is back up and PRs get a few more yards, but zone and man has been balanced so much a great user is dominating with only two unpenalized defensive plays.

To me this point to lightening up on the overuse penalty...passing is down a good 20% and it needs a little help. Zone defenders jump the ball real bad and qbs still cant really blow numbers up....even with the lingering poor reads.

All this leads to me playing a wr, who hasn't showed up offensively in this beta version, at CB, last game he finally picked one off and took it to the house. A momentum changing play later in the game..it was a close game at the time and we proceeded to blow them after.

Chalk it up to the overuse penalty but it was a blitz play vs a hitch....first call for both teams. That points to horrid reads or Speed /intelligence and maybe pass catching are Overpowered .

Theres alot going on to limiting this said exploit. What to change next, and it actually have an effect is the real question.

I am still wondering if the qb would have pulled it down and ran it instead...or he at least extetended the play....as it takes for ever for Safties to get in to the backfield blitzing from ten yards deep. ,but no qb is really running in 4.5 or any beta version currently.

Increasing the out of positon penalty will limit legit positon changes with a legit change of weight in pounds. Its the players height thats exploited...that should come with other influencers that make more sense to playing out of postion. ....a whole other rant

another rant is the playing out of position should come with a learning curve for familiarity. That shouldn't translate easily from every position to another. Maybe parts of some but not all.

Fix the effect weight has on speed and keep it in line with nfl speeds and there will be no need to have anyone assigned to a said positon .


Why is it so hard for you guys to just admit you DON'T want an NFL simulation, I mean really??

You stated half a dozen things inconsistent with RL and say it uses RL physics?? Does the game take into account gravity, momentum, stress, height, weight, agility, what the guy ate yesterday etc etc???? LOL

What in a nutshell is so bad about having to play with guys listed in position as NFL teams do?? How are you going to handle the cap situation when positions don't matter?? move everyone to guard and sign them for dirt cheap.. 53 guards playing?? where does it end??


Gravity has to play a part in passing and kicking? Or something that acts like it. Momentum, yes, but probaly not in your scope. Height, only in a few places. Agility, is a combo of spd, acc, and weight. Stress, could be interperted with fatigue?

Theres not a nutshell but a tangled web of code...like i said the weight penalty is too strong. .the physic is off there. Same with clock speed to player speed. We function in 40 yard dash ranges closer to college. An expanded scale...shrink that scale and the skill ratings will have a more profound effect.

These depth chart roster caps and minimums do nothing to change whats effective. Slot a wr at TE and he still will get seperation cause hes a small and fast. I would just do more depth chart moves? Like, switch guys back and forth each spin just to keep their weight down and slot them accordingly for the game that day

Salary has nothing to do with position or performance. Only deflaut rating does that. Same with trade score. Which is way off compared to succsess only cause the game was designed to not favor these speed gaps in the first place.

Slow FBs dont get into postion to block on many run plays...whats the point of having a slow fb if nothing clearly in the game tells you one is bad at most senerios. Get a fast one or have him lose a little wieght and he blocks better? But really a 38 speed 72 acc. player @243 pounds runs a 6 second 40 yard dash. Just cause you dont see it blatantly means its ok? It why his default could be an 80 and his trade score be 700 but hes a olineman at best.

I lobbied for years to change this speed disparity between weights. As skill parts get better/tighter its only highlighed more and more.

Still, i dont care if positon minimums were installed. i dont use most exploits like that and win enough. It wouldnt paint a clearer picture to anyone with football sense and just came in to the game though. Just another type of nerf. Its window dressing for a more complete game.

These users who break the game in a general release is good for the development. Its healthy to have some guys stretch the limits. But when anyone can do it very effectively it a true bug. Otherwise something to note and use to furhter the current code.

Wr at db doesn't work for staters but its legit as Dime strategy. AS it works, for the reasons explained above. Borderline a bug , but reads and speed is just too far off to care alot about.
I think its bias, arcade was codes ago, it hasn't been that way for a while. Just highlighted in these small window of success now, cause of speed gaps

Thats the window that need the most work and its tied to speed and weight. Getting lighter should nott help everyone.-but it does cause it puts them closer to nfl speeds. The speed needs to be upped or heavy guys are nerfed. No additional nerf is strong enough to level the feild here, so whats the point.

Its time to gofor the root cause and stop wasting years fiddling with "nerfs". Thats the only reason i am opposed here. But, its not my game! Just a good day of lobbying for a better one.


Re: Roster numbers/Exploits

By Lucky
2/03/2020 12:13 pm
You write a whole lot about I don't know what. There is nothing wrong with making the game at the very least LOOK like the NFL, and part of that is having guys listed in the appropriate positions, at least for the most part. This is so basic it's hard to believe there's pushback. It doesn't matter why people are doing what they are doing, it only matters that changes are made to make the game a better simulation of the NFL.
Last edited at 2/03/2020 12:13 pm

Re: Roster numbers/Exploits

By Mcarovil
2/08/2020 3:06 pm
This might be the right answer if attributes actually reflected their value and purpose in this game. As it stands speed is king. Why is there FOV for a RB? Pretty sure that has zero impact in this SIM. A DB with exceptional cover skills should dominate regardless of 70 acc/SP. if all attributes were equal relative to position then maybe.


setherick wrote:
Personally, I think the out of position penalty should be removed completely and everything should be dictated by the attributes the player is generated with and the frame skill that exists.

The problem right now is that you can't move QBs to WR because they are not generated with receiving skills at all.

The reason I think this is because the NFL is one of the best sports leagues to utilize players where they are best at as long as the player is willing to make a change. That's why Antwan Randle El was a great utility player in the NFL, but Taysom Hill has under performed as a utility player. If Hill would go all in in the hybrid RB/WR role, he'd be a dominate force.

As Ray said above, the ONLY thing that positions are good for right now is determining weight. And weight, for some illogical reason, controls both acceleration and speed.
Last edited at 2/08/2020 3:06 pm