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Main - General MFN Discussion

Re: Poll

By raymattison21
10/03/2021 10:14 am
setherick wrote:
Speed is a problem in that positions are too slow. But speed isn't a problem with cover.

CBs falling down used to be common knowledge in the MFN 1 forums. But I can't find the reference.


Alright. I agree with that . Everyone is too slow and the gets exponentially worse the heavier they are. And I remember in beta years back about jdb saying one of your rookie cb fell down. It does happen but all cover guys incrementally stop and readjust to the ball once the qb throws it. I would consider that a bug of sorts and the cb falling down being in a similar category as defenders jumping passes and throwing them out of position to make any play.

Three different things but the “stopping “ is what happens all the time and was the culprit on those long passes years back. So sorry if that what you meant I am in full agreement then.

To make any play look half way decent you need players to travel in the top 85% of speed for that weight. Otherwise they fall out of nfl ranges and we are watching something below nfl standards.

And not to pick plays apart flat zone is good but the olbs don’t cover the flat they a dropping in to a deep hook/curl more like a safety. This stuff isn’t common knowledge for a football guy coming in as I would expect them to be in the flats. This learning curve could scare a hardcore guy away and confuse a novice . Most good plays act as such in terms we make them work but not like irl

Re: Poll

By setherick
10/03/2021 10:17 am
All I'm saying is the fall down logic is what broke the hitch. That is all.

And everyone complains about that one play.
Last edited at 10/03/2021 10:17 am

Re: Poll

By Infinity on Trial
10/03/2021 10:21 am
Here's a fun thread: https://mfn1.myfootballnow.com/forums/6/1967?page=1

Instead of calculating a realistic distribution of speed across positions (no more CBs slower than OL, for instance), thanks to Ray, JDB announces he is "reducing the difference between speed of 0 and speed of 100."

Setherick: "Pass defense is still based on the proximity of the defender to the ball in flight and the receiver. By normalizing SP, you're going to end up with MORE knockdowns since defenders will be closer than ever now. This is after the coverage updates that moved the defenders closer to the receiver to improve coverage, which resulted in too many knockdowns last season."

Guess what happened.

If you're not familiar with the evolution of 4.6, the thread is a good example of Ray's insight — a slow safety is slower than a fast WR, for instance. At one point, he actually says "i think the zero value of speed should be increased more."

Re: Poll

By raymattison21
10/03/2021 10:21 am
Infinity on Trial wrote:
So much irony, Ray. Some of us will never forget that you alone are responsible for derailing JDB's work on 4.5, and for misguiding his early work on 4.6. JDB was days away from releasing a garbage version of 4.6 before several us intervened in mfn1, which led to some actual improvements in the current beta code. If you care anything about the future of this game, for the love of God, stop posting in beta forums.


Here comes infinity with same jargon. Elaborate more I really wonder how far you’ll go with it. False statements after false statements. Keep up the good work! Perfectly worded to really say nothing but lies. It like fear mongering and slander. Weak *** **** is all I got to say.

Re: Poll

By raymattison21
10/03/2021 10:23 am
setherick wrote:
All I'm saying is the fall down logic is what broke the hitch. That is all.

And everyone complains about that one play.


But every pass play every Coverage guy stops for a split second. To readjust to the ball.
4.6 just has smaller gaps to close

Re: Poll

By raymattison21
10/03/2021 10:25 am
Infinity on Trial wrote:
Here's a fun thread: https://mfn1.myfootballnow.com/forums/6/1967?page=1

Instead of calculating a realistic distribution of speed across positions (no more CBs slower than OL, for instance), thanks to Ray, JDB announces he is "reducing the difference between speed of 0 and speed of 100."

Setherick: "Pass defense is still based on the proximity of the defender to the ball in flight and the receiver. By normalizing SP, you're going to end up with MORE knockdowns since defenders will be closer than ever now. This is after the coverage updates that moved the defenders closer to the receiver to improve coverage, which resulted in too many knockdowns last season."

Guess what happened.

If you're not familiar with the evolution of 4.6, the thread is a good example of Ray's insight — a slow safety is slower than a fast WR, for instance. At one point, he actually says "i think the zero value of speed should be increased more."


If speed can’t be fixed correctly then why not just use what you have at your disposal
Last edited at 10/03/2021 10:26 am

Re: Poll

By raymattison21
10/03/2021 10:30 am
raymattison21 wrote:
Infinity on Trial wrote:
Here's a fun thread: https://mfn1.myfootballnow.com/forums/6/1967?page=1

Instead of calculating a realistic distribution of speed across positions (no more CBs slower than OL, for instance), thanks to Ray, JDB announces he is "reducing the difference between speed of 0 and speed of 100."

Setherick: "Pass defense is still based on the proximity of the defender to the ball in flight and the receiver. By normalizing SP, you're going to end up with MORE knockdowns since defenders will be closer than ever now. This is after the coverage updates that moved the defenders closer to the receiver to improve coverage, which resulted in too many knockdowns last season."

Guess what happened.

If you're not familiar with the evolution of 4.6, the thread is a good example of Ray's insight — a slow safety is slower than a fast WR, for instance. At one point, he actually says "i think the zero value of speed should be increased more."


If speed can’t be fixed correctly then why not just use what you have at your disposal


Don’t forget to check out the 1500 other threads I commented about in the beta chat forum alone

Re: Poll

By Smirt211
10/03/2021 10:36 am
The perfect remedy to make all parties satisfied with v4.6 would be to:

a) maintain the sim engine sensitivity to over-use, therefore, you have to be careful in leaning on a singular play

b) treat the offensive play matrix the same as the roster depth chart (45 active players = 39 offensive plays selected = RED marking and that warning of the engine jacking up your game plan) Addendum: Force 40/40 plays selected.

c) JDB coding the opening of the gates on long passing at a medium point between what it is now and when it was turnstile in v4.2 with PA and WR Streaks.

Maintain everything else.

a) Red Dawn
b) Open up Long Passing 1/2 to what it once was
Last edited at 10/03/2021 10:37 am

Re: Poll

By raymattison21
10/03/2021 10:50 am
Smirt211 wrote:
The perfect remedy to make all parties satisfied with v4.6 would be to:

a) maintain the sim engine sensitivity to over-use, therefore, you have to be careful in leaning on a singular play

b) treat the offensive play matrix the same as the roster depth chart (45 active players = 39 offensive plays selected = RED marking and that warning of the engine jacking up your game plan) Addendum: Force 40/40 plays selected.

c) JDB coding the opening of the gates on long passing at a medium point between what it is now and when it was turnstile in v4.2 with PA and WR Streaks.

Maintain everything else.

a) Red Dawn
b) Open up Long Passing 1/2 to what it once was


Still I would like all plays to have potential for overuse. Not just the offense and blitzes. Currently they are the worst plays to use.... once overused of course

Re: Poll

By setherick
10/03/2021 11:18 am
Infinity on Trial wrote:
Here's a fun thread: https://mfn1.myfootballnow.com/forums/6/1967?page=1

Instead of calculating a realistic distribution of speed across positions (no more CBs slower than OL, for instance), thanks to Ray, JDB announces he is "reducing the difference between speed of 0 and speed of 100."

Setherick: "Pass defense is still based on the proximity of the defender to the ball in flight and the receiver. By normalizing SP, you're going to end up with MORE knockdowns since defenders will be closer than ever now. This is after the coverage updates that moved the defenders closer to the receiver to improve coverage, which resulted in too many knockdowns last season."

Guess what happened.

If you're not familiar with the evolution of 4.6, the thread is a good example of Ray's insight — a slow safety is slower than a fast WR, for instance. At one point, he actually says "i think the zero value of speed should be increased more."


The worst part of this discussion was that no one went through the thought experiment of what a flattened parabolic curve looks like in game terms or math terms.