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Main - General MFN Discussion

Re: 4.6 Passing Issues by the Data

By IoanBlood
12/05/2021 6:23 am
https://www.youtube.com/watch?v=wCQfkEkePx8&ab_channel=FoolsGarden-OFFICIAL

Re: 4.6 Passing Issues by the Data

By Smirt211
12/05/2021 8:13 am
My dawg needs to figure out and we'll pick a play from the litter:

PA Streaks

Automatic sack a lot of time, however, WR on CB vitals head 2 head or Fort Knox o-line vs. a torn and tattered d-line or wrong run key light up...

turnstile can open up on mistakes or openings. There's a way to get to a happy medium.

Re: 4.6 Passing Issues by the Data

By raymattison21
12/05/2021 9:01 am
Coverage is tighter due to the raising of zero speed. Really bump has been made to slow receivers a while back and it was over powered then . Still it is causing things in 4.6 ......from a lesser perspective than if your fast your fast you can play outside. Or even if you overuse a play cause you will lose eventually despite the ratings. Not that ratings don’t matter but plays vs what plays does

One tiny switch of the code and something else is out of whack. I get lowering drops as I think a minor or no long distance penalties are in anyway. But the passing algorithms have a decrease completion % the longer the ball travels in the air.

That’s different and I think naturally as a defender you have more time to adjust the deeper the pass is so is that not a natural physics advantage? As the ball is working against gravity/air drag a bit more than the human. But the human has his own set of problems.... but take that part of the code out........ The decrease in completion % the more air yards.

This is a root cause solution. As drops probably are tied to location of ball, players and so on. Like passing vectors launch angles and how fast the ball travels..... change those and drops change too. Look at those throwaways something doesn’t look right with them . So I would look at that before just lowering the drop rate.

Another would be how overpowered bump is. I still think this is the main culprit that would be very effective at fixing or alignment of stats with some tweaks. But hey who knows...another is overused plays and how and when they are penalized.

I even just think of the ratings we play with . Perhaps they are not diverse enough to separate the good from the bad. 10 -20 seasons in and capable QBs are everywhere. The skill ratings are flooded same with the static ones......would lower ratings make for more adjustment room?

Allocation leagues put up more diverse stats due to lower things. Player /coach Ratings or familiarity or experience

Re: 4.6 Passing Issues by the Data

By setherick
12/05/2021 10:29 am
raymattison21 wrote:
This is a root cause solution. As drops probably are tied to location of ball, players and so on. Like passing vectors launch angles and how fast the ball travels..... change those and drops change too. Look at those throwaways something doesn’t look right with them . So I would look at that before just lowering the drop rate.

...

Allocation leagues put up more diverse stats due to lower things. Player /coach Ratings or familiarity or experience


You say root cause solution, but you don't specify a root cause or a solution in your post so I'm confused.

Can we dispel of the all of the problems with 4.6 are because it's an allocation league and more players or player knowledge will magically fix it argument? This argument is as much as head in the sand as it is useless.

In the first post I put this, "For full disclosure, we're in the first season, but I think the first season of a league is better at highlighting problems with the game because you don't have a lot of all 100 players that mask issues."

But I guess I should have gone into more explanation about what this really means. So here we go:

1) Offense has the advantage in the first year of an allocation league. - Offensive players, and this is true in Big Data, are overgenerated compared to defensive players. You have much more flexibility when building an offense than you do building a defense. So when I say "mask issues", I mean it's much easier to dismiss bad offense in veteran leagues in 4.6 (or any version) as the defense "catching up".

2) Most of the game - seriously like 95% of it - is having the right offensive play against the right defensive play. - There are only a few attributes that really matter at any given time, and speed (as much as people want to say it's not) is still the most important of those. Have fast enough players to get into position to make a play and then all the secondary attributes only matter 1-2% of the time. This is why drops stand out so much. There is no correlation between drops and any attribute. And the more IoT dug into it, the secondary attributes for receivers don't even matter much for overall catch percentage (there is potentially one exception with one attribute, but I haven't dug in more to figure out if it's just random noise). But if you use stats from a veteran league everyone will go "oh, it's just because so and so player is all 100s."

3) The one place where having pegged 100 players matter is on the defensive line. - It's easier to find OL with 100 pass block than it is to find DEs at weight with 100 pass rush. So over time, as a league matures from allocation draft to veteran league, I expect the number of sacks to actually go up across the board as owners build up their DL. Similarly, I expect coverage to get tighter as more 90 SP safeties and more punish CBs are available.

So when I say having more players masks problems in the game, I mean it provides an easy excuse for why something doesn't work and allows defenses to get better which lowers offensive firepower, not raise it.

---

The other way to think about this is that Big Data has almost all of the high powered offensive game planners playing right now, and even folks like IoT, Smirt, Fred, and IoanBlood are struggling to get offensive game plans together. What's it going to be like when we all have good defenses too?
Last edited at 12/05/2021 10:38 am

Re: 4.6 Passing Issues by the Data

By ArmoredGiraffe
12/05/2021 1:27 pm
Past 5 seasons in League of Legends there has been one 4,000 yard passer who got there with 600+ attempts. My biggest worry is none of this will get fixed and these first four seasons are the best it's going to be offensively.

My opinion might be different than most as I only played 4.5 for a year but **** it was at least fun

Re: 4.6 Passing Issues by the Data

By Mcbolt55
12/05/2021 3:07 pm
I know I am aging myself, but I can remember when 4000 yards passing in an nfl season was a record, not expected….granted it should not be nearly impossible like it seems now

Re: 4.6 Passing Issues by the Data

By raymattison21
12/05/2021 3:10 pm
Some root causes the ones if tweaked have a profound effect on game play. Zone updates put back in being one. Look at bump and loosen the man under pass defense up .

Two is ball speed to players speed like you said in another thread. Raising zero speed would call for a raise in ball speed, vectors and such? Maybe he already did it.

Three could be that there is less speed or ratings in general. Make stats fit that way. You could cap DBs at a certain speed and keep linemenover a certain speed creating a more realistic 40 yard dash scores .

Re: 4.6 Passing Issues by the Data

By setherick
12/05/2021 3:53 pm
raymattison21 wrote:
Some root causes the ones if tweaked have a profound effect on game play. Zone updates put back in being one. Look at bump and loosen the man under pass defense up .

Two is ball speed to players speed like you said in another thread. Raising zero speed would call for a raise in ball speed, vectors and such? Maybe he already did it.

Three could be that there is less speed or ratings in general. Make stats fit that way. You could cap DBs at a certain speed and keep linemenover a certain speed creating a more realistic 40 yard dash scores .


But none of these are the current problems. The two root causes of all of the new problems passing -- that is the problems specifically introduced in 4.6 -- are that drops and OL penalties weren't addressed with all of the other changes introduced.

If all play distance penalties for both drops and sacks were removed, then it'd be a lot easier to see how good 4.6 is. Because either it's overly hampered by the bandaids from 4.4-4.5, or it just sucks so much that it should just be reverted. Because the passing game is truly awful.
Last edited at 12/05/2021 3:53 pm

Re: 4.6 Passing Issues by the Data

By raymattison21
12/05/2021 4:06 pm
I never heard the sack penalty but sure take out something (drop penalties) that make air yards go up..especially to the outside receivers. I think our pressure is too low and Sacks are high especially on long passes. To me that’s the progression/ dumpoff codes.... and to another extent what the QB actually does before he passes. As he should run more or just be smarter with the ball. Pressure should be up and QBs should be smarter when facing pressure . Still receivers will be slowed by something.... too much hand fighting...where’s the PI calls at.... too high too low?

Re: 4.6 Passing Issues by the Data

By setherick
12/05/2021 7:29 pm
raymattison21 wrote:
I never heard the sack penalty...


It's not a sack penalty. It has to do with how long the offensive line holds a block, but I can't find the threads now in MFN1.