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Re: Kick Returns/Punt Returns/Sacks

By Kboum
12/26/2015 9:18 am
so right now we better go for it on 4th down... you punt 45 yards and average return is 30 yards... and a chance of TD

Re: Kick Returns/Punt Returns/Sacks

By jnormaniv
12/26/2015 10:43 am
WarEagle wrote:
If you don't pay much attention to special teams, or play scrubs or players who are slow and can't tackle, you're going to have a hard time covering kicks.

Basically, if your gunners (for example) are not rated highly at that position, you'll struggle, just like a real team would do.

There are many, many other things that need to be addressed before this is changed AGAIN (in my opinion).

There are a bunch of teams in MFN who don't give up many (if any) return TDs, and there are those who give up a bunch. I've proven to myself that it's not random.


Oh I know ratings and what players are on the field on special team have a lot to do with it. But the worst special teams in NFL history couldn't even come close to giving up 10+ punt returns, thats what I am saying. Kick returns are pretty much okay, its the punt returns and sack that I have a huge problem with.

MUST BE FIXED.

Re: Kick Returns/Punt Returns/Sacks

By jdavidbakr - Site Admin
12/26/2015 10:48 am
Sacks are definitely next on the game engine dockett.

Re: Kick Returns/Punt Returns/Sacks

By Chipped
12/26/2015 11:57 am
jnormaniv wrote:


Oh I know ratings and what players are on the field on special team have a lot to do with it. But the worst special teams in NFL history couldn't even come close to giving up 10+ punt returns, thats what I am saying. Kick returns are pretty much okay, its the punt returns and sack that I have a huge problem with.

MUST BE FIXED.


You can't expect a special teams consisting of defensive tackles to chase down a punt returner. The worst NFL special teams probably aren't playing DT on special teams so even they wouldn't give up 10+ punt returns.

If the way the AI sets up special teams is problematic then maybe the default special teams rating weights should be adjusted across the board for all new teams, thus eliminating the need for new players to go change the weights themselves.

Another solution could be to have special teams specific attributes instead of purely relying on attributes such as Pass Rush and Pass Blocking (ST blocking? probably not as difficult as pass blocking because all you have to do is get in someone's way or to push them). Additionally, some of the lower-rated WR/RB should be generated with decent tackling skills so you can keep them for depth and usage on special teams.

Re: Kick Returns/Punt Returns/Sacks

By WarEagle
12/26/2015 1:32 pm
fumblestruck wrote:
You have to consider that new players are going to see that and get frustrated that they lose games by some daft punt return on too many occasions and they won't take time to complain about it on the forum, they will just quit the game.


In general, I don't think the solution to anything is to make changes so that new users come in and are automatically winning without putting any effort into it.

What I mean by that is that this can be a complex game. There has to be some value to spending the necessary time to learn the ins and outs of it, what works and what doesn't, etc.

Reading the forums can go a LONG way to helping a new owner be succesful. If they don't want to do this, I doubt they would take the time to do anything that will help them be succesful. Success shouldn't just be automatic.

Re: Kick Returns/Punt Returns/Sacks

By jgcruz
12/26/2015 3:27 pm
jdavidbakr wrote:
Sacks are definitely next on the game engine dockett.


Rather than have a high number of sacks, why not ascribe a higher number incompletions to hurries (which you've just added, but do not necessarily mean physical contact with the QB) and also add QB knockdowns by pass rushers (which represent physical contact with the QB but not count as a sack)? The net effect is that QB ratings won't be significantly affected but sacks will be reduced.
Last edited at 12/26/2015 3:28 pm

Re: Kick Returns/Punt Returns/Sacks

By Chipped
12/26/2015 8:21 pm
Good idea. And another cool effect of this could be that that if QBs are hurried they are more likely to throw to checkdowns (but only if their field of vision/intelligence is high enough).

Re: Kick Returns/Punt Returns/Sacks

By jnormaniv
12/26/2015 9:30 pm
jgcruz wrote:
jdavidbakr wrote:
Sacks are definitely next on the game engine dockett.


Rather than have a high number of sacks, why not ascribe a higher number incompletions to hurries (which you've just added, but do not necessarily mean physical contact with the QB) and also add QB knockdowns by pass rushers (which represent physical contact with the QB but not count as a sack)? The net effect is that QB ratings won't be significantly affected but sacks will be reduced.


I think instead of making the rushers less affective they should make the pass blocking more effective. The run blocking seems 100% fine its the pass blockers getting run over by a DE that has an over all rating of 50 that is my problem

Re: Kick Returns/Punt Returns/Sacks

By fumblestruck
12/28/2015 6:12 am
WarEagle wrote:


In general, I don't think the solution to anything is to make changes so that new users come in and are automatically winning without putting any effort into it.



2 sides of the same coin, I think. I don't think its right to have new users come into a game and be put at a disadvantage especially on something as cheesey as punt returners. I'm not specific to a fix like the code has to change to nerf return men. Honestly I think the blocking is too good on punt returns but if it is as simple as putting faster skinny guys on the coverage units then that should be resolved or attempted first.

I think its fine if power users win because their roster is filled with better players and they have the better coaches hired and they come up with some better strategy like they see their opponent is ranked 30th in run defense so they increase their run percentages. I think something like special teams should be fairly straightforward and not require a lot of hand holding to be adequate. It would be lovely if power users could then tweak special teams to draw out better match ups and gain a small edge but nothing game breaking.

I would say even a newb should have a punchers chance to beat a power user even if they don't know what they are doing. I think there is that chance now with the game in its current state...or at least I know I lose games that I think are pretty much easy pickings (not sure if I am a power user per se). I think the biggest compliment I can pay to this game is that I missed it for our little holiday break. As crazy as it drives me sometimes, it is a lot of fun.

Re: Kick Returns/Punt Returns/Sacks

By jdavidbakr - Site Admin
12/28/2015 9:48 am
jnormaniv wrote:
I think instead of making the rushers less affective they should make the pass blocking more effective. The run blocking seems 100% fine its the pass blockers getting run over by a DE that has an over all rating of 50 that is my problem


This is my thought as well. I also do want to look at some of the issues that cause "phantom" sacks (like the QB running out of the pocket and getting sacked instead of throwing the ball away).