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Depth chart governance discussion
League News/General Discussion
NOTICE: This league is using the BLEEDING EDGE game engine. For more information, click here.
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CoconutsMigrate
Re: Depth chart governance discussion
by CoconutsMigrate @ 9/12/2026 12:16 pm
JDB wrote,

"The original problem came from players putting athletes into their depth charts who would be, in real life, absolutely unrealistic, yet in MFN gave them an advantage. I had initially hoped that this freedom would self-correct as the game engine properly simulated everything, but I’ve concluded there will always be something users can exploit. Rather than spend all development time chasing cat-and-mouse issues, I added the player position-change matrix to require that you place players in the positions they were initially created for."

In my not so humble opinion....

1. Eliminate position changes and thus the whole "weight / speed" thing. Sure, sometimes players do change positions to some extent. Deebo can run some plays from the backfield, Ronnie Lott became a great safety, but.. usually, at the professional level, guys are what they are. They certainly dont make these radical changes to their bodies. Let it go..

2. You really need the ability to design plays in a game like this. Then his "position" doesnt matter.. And you can "scheme up" solutions to team problems rather than making Deion Sanders a defensive end..

3. Fix the talent distribution and increase the amount of talent. You also need to add some degree of uncertainty about players. The draft here is well done with the "boom / bust" thing and player volatility. Maybe take that farther with some unpredictable player development. Make more players available. Sometimes a Brock Purdy (or Tom Brady!) happens.

4. Gonna give this it's own number.. FIX THE DUMB SPEED THING!! Please.. Just make speed a linear rating of how fast a player is capable of running. None of this 11 speed fullback ****! If you have a realistic distribution of ratings (and realistic talent distribution) it begets realistic behavior by your owner / coaches.

5. If someone tanks, if some team loses a bunch of games, there oughta be a chance the program fires him! IRL, being an NFL head coach is a great job. You get paid a lot of money to win football games and show everyone you aren't clueless. Losing football games makes you unemployed. The game should mirror that...

Thats all.. Just trying to help. I am an emotional little guy sometimes... :)

CM
raymattison21
Re: Depth chart governance discussion
by raymattison21 @ 9/12/2026 8:22 pm
CoconutsMigrate wrote:
JDB wrote,

"The original problem came from players putting athletes into their depth charts who would be, in real life, absolutely unrealistic, yet in MFN gave them an advantage. I had initially hoped that this freedom would self-correct as the game engine properly simulated everything, but I’ve concluded there will always be something users can exploit. Rather than spend all development time chasing cat-and-mouse issues, I added the player position-change matrix to require that you place players in the positions they were initially created for."

In my not so humble opinion....

1. Eliminate position changes and thus the whole "weight / speed" thing. Sure, sometimes players do change positions to some extent. Deebo can run some plays from the backfield, Ronnie Lott became a great safety, but.. usually, at the professional level, guys are what they are. They certainly dont make these radical changes to their bodies. Let it go..

2. You really need the ability to design plays in a game like this. Then his "position" doesnt matter.. And you can "scheme up" solutions to team problems rather than making Deion Sanders a defensive end..

3. Fix the talent distribution and increase the amount of talent. You also need to add some degree of uncertainty about players. The draft here is well done with the "boom / bust" thing and player volatility. Maybe take that farther with some unpredictable player development. Make more players available. Sometimes a Brock Purdy (or Tom Brady!) happens.

4. Gonna give this it's own number.. FIX THE DUMB SPEED THING!! Please.. Just make speed a linear rating of how fast a player is capable of running. None of this 11 speed fullback ****! If you have a realistic distribution of ratings (and realistic talent distribution) it begets realistic behavior by your owner / coaches.

5. If someone tanks, if some team loses a bunch of games, there oughta be a chance the program fires him! IRL, being an NFL head coach is a great job. You get paid a lot of money to win football games and show everyone you aren't clueless. Losing football games makes you unemployed. The game should mirror that...

Thats all.. Just trying to help. I am an emotional little guy sometimes... :)

CM

The closest thing to 3, in terms of unpredictable player development, had you scouting players for the draft to see actual athletic and potential skill ratings. It was fun but didn’t last.
Currently, we should be getting better draft pools though.

Draft player obfuscation
by jdavidbakr (Site Admin) @ 6/08/2017 11:27 am
New feature testing in the beta leagues in their upcoming drafts - player obfuscation
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