Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
GrandadB
@
8/05/2026 8:14 pm
Keep in mind that coverages get "blown" in RL NFL.
An official, exact league-wide statistic for how often a "blown coverage" occurs in the NFL does not exist because major data providers like Pro Football Focus and NFL Next Gen Stats grade defensive assignments subjectively or measure separation rather than tallying miscommunications publicly. However, catastrophic communication breakdowns resulting in wide-open receivers typically happen roughly once per game for unstable units, while elite defenses execute assigned drops cleanly on the vast majority of plays.
Ha! I like that phrase "catastrophic com breakdown", but dont like to see my secondary do it.
Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
Kababmaster
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8/05/2026 8:30 pm
Flip side of that GDB is that WRs and QB's can have a com breakdown also, resulting in wrong WR routes/picks etc.
Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
martinwarnett
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8/06/2026 3:35 am
Apples and oranges - we're not talking blown coverage, we're talking no designed coverage on a receiver.
If you go man to man, you need to do that on all 5 eligible receivers, Seth was big on that point and it's still valid.
As I said, until defenders can spot the uncovered man and break their assignment OR Zone improves to cover, that will still happen.
I'd be tempted to not use GL defence vs GL offence outside own 5 yard line. Might add a rule on that - go with something that blitzes heavily but covers all eligible receivers outside.
Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
warrior462
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8/06/2026 8:17 am
The GL pass play has only 4 players running routes. The "WR4" as is has a blocking assignment. Switching him with the current WR5 fixes the problem, as the WR5 would then be blocking. He could get a dump off in the backfield, but then there should be plenty of interior defense there to make a tackle.
Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
GrandadB
@
8/08/2026 7:36 pm
From a PO game in another league, relative to the Play Overuse dysfunction.
First defensive play call at the start of the second half.....
1-10-TBY 33 (14:58) 8-Jean Martin pass complete to 2-John McClain to TBY 17 for 16 yards. Tackle by 95-Quinton Miley . I think the defense might be using that play a bit too frequently. Offensive Play: Weak I Normal WR Corner TE Middle Defensive Play: 4-3 Normal Double WR3 Pass Key
The play was called following an interception at midfiled, and I have noticed that interceptions precede what I would call an "enhanced" offense, especially TOs on the own side of the field. At the very least, I see it occur more times than not.
Was used again in the next defensive series, no overuse penalty?
2-2-MIN 33 (9:35) 32-Corey Fox ran to MIN 34 for 1 yards. Tackle by 79-Raymond Garrett . Offensive Play: Singleback Big HB Inside Strong Defensive Play: 4-3 Normal Double WR3 Run Key
This is just one of many, many occurences. I would prefer to be in a league with settings by league admin for both minimum active play selection and maximum use per game, my preference, not everyone's. Until that happens, if at all, I would ask that the Play Overuse function be corrected to do what it was initially intended to do, and fairly/evenly, not erratically as it is now.
Last edited 8/08/2026 11:43 pm
Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
ArmoredGiraffe
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8/09/2026 3:13 pm
I don’t think the play overuse penalty works that after someone uses a play X amount of times, it gets hit with the overuse penalty every time the play is called and I think everyone is aware of that. We’ve all been in games where a play is hit with overuse once but called again later with no issues.
My assumption has always been that overuse is calculated based on play being called too often in a time frame (in a 5 minute period for example) or the ratio of the play called over some number Y hits a breakpoint that triggers overuse but Y is increased by the total number of plays and over use penalties so that there can be situations where a play triggers overuse but then immediately doesn’t trigger it again on the next play unless that play has been hit with an overuse penalty multiple times before.
I also don’t think we should know any concretes of the overuse formula and it should be this vague gut feeling that you have to figure out yourself how close to the sun you want to fly. I have no issues with making it activate more frequently though
Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
GrandadB
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8/09/2026 3:35 pm
I have no issues with making it activate more frequently though
I support anything that increases active play selection and use. Increasing the overuse penalty is fine with me as long as it is even and fair across all of the plays. Defensive plays are the ones that are the most overused.
As Ive mentioned several times before, and worth repeating, there are defensive plays with consistently good avg's that are used without any play overuse penalty and have zero familiarity for the offense. If I need to list them I will, but have listed the ones most prevalent previously. Anytime you are scouting an opponent, especially a veteran MFN player with a high success rate of win/loss and PO's, and you see that their top play, for example, is QB Spy, used more than an average of 12 times per game and as high as 50, you will see that your familiarity is ZERO. Even though you have faced that defense previously, possibly many times, and it still shows zero familiartiy. That needs to be addressed and fixed ASAP, or the overuse will continue, free of any penalty. I can name them all, being in 9 leagues I have seen and continue to see every overuse of defensive plays that have that advantage. I also have defensive plays that would be in the same category, and I use them to be competitive and level the playing field with those that do. I look forward to the time, hopefully very near future, when the play overuse and familiarity are fixed, followed by active play selection minimum and max use settings by league admin. That way, a rule cannot cause overuse with the Coach changing the play to next best play choice when overiding a rule.
Last edited 8/09/2026 7:42 pm
Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
Kababmaster
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8/09/2026 3:40 pm
Not going into long-winded replies, but perhaps the singular reason people call the same plays over and over (and some do get penalized)...is much more to do with the playbooks/plays?
If that gets sorted out, then I think the play selection on both sides of the ball could expand.
Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
GrandadB
@
8/09/2026 3:59 pm
perhaps the singular reason people call the same plays over and over (and some do get penalized)...is much more to do with the playbooks/plays?
Not related to the problem at all. The problem is NO FAMILIARITY with the defensive plays in question, and NO OVERUSE PENALTY OF THE SAME PLAY, irregardless of playbooks.
Man Cover 1, QB Spy, Cover 2 Man Under, Man Cover 2, Double WR1, WR2, and WR3, 3 Deep Zone Under, 2 Deep Flat Outside.
Right now, you can go to any of your teams, Scout Defense, and your offense will have ZERO familiarity with those plays if they are being used by the team you are scouting. Those same plays will get no overuse penalty during the game either. Its that simple, and should be corrected ASAP.