Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
raymattison21
@
8/09/2026 5:24 pm
This is the same reason why no one is complaining about people abusing zone blitzes and that is that Man is over powered.
Now we continue to get only so many offensive plays that work well, which in turn limits the effective defensive plays that work against the select offensive plays. This cycle continues to where we are.
There are man beaters as well as zone. But good user will seldom call zone cause nothing beats man most times.
If you want a better game with a simple solution. Make all man, cover one, and 2 less effective
A Balancing of zone and man schemes will help mitigate play overuse penalties unless someone is actually trying to spam plays.
Next add a revamped run blocking code so we don’t get crazy return or YAC stats to also help limit play overuse
Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
martinwarnett
@
8/10/2026 10:18 am
What I think would be productive (by which I mean let some other mug do it because a) I'm an ideas man, b) need to spend less time doing this and more time exercising to lose weight and c) any spare time is minimal) would be to create some kind of matrix.
Think rock-paper-scissors.
At this point in time, what offence (personnel, formation, not necessarily plays) destroy certain defences; what defences kill that offence.
That would give JDB a better view on the balance of the game.
What we really need to get to is like a said, a rock-scissors-paper balance. One beats another, one loses to another - so no clear favourite.
If we can think how we can model that, what needs to go into it etc, then that can be a handy tool for JDB to see where he needs to focus on the game balance. Yes, I know people have posted endlessly on the topi, I'm just thinking we need it to be more formalised.
Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
GrandadB
@
8/10/2026 12:30 pm
I dont understand what is so hard to understand or agree with when it comes to equal processing of play outcomes, with randomness included, same as RL NFL.
Again and for my last time, as Im now worn out about it, there are specific defensive plays that do not accrue familiarization, they show ZERO when you scout them. A couple of those plays are used more than 12 times on up to 40 times in a game by those who severely limit the active defensive play list. What is hard to understand about that? I cant be more specific, clear, and accurate. In addition, anyone can run the 34 Man Cover 1 the entire game without Penalty Overuse, as one example, the same for 43 QB Spy. You can also increase the effectiveness of those defenses by using specific attribute players in key positions, like blitzing LB, in those defenses.
All Im saying and asking for, is to make all defensive plays equally affected by 1. familiarization and 2. play overuse penalty, such as it is. I would rather have a play use limit than a play outcome penalty that is not balanced/fair. And if the application of familiarization and overuse cannot be equally applied across all def plays, explain it, please.
Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
martinwarnett
@
8/10/2026 12:53 pm
GrandadB wrote:
I dont understand what is so hard to understand or agree with when it comes to equal processing of play outcomes, with randomness included, same as RL NFL.
Again and for my last time, as Im now worn out about it, there are specific defensive plays that do not accrue familiarization, they show ZERO when you scout them. A couple of those plays are used more than 12 times on up to 40 times in a game by those who severely limit the active defensive play list. What is hard to understand about that? I cant be more specific, clear, and accurate. In addition, anyone can run the 34 Man Cover 1 the entire game without Penalty Overuse, as one example, the same for 43 QB Spy. You can also increase the effectiveness of those defenses by using specific attribute players in key positions, like blitzing LB, in those defenses.
All Im saying and asking for, is to make all defensive plays equally affected by 1. familiarization and 2. play overuse penalty, such as it is. I would rather have a play use limit than a play outcome penalty that is not balanced/fair. And if the application of familiarization and overuse cannot be equally applied across all def plays, explain it, please.
One thing you've missed is that it may be that familiarisation IS gained, but not displayed correctly.
AG has already raised that as it used to be a bug, we're trying to find out if it was fixed or regressed.
Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
GrandadB
@
8/11/2026 3:32 am
Here's another example of the inconsistant play overuse penalty. Same offense play used twice in a row, overuse on first call, nothing on the second. The HB Counter play was heavily used in the game.
1-10-CHI 25 (13:38) 1-Leroy Gibbs ran to CHI 23 for -2 yards. Tackle by 70-Oliver McDonald . 61-Darren Holman was caught flat-footed on this play. I think the offense is starting to overuse that play. Offensive Play: Singleback Slot Strong HB Counter Defensive Play: Nickel 3-3-5 Cover 2 Man Under Run Key
2-12-CHI 23 (13:00) 35-David Perkins ran to CHI 30 for 7 yards. Tackle by 51-Jeffrey Kwong . Offensive Play: Singleback Slot Strong HB Counter Defensive Play: Nickel 3-3-5 Cover 2 Man Under Run Key
Same game, this time defensive play overuse called then not called on same play used again on next down. The Nickel Normal SS Blitz was used over 20 times in the game.
1-10-CHI 41 (5:43) 6-Scott Jones pass complete to 15-Daniel Merz to MIN 41 for 18 yards. 15-Daniel Merz made a great move on the CB. If the defense doesn't start mixing up their plays a bit more we might see more big gains like that one. Offensive Play: I Formation 3WR Slot Short WR Deep Defensive Play: Nickel Normal SS Blitz
1-10-MIN 41 (5:03) 6-Scott Jones pass complete to 11-Robert Kenyon to MIN 28 for 13 yards. Tackle by 26-Michael Moore . Offensive Play: I Formation 3WR WR Out Defensive Play: Nickel Normal SS Blitz Pass Key
Overall, if you want teams "mixing up their plays a bit more" the current overuse penalty is not getting it done and is not consistently applied. Pass Key
Last edited 8/11/2026 7:46 am
Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
martinwarnett
@
8/11/2026 8:26 am
I'm wondering if the "play overuse" is a weighted random - ie not guaranteed to kik in, but more play used, more chance it's applied?
Unless it's intended to kick in one X plays have been used of same play, in which case may be a bug? Also needs bearing in mind, there are two areas a bug could be in - overuse application or in the rendered text.
Overuse doesn't mean you should never get a positive outcome.