Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
warrior462
@
9/03/2026 2:39 pm
QB's are currently under way too much pressure way too quickly seemingly every pass play. It doesn't matter how good your O-line is. Pressure and sacks are both extremely high.
Took another loss in an absolutely dominant game today due to giving up a sack fumble touchdown. I'm so utterly sick of these dominant losses, there is something causing it, and I wish you would take it seriously. Turnovers and penalties are almost always the main cause. These plays are so critical, that they can't simply be distributed at random, which seems to be the case. Players have attributes for a reason. I've convinced myself thoroughly statistically that the avoid fumble attribute means essentially nothing. Anecdotally, I also believe that all of the attributes that you would expect to effect interceptions also don't really do so.
Better players should take fewer penalties. Often, a hold is due to a lineman being beat, or a PI is due to a DB being beat. That doesn't seem to be the way penalties work here, they are more just randomly dispersed, which doesn't make any sense.
Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
IoanBlood
@
9/04/2026 2:21 am
warrior462 wrote:
QB's are currently under way too much pressure way too quickly seemingly every pass play. It doesn't matter how good your O-line is. Pressure and sacks are both extremely high.
Took another loss in an absolutely dominant game today due to giving up a sack fumble touchdown. I'm so utterly sick of these dominant losses, there is something causing it, and I wish you would take it seriously. Turnovers and penalties are almost always the main cause. These plays are so critical, that they can't simply be distributed at random, which seems to be the case. Players have attributes for a reason. I've convinced myself thoroughly statistically that the avoid fumble attribute means essentially nothing. Anecdotally, I also believe that all of the attributes that you would expect to effect interceptions also don't really do so.
Better players should take fewer penalties. Often, a hold is due to a lineman being beat, or a PI is due to a DB being beat. That doesn't seem to be the way penalties work here, they are more just randomly dispersed, which doesn't make any sense.
One more thing: QBs are at a higher risk of getting injured and being sidelined. During the preseason, I had to sign two additional QBs from free agency because my two starting QBs were out with long-term injuries.
Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
GrandadB
@
9/04/2026 2:35 am
In response to the last 2 posts, I dont know about the rest of the league, but... 1. Not experiencing abnormal amount of sacks. I do think that blitzing is way over used atm in most gameplans. I would like to see blitzing get burned now and then by quick pass plays or introduce screen plays as counters, more similar to RL NFL
2. Have also not experienced QB injuries, which have been very rare, especially in leagues other than TEST. I dont know what the QB injury % is in the NFL, but what comes to mind is what happened to the Broncos and Bo Nix last season, cost them a Super Bowl shot.
Last edited 9/04/2026 6:39 am
Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
warrior462
@
9/05/2026 8:14 am
From AI: "For the 2025 NFL regular season, there were 1,340 total sacks across 272 games (32 teams × 17 games ÷ 2).
That works out to:
1,340 ÷ 272 = 4.93 sacks per game
So, on average, an NFL game last season had about 4.9 total sacks between the two teams.
That means a useful rough benchmark is:
0–2 sacks: unusually low 3–5 sacks: pretty normal 6–7 sacks: above average 8+ sacks: very sack-heavy game"
My first three games this season have had 13,12, and 14 sacks total. It has also gone both ways for us, it is not simply that my team is particularly good at getting sacks or particularly bad at preventing them. I'd be interested to see numbers from other teams.
Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
IoanBlood
@
9/05/2026 8:48 am
warrior462 wrote:
From AI: "For the 2025 NFL regular season, there were 1,340 total sacks across 272 games (32 teams × 17 games ÷ 2).
That works out to:
1,340 ÷ 272 = 4.93 sacks per game
So, on average, an NFL game last season had about 4.9 total sacks between the two teams.
That means a useful rough benchmark is:
0–2 sacks: unusually low 3–5 sacks: pretty normal 6–7 sacks: above average 8+ sacks: very sack-heavy game"
My first three games this season have had 13,12, and 14 sacks total. It has also gone both ways for us, it is not simply that my team is particularly good at getting sacks or particularly bad at preventing them. I'd be interested to see numbers from other teams.
Do you like a summary game by game or would a average be sufficient? If the latter is sufficient, you’ll find it on the league screen under ‘Team Stats’
Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
jdavidbakr
(Site Admin)
@
9/08/2026 7:57 am
Catching up on the gameplay updates. Here’s what I’m seeing:
Sacks per game: Minnesota 1.3 through Denver 4.5 — 27 teams under the NFL average of 4.93, with a just 5 outliers up to Jacksonville at 7.3.
Sacks per play by pass type: Short Pass 0.076; Medium Pass 0.1623; Long Pass 0.3552.
Overall distribution looks solid; I’m comfortable with these numbers.
That said, I’m pretty confident about where we are in terms of releasing, but you all are playing the game. Remember: our goal is iterative improvement without degradation, so please focus your evaluation on whether you feel we’ve reached a solid state to release this. Then we can start discussing what we want to improve for 4.8.
Re: Game Engine Beta Discussion: Gameplay Updates for 4.7
by
warrior462
@
9/08/2026 10:32 am
4.93 is total per game. There are two teams in each game. If you are comfortable with the numbers under this misinterpretation, then that means the numbers are about twice what they should be, since the NFL average is actually ~2.5 per team per game.