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In addition to hopefully fixing the team stat sacks/game report, I've also made an adjustment to the blitz pickup. We should now see more blitzers get missed, which should result in a higher sack count.
This _may_ end up going overboard, it's driven by experience and the test league I have has players at pretty high experience, so if you all think it's too high let me know and I'll dial it back. We'll see what tomorrow's games do.
Re: Update 7/17/13
by
jdavidbakr
(Site Admin)
@
7/18/2013 7:03 am
Looking in the logs, this did fire and when it did there generally was a sack, but it didn't fire as often as I expected, and doesn't look like it had much of an effect on sacks for the week. I'll turn it up a bit and see what happens on Saturday.
Re: Update 7/17/13
by
lordscarlet
@
7/19/2013 10:22 am
FWIW, one guy on GBY had 3 sacks in our game. GBY had those 3, and I had 2. Seems fairly reasonable in the small sample size.
Re: Update 7/17/13
by
jdavidbakr
(Site Admin)
@
7/19/2013 11:25 am
I turned the missed blitzer up a little bit, we'll see if it works better tomorrow. It fired about 3 times for the week, which obviously is too low. My test last night had 21 blitzes missed over one week's worth of games, which averages to a little over 1 per game.
The missed blitzer probability is driven off of the experience of the players on the field. There is also a probability that a blocker will miss his block, which is driven by his pass blocking vs. the rusher's pass rushing attributes. All of the free rushers up to this last update were from the latter case.
Re: Update 7/17/13
by
Firefly
@
7/20/2013 9:20 am
It had a visible effect today, I thought. It looked good.