By jdavidbakr
- Site Admin

7/13/2013 4:40 pm

I'm pushing some more updates today that deal with several of the issues in the game engine. We'll see if they work out better than the ones I pushed yesterday. Namely:

* Accuracy is increased for all passers when the distance is less than 10 yards. Beyond 20 yards, accuracy will fall off even for the best passers. This is _linear_ distance, not yardage gained, so if a QB throws a 2-yard pass across the field it's not 2 yards, it's 30 yards or whatever the linear distance is.

* I've increased the probability that a defender will attempt to knock the pass down, and increased the radius he needs to be at to do so, to try to get this happening more frequently. I've also increased the probability for a successful knock-down proportionally to the yardage distance of the pass (this one is field yardage, not linear distance). This should help reduce some of the catches caught deep in traffic, although they should still occur with reasonable frequency especially for high courage bar receivers.

I will be interested to see how these changes play out in Tuesday's sim.

* Accuracy is increased for all passers when the distance is less than 10 yards. Beyond 20 yards, accuracy will fall off even for the best passers. This is _linear_ distance, not yardage gained, so if a QB throws a 2-yard pass across the field it's not 2 yards, it's 30 yards or whatever the linear distance is.

* I've increased the probability that a defender will attempt to knock the pass down, and increased the radius he needs to be at to do so, to try to get this happening more frequently. I've also increased the probability for a successful knock-down proportionally to the yardage distance of the pass (this one is field yardage, not linear distance). This should help reduce some of the catches caught deep in traffic, although they should still occur with reasonable frequency especially for high courage bar receivers.

I will be interested to see how these changes play out in Tuesday's sim.

By jdavidbakr
- Site Admin

7/16/2013 11:43 am

Firefly wrote:

While I'm pretty pissed at losing the game on a punt return TD and a decision to kick a FG on 4th and inches down 4 with two minutes to go followed by a buggy 41 second clock runoff, I am very happy with the results of the changes. My QB even had a normal-looking line! 34/21 248 1 TD

What are your hurry-up settings set to? You should have gone for it if you were in hurry-up.

By jdavidbakr
- Site Admin

7/16/2013 11:56 am

Firefly wrote:

2 minutes per score behind

This brings up an interesting point, and I'd like to hear everyone's feedback on this. The question is, how many points should be considered "1 score"? Right now I'm using 7 points - so being down 4 points, you are considered to be losing by 0.57 scores, which means you'll go into hurry up at 1:08. The default is 3 minutes per score, which would be 1:42 - still

At the very least, I probably need to include the # of points in the title.

By lordscarlet

7/16/2013 12:09 pm

jdavidbakr wrote:

Firefly wrote:

2 minutes per score behind

This brings up an interesting point, and I'd like to hear everyone's feedback on this. The question is, how many points should be considered "1 score"? Right now I'm using 7 points - so being down 4 points, you are considered to be losing by 0.57 scores, which means you'll go into hurry up at 1:08. The default is 3 minutes per score, which would be 1:42 - still

At the very least, I probably need to include the # of points in the title.

If I'm behind by 3-7 points, I go into hurry up at 2:00. If I'm behind 8-14, I go into hurry up at 4:00.