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Re: 0.4.2 Discussion

By jdavidbakr - Site Admin
8/28/2017 8:37 am
raymattison21 wrote:
Beercloud wrote:
Player awards....................Boooya


I have many critiques of the player awards , but the biggest thing, and possibly the coolest is that the offenive line men( and mall players) have interesting stats. Foe example....Run blocks? Tackles allowed ?

I was looking for some clarification on how these number are tallied, and if or when those same numbers will make it on to the player cards and or box scores?


The run/pass blocks is a new stat that I added just to give something more to grade linemen by. It will eventually get to the player info, but I am going to wait until all the leagues are at least tracking it. It just tallies up every time a blocker is engaged in a block, and tackles allowed means that the tackler was last blocked by that player (similar to sacks allowed).

Re: 0.4.2 Discussion

By setherick
9/01/2017 1:03 pm
The next big improvement needs to be QB reads. This happens way too much for all players: https://mfn1.myfootballnow.com/watch/6972#1259791

Re: 0.4.2 Discussion

By Ares
9/01/2017 4:37 pm
What needs to happen is a simultaneous change to both dramatically improving QB reads as well as improvements to coverage effectiveness to balance it out.

1) Pre-snap reads, dictated by QB intelligence, knowledge of the defensive play, and how much the defense has called a specific play, should be the major deciding factor in the QB targeted route progression. As of now, if I understand correctly, it's randomized with higher weights given to to WR1 on down for all routes of the length called (e.g., if the play call is a long pass and the WR1 is running a short route, the WR1 will not be considered, or will at least have their weight reduced).

What I propose:

1-A) First, the QB will make a check to see if they feel they can read the defensive play. This will be predominantly factored on their knowledge of the defensive play (also, I would suggest increasing the rate at which players learn plays based off their intelligence--as of now it's too slow), with a bonus added for every time the defense has called a particular play that game. If the QB successfully reads the defensive play, they will adjust protection to ensure they have enough blockers if it's a blitz, or tell a RB/FB/TE to chip and then move to the flat if there is more than sufficient protection. If there are any double coverages called, the QB will dramatically decrease the weight for that receiver being the primary target.

1-B) Next, the QB will make a situational check, which will be based primarily off of intelligence and position experience (which I've said before and will say again, should go up WAYYY more slowly). There will also be a bonus if the offensive play is in shotgun, and a detriment if it's under center. Then if the play called is a short pass, or the situation is one that could allow for a short pass (e.g., not third and medium+, not time running out, not fourth quarter and down by 9+), the QB will check to see if any DBs are in off coverage, thus allowing an easier window to sneak in a short pass. If so, each receiver in that situation would get a significant boost to their weight for being the primary target. Alternatively, if a DB is in bump and run with no help over top, and the receiver is intended for a medium to long route, the QB would then give a major priority to that route.

Finally, the standard boost for WR1-5 weighting would be added and the target would be set. Additionally, the QB should likely also take into account match-ups (using your own personal weights), to avoid something cheesy like someone calling double coverages on your star WR1 with two rubbish DBs while slotting their true primary CB1 on your WR2.

What this will accomplish is far more 'intelligent' targets by the QB, avoiding the plethora of throws into double coverage, and allowing teams to defensively really plan around stopping certain players on offense. The other team only has one amazing WR? Try to take him out of the game by double covering all day.

2) Post-snap QBs need to make a decision on routes BEFORE the route finishes. Based predominantly on field of view, defensive play knowledge, frequency of play call, and positional experience. The QB will begin making this check starting immediately if the offensive play is under center, but will be delayed if it's in shotgun (QB has to watch the ball into his hands in shotgun, rather than reading the field). As soon as the QB reads that a WR is in double coverage (or very tight man coverage) against a bad match-up, they should move off the read to their next progression.

3) Make it much more difficult for QBs to throw successfully into double coverage. As of now, it's way too easy for even bad QB/WR combos to make a throw/catch into double coverage. This should be an impressive feat accomplished uncommonly or by especially talented players.

4) Make 'lock-down' DBs a little more effective. 'Elite' DBs are currently giving up too high a percentage of throws.

5) Zone needs another pass over to make it worthwhile. It's still not viable yet.

Re: 0.4.2 Discussion

By jdavidbakr - Site Admin
9/02/2017 3:22 pm
I think this will be what I work on next for 0.4.4. I am going to release 0.4.3 soon with some more minor fixes and features that will benefit the other leagues but aren't nearly as significant as the last release was.

Re: 0.4.2 Discussion

By setherick
9/03/2017 7:27 am
Regarding zone defense: One immediate improvement would be shortening the zone in the 3 Deep Man and Zone plays. We already know that zone is going to get beaten over the top because DBs won't break their zone, so we shouldn't use it against long passes. But zone is also pretty terrible against short passes because the DBs typically sit 12 yards from the LOS. If the zones were moved up 5 yards, then you could effectively run a zone against the 212 short passes and give your team some defensive flavor.

Re: 0.4.2 Discussion

By raymattison21
9/03/2017 8:13 am
The more defenders that are beyond the target...should drop the launch vector. Also, Timing of short throws are the problem there.

Deep throws get too many batted ***** by linemen ......increasing the launch vector to throws if defenders are clearly beat deep .(over 30 (+ 10 for the drop back) yards ) There is no touch and I am tired of guys getting passes defended and not getting credit. As if it just bounced off their helmet .

Strong arm guys are the only ones that should be making those deep out and flags ....along with top accuracy .

Yeah the deeper the throw should increase the vector also , but I bet that already implemented.

Reads and progression are important , but fundementals clearly are not their.

The mian goalmof a db it to keep the guy in front

Guys get beat too easy on b &r . It is all or nothing there.

Along with all spacing is lost. No cushions and no tether between the db wr and the ball in zone coverage . Just guys running to a space not even with a relationship to where they are on the feild or sidelines or any reciever .

QBs do make bad decisions irl, but not to the level here (what I want is that short pass to five defenders to get picked off . ...not the one on one deep bomb) and you got to remember what we see here is players with shoulder pads the size of a dinning room table and "lazy Susan " size helmets . All this distortion of size make passes look more muddled . (Along with running lanes)

Drop random generalized progression and just have the qb throw to the most open guy. Pending he's elite. Have route actually get you open along with acceleration on short to meduim patterns . The burst is just not there.

I want the game to look visually appetizing as well as taste good. We make make decent stats , but how we get there is increasingly getting ugly . Those DEs are still veering off and broken tackles seems random . ...I want more guys running freely and more missed tackles.

Please put some form of an agility factor in also and why not a jumping. Blocks are disturbingly stagnant . The return game is dead for me now....as ugly as possible . Don't for get about PATs....but thank you for un nerfing d line men.

Oh yeah please stop having so many wide open guys drop the ball as well as zone defenders run away from run plays. A run diagnosis by dbs and lbs is desperately needed . If a guard pulls , or a line man steps forward .......it is a run...Pending a play action.... while always my lbs love to run five yards backward on run plays . IRL it's one step back while in neutral . ...two in passing situation while you read and diagnos. Good players are moving forward in run key set ups before the snap. While still making proper reads.

Re: 0.4.2 Discussion

By setherick
9/03/2017 8:25 am
To be fair, LBs are dropping so far back on each play because they start out of position. LBs cheat too far forward before the snap, so they end up within 3 yards from the LOS on the snap. This means that the OL basically has to come out of his stance on a run play to attack the second level. If LBs were properly spaced, they could read and react more efficiently because the OL would have to travel farther upfield to engage (unless the LB is just going to stand there and wait of course). There would also be a lot more LB sacks, but that's a problem for the OL and not the LBs.
Last edited at 9/03/2017 8:26 am

Re: 0.4.2 Discussion

By raymattison21
9/03/2017 8:55 am
setherick wrote:
To be fair, LBs are dropping so far back on each play because they start out of position. LBs cheat too far forward before the snap, so they end up within 3 yards from the LOS on the snap. This means that the OL basically has to come out of his stance on a run play to attack the second level. If LBs were properly spaced, they could read and react more efficiently because the OL would have to travel farther upfield to engage (unless the LB is just going to stand there and wait of course). There would also be a lot more LB sacks, but that's a problem for the OL and not the LBs.


The mlb in Tampa 3 has to get deep quick . Here That's how all lbs play zone also Line men come out and attack non blitz lb who stand there like zombies. My elite lbs never beat that block.

IRL it doesn't look like that all the time . If a 300 pounder is barreling down on someone 5 yards away . ....he's has little agility when being compared to an elite level lb. Here they all have the same agility with magnetic like stagnant blocking that reverses polarity some times.

Oline men spacing varies per set irl ...spreading it out here in any set that puts the defense in a basic nickel with a LB zone has invisible offensive bonuses for the run.

If I could make my own plays . ...I could create the spacing needed for success . Otherwise with out proper reads the abilitymto stop running will be confined to blitzes . ....as they attack like a run stopper should attack.

DL should make different first steps defending the run and LBS safetys should fill the gaps. That s how defenses are designed to fill the gaps. Our defenses open up the gaps and guys run through them. As the play get abused dline starts breaking blocks and stopping that abused play.

Gms that use the blitz / change formatiom strategy to stop the run should get beat by the pass every time. The qb has to seek out that mismatch call an audible so the wr runs to the open spot.

IDK how audibles would work here, but the truth of that possibility is why an all blitz defense would work, but like I said in another thread a 5 wide got sacked vs. Goaline defense The qb ignored two wide open guys.

Re: 0.4.2 Discussion

By setherick
9/04/2017 7:35 am
Holding penalties have reached the hilarious part of absurdity: https://paydirt.myfootballnow.com/log/308

First two plays of this game. Both long TDs. Both called back on holding penalties. Both holding penalties occurred 30 yards behind where the ball carrier was at the time the holding penalty was called.
Last edited at 9/04/2017 7:37 am

Re: 0.4.2 Discussion

By mardn72
9/04/2017 9:33 pm
setherick wrote:
Holding penalties have reached the hilarious part of absurdity: https://paydirt.myfootballnow.com/log/308

First two plays of this game. Both long TDs. Both called back on holding penalties. Both holding penalties occurred 30 yards behind where the ball carrier was at the time the holding penalty was called.


I couldn't agree more! They also don't appear to be preventable via discipline. Having things go wrong due to things that I can't adjust for is a really discouraging aspect of the game. I feel the same way about fumbles. Way too many and the associated Avoid Fumble attribute doesn't do enough to prevent them.