WarEagle wrote:
Just wondering if you had given any more consideration to fixing the run game? It would be very appreciated (at least by me) if we could run the ball again.
Also, am I correct to assume that whatever was done that "broke" running was also done in some (it not all) of the other leagues? Will those leagues be fixed also?
We just started the regular season in MFN 7. Last year my HB led the league in rushing. This year, in game 1 he had 15 carries for 34 yards. It'll really screw up my entire strategy and game planning if I have to forgo the running game entirely.
Thanks
Once it gets solved in MFN-1 it will port into the other leagues, but not until the end of the season - as a policy, the other leagues won't experience changes that make a significant difference in the strategy you would need to use until the end of the season.
It's amazing the butterfly effect that happens when you make a small change - I have a feeling that this season in MFN-1 will be marked by tweaks to the running game until it gets solved. I fixed a pursuit issue where the defenders were over pursuing and now the defense is too strong against the run. Interesting that in my test league (the one that sims a full season every 2-3 days) I'm getting lower rushing results, but still with an average of 3-4 yards per carry for the teams that run well (I'd like to see that at 4-5). Another change I made is that the runners can now drag their tacklers a bit more than they did before (which should increase rushing results), also I increased the influence of the break tackle/tackle ability on whether the tackle is successful or not. I may need to increase the broken tackle rate a bit more, that will probably be my next adjustment.