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Re: Version 0.4.1 RC 1

By setherick
3/23/2017 11:43 pm
If the run blocking code being tested right now goes out as is, I'm switching to a 95% run game. I run key on 1-medium and 2-medium plays and it doesn't matter.

Re: Version 0.4.1 RC 1

By Tecra031
3/24/2017 6:50 am
I wont make a big deal of this one since I only saw it one time all game, but worth pointing out I think in case there is some deeper issue to it. The 1st tackler misses, the 2nd runs through him, the 3rd takes a line to a ghost player 3 yards in front of him, and my other DBs don't know where to go or start to pursue. Just really strange on the pursuit and tackling.

https://mfn1.myfootballnow.com/gamecenter/view/6208#1119458

Re: Version 0.4.1 RC 1

By Beercloud
3/25/2017 6:26 pm
just an observation. I didn't go back through to create data for this.

But as far as QB ratings and Pass pct, I'm wondering if increased check downs, faster LB pursuit(for the first 10-15 yds) and better LB tackling could help this?

If QB's ch'd down more, their pass pct and ratings would go up and decrease the amount of big plays in a game. Which could help create longer drives.

Good to great LB's in the NFL are extremely fast especially in pursuit and they rarely miss a tackle. This would increase LB tackles and also decrease the amount of big plays while also helping to create longer drives.

Like I said it's just an observation and I haven't compiled the data to compare with the NFL real world stats.

Re: Version 0.4.1 RC 1

By jdavidbakr - Site Admin
3/30/2017 3:34 pm
From the general discussion thread:

setherick wrote:
I'm well aware of this since I have to play you next and you've already beaten me once. What pisses me off is that v.0.4.1 is going to destroy any reasonable defensive schemes.

For the past few seasons, here's been my basic game plan:

Short downs - M2M Heavy, Man / 1 Deep Secondary, Blitz heavy
Medium downs - M2M Heavy, 1 Deep / 2 Deep Secondary, Balanced LBs
Long downs - M2M or 3-Deep Man, 2 Deep / 3 Deep Secondary, Balanced LBs

This defensive game plan assumes that on short downs players will run or throw short; on medium down, players will have a balance of running and passing; and on long downs, players will throw so the secondary can sit back and react to the underneath throw and still have time to react to a run.

This seems like a reasonable approach, and it's been pretty dominant with varying personnel in multiple leagues (including 75). BUT in v.0.4.1, as evident by this season, this approach is going to get absolutely destroyed.

Which means I'll be running a M2M, Blitz 2 defense next season because reasonable doesn't matter anymore.


Hang on, this is the first I've seen anyone say that the changes in 0.4.1 are making things worse and not better. While all the blitz issues have not been fixed, I've felt the feedback on the updates has been positive. Does anyone else have a perspective that agrees or disagrees with this statement? I don't want to release 0.4.1 if it makes big blitzing a better option than it was previously.

Re: Version 0.4.1 RC 1

By setherick
3/30/2017 5:00 pm
Here are my yards given up per game over the past three years.

2029 - 341.4 yards from scrimmage (with few changes that will be in 0.4.1)
* base defense should have been similar to what I run now, but no 3-Deep

2030 - 430.2 yards from scrimmage (about half the season with most of the changes in 0.4.1)
* a lot of zone defense throughout the year since we were testing it

2031 - 523.0 yards from scrimmage (all the changes from 0.4.1)
* base defense I run in all other leagues that gives up between 300-350 yards and 10-15 points on average

I have some thoughts on why this is, but I'll post them later.

Part 2

Here are some thoughts about what has happened to my defense in 0.4.1.

1) My defense is primarily geared at stopping the run on early downs, and typically, it is brutally effective at doing so. In 75 (the league with probably the most active owner base), I gave up 61 yards per game with minimal game planning. (Occasionally, I add a rule or two about taking away certain runs like the 221 counter exploit.) In 2029 in this league, I gave up about the same. In 2030, I gave up twice as many rushing yards and finished 7th in the league. This year I give up 100 and am 7th. this tells me that weight improvements to OL blocking over power running.

2) Tackling still sucks. Could actually be worse. Enough said.

3) OL pass blocking is exposing problems with WRs and DBs that were always there, but less visible. QBs are not under pressure as much as they were in v.0.4. THIS IS GOOD. But what we're seeing now is how bad WR and DB matchups are. WRs consistently drop WIDE OPEN PASSES, but somehow come up with way too many contested ones. This tells me that Pass Catch and Courage are not being calculated correctly in contested catches. It also means that a WR with 100 courage is MUCH BETTER than one with 100 catch. This was true before, but v.0.4.1 is making it much more apparent. My defense for instance drops back into pass coverage on third downs and doesn't blitz more than four or five. As a result, I give up 430 passing yards a game because it's so much easier for a WR to catch a contested pass than a non-contested one. I actually grimace anymore when I see my QB throw to an OPEN WR.

4) V.0.4.1 is exposing more issues with running backs catching the ball out of the backfield. My RB averages 20 yards per catch on dump off passes. Compare that to the yardage I have been getting from similar RBs in Fake Pigskin and 75 (14 and 12 YPC respectively -- although, in 19, I got 18.8 YPC by a guy that had 26 catching). Mostly because tackling still sucks. But also because half the time he's not covered, and defenders can't pursue at all. A 100 SP player in the open field is rarely going to get caught. Defenders don't react quickly enough, and offensive players have a lot of fun tools like 130+ degree "cut backs" without losing speed. (I have been pointing this out for at least two weeks.)

Last edited at 3/30/2017 6:01 pm

Re: Version 0.4.1 RC 1

By blackflys
4/02/2017 5:25 am
Your not allowing the game to be realistic when you pass every down. How could you run the style offense you are in all your leagues and then break down the game. If a team goes out and does a draw play 50 times a game they won't think the game is real either. If a NFL team passes every time you would see similar numbers as yours. (Makes no sense to evaluate when you aren't doing normal NFL play calling)

Your rb has 9 catches a long of 67 and it explains his 18 average. If he catches one for 2 yards his average will drop considerably.

Tackeling is fine if you try and get players who are good tacklers. Your team has triple the amount of missed tackles of most teams

You continue to gun sling more each season you can expect the opponent's yards to go up right with their own because they have to pass as much as you to stay in it.

You have given out your philosophy in every way possible to your game plan and it is only going to get copied and result in numbers your getting.

I understand this is a test league but why are owners testing unreal game plans and giving opinions on what changes should be?

How about run a NFL style game plan and then see whaT your numbers are like?

Excuse my message if you take offense but you spend time writing up all your **** and your super smart but I liked the old sethrick who was trying to win a bowl with his run game philosophy, not his new arena style.

Much respect and no bad feelings I hope
Last edited at 4/02/2017 5:26 am

Re: Version 0.4.1 RC 1

By setherick
4/02/2017 8:09 am
blackflys wrote:
Your not allowing the game to be realistic when you pass every down. How could you run the style offense you are in all your leagues and then break down the game. If a team goes out and does a draw play 50 times a game they won't think the game is real either. If a NFL team passes every time you would see similar numbers as yours. (Makes no sense to evaluate when you aren't doing normal NFL play calling)


As far as I can tell, I'm running an offense that is pretty close to an NFL offense in terms of pass:run ratios. It may be a bit high on pass (6 to 10% higher than NFL leaders -- the Saints hover around 64% pass), but it is still a realistic offensive build given the pass happy nature of the NFL (also I still have not fully tweaked the offense for when I want to run). I also achieve the weird numbers I get by throwing the ball short most of the time. This isn't like some pass offenses I've seen - I'm not naming names - that feature three or four passing plays like the 113 HB Flare, the 122 WR Streaks, and 014 Slot Crosses. I'm point this out not to defend myself, but to point out how my absurd stats are the result of game planning like a pro team would.

MFN -1
Drop backs: 45.4
Rushes: 14.3
Adjusted pass percentage: 76%

Private-75
Drop backs: 52.6
Rushes: 20.3
Adjusted pass percentage: 72%

Fake Pigskin
Drop backs: 48.4
Rushes: 22.5
Adjusted pass percentage: 68%

This was a good exercise for me because I was thinking about my pass:run percentage needed to be tweaked, and it does, but not that much. A few key rules that I haven't written out will get it in line with the Saints

As far as sharing everything I do, you're absolutely right I do. One of the things that annoyed me the most when I started playing was the lack and quality of game documentation. I realized early that the default weights were no where close to what was needed to be successful, but it took me almost a year to figure out a decent set of custom weights.

Regarding missed tackles, this is a great observation. I just crunched some numbers and it looks like my good players are missing between 2 and 4 times as many tackles this season as previous seasons even though they are maxed out on tackle now.

Richard Rodriguez
Tackling Attribute: 100
2031 Missed Tackles: 22
2030 Missed Tackles: 6
2029 Missed Tackles: 9

David Yong
Tackling Attribute: 69
2031 Missed Tackles: 18
2030 Missed Tackles: 8
2029 Missed Tackles: 8

Guy Duque (5th year)
Tackling Attribute: 97
2031 Missed Tackles: 15
2030 Missed Tackles: 7
2029 Missed Tackles: 9

James Beers (4th year, moved from WLB to SS)
Tackling Attribute: 97
2031 Missed Tackles: 15
2030 Missed Tackles: 14
2029 Missed Tackles: 9

Matthew Howard (3rd year, moved from SS to FS)
Tackling Attribute: 85/100
2031 Missed Tackles: 10
2030 Missed Tackles: 8 (normal second year drop)
2029 Missed Tackles: 22
Last edited at 4/02/2017 8:45 am

Re: Version 0.4.1 RC 1

By blackflys
4/02/2017 8:44 am
Good argument.

I brought it up because of Your Qb in 75 had 820 passes . that would be an NFL record. And any games I've went to back when it was played the majority of the runs came in garbage time when you were waisting clock.

It's a successful offense you have created no matter what plays you have called. Run or pass .

I mentioned in a different thread that ratings individually for players should and need to be adjusted. Do you think it might help if the lowest a rating can be was higher then zero. And the highest lower then 100? This would even out the players more and mis matches would not be so effective and dominant.

No rbs or tes would be a 10 blocker in the NFL . They wouldent see the field

Re: Version 0.4.1 RC 1

By setherick
4/02/2017 8:52 am
blackflys wrote:
And any games I've went to back when it was played the majority of the runs came in garbage time when you were waisting clock.
...snip...
I mentioned in a different thread that ratings individually for players should and need to be adjusted. Do you think it might help if the lowest a rating can be was higher then zero. And the highest lower then 100?


Most of my runs right now are coming in garbage time. It's one of the tweaks that need to happen to the offense. I have started mapping out scenarios where I should run the ball more, but I haven't built out all of the necessary rules.

I don't mind having 0 attributes at least right now. I'm not convinced that most core attributes affect game play enough at any position to really worry about them. Of course, I'm probably not going to play someone that has <10 in a key attribute for a position unless they can make up for it in all others (I'm thinking of a WR turned RB here -- the WR will have <10 break tackle on average, but if you need a speedy guy with good carry that can catch out of the backfield, it's not a bad place to look).

Re: Version 0.4.1 RC 1

By WarEagle
4/02/2017 3:01 pm
setherick wrote:

I don't mind having 0 attributes at least right now.


Also, keep in mind that 0 doesn't mean "none", just as 100 doesn't mean "perfect".

0 speed (for example) means he is one of the slowest players at his position/weight, etc., not that he has no speed. The same would go for blocking, route running, accuracy, etc.