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Re: 0.4.2 Discussion

By Beercloud
6/21/2017 3:34 pm
Going a lil more in depth with League 1 vs NFL

Rushing ypg
Here: Green Bay(14-2) 244.8, Baltimore(14-2) 203.1, Tennessee(13-3) 202.3

NFL: Buffalo(7-9) 164.4, Dallas (13-3) 149.8, Tennessee(9-7) 136.7
Others: New England(14-2) 7th @ 117.0, Green Bay(10-6) 20th @ 106.3, San Francisco(2-14) 4 @ 126.2

Rushing Defense ypg
Here: Baltimore(14-2) 76.4, Miami(12-4) 89.8, Jacksonville(8-8) 92.4

NFL: Dallas(13-3) 83.5, Tennessee(9-7) 88.3, New England(14-2) 88.6
Others: Green Bay(10-6) 8th @ 94.7, San Francisco(2-14) 32nd @ 165.9, NY Giants(11-5) tied 3rd @ 88.6


Passing ypg
Here: New York Jets(9-7) 353.6, Baltimore(14-2) 344.1 and Minnesota(7-9) 294.9

NFL: New Orleans(7-9) 317.1, Washington(8-7-1) 297.4, Atlanta(11-5) 295.3
Others: New England(14-2) 4th @ 269.3, Green Bay(10-6) 7th @ 262.4, Dallas(13-3) 23rd @ 226.9

Passing Defense ypg
Here: Houston(7-9) 205.3, Philadelphia(5-11) 207.0, Washington(9-7) 207.3

NFL: Denver(9-7) 158.8, Houston(9-7) 201.6, Minnesota(8-8) 207.9
Others: New England(14-2) 12th @ 237.9, Green Bay(10-6) 31st @ 269.3, Dallas(13-3) 26th @ 260.4



Last edited at 6/21/2017 3:35 pm

Re: 0.4.2 Discussion

By WarEagle
6/21/2017 4:47 pm
NFL stats and MFN stats will never be the same (or even close for most of them).

It is just my opinion that you shouldn't be able to win consistently by calling 100% blitz plays on defense, regardless of anything else.

I'm not even gameplanning. My defensive playcalling is 100% random (all the same percentages for every option in the gameplanning screens for every down/situation), just with only blitz plays selected in the playbook.

To me, that is a BS way to play this game and I wouldn't do it in a real league. I'm only doing it in MFN-1 so JDB can use my team to see what works and what doesn't in trying to address this issue. He seemed to be paying close attention to it in the past, but I'm not so sure lately as I haven't heard anything new in quite a while. I think he's had more pressing issues to address recently, but I'm hopeful this will become a priority again sooner rather than later (or never).

Re: 0.4.2 Discussion

By Black Adder
6/22/2017 4:49 am
As your not bothered about winning in MFN1 WarEagle,why not next season, recommend call your Offensive Gameplan each game?

This would give the true picture.

I bet you wouldn`t win 14 games and probably the superbowl (again).

Just an idea and my 50p`s worth.

Re: 0.4.2 Discussion

By WarEagle
6/22/2017 5:45 am
Ha. I bet I wouldn't win 5 games if I let the Ai make my playbook selections.
I'm not sure how that would give the "true picture" of anything. Nobody in their right mind would let the Ai pick their plays.

I do my offense in MFN-1 pretty much the same way I do my defense.

I have my sliders set to where it equals 50/50 run/pass and everything equal for personnel, but I picked the plays from the playbook.

I have no interest in letting the Ai choose the plays and then watching my team try to run it out of the shotgun.

This is my routine prior to each game:
1. Load Recommended: Defensive Run/Pass, Scout Offense, Scout Defense
2. Adjust roster to account for injuries.

That's it.

I'm not sure how I could do anything less without considering it tanking.
Last edited at 6/22/2017 5:50 am

Re: 0.4.2 Discussion

By WarEagle
6/22/2017 5:51 am
Also, my goal isn't to see if calling 100% blitz plays will prevent me from losing, but rather to see if I can still win while calling 100% blitz plays (which I think I shouldn't be able to consistently).

Re: 0.4.2 Discussion

By raymattison21
6/22/2017 6:05 am
Blitzing is still the most powerful scheme.....just not using 3 to 4 blitzes in not as powerful any more. 7 or eight is legit . As when you divide 70 snaps per game by 7 different blitzes your counts stay below ten for each play. If you get that closer to 5 it is just like the old engine. Perhaps slightly different due to the hot reads, but that is with a familiar scouted intelligent qb.

Still imo any old qb can hot read and or make a normal read when underneath receivers are wide open. The code looks to the blitz side but often ignores completely wide open players. And when they are it is likely to see Andre dropped ball.

QB need a bunch of tweaks still. Blitzers cause c8de penalties against qbs and it's recievers that are unnecessary . Blitzers also b line running backs ands if they get better pursuit angles on backs. The only you get yards vs the blitz is if thier is an overuse penalty in the first place. That's gives ands blitzin oriented defense a big head start.

I am no convinced in the weight effect applications last season either. What about a tackle for loss stat . D line has been nerfed unless the LB misses a tackle in the back feild and they come and clean it up. Still, it is all tied to blitzes

Re: 0.4.2 Discussion

By Black Adder
6/22/2017 1:42 pm
War Eagle "mediocre roster"

Wish I had my CB1 rush for 996 yds and catch 9 passes for 195 yds.
Wish I had my FS1 rush for 165 yds.

Hardly your everyday offence,more like a bespoke work of art,envious here in MIA lol.

Just my 50p`s worth ..again.


Re: 0.4.2 Discussion

By Beercloud
6/22/2017 3:33 pm
NFL stats and MFN stats will never be the same (or even close for most of them).[/quote]

I disagree with this.
As the game improves it should be heading in the direction to get close to the stats of the real world. There's no simple way to get there obviously. Which is why we are here to help the game simulate as real as it can.


[quote]It is just my opinion that you shouldn't be able to win consistently by calling 100% blitz plays on defense, regardless of anything else.


Absolutely agree.
But it's just part of the story. You can also replace the phrase "100% blitz" with "overpowering run game" or a few others and it be equally true. I see them as needing adjusting. Which jbd has been messing with. And I'm guessing is no easy task.


An option I'd like to see done away with for the most part is the rules section. It's too easy for GM's to spam plays through it. Maybe make it a stripped down version so you can script the first 10 plays and then the OC's and DC's take over. Making our coaches more relevant. Of course this would need an improved coaches ai.

Limit the number of blitzing plays or types of coverages we can choose in a given week. And if we don't choose all 30 plays in our playbook the coaches will do it for us. Same thing on offense. Just an idea to help stop the spamming of plays.


lol srry, i really muffed up the quote deal and can't figure it out.
Last edited at 6/22/2017 3:45 pm

Re: 0.4.2 Discussion

By Beercloud
6/24/2017 9:04 pm
Thought I'd share this with you guys and maybe you guys can see anything. I tried a lil experiment against WarEagle this last game to try and get a look at the blitzing / no blitzing issues.

I know what your thinking, "what are you doing this is the playoffs? Give it to em Coach Mora..... https://www.youtube.com/watch?v=Qwq7BYOnDrM
Well this is an experimental league to try things so i be experimentin and secondly I wasn't gonna take down that juggernaut this season.

The pm's below will fill ya in on the details and I still have the gameplans I used and can share them here if it helps.

********************************************************************************************
Divisional Playoff Game

By Beercloud
6/22/2017 5:31 pm
Hey I'm gonna try something out.

I'm gonna leave my offense the exact same as it was against Dallas this last game. So maybe we can see where and how the blitzing is working too good and where its acting like it should. You can compare on your end also. We know the overall issue and maybe we can spot something in particular.

On defense I'm gonna balance my defense equally except I'll take out all blitzing plays. I won't get all 30 plays chosen so lack of familiarity doesn't cloud the results too much, but we still should be able to compare somethings. My DE and CB are out so I'll take that into consideration as well. I'll have to watch the game film more closely for this.

I'll chat with ya afterwards to compare notes.
Mark Unread Quote Reply
Congrats on Divsional game

By Beercloud
6/24/2017 9:16 pm
I do still need to go over the game film. Will do that before the weekends over.

My Defense non blitz vs run:
But after watching the game it looked like a guy has to blitz to stop the run. I didn't notice any defense that stopped it. I want to look over the keys and defenses more closely to see whats in there.

My Defense non blitz vs pass:
And not blitzing really couldn't stop the pass game either. But that was a lil hard to tell as your O-line stopped any pass rush all game too. So that was prolly a big factor as well. That one might be harder to gauge.

My Run Offense vs Blitz:
As above the blitz seems to make the run game non existent. I had a decent run game all season with 2 1000+ yd RB's and a pretty good O-line all even with the center being out. So I really see the blitz as being tough on the run game and non-blitzing keeps the safeties pretty busy. I still think it's a LB issue in game that could be looked at. They just don't seem get off blocks like they prolly should. But I could be wrong.

My Pass Offense vs Blitz:
This is where I did see some hope. The hot reads seemed to work pretty good. But I think as the game goes on and a team is spamming the blitz those hot reads should start working even better. I think jdb is making good progress here.

Not sure if you saw the same thing or something different. I'm taking into consideration that your team is much better and those injuries I noted in the last pm. But there still seemed to be a pattern. I'll forward this over to jdb for his notebook.
Last edited at 6/27/2017 12:00 am

Re: 0.4.2 Discussion

By setherick
7/26/2017 6:42 am
Here's a post about hot reads thrown to players who are supposed to stay in and block.

Here's the scenario. Offense is running a passing play out of the 113 where 4 receivers run routes and the RB stays in to block. Defense is running a CB3 Blitz 2 LB defense that goes man up on receivers 1-4. Typically, this would be fine because WR5 is the blockers on the play. Instead, the QB "hot reads" to the blocker, which allows the blocker to go untouched: https://mfn1.myfootballnow.com/gamecenter/view/6719#1213983

I'm really torn on this because I see it as a way of punishing teams that blitz more than two, but I also see it as an indefensible play when it happens.

The middle of the field has always been suspect because of how bad LBs and how poorly safeties play cover defense. The plays where the TE runs a seam are devastating when the QB makes the correct read and throws it to the TE. Similarly, the plays where the TE runs a quick hook and then turns upfield are also team destroyers since it doesn't look like LBs and DBs cover their receiver after the receiver finishes running the route.

But this appears to be a whole new level of crappy when it comes to passing defense. You really have two choices in this scenario:

1) Blitz and pray
2) Make sure to go man up on receivers 1-5 and understand that one of your LBs or DBs is going to stand around doing nothing on 95% of these downs

I guess I'll do 2 because I hate giving up big plays to blockers and because I've seen this now too frequently in 0.4.x.

---

Here's one about route running.

Can we end the concept that receivers default to coming back to the QB when their route ends? It was better when the receivers turned up field or continued to the sideline. Here's an example from the 122 TE short passing play where the TE runs to the flat. The TE hits the end of his route and immediately turns around and comes back: https://paydirt.myfootballnow.com/gamecenter/view/43#7621

In the past, the TE would continue to the sideline and typically be open for a 5-10 yard gain. Now, this play is basically useless because the TE hits the end of his route before the QB makes a decision every time.

Last edited at 7/26/2017 7:38 am