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Re: Version 0.4.1 RC 5

By jdavidbakr - Site Admin
4/05/2017 6:05 pm
RC 5 will be the last updates I push for MFN-1 this season, unless there is a major flaw. Here's what I've got queued:

* I watched WarEagle's game and saw that Buffalo called hot reads that threw the ball to the RB in to block. I have fixed this.
- Subnote: this issue of the QB throwing to the RB blocker used to be a problem, I am actually not sure that it's been resolved yet. If you see any instances of this happening still, please post the plays.
* If you scout the defensive play, your hot read will be heavily influenced by the QB's intelligence attribute. Once you've seen that defensive play enough times you should start calling a hot read more often.
* I am removing the attribute boost when your opponent overuses a play. There are still benefits to the opposing team when plays are overused, such as the opposing team gaining experience against the play, but the attribute boost is gone. I'm keeping the message if overusing a play results in a big play for your opponent, but the overuse may not be the reason the play was unsuccessful.

(I may edit this post if I do any further changes)
Last edited at 4/05/2017 6:10 pm

Re: Version 0.4.1 RC 5

By WarEagle
4/05/2017 8:14 pm
I've lost track.

How is a team negatively impacted by overusing a play? Or is there now going to be no disincentive for this?

Re: Version 0.4.1 RC 5

By jdavidbakr - Site Admin
4/06/2017 8:16 am
Here are the pieces that have been added in 0.4.1:

* When team A overuses a play, team B's attributes increase and team A's attributes decrease. This was kind of a band-aid solution, is not realistic and is the part I have just removed.

* When team A uses a play, team B's familiarity of that play increases exponentially the more that team A calls that play. The idea here is to combat the difficulty of getting familiar with your opponent's plays, so if you use a play too much your opponent's experience will quickly max out. This still remains.

* Hot reads are more likely the more the offense sees the defensive play, and even more likely if you scouted the defensive play.

So of those three penalties, only the first (which, again, I feel was a hack) has been removed. I am hopeful that the other two will be effective enough. For the blitzing, the hot reads are doing a good job at beating them about 75% of the time, maybe a little more. I am of course curious to hear feedback after week 16 and into the playoffs - I'm going to wait until we get into the next season at least before releasing this version, and will make changes to the base code (without pushing it into this league) based on your feedback of where there are still problems.

Re: Version 0.4.1 RC 5

By WarEagle
4/06/2017 3:51 pm
So there's really not much a of a disincentive at all.

If my opponent is already 100% familiar with a play before the game starts, nothing will change if I keep running the same play over and over except that they might throw a few more hot routes which may or may not work.

This is hugely disappointing.




Re: Version 0.4.1 RC 5

By jdavidbakr - Site Admin
4/06/2017 3:59 pm
WarEagle wrote:
So there's really not much a of a disincentive at all.

If my opponent is already 100% familiar with a play before the game starts, nothing will change if I keep running the same play over and over except that they might throw a few more hot routes which may or may not work.

This is hugely disappointing.


Let's see how it plays out. It probably won't really be evident whether or not what's in there now is enough until you've hit the playoffs. I'm not against reinstating the attribute penalty/boost, but to me that's an unrealistic approach, and if I can get by without it then I will. In fact, if your first playoff game still shows your limited play selection is too overpowered, I may reinstate it for the next game just to see the difference.

Re: Version 0.4.1 RC 5

By setherick
4/06/2017 4:27 pm
jdavidbakr wrote:
WarEagle wrote:
So there's really not much a of a disincentive at all.

If my opponent is already 100% familiar with a play before the game starts, nothing will change if I keep running the same play over and over except that they might throw a few more hot routes which may or may not work.

This is hugely disappointing.


Let's see how it plays out. It probably won't really be evident whether or not what's in there now is enough until you've hit the playoffs. I'm not against reinstating the attribute penalty/boost, but to me that's an unrealistic approach, and if I can get by without it then I will. In fact, if your first playoff game still shows your limited play selection is too overpowered, I may reinstate it for the next game just to see the difference.


Will this boost play experience/knowledge above 100%? If so, then things will get interesting.

Re: Version 0.4.1 RC 5

By jdavidbakr - Site Admin
4/06/2017 4:40 pm
setherick wrote:
jdavidbakr wrote:
WarEagle wrote:
So there's really not much a of a disincentive at all.

If my opponent is already 100% familiar with a play before the game starts, nothing will change if I keep running the same play over and over except that they might throw a few more hot routes which may or may not work.

This is hugely disappointing.


Let's see how it plays out. It probably won't really be evident whether or not what's in there now is enough until you've hit the playoffs. I'm not against reinstating the attribute penalty/boost, but to me that's an unrealistic approach, and if I can get by without it then I will. In fact, if your first playoff game still shows your limited play selection is too overpowered, I may reinstate it for the next game just to see the difference.


Will this boost play experience/knowledge above 100%? If so, then things will get interesting.


It would probably be as interesting as any other time you wake up in the morning and see the 'sim still running' spinning :-)

Re: Version 0.4.1 RC 5

By setherick
4/06/2017 4:41 pm
jdavidbakr wrote:
setherick wrote:
jdavidbakr wrote:
WarEagle wrote:
So there's really not much a of a disincentive at all.

If my opponent is already 100% familiar with a play before the game starts, nothing will change if I keep running the same play over and over except that they might throw a few more hot routes which may or may not work.

This is hugely disappointing.


Let's see how it plays out. It probably won't really be evident whether or not what's in there now is enough until you've hit the playoffs. I'm not against reinstating the attribute penalty/boost, but to me that's an unrealistic approach, and if I can get by without it then I will. In fact, if your first playoff game still shows your limited play selection is too overpowered, I may reinstate it for the next game just to see the difference.


Will this boost play experience/knowledge above 100%? If so, then things will get interesting.


It would probably be as interesting as any other time you wake up in the morning and see the 'sim still running' spinning :-)


Setherick: Causing infinite loops since 1999.

Re: Version 0.4.1 RC 5

By WarEagle
4/07/2017 3:43 pm
jdavidbakr wrote:
WarEagle wrote:
So there's really not much a of a disincentive at all.

If my opponent is already 100% familiar with a play before the game starts, nothing will change if I keep running the same play over and over except that they might throw a few more hot routes which may or may not work.

This is hugely disappointing.


Let's see how it plays out. It probably won't really be evident whether or not what's in there now is enough until you've hit the playoffs. I'm not against reinstating the attribute penalty/boost, but to me that's an unrealistic approach, and if I can get by without it then I will. In fact, if your first playoff game still shows your limited play selection is too overpowered, I may reinstate it for the next game just to see the difference.


Lost my first game. Got blown out actually.

Both teams combined for 20 sacks. I know I saw at least 2, maybe 3, long TDs passes from my opponent due to the hot read, so that was good.

I'm not sure how much of this game had to do with the code, and how much was related to playing a bunch of backups.

Re: Version 0.4.1 RC 5

By setherick
4/07/2017 6:35 pm
Not sure what happened with this play. The FS is supposed to be covering the WR that scores, but I'm also in run key, so he may be cheating up: https://mfn1.myfootballnow.com/gamecenter/view/6311#1141024

I also used the cheater blitz against this play, so I'm not shocked nor mad that I got burned so bad.

In general, this looks stable enough to release to the site at large. The real problems with the code aren't going to get exposed until we get this into leagues like 75.