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Re: [0.4.3 DISCUSSION] QB fatigue

By raymattison21
10/08/2017 8:56 am
setherick wrote:
Has anything changed about QB play or fatigue? I've seen some schizophrenic QB lines in MFN-1 and 87, and I want to know if what I'm seeing is just general MFN wackiness or some new and different form of MFN wackiness.


I wondered the same....so in mfn 1 I played my very elusive qb with sub par passing ability . The final numbers fit, but the visual you saw in the game was still disturbing . Catch over after catch over for the opponents B plus veteran and wide open drops for my junky qb.

While in 87 my low rated qb (with talent at the reciever postion) continues to torch most defensive approaches . At least he has accuracy and a 75 rated arm .

Overall I still think everything else matters more(line play, recievers , familiarity , speed, fatigue, and overuse penalty ) than the qbs actual decision making skills. Wide open guys too often......any old qb will check down.....it just doesn't happen in the right situations here.

I mean in 75, which might or might not be on armed different code, my qbs td to int ratio is 18 to 0. He's has thrown to backs only 8 times, but it is for 243 yards armed 5 touchdowns on seven receptions. Despite backs and underneath guys being open all day and 100 FOV.

I think it will be a bit for this to normalize . We need more speed for all players , so we can take that over use penalty out.

It's still the side line sack kinda game right now....just with a smaller window. The return game is beat as well as running the ball. Some blocks are just held too long.

Somebody suggested having a fatigue bar /number shown beside the players name some where throughout the game. That would let us see what does what on any given play. Cause all we know is depending on weight and distance traveled , maybe a broken tackle or block, is what dictates these fatigue levels...

But I have always questioned how much does it really matter.

And as I always said weight should be the only factor.....in reality it is the players density not weight...same goes for top speed acceleration and strength . It's too simple to figure out. Lighter is this and heavier is that. It just doesn't work that way. It's muddled in this density forumula...well at least in real life.

And I swear overriding CBs with LBs allow them to make more pass plays (ints/pds) as well as lower catch rates despite all the other negative factors.

Re: [0.4.3 DISCUSSION] QB fatigue

By setherick
10/08/2017 10:47 am
raymattison21 wrote:
setherick wrote:
Has anything changed about QB play or fatigue? I've seen some schizophrenic QB lines in MFN-1 and 87, and I want to know if what I'm seeing is just general MFN wackiness or some new and different form of MFN wackiness.

While in 87 my low rated qb (with talent at the reciever postion) continues to torch most defensive approaches . At least he has accuracy and a 75 rated arm .


Your Beta-87 QB reminds me of the QBs from 0.3.x and 0.4.0. Fast and Accurate with a decent Arm and nothing else. He still manages to complete 60% with a 2:1 TD:INT ratio.

Edit: Actually to get your QB in 87 so that he was the best on your team, and close to 70 overall which is where he plays, here's how I had to set my weights:

Accuracy - 100
Arm - 100
Intelligence - 30
Speed, Release - 20
FOV, Look Off - 15
Acceleration, Scramble, Break Tackle - 10

That's actually not that bad. It's definitely the order in which I look at QB attributes. I have actually considered setting FOV and Look Off to 1 until read progression is fixed.

And, boom, when I set FOV and Look Off to 1, your QB becomes a 70 overall using the weights above. And since that is where he plays, I'm going to stick with these weights for a bit and see what happens.
Last edited at 10/08/2017 11:07 am

Re: [0.4.3 DISCUSSION] QB fatigue

By setherick
10/09/2017 7:00 am
OK, JDB, you tell us how to beat the all passing, convoy QB offense, especially when DBs are so hamstrung against WRs https://beta87.myfootballnow.com/box/760

I've tried M2M and blitzing heavy. This game I tried all zone that dropped everyone into the passing lanes. I didn't figure this would work because zone is so broken, but M2M is mostly broken too, so I figured it was worth a shot. Also, my secondary isn't great on this team so zone can sometimes cover that up. And Pass Key has to do something, right?

All wrong. Also, my opponent destroyed me on defense because they have a loaded secondary.

Actually, you tell us a way to win consistently against any team if your team doesn't have exceptional DBs? Because that appears to be the only constant on the game - having 5-7 fast DBs with good tackling (I'm not sure any of the other stats matter). If you have that, you can basically do no wrong on defense because "game planning" doesn't matter. You can't cover up any weaknesses in your secondary.

In general, the game is getting boring for experienced players and obnoxious for new players. And particularly obnoxious for experienced players attempting to rebuild teams because it basically means giving up two-three months of calendar time to get a team to decent if you don't have time to trade for players. You better be glad there is a good forum community for this game because the game play isn't worth it anymore.

Re: [0.4.3 DISCUSSION] QB fatigue

By raymattison21
10/09/2017 8:15 am
Testing fatigue levels resulted in my wrs were playing db. The result was lower catch rates for the wrs....not my dbs with higher cover skills getting better numbers. I know they have better play familiarity and speed....perhaps it's the better opponents the dbs faced , but last game in mfn 1 the other team played it's starters all preseason game long.

And btw seth zone seems to have limited the long pass, but increased the completion percent. Nothing is more important than a fast db....i need to try zone with a fast set of dbs. I bet it still won't work.

Re: [0.4.3 DISCUSSION] QB fatigue

By jdavidbakr - Site Admin
10/09/2017 10:51 am
I haven't pushed any changes to the beta leagues yet, I had an update I thought would be ready this week but with long-term testing it's not there yet.

Re: [0.4.3 DISCUSSION] QB fatigue

By setherick
10/16/2017 12:40 pm
Convoy QBs and Speed > Coverage Skills has just gotten silly: https://beta87.myfootballnow.com/box/810

Re: [0.4.3 DISCUSSION] QB fatigue

By raymattison21
10/18/2017 6:08 am
setherick wrote:
Convoy QBs and Speed > Coverage Skills has just gotten silly: https://beta87.myfootballnow.com/box/810



Next game had 58 blitz es. They have seemed to tamed the offense . Pretty effective dropping the
score by 100 .

Re: [0.4.3 DISCUSSION] QB fatigue

By setherick
10/18/2017 6:16 am
Convoy QB teams are 17-1 in Beta-87. Granted all of these teams would probably be doing well without convoying QBs, but it's been an irritating thing to lose to. :)

Chicago (6-0): https://beta87.myfootballnow.com/team/31
Fort Worth (5-1): https://beta87.myfootballnow.com/team/22
Jacksonville (6-0): https://beta87.myfootballnow.com/team/17

Re: [0.4.3 DISCUSSION] QB fatigue

By raymattison21
10/18/2017 8:52 am
setherick wrote:
Convoy QB teams are 17-1 in Beta-87. Granted all of these teams would probably be doing well without convoying QBs, but it's been an irritating thing to lose to. :)

Chicago (6-0): https://beta87.myfootballnow.com/team/31
Fort Worth (5-1): https://beta87.myfootballnow.com/team/22
Jacksonville (6-0): https://beta87.myfootballnow.com/team/17



All of those same teams have 5+ wrs with an overall over 80.

Re: [0.4.3 DISCUSSION] QB fatigue

By setherick
11/22/2017 8:57 pm
Can we get the QB fatigue updates pushed out to all leagues as a hot fix? The 12/16 in the first half; 4/20 in the second half games are getting old.