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Re: Version 0.4.4 Focus Suggestion Thread

By Beercloud
12/18/2017 5:13 pm
Guys I think getting rid of coaches playbooks and players playbook knowledge would be a grave mistake. It's a realistic and unique part of this game which sets it apart. And something that could even be carried on in more depth in the future if ya choose to do so.

As far as adding or improving features, I think the game could start improving the front office aspect which includes coaches. And add a college tier to MFN. I think this game is very playable atm. Of course the game always needs the mechanics to keep improving. But it may be time to expand the games horizons.

Coaches:
a) improved coaches attributes
b) additional coaches only attributes
c) coordinators having more influence on play calling
d) positional coaches having a bigger effect on player attributes
e) Head coaches having an affect on the front office and attendance part of the game.
f) Head Coaches having an affect on clock management, end game strategy and players overall game readiness.
g) addition of scouts. One Pro scout and one College scout

Front Office:
a) financial budgeting and management
b) setting ticket prices, advertisement and promotions etc
c) hiring of staff
d) Turning on/off of staff to let ai take over for gamers who do not wish to take part in that aspect of the game.
e) more in-depth player and coaches personalities that affect contract negotiations and team continuity.
f) property and stadium management

College Tier:
a) add a college tier to MFN which mirrors the pro version but with college rules and aspects.
b) add a High School tier that is purely simmed for scouting and recruiting purposes.
c) Recruiting is limited to colleges budget that is set by the AD
d) recruiting and scouting costs are determined by miles from the colleges home city.
e) Have a prestige table determined by city size, win/loss history, player awards, players career stats, advertising, televised games and amount of players drafted to the pro tier along with the amount of success in the pros.
f) College players talent(speed,strength etc) and skills(attributes) mirror the pro tier but with lesser results. Same with High School with even lesser results.
g) I could go on and on with this section but will keep it brief as this requires a thread of it's own if the is interest is there.

College to Pro:
a) allow college games to be scouted(via game film) with limited scouting budgets determined by franchises profit loss and budget set by GM at the beginning of the year. (game, season and all-time stats open to everybody)
d) Cost to scout is based on miles from pro teams city.
e) allow college and pro leagues to be linked so that players enter the draft from the linked college tier.
f) college awards stay on the players card along with any pro awards.


Re: Version 0.4.4 Focus Suggestion Thread

By Beercloud
12/22/2017 2:40 pm
One thing that I think could help improve end of half logic would be to have 4 option buttons to choose from in the Misc section. They would be for the 3 minute mark and below.

Option Button 1: Conservative
Run the clock

Option Button 2: Semi Conservative
As it is now with anything inside your own 35 your team primarily runs the ball and the clock til they get in good field position where they then decide to open it up to try to get into scoring position.

Option Button 3: Stick to the game plan
It stays with your gameplan as it has that whole half.

Option Button 4: Open it up
Greater Risk for reward choice. Hurry up offense goes into effect.
Last edited at 12/22/2017 2:41 pm

Re: Version 0.4.4 Focus Suggestion Thread

By raymattison21
12/24/2017 8:22 am
Not sure where to put this stuff, because nothing has been released yet.

The next biggest thing, besides zone coverage/ run defense . Qbs need to throw it away or run. Seems simple enough . Inside pressure should result In the qb rolling out . .....then tucking it or throwing it away . Some of the worst offenders for sacks allowed do have 20 pass block, but most have 60 or 80 and even 100.

Some throw aways are ugly . The qb will lob the ball around 10 to 15 yards(as a clear throw away attempt) and my dline will travel as fast as the pass , from pressuring the qb to the pass destination . It's not those "blimp" ***** but the ball is moving too slow. Throw aways are down and out or up and out .

What makes it look most ugly is five defenders around the ball that can't pick it off. It seems less defenders have a better chance at picking it. No dline knock downs either .

More broken tackles. And broken run blocks ,all across the board . Open up that return game, an average punter forced 11 fair catches in a row

Re: Version 0.4.4 Focus Suggestion Thread

By setherick
12/24/2017 8:24 am
Throwaways and QB running need to be part of QB decision making in 0.4.3. Since QBs have stopped throwing the ball away, I'm taking a lot more needless sacks in beta than I'm in released code. That's unacceptable.

Re: Version 0.4.4 Focus Suggestion Thread

By raymattison21
12/24/2017 9:38 am
setherick wrote:
Throwaways and QB running need to be part of QB decision making in 0.4.3. Since QBs have stopped throwing the ball away, I'm taking a lot more needless sacks in beta than I'm in released code. That's unacceptable.


While i am in complete is agreement ( even though my teams sacks numbers are realistic , blitz focused are high and the middle push is too high, and why are qbs created with less than 40 speed? ) . When it comes to sacks all it takes is to have the qb step up or roll out . Qbs just wait to get sacked.

This sounds like when the last major code that was pushed . You said protection was good .( due to slow reads) ...I said it wasn't (cause my small ends were nerfed) you got your way....I don't care. But everything I said is in the forums now being complained about. I just don't see what we are waiting for. The code will never be perfect for a release .

What i see is Three seasons later I am still playing this code,( my ends are finally up to weight, something that was never a problem , it was slow reads) but the main problem is still here man defense with blitzes are killing it. Everything is minor to this. It's been here for every season I have played . Every attempt has failed in some way or another . Qbs running was nerfed in that code as well. So do I see a change to running yards for QBs....idk.....

As for suggestions , with in the realm of what could be completed or chosen by jdb( I don't really know, cause I don't code) , is ....... qbs running and throwing it away , as well as audibles , could counter act this man to man blitz . But in my dream world.....give me some functional screen passes . But since I know this is not happening any time soon . ...what is the point of covering up real problems like the last major release .

I have not watched a game under that code in like 6 months cause it was so bad . Yesterday I watched that first preseason game in die hard and boy it was rough. Same game plan , pass heavy with two or three runs while ahead with a Blitz oriented defense that focuses on speed.

If qbs ran (for first downs) then teams would stop blitzing out of man . They would be forced to pick zones and teams would then pound it. Then we would look at line backer reads ( cause they stand and wait for oline to engage ) and zone coverage . If nothing push teams to use zones .....they wont.

Running at full speed in tight man coverage tires you out quick . ....drifting in to a zone prevents lactic acid build up . Blitzing at full goes does the same. The faster some one travels or the more strength exerted in a giving time should deplete energy reserves (ATP) quickly .

DBs or LBs drifting in to zones . ....or d line men having their hands up in (short) passing lanes conserves energy . Without qbs running ( and dline chasing them) or wasted energy on blitzes because an easy screen was completed .......I just don't know where we are headed . Two steps forward and one back.

I want to see a gameplan start to fail at or around a blitz number of 55 percent .

Fatigue shouldn't be linear. Not little by little . ......but little by a bit more by a bit more and then complete failure ....especially when blitzing. Or zone should save energy . One can jog for hours , but can only sprint for two minutes .

Re: Version 0.4.4 Focus Suggestion Thread

By raymattison21
12/31/2017 11:59 am
jdavidbakr wrote:
I intend to release 0.4.3 with the only upcoming changes being to stabilize the updates, and in future releases intend to limit the scope to a minimal amount of features. This will hopefully allow a more frequent release schedule, as well as reduce the issues from one release to another.

That said, I wanted to get some ideas about what you see as the biggest issues that need focus for the 0.4.4. This is not really feature-focused, but more 'this aspect of the game needs to be improved.' Some ideas for suggestions are 'the running game needs to be better' or 'zone coverage is still bad' or 'punt returns need improving'. I intend to take the suggestions from this thread and make a poll to help drive what gets focus for 0.4.4, and intend to take one 'fix' to be in the next release.


I think some threads specific should be starting soon. You are dead on in general assessments here.

Zone . The running game . And return game .

Zone

Specifics changes for zone would take some time to assess . I really think the biggest problem is zone calls don't take in to account the ***** feild position. Defenders line up over offensive players who line up according to what hash the ball placed. Spacing and correct zones are lost . Opening clear exposed areas depending on the call.

Same goes if it a third and 5 or third and 12. Guys will open up different and pursue thier respective zones accordingly to down distance as well as formation faced. I see my linebackers 12 to 15 yards deep In the flat hook within a second of the snap.

This falls in to the effects in the run game as they are blocked 7 to 8 yards down feild on are run play . Still, I haven't run a zone defense I three seasons now for better direction, but what the point if there is at possibility zone won't be looked at for months.

Run blocking

The running game and return game might be fixed with ease. First allow more engaged blockers by having more blocks broken , but then engaged again by a new blocker or even the same guy.

Especially the faster both guys are moving . On the line , yeah, engaging is easy .... sealing a guy off will bust a hole for the back and that doesn't take long but once the ball carrier is past the blocker the defenders should be able to slip off with ease .

Especially in the return game guys are stuck like glue....it looks like a hold to me. I will suggest it again to add a stalk block, but for guys not to maintain position but still hold these five second blocks is just rediculous.

Tackling. / broken tackles

I feel fast little guys are too usefull. And a big guy stuffing, opening or just smashing through a hole are under rated.

You got to remember a missed tackle here that slows the ball carrier down for an immediate tackle by another defender is still credited with a missed tackle , but in my mind that's an assist . Not quite as valuable as solo tackle on the outside but definitely not a negative mark on the defender.

I see yards after contact , and it was overpowered seasons ago, but it is definitely underpowered for bigger players now....only cause blocks are held too long. Without yards after contact/ broken tackle numbers....this is hard to prove but easy to see.

Leaving solo coverage for a catch over and a broken tackle should be a liability , but I see it one in hundred passes.

I think it was Peyton hillis? A bigger nfl back had something like 2 broken tackles in 188 carries. So if happens, but it seems that is everyone here with the other broken tackles being assists as I said before.

Returns seem simple to boost a bit....same goes for running plays, but speed clearly kills and Defensively blitzes destroy . Fixing blitzes by allowing dline to bust through instead and bigger backs to plow right through for a couple . Only getting stuffed by dline men more often .

Those backers on the blitz are way over powered . If we had tackle for loss stats....it would be glaring.

Re: Version 0.4.4 Focus Suggestion Thread

By setherick
1/01/2018 8:42 am
Receivers should not drop these passes: https://mfn1.myfootballnow.com/watch/7470#1348251

I've seen at least three of these today in different leagues. It's ridiculous.

Re: Version 0.4.4 Focus Suggestion Thread

By setherick
6/04/2018 7:52 am
Updating my want list for 0.4.4.

* QBs need to square the field so they can appropriately use FOV

* QBs need to run (again)

* QBs need to set a hard pocket and only move when pressured
** Related to above, OL need to use ST and Pass Block to effectively set the pocket. Right now they all get bull rushed no matter their ST.
*** Alternatively, we should have different QB types (pocket vs mobile, etc.) where one is more likely to move in the pocket and one is more likely to set a hard pocket and throw. But most mobile QBs start by setting a hard pocket.

* LB Spies need to work and not just stand there

* LB trail coverage on RBs out of the backfield should be based on lateral movement (like run defense) and there should not be a Route vs M2M calculation.
Last edited at 6/14/2018 8:49 am

Re: Version 0.4.4 Focus Suggestion Thread

By Ragnulf-le-maudit
6/14/2018 10:02 am
My QB did run at least once a game the last two games, one run evading a would-be safety for a nice 20+ yards gain. Is it accidental ? Better knowledge ?

Re: Version 0.4.4 Focus Suggestion Thread

By setherick
6/14/2018 10:04 am
Ragnulf-le-maudit wrote:
My QB did run at least once a game the last two games, one run evading a would-be safety for a nice 20+ yards gain. Is it accidental ? Better knowledge ?


I had a QB scramble for a TD a few games ago as well. QBs do run, but they don't run as often as they really should. In one of the test iterations of 0.4.1 or 0.4.2, QBs ran a lot. But there were some issues with the QB slide logic if I remember right.