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Main - Beta Chat

Re: Beta update release

By Beercloud
3/15/2018 11:38 pm
i want to see how the game reacts this next game. Sometimes when something is broken bad like last game it's easier to see what changes do after its corrected.

Also would like to see both beta leagues test two different cures for the same problem instead of both leagues testing the same thing if that's not done already and if that is even possible.

I think we should have rules disabled until a change is accepted. Again so we can see whats going on better. Once a update works then enable 1st QT rules and see what it does. If it works go to the 2nd QT, then 2nd half. Again if its even possible. It feels a lil scattered atm and hard to tell what is causing what except for the obvious like 6 yd kicks etc....

It sounds like it would take longer, and might. But maybe we would be taking fewer steps back to go forward. And taking steps back always happens in anything you try to develop not just computer stuff.
Last edited at 3/18/2018 12:16 pm

Re: Beta update release

By raymattison21
3/16/2018 6:03 am
setherick wrote:
This is a standard game, so take of it what you will, but its another 5 interception game on short and intermediate throws. 4 interceptions when facing a blitz 2: https://die-hard-fans.myfootballnow.com/log/438

But what's really infuriating is that if you take away the interceptions, my QB went 23/35, which is good for 66% completion. So, again, good QBs either complete a pass or throw an interception.

This suggests there is something really broken in the passing accuracy code, broken to the point where a QB would complete every pass unless he was hamstrung artificially by some mechanism to scale up interceptions.

I'm really becoming convinced that interceptions have nothing to do with how good your opponent's secondary is. They are some artificial product determined by distance the ball travels and, as we saw in the great broken code games of last night, your QB not throwing the ball right. Never mind that a professional QB is going to throw the ball "right" 99% of the time. He may not be that accurate.


The main reason I wanted wr/db interactions looked at. For real years generic rules drive a lot of important plays . One being interceptions . Nfl stats show an up tick of interceptions when pressure is applied . So, here if you Apply a blitz then interceptions go up. Yes, other generic factors apply as well but with blitzers b lining to the ball and cover guys picking it off . ...why not blitz ?

Looking at the latest change. Bad special teams game in mfn1 and 87s. I almost saw the opposite . Blitzing was destroyed by,long passes. Yeah once abuse penalties kicked in on offense yes blitzes produced interceptions but it is always late in the game.

So , I like the change, but I like change and want to see others experiences . It almost feels like stragety might be needed

Re: Beta update release

By Black Adder
3/16/2018 6:14 am
I`m one of the older owners ,been here a while.

When I first joined it was a test league.
We played a season as a normal league,everyone trying to win,no silly CB playing DE,WR`s rushing for 200 yds a game or just playing with 5 defensive plays.

Now in MFN 1 how many GM`s play like that ,8 maybe.5 or so are just in it to prove how great they are at winning by following the "how to win Seth guide",the rest are just in the league to be in MFN 1,probably not even pressing REX to set things..this can`t be right.
In another blowout win ,my DE piled up 5 sacks in a half,proving that sacks/pressure was too much,I looked closer,my opponent was playing his LB`s as DE`s!

HOW can this be a TEST LEAGUE?

It used to be that at the end of the season you had legit data,was there too many sacks,the QB`s too accurate etc etc,and JDB made changes during the off-season that worked.

The timeout and punt return issues which once ruined the game were fixed..totally.

Now we are trying to fix micro things like how a WR comes out of his route,whilst seeing Ray just take the ****, putting up 100 points a game ,because he can and he can game the code.

People want to play this simulation of taking over a NFL team and seeing players perform statistically as they do in the NFL...and enjoying the game,spending 30 mins a day (at most ).

JDB you have done a fantastic job getting this game to where it is now but if it continues the way it`s going I fear for its longevity (I really hope I`m wrong).

IMO, the stats should be the most important aspect of this game,the 2D gameview should
supplement and add to the enjoyment of the game.

Football Manager with all it`s wealth, knowledge,experience,years in production ,still haven`t got the 3D match engine player graphics spot on (the goalies act like they have never played before in their lives,sometimes ) as Seth/Ray would like.

Not trying to upset or call people out, Just my honest opinion.

Black Adder
Last edited at 3/16/2018 6:17 am

Re: Beta update release

By setherick
3/16/2018 6:54 am
To be honest, I don't really care about the 2D. I only use it to help trouble shoot why there are weird statistical anomalies. I could care less about what sprite is doing what, and half the time don't watch the film, but the film is useful when trying to figure out why a QB suddenly goes 3/37 and throws 5 INTs like we used to see a few years ago.

---

Back on topic, what the actual **** is wrong with the play matrix and rules. I have my defensive game plan set up to call M2M, Zone, or Zone In on my LBs 90% of the time except in short yardage situations or against the 221 or 311. Last game in Beta-87, here's my play selection break down for normal defenses: https://beta87.myfootballnow.com/log/1500

Zone In - 13
Blitz 2 - 27
Blitz 1 - 5
M2M - 2
Zone - 1 <- Situational only, so not surprised this is so low.

So out of 48 plays, almost 60% were blitz 2 when 5% of them should have been in normal circumstances.

I keep saying this is broken. Infinity keeps saying this is broken. This is broken. Badly.

---

raymattison21 wrote:
Nfl stats show an up tick of interceptions when pressure is applied . So, here if you Apply a blitz then interceptions go up. Yes, other generic factors apply as well but with blitzers b lining to the ball and cover guys picking it off . ...why not blitz ?

Looking at the latest change. Bad special teams game in mfn1 and 87s. I almost saw the opposite . Blitzing was destroyed by,long passes. Yeah once abuse penalties kicked in on offense yes blitzes produced interceptions but it is always late in the game.

So , I like the change, but I like change and want to see others experiences . It almost feels like stragety might be needed


I think the blitz causes more interceptions in the NFL is anecdotal based on commentators needing to have something to say about a game. The fact of the matter is that most teams are just not that good at blitzing. Here's a good statistical breakdown from last year: https://www.profootballfocus.com/news/sig-stats-team-blitzing

Where teams get into trouble is when their QB gets under pressure, which doesn't necessarily have to be from a blitz.

The other reason that teams in the NFL don't blitz that often is because half the time you're going to get burned badly. Some QBs completely destroy blitzing teams by shift receivers into the gaps, read their hot reads correctly, or dump off the ball. Only some of this happens in MFN today.

From a code perspective, I think this all has to do with faulty player generation. Here's why:

1) Far too many QBs are generated that will hit 100 ACC and other key attributes. This is probably because people complain so much about not having good players in the draft so the draft has become overpowered. Not one draft. But cumulative drafting allows you to find a 100 QB in a few seasons.

2) Since there are too many All Pro, All World, All 100 QBs, you have to have something to differentiate them, so you have the "wobbly ball" code.

3) The "wobbly ball" code is too apparent in the code today. Too many times the QB throws a wobbly ball to compensate for the fact that the QB is actually too good for the game right now.

4) There are two paths to fix this:
**** a) Completely re-write player generation so very few players will ever achieve elite status. And then completely remove the wobbly ball code except when the ball is actually physically touched by a defender as it leaves the QB hands.

**** b) Remove the wobbly ball code, but make coverage be as strong as QB accuracy, so that 100 DBs are as effective in defending the pass as the QB is at making accurate throws.

Or, my preference, both. The problem is that rewriting the player generation engine is probably an entire release project. And a few drafts of average to mediocre players is going to make a lot of owners angry. However, it's the best way to solve many issues in the game without having to do bandaid fixes like wobbly ball code.

Last edited at 3/16/2018 7:20 am

Re: Beta update release

By raymattison21
3/16/2018 7:46 am
Remember we have no real life counters to the blitz .

Re: Beta update release

By setherick
3/16/2018 7:59 am
raymattison21 wrote:
Remember we have no real life counters to the blitz .


We have some but they are in nascent stages and are ineffective. Like Hot Reads and dump offs. They work inconsistently, but they are there.

Re: Beta update release

By raymattison21
3/16/2018 8:05 am
setherick wrote:
raymattison21 wrote:
Remember we have no real life counters to the blitz .


We have some but they are in nascent stages and are ineffective. Like Hot Reads and dump offs. They work inconsistently, but they are there.


No screens . ...

But that got me thinking about those dump offs . They seem to be regulated by play call distance ? Long pass ...throw long.... ignore the dump off. Where when you Throw short it ignores the wr and dumps it off. But what should be correct ? In my mind throwing long is an agressive style of play....same as blitzes . I wish there was a way to penalize that agressive style. It should be risky

Re: Beta update release

By setherick
3/16/2018 8:37 am
I saw QBs dumping the ball off every time for a while no matter what the play distance was, so I started using only medium passes where the RB stays in to block in situations where I need the ball thrown more than 5 yards.

Re: Beta update release

By setherick
3/17/2018 9:12 am
I'm pretty sure that WR stutter stepping to break free of M2M coverage causes problems with QB ball placement. I've noticed some weirdness with it in the past, but this is probably the best example of it: https://mfn1.myfootballnow.com/watch/7809#1411313

The QB throws the ball to where the WR stutters instead of throwing it into the gap and letting the WR run under it.

Here's another from same game: https://mfn1.myfootballnow.com/watch/7809#1411370

-----

This is a good example of the improvements in coverage though. My 62 SP, 100 M2M CB stays with the 77 SP, 100 Route WR until the WR finally breaks free and catches the ball. Then he's gone: https://mfn1.myfootballnow.com/watch/7809#1411400

I'm liking this update a lot from what little I've seen of it.
Last edited at 3/17/2018 9:42 am

Re: Beta update release

By Ragnulf-le-maudit
3/17/2018 11:50 am
setherick wrote:
I'm pretty sure that WR stutter stepping to break free of M2M coverage causes problems with QB ball placement. I've noticed some weirdness with it in the past, but this is probably the best example of it: https://mfn1.myfootballnow.com/watch/7809#1411313

The QB throws the ball to where the WR stutters instead of throwing it into the gap and letting the WR run under it.

Here's another from same game: https://mfn1.myfootballnow.com/watch/7809#1411370

.


This could explain the awfull throws and jump in INTs we experienced earlier in the season. I didn't notice such throw my last game, though, after JDB corrected some wrong stuff.