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Main - Beta Chat

Re: Beta update release

By Ragnulf-le-maudit
3/09/2018 3:07 am
On short and intermediate range, a lot of my INTs comme from bad read or bad throw by the QB, and better play on the ball by the defense.

https://beta87.myfootballnow.com/watch/1453#266421
https://beta87.myfootballnow.com/watch/1453#266431

Re: Beta update release

By raymattison21
3/09/2018 8:00 am
raymattison21 wrote:


If a team played the right plays and players vs. This scheme both way I would lose....38 - 21.





Did the same model vs infinity in 87 and I lost 36-20. You need the right players for this glitch to be effective . Still, he beat me with a combination of deep passes, among other strategies and my deep passes seemed a bit too effective as well.

56 route with 94 speed will beat a defender with 56 man coverage and 94 speed. Something is off there. I got poor man coverage guys who spin in circles . Poor route runner should be rounding off routes. Poor man coverage doesn't mean just stand there....too much of a gap is there when speed is high.

Re: Beta update release

By setherick
3/09/2018 7:21 pm
Never mind that my secondary on this team sucks (I took it over midway through the season), here's what happens to the AI defense when you run the 203 every first and second down...all game... https://mfn19.myfootballnow.com/box/4980

In beta league, I probably would have scored 100.
Last edited at 3/09/2018 7:22 pm

Re: Beta update release

By setherick
3/09/2018 11:03 pm
I took over this team somewhat randomly a few games ago, and am playing with a roster that is not my own. I put up 400+ yards passing against one of the better teams in the league my taking 5 mins to scout my opponents DBs and play selection and adjusting my plays accordingly. If this were beta, I wouldn't have taken 10 sacks, and probably put up another 100 yards or so: https://mfn24.myfootballnow.com/box/4915

My DBs got absolutely destroyed this game in the second half because all of my CB2, SS1, and FS1 got hurt. And then my QB hit the visiting team fatigue wall and stopped completing passes. Again, the fatigue wall wouldn't have happened in beta, so there's probably another 50-60 yards left on the field. So my team that I took over randomly should have put up 550-575 yards against a 9-3 team that has a better secondary.

Oh right, and my opponent scored the walk off TD in overtime against my CB2 78 SP vs 91 SP WR with my CB2 having *** ankle, but still playing because you have no way of adjusting when to pull players when hurt.
Last edited at 3/09/2018 11:34 pm

Re: Beta update release

By setherick
3/10/2018 7:43 am
MFN-1

WR1 - 10 catches 474 yards: https://mfn1.myfootballnow.com/box/7769 (Also, my QB started out 5/15 because of poor decisions and my WRs dropping wide open passes, or this game would have been more ridiculous -- darn play knowledge preventing my WRs from using their hands.)

All I had to do was iso the CB1 since he had 10 SP. Not sure why he was playing but that was beside the point?

I'm not sure what SP ratings are supposed to represent anymore. At one point, it was discussed that 100 meant that the player was among the fastest at position and 10 meant slowest at position. But the functional difference between the fastest and the slowest at a position or at any position should be a few hundreths of a second.

MFN-2

535 yards despite taking 10 sacks since it's a standard league and my QB stood around like a moron: https://mfn2.myfootballnow.com/box/7473

Probably would have been in the 600-650 range in beta.

Agent-86

24 first downs, 35 mins of possession, 450 total yards, but still lost because my opponent had two 95 SP WRs and my secondary is not that good: https://agent86.myfootballnow.com/box/1532

Even still, my crappy QB + WR combination put up 311 and 63% against a decent secondary by making a few slight adjustments.
Last edited at 3/10/2018 8:01 am

Re: Beta update release

By jdavidbakr - Site Admin
3/10/2018 11:10 am
I'm pushing today an update to man-to-man, setherick I'm taking your suggestion to have the M2M impact the speed of the WR. I haven't watch a ton of film with this change but the little I have looks better, I am a little concerned though because the completion percentages are low on the testing site (best is < 70%). Curious to see how it looks in a league with real gameplanning. The AI may be throwing too many long passes, or the QB logic may be making a poor decision more frequently than he should.

Re: Beta update release

By setherick
3/10/2018 11:37 am
jdavidbakr wrote:
I'm pushing today an update to man-to-man, setherick I'm taking your suggestion to have the M2M impact the speed of the WR. I haven't watch a ton of film with this change but the little I have looks better, I am a little concerned though because the completion percentages are low on the testing site (best is < 70%). Curious to see how it looks in a league with real gameplanning. The AI may be throwing too many long passes, or the QB logic may be making a poor decision more frequently than he should.


Did you shut down the Alpha server like we had discussed? I can't log in. I may have some time to review game later today since I am avoiding IRL work this weekend (cell phone off, not checking work email, etc.)

Also, how do the M2M vs SP calculations work? I assume that the CB and WR roll M2M against Route to determine who wins. If that is the case, then low M2M CBs should be losing against fast WRs with good SP.
Last edited at 3/10/2018 11:41 am

Re: Beta update release

By jdavidbakr - Site Admin
3/10/2018 3:57 pm
setherick wrote:
jdavidbakr wrote:
I'm pushing today an update to man-to-man, setherick I'm taking your suggestion to have the M2M impact the speed of the WR. I haven't watch a ton of film with this change but the little I have looks better, I am a little concerned though because the completion percentages are low on the testing site (best is < 70%). Curious to see how it looks in a league with real gameplanning. The AI may be throwing too many long passes, or the QB logic may be making a poor decision more frequently than he should.


Did you shut down the Alpha server like we had discussed? I can't log in. I may have some time to review game later today since I am avoiding IRL work this weekend (cell phone off, not checking work email, etc.)

Also, how do the M2M vs SP calculations work? I assume that the CB and WR roll M2M against Route to determine who wins. If that is the case, then low M2M CBs should be losing against fast WRs with good SP.


I restarted the server, which reset everything. I just copied your live account info into the test site so you should be able to log in now.

Yes, the M2M is compared to the Route Running attribute to determine who wins.

Re: Beta update release

By setherick
3/10/2018 4:17 pm
jdavidbakr wrote:
setherick wrote:
jdavidbakr wrote:
I'm pushing today an update to man-to-man, setherick I'm taking your suggestion to have the M2M impact the speed of the WR. I haven't watch a ton of film with this change but the little I have looks better, I am a little concerned though because the completion percentages are low on the testing site (best is < 70%). Curious to see how it looks in a league with real gameplanning. The AI may be throwing too many long passes, or the QB logic may be making a poor decision more frequently than he should.


Did you shut down the Alpha server like we had discussed? I can't log in. I may have some time to review game later today since I am avoiding IRL work this weekend (cell phone off, not checking work email, etc.)

Also, how do the M2M vs SP calculations work? I assume that the CB and WR roll M2M against Route to determine who wins. If that is the case, then low M2M CBs should be losing against fast WRs with good SP.


I restarted the server, which reset everything. I just copied your live account info into the test site so you should be able to log in now.

Yes, the M2M is compared to the Route Running attribute to determine who wins.


I wouldn't push this into beta yet. There are some definite red flags. I'll write up some notes and send them to you later on tonight.

Re: Beta update release

By setherick
3/10/2018 9:41 pm
setherick wrote:
I wouldn't push this into beta yet. There are some definite red flags. I'll write up some notes and send them to you later on tonight.


I've already been talking to JDB about this. Now that I'm digging through film, this change looks really solid. Slow DBs are viable against faster WR in longer routes, but SP definitely still makes a difference in the open field. If the WR can break hard after a catch, an 85 SP WR will easily outrun a 65 SP WR, which is what we'd expect. However, a 50 SP, 100 M2M WR will stay closer to an 75-85 SP WR down the field and can make a tackle preventing a lot of those 50+ yard TDs that we see so frequently in the beta leagues. This should be an interesting change to test.