NOTICE: This league is using the BLEEDING EDGE game engine. For more information, click here.

The new user interface is in preview!

Want to check it out? Click here! (If you don't like it, you can still switch back)

League Forums

Main - Beta Chat

Re: [Update] Game engine version fbecf8b

By setherick
11/20/2018 8:35 pm
Just checked. My QB didn't complete ONE SINGLE PASS to my 100 catch RB. All were dropped, wobbled, or just out of reach.

I would like to see the game re-simmed to see if it was a fluke of the code or what. It really is a similar game plan as before with a few wrinkles.
Last edited at 11/20/2018 8:45 pm

Re: [Update] Game engine version fbecf8b

By jdavidbakr - Site Admin
11/20/2018 10:05 pm
setherick wrote:
Just checked. My QB didn't complete ONE SINGLE PASS to my 100 catch RB. All were dropped, wobbled, or just out of reach.

I would like to see the game re-simmed to see if it was a fluke of the code or what. It really is a similar game plan as before with a few wrinkles.


I'm definitely seeing what you mean, and I'm not sure what is going on there. I have walked through the code with what information I have about the variables and am not sure where the breakdown is, I'm going to add some more logging to try to see which calculation is bringing the value down too low. I'm not making any other changes than what I mentioned above about restoring the curl route timing and removing some play-by-play color.
Last edited at 11/20/2018 10:05 pm

Re: [Update] Game engine version fbecf8b

By setherick
11/21/2018 7:13 am
jdavidbakr wrote:
[quote="setherick"]I'm not making any other changes than what I mentioned above about restoring the curl route timing and removing some play-by-play color.


Does the timing affect check down passes as well?

Re: [Update] Game engine version fbecf8b

By jdavidbakr - Site Admin
11/21/2018 9:38 am
setherick wrote:
jdavidbakr wrote:
[quote="setherick"]I'm not making any other changes than what I mentioned above about restoring the curl route timing and removing some play-by-play color.


Does the timing affect check down passes as well?


The details are that each route description include a point in the route where the QB makes a decision whether to throw to the player. When the #1 receiver hits that point, the QB decides whether to throw to that player, or if there is a better option he'll check down. If he decides not to throw, he'll change to the next receiver and either wait until he hits his decision point in his route or, more likely since he probably has passed it by this point, there will be a random delay.

One of the issues led me to believe that the curl routes were hitting this point too soon, so I delayed it. I think instead it was the drag routes that needed to have a tweak, but didn't change the curl routes back. So that's the long answer to yes, it probably did affect check down passes but really only when there was a curl route involved.

Re: [Update] Game engine version fbecf8b

By setherick
11/21/2018 9:52 am
Change them back for drag routes as well. I think every route that my RB ran was a drag.

Re: [Update] Game engine version fbecf8b

By jdavidbakr - Site Admin
11/21/2018 9:59 am
setherick wrote:
Change them back for drag routes as well. I think every route that my RB ran was a drag.


The drag routes previously were when the receiver made the first cut. This was breaking when the TE would drag, the QB would throw way too soon, it was a point of some film study earlier in this thread. I feel like the timing on the RB drag routes feels right when I watch it in my test environment, but I don't at this point understand why yours had so many incompletions. I ran the test environment last night with a season with additional logging, hopefully I can find instances where there is something similar happening there. (If you want to do some film study over there, it's at http://cust4.myfootballnow.xyz/ season 2027 - note that if you are following this link in in the future it may or may not be an active website, and you cannot create an account here as there are no emails going out to verify your address, but you should be able to watch film)

Re: [Update] Game engine version fbecf8b

By setherick
11/21/2018 6:58 pm
This guy had 164 catches... !!! http://cust4.myfootballnow.xyz/player/4506

Film review, by the way, is not pretty. Check out this massive stat line:

Anthony Blank 36 25 126 7 / 83 0 14 1 62.96
Last edited at 11/21/2018 7:10 pm

Re: [Update] Game engine version fbecf8b

By setherick
11/22/2018 7:28 am
6 ... of ... 53 ...

Move along. Nothing to see here: https://mfn1.myfootballnow.com/box/8980

How does an offense based on hooks and curls go from being ultra efficient to being the worst thing ever? Something either didn't get reverted or recompiled correctly.

When you were doing data analysis on my team, did you leave in debug code?

My favorite thing in all of this is I have won the last two games easily despite completing 10 of 90 passes. Just call me Georgia Tech...

UPDATE

QB was 3/4 on the firs drive and offense was humming.

THEN one WR dropped a pass. And after that EVERY OTHER PASS (except the 3 others I completed at some point in the game) was DROPPED.

Watched some of the film again...seriously, what did you do to my team?
Last edited at 11/22/2018 9:42 am

Re: [Update] Game engine version fbecf8b

By setherick
11/23/2018 11:07 am
Is there a fix for this yet? Or should I expect another single digit completion game again?

If there is no fix, I'm just going to throw long passes all game because there is no point in testing something that is broken.

Re: [Update] Game engine version fbecf8b

By raymattison21
11/23/2018 2:52 pm
setherick wrote:
Is there a fix for this yet? Or should I expect another single digit completion game again?

If there is no fix, I'm just going to throw long passes all game because there is no point in testing something that is broken.


Baltimore blitzed the middle all game. This seems to trigger the off passes especially with slow qbs. And long passes result in a lot of sacks.