11 of those sacks came on long pass plays, of 27 long pass plays called in the game (40%). I think that if you have a game with almost 30 long pass plays, you should see a lot of sacks ... maybe that's just me. Is 40% excessive? Well, probably. 12 of those sacks came from 39 medium pass plays (30%). Note the play-by-play also when it says 'So-and-so completely missed the block' and separate those out (when that appears, the dice roll was so in favor of the defense that the block didn't even happen, so if that is excessive without cause that would be a separate issue).
I'm curious if the teams in this game intentionally had a long-pass-heavy game planning, but I'm not opposed to long-pass-heavy games having lots of sacks. I do, however, agree that the long passes are probably not getting thrown as soon as they should which may be why it is as high as it is.
Here is the play selection distribution in that game:
Outside Run - 10
Inside Run - 29
Short Pass - 32
Medium Pass - 39
Long Pass - 27
To me that seems excessive with medium and long passes, and 39 runs to 98 passes also seems excessive. 25% sacks is still a lot, and probably too much, but only one of those sacks came on short pass plays. Remember, too, that if you are extremely out of balance, the defense starts to key on the pass and that is going to increase sacks and interceptions. So to have 2.5x as many passes as runs again is going to make those passes ineffective.
Just to be clear, I'm not blowing off what is being said about sacks being high, but I do want to make sure this isn't just a result of overuse of passing. (And no, there was no modification to the pass rushing algorithm at all in 0.4.4, only to the QB pocket logic - which may indeed be increasing sacks just there.)
One thing to note also as far as sacks go, is that in the long-term testing, sacks were in line with NFL averages. And I did look to see if those sacks came in excessive blitzing schemes, and they don't really seem to be, so I feel like the issue is that the play calling was just too far out of balance. If we decide that's to aggressive then we certainly can explore that, but I'd like to make that a matter of a newer version rather than a hot patch. I may change my mind if we see some games with high sack numbers and more reasonable balance in the play calling.
In other news, I'm going to release a patch tonight that:
* Fixes the pitch play
* Fixes the 'drop' attribute for WRs (I did find a condition that was counting drops that shouldn't have)
* Shortened the pass point for streak routes - I'm treading lightly on this one since I'm making hot patches to non-beta leagues, but am curious if there is a noticeable decrease in streak route sacks