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Re: [Update] Game engine version fbecf8b

By setherick
11/10/2018 2:49 pm
jdavidbakr wrote:

He is stutter stepping, and his route skills determine how long he stutter steps before continuing.


What does this mean?

1) Does a higher skill let you know you can stop stuttering sooner? For instance, it allows the WR to know that he has beaten the DB and start running immediately?

2) Does a low skill mean that you'll stutter longer period? For instance, if you had a route of 0, could you get a divide by 0 error and stutter indefinitely?

Re: [Update] Game engine version fbecf8b

By jdavidbakr - Site Admin
11/10/2018 2:57 pm
setherick wrote:
jdavidbakr wrote:

He is stutter stepping, and his route skills determine how long he stutter steps before continuing.


What does this mean?

1) Does a higher skill let you know you can stop stuttering sooner? For instance, it allows the WR to know that he has beaten the DB and start running immediately?

2) Does a low skill mean that you'll stutter longer period? For instance, if you had a route of 0, could you get a divide by 0 error and stutter indefinitely?


To me, a good stutter is quick, decisive, and convincing. So the standard deviation of the length of time he stutters increases as the skill decreases, and also the probability of whether or not it's effective decreases as his skill decreases. Most of the time the stutters will not be long like that, but for someone with poor ratings it's possible to happen occasionally.

Re: [Update] Game engine version fbecf8b

By setherick
11/10/2018 3:42 pm
That makes sense. It would also explain why poor route runners have passes that go long or inaccurately placed when they stutter.
Last edited at 11/10/2018 3:42 pm

Re: [Update] Game engine version fbecf8b

By setherick
11/10/2018 4:39 pm
jdavidbakr wrote:

Noted, but I'm going to take this out of the scope of this update, this has more to do with the RunToEndZone logic and less with the route running logic. I believe what is happening is that he is favoring the direction his momentum is taking him, but tweaking this will also impact RB cutbacks (remember back when RBs would cut back over and over and the defense couldn't keep up? I think we're running into the code that prevents that here.)


Oh ,,, I see what you mean now. The WR turns at the last moment to face the QB and catch the ball. This means that his momentum is actually carrying him counter clockwise from his origin. When I watched the plays before, it looked like he was still angled toward the sideline which meant that his momentum should have gone in a clockwise and turned him up the sideline. I didn't see the movement back to the QB.

Re: [Update] Game engine version fbecf8b

By Ragnulf-le-maudit
11/13/2018 3:17 am
:D some kind of weird fake
https://mfn1.myfootballnow.com/watch/8915#1627556

one of those quick shovel pass in the crowd. Sometimes, the qb lets the play develop a little more.
https://mfn1.myfootballnow.com/watch/8915#1627596
https://mfn1.myfootballnow.com/watch/8915#1627610
Last edited at 11/13/2018 4:26 am

Re: [Update] Game engine version fbecf8b

By setherick
11/13/2018 5:59 am
I would say this is almost ready. I'd just like to know what's going on with some of the super quick passes. I suspect it's play knowledge, but not willing to dig through and find examples to prove/disprove that.

General Observation
* QB movement in the pocket seems much improved this game. I did notice a few times where the QB did not drop back at all though.
* RB "drag" routes don't work as designed. They are shown in the play card as dropping behind the LOS, but they don't. They go up field 5 yards and then drag the field. This isn't a bad thing, but either the card should be updated or the play should work as designed. Personally, I like them going up field before dragging.

1) https://mfn1.myfootballnow.com/watch/8925#1629284
2) https://mfn1.myfootballnow.com/watch/8925#1629285
a) Some not so great things here. QB doesn't let either play really develop and then throws an INT. I'm less concerned with the INT than how quickly he throws.

3) https://mfn1.myfootballnow.com/watch/8925#1629300
a) Not a great pitch here, but he doesn't fumble so there's that.

4) https://mfn1.myfootballnow.com/watch/8925#1629304
a) QB throws really quickly here and doesn't make it throw his reads. If he reads his WRs, this is a TD on the outside.

5) https://mfn1.myfootballnow.com/watch/8925#1629345
a) Not sure what happened here. The QB throws the ball away before the play develops.

6) https://mfn1.myfootballnow.com/watch/8925#1629353
a) Another play where the QB doesn't drop back.

7) https://mfn1.myfootballnow.com/watch/8925#1629375
a) Shovel pass gone rogue.

Re: [Update] Game engine version fbecf8b

By raymattison21
11/13/2018 6:30 am
https://mfn1.myfootballnow.com/watch/8923#1628903

Something is wrong here. 242 # LB had 4 sacks similar to this. Is he's too fast ? He was stuffing runs too. My line is not great , but one play, as the RDT head over center, he was so fast the C and LG were not even charged for the sack as he blew by them. The LT came all the way over got beat and was charged . All under 2 seconds he beat a three on one.

Re: [Update] Game engine version fbecf8b

By Kababmaster
11/13/2018 6:54 am
Just piping in here to say thanks to JDB for a very fine product. Also,cudos to ALL on feedback, I have learned tons in such a short time here.

Keep doing what you are doing...much respects!
Last edited at 11/13/2018 6:55 am

Re: [Update] Game engine version fbecf8b

By raymattison21
11/13/2018 7:05 am
raymattison21 wrote:
https://mfn1.myfootballnow.com/watch/8923#1628903

Something is wrong here. 242 # LB had 4 sacks similar to this. Is he's too fast ? He was stuffing runs too. My line is not great , but one play, as the RDT head over center, he was so fast the C and LG were not even charged for the sack as he blew by them. The LT came all the way over got beat and was charged . All under 2 seconds he beat a three on one.



https://mfn1.myfootballnow.com/watch/8923#1629034

Here is that other example.

Re: [Update] Game engine version fbecf8b

By setherick
11/13/2018 7:17 am
raymattison21 wrote:
raymattison21 wrote:
https://mfn1.myfootballnow.com/watch/8923#1628903

Something is wrong here. 242 # LB had 4 sacks similar to this. Is he's too fast ? He was stuffing runs too. My line is not great , but one play, as the RDT head over center, he was so fast the C and LG were not even charged for the sack as he blew by them. The LT came all the way over got beat and was charged . All under 2 seconds he beat a three on one.



https://mfn1.myfootballnow.com/watch/8923#1629034

Here is that other example.


Same thing happens on both plays: The C ignores the man over and blocks down, double teaming the guy that the RG has. This is the same problem that I was seeing with the LTs.

OL pass block logic really should go something like this:

1) OL takes man over
2) OL takes a step back and forms the pocket

The only time an OL should double someone is if he has no man over and the man on his left or right is going to get beaten. Tackles should rarely block inside period.