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Re: 0.4.4 Observations

By CrazyRazor
12/12/2018 8:35 pm
I have a theory: The only changes between the last two codes were coverage ability & quarterback accuracy/completions.

That being said; there is still some glaring issues: OL blocking (particularly T's), checkdowns to the RB's (need to stay in to block longer), excessive turnovers (especially back-to-back).

I know setherick has discussed these with JDB. I know a couple of patches were released, but I couldn't really see much difference in player behavior. I'm wondering where we are in addressing these further.

Re: 0.4.4 Observations

By setherick
12/13/2018 11:01 pm
I've seen a few plays like this one. What happens with the right slot WR: https://die-hard-fans.myfootballnow.com/watch/1715#320266

Re: 0.4.4 Observations

By raymattison21
12/14/2018 7:52 am
setherick wrote:
I've seen a few plays like this one. What happens with the right slot WR: https://die-hard-fans.myfootballnow.com/watch/1715#320266


Man roll locked the WR down. There was one in beta so bad it froze my wr. That looks like the hand fighting without any close contact . Still, I haven't seen a bad one like that in a bit. Visually he was open.....but the DB could have played closer.

I did scout that play . If that means anything

Re: 0.4.4 Observations

By setherick
12/15/2018 12:59 am
QBs need to gamble or throw it away: https://private75.myfootballnow.com/watch/3749#703317

Re: 0.4.4 Observations

By CrazyRazor
12/15/2018 2:23 am
Seriously guys. Idc if you reply to my post or not, but this is ridiculous. This is a game in NCAA. We are still in the 0.4.3 code & I am running my 0.4.4 offense.

After watching the film, you will see that my team has the same ability to move the ball as a pee wee league team. The defense isn't much better, but that could be said about both teams.

This backs up my theory that despite the changes, there is still a long way to go in smoothing things out.

https://ncaa-football.myfootballnow.com/box/2428

Re: 0.4.4 Observations

By CrazyRazor
12/15/2018 2:41 am
CrazyRazor wrote:
Seriously guys. Idc if you reply to my post or not, but this is ridiculous. This is a game in NCAA. We are still in the 0.4.3 code & I am running my 0.4.4 offense.

After watching the film, you will see that my team has the same ability to move the ball as a pee wee league team. The defense isn't much better, but that could be said about both teams.

This backs up my theory that despite the changes, there is still a long way to go in smoothing things out.

https://ncaa-football.myfootballnow.com/box/2428



I guess what I'm trying to say is this: We traded incompletions for better coverage, which is good. This offense still doesn't move the ball in either code. Your team still needs a big break (turnover or a big gain).

We crippled medium & long passes (QB won't throw the ball). We think OL improvements will fix this. I hope so. I think it might even help the running game, too.

I just know we need to figure out this stuff. I think people are less satisfied with this update than they were the last one. :(

Re: 0.4.4 Observations

By setherick
12/15/2018 7:59 am
I prefer 0.4.4 immensely to 0.4.3, which I saw as a video game rather than a sim.

I think the challenge here goes back to the age old question if you want to play a video game or a simulation game. If you want to play a video game, you want ping pong scores and big plays every other down. Simulation football requires putting together game plans that execute a number of plays to score.

Fixing the OL pass blocking would immediately allow teams to complete more downfield passes and get more yards.

It would also badly expose how overgenerated QBs are. QB accuracy attributes are insanely high across QBs in any given league - 70+ accuracy should be rare and 80+ accuracy with supporting stats should be a huge contract waiting to happen. Right now, almost every QB is Drew Brees.

Re: 0.4.4 Observations

By raymattison21
12/15/2018 9:26 am
It's hard to pick one over the other as all all advances in code flaws. Yes, other weaknesses are highlighted like pass blocking , but I need some balance . Outside passing is producing nfl like numbers for wrs, but actual looks are down. Even when you get a long pass off the drops are too high....so your forced to throw short. Plays are limited is the only result. TES are tearing it up. IDK why guys can't cover there.

But cover guys are still stopping and letting guys run by them. That was the problem and it still exists . It's a lot harder to expose but that's only due to the sack and drop bugs.

One point that highlights this push was that another would come sooner rather than later. Sacks were debated as a deal breaker, and drops were so high in AI simmed league as well. So, no real suprises that this release took such criticism .

Still , I am ready to move on. If pass blocking were looked at...would it include qbs running/throw away logic ? I think that would be a good direction . Pass completions after the route has ended are happening and would/should rise if qbs get more time on passes . I wonder how that would effect cover sacks? My bets are drops will be highlighted with better blocking.

Re: 0.4.4 Observations

By setherick
12/15/2018 10:45 am
Oh, right, I haven't talked about this yet. The other problem with MFN is that all of the medium routes are 5-6 yards short.

I don't mind throwing a back shoulder pass, but why is the medium version considered an 8 yard out? It should be a 13-15 yard out before cutting? That way it comes back to 10 yards, not 6. Even the 113 TE Out has the back shoulder route go out 12 before the cut. This makes it an 8 yard route.
Last edited at 12/15/2018 10:48 am

Re: 0.4.4 Observations

By setherick
12/17/2018 7:24 am
This has to be fixed: https://usflwfl.myfootballnow.com/watch/2475#461640

He has 100 INT. He has a man open. I don't care if he has low scramble. He needs to throw the ball. This happens like 5-8 times a game too.