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Re: [0.4.6] Version e9a5a849

By setherick
10/16/2019 7:18 am
So this happened. I'm convinced there is a divide by 0 error happening for receivers that are 100% open: https://mfn1.myfootballnow.com/watch/10386#1895250

Also, zone coverage downfield is still pretty broken. DBs overreact to every pass and end up yards behind where the ball is caught consistently: https://mfn1.myfootballnow.com/watch/10386#1895266

Here's a better example: https://mfn1.myfootballnow.com/watch/10386#1895292

Zone within 10 yards doesn't seem to have that problem.
Last edited at 10/16/2019 7:25 am

Re: [0.4.6] Version e9a5a849

By jdavidbakr - Site Admin
10/17/2019 8:40 am
setherick wrote:
So this happened. I'm convinced there is a divide by 0 error happening for receivers that are 100% open: https://mfn1.myfootballnow.com/watch/10386#1895250


What is happening here is that I have reduced the probability for the QB to decide to pass to an open receiver based on his internal clock, but also considering the approaching defenders. I'll adjust the approaching defenders part with an update today.

Re: [0.4.6] Version e9a5a849

By JCSwishMan33
10/29/2019 8:05 am
JCSwishMan33 wrote:
Since the Minnesota - Cleveland game was mentioned...

I am running some wonky gameplans right now... Basically full in on long pass offense, and 3 / 4 deep secondary with constant blitz on defense.

Trying to see how exploitable the long game is while trying to prevent the same and keeping the QB under constant pressure.

Slight update to the Cleveland gameplans... No, we didn't add any rushing. LOL

Added some medium pass plays to try and get some more offense. On defense, since we were getting beat to **** over the top anyway, corners and safeties will now blitz more.

Re: [0.4.6] Version e9a5a849

By CrazyRazor
10/29/2019 7:54 pm
JCSwishMan33 wrote:
JCSwishMan33 wrote:
Since the Minnesota - Cleveland game was mentioned...

I am running some wonky gameplans right now... Basically full in on long pass offense, and 3 / 4 deep secondary with constant blitz on defense.

Trying to see how exploitable the long game is while trying to prevent the same and keeping the QB under constant pressure.

Slight update to the Cleveland gameplans... No, we didn't add any rushing. LOL

Added some medium pass plays to try and get some more offense. On defense, since we were getting beat to **** over the top anyway, corners and safeties will now blitz more.


Yeah. Sorry about that shellacking......

Re: [0.4.6] Version e9a5a849

By JCSwishMan33
10/30/2019 9:59 am
CrazyRazor wrote:
Yeah. Sorry about that shellacking......

Pft... I'm expecting to be shellacked with these gameplans. LOL But that one was particularly bad. ;)

But really, It gave me a baseline to see if certain tweaks will do things different.

Re: [0.4.6] Version e9a5a849

By JCSwishMan33
11/22/2019 9:11 am
Things we've learned this season:

- An all-passing attack is unsustainable (268.1 yards / game, but only 1 TD / game)
- An all-blitz defense is also unsustainable (only getting .7 sacks / game)
- My QB scrambled exactly once all season, while getting sacked 60 times. Is there logic for a QB to bail on a play if under pressure and no options are open to him?
- My #1 TE was targeted over twice (201) the amount as my #1 WR (98). He was targeted just slightly under the same amount as my #1 and #2 WRs combined (215). 7 of my top 10 plays for the year had a TE in the formation, so there's that... But there still seems to be a major disparity, especially when the TE is overall a lower-skilled player; he recorded an 18.9% Reception rate, versus my WRs who were 44.9% and 46.7% respectively
- Secondary is very sensitive to not having high Speed and M2M skills; either one of those skills lack big (especially M2M), and your guys are giving up catches left and right (i.e. my best CB has 90 Speed, but 38 M2M, and gave up catches at a 51.6% clip... My 78 Speed, 95 M2M FS only allowed 18.5% catches)

Just a few observations, and I really don't know what to make of them lol. There's better people in this league that can crush the numbers and speculate what's right / wrong. For me, this experiment was definitely a thing... And I'll probably not be doing it again. ;)

Re: [0.4.6] Version e9a5a849

By raymattison21
11/22/2019 9:46 am
JCSwishMan33 wrote:
Things we've learned this season:

- An all-passing attack is unsustainable (268.1 yards / game, but only 1 TD / game)
- An all-blitz defense is also unsustainable (only getting .7 sacks / game)
- My QB scrambled exactly once all season, while getting sacked 60 times. Is there logic for a QB to bail on a play if under pressure and no options are open to him?
- My #1 TE was targeted over twice (201) the amount as my #1 WR (98). He was targeted just slightly under the same amount as my #1 and #2 WRs combined (215). 7 of my top 10 plays for the year had a TE in the formation, so there's that... But there still seems to be a major disparity, especially when the TE is overall a lower-skilled player; he recorded an 18.9% Reception rate, versus my WRs who were 44.9% and 46.7% respectively
- Secondary is very sensitive to not having high Speed and M2M skills; either one of those skills lack big (especially M2M), and your guys are giving up catches left and right (i.e. my best CB has 90 Speed, but 38 M2M, and gave up catches at a 51.6% clip... My 78 Speed, 95 M2M FS only allowed 18.5% catches)

Just a few observations, and I really don't know what to make of them lol. There's better people in this league that can crush the numbers and speculate what's right / wrong. For me, this experiment was definitely a thing... And I'll probably not be doing it again. ;)


Pretty much how i saw it. Sacks in general were still low. Adding a balance of a having a moblie qb and blitzes to matter more could do this code some good.

Re: [0.4.6] Version e9a5a849

By JCSwishMan33
11/22/2019 9:59 am
raymattison21 wrote:
Pretty much how i saw it. Sacks in general were still low. Adding a balance of a having a moblie qb and blitzes to matter more could do this code some good.

I'd love to see QB mobility matter more.

Burgos (attribs-wise) looks like what I'd expect a good mobile QB to be: highly Intelligent (93), excellent Scrambling ability (87), good Field Vision (79), with reasonable Speed (63) and Accel (55) for a QB... Plus he can hold onto the ball (77 Avoid Fumble) and can even break a tackle now and again (50). Again, not RB-style numbers here, but plenty good enough for making something out of nothing.

I'd actually cooked up this experiment with the mindset that John would scramble out of major trouble more, or to keep drives alive. At least in that aspect, this was an eye-opener.

Re: [0.4.6] Version e9a5a849

By setherick
11/22/2019 8:06 pm
I quit watching games 4 games in, and there hasn't been an update since.

1) My team was 12th in total offense, finished 10-6, and made the playoffs while...
a) Throwing 19 TDs and running for 5 TDs
b) Throwing 19 INTs (I never reset my plays to the best plays of 4.5, so that could be my fault)
c) My TE and best WR had a catch percent of ~50%, both have 100 catch but only 60 courage

2) My passing defense gave up 208 yards on 55.7% completion (24.2/42.1 a game; 387/674 for the season)
a) Out of the 287 incompletions, 176 were knockdown (61.3%)

Next season I will make sure to run nothing but the best plays of 0.4.5, but I don't think it'll matter. 100 route, 100 catch players seem like they should be able to make catches even if they cannot make plays.
Last edited at 11/22/2019 8:06 pm

Re: [0.4.6] Version e9a5a849

By shauma_llama
11/22/2019 10:27 pm
My buddy from one private league decided to just go Load Recommended becuase he feels that customizing a game-plan and carefully selecting plays won't matter because the computer won't call them anyway.