CrazyRazor wrote:
Idk what things were like before 0.4.2. Only you older players know that. You also know how far the game has come. I just feel like it has taken steps backwards. I hope all plays become useable. It's really frustrating watching every team run the same plays & just hoping that the RNG spins in your favor.
"Re: updates for 0.4.1
By jdavidbakr - Site Admin
3/04/2017 12:09 pm
Mr.Krazy wrote:
https://mfn1.myfootballnow.com/gamecenter/view/6059#1090467
I'm pushing a fix for this today for the next game sim. This was a man-to-man bug.
Knock-downs are still at zero for some reason, so I'm investigating that but won't have that patch tested in time for the next games
[b] "
alot has changed but this has not since 4.2.(this post is from 4.1) Knockdowns are through the roof now ? But guys stopping in man coverage has not.
I don't remember if we had codes pre 4.0..? Maybe that's when the label was generated for comments on the current code. The complaints were the same then but you could pick only 3 long passes and man blitz every down.
Pre 4.2 was when play abuse was being tested . ...in order to combat the over Powered plays. At that time it was rb counter, slant patterns to the slot, passes to backs out of the backfield and blitzes or reads on a blitz , but in general I thought the problems were the long pass and zone defenders .
Even with play abuse penaltie applications active nothing tangible was attained until 4.3 where the long nerf was applied along with it. Now with it back out were back at square one. Bump was added to slow receiver and passing algorithms were changed .
Those two things and the lack of pressure (with the new zone changes) is where were at for the passing changes since . Something in there whacks reads throughout the codes but I think that's just a moderation of the dump off logic .
Looking back at my last 32 games 63 of the 69 selected average over 4ypp. The eight passing plays average over 10ypp . Defensively , we called 66 different plays favoring nothing except lower blitz counts (30 to 40 %) . The best plays were a nice spread of man, blitz and zone . The worst was eight plays that averaged between 5 and 8 yyp. Some were blitzes and zone and other were prevent style coverage .
Staying in those ranges probably does help,with the abuse penalties and success , but generally the over,powered plays are on the offense . We ran a long pass plan from 4.2 on and slightly adjusted the long passes less and less. They always got good averages and still do but you'll throw more ints and take more sacks no matter the ratings.
But thats because the qb running/scrambling and plays that breakdown due to good coverage have been nerfed more and more . To me that part is a big difference . I still wonder if that step back is in the new qb algorithms , changes in bump , or a combo of all three. Idk exactly how reads fall in to those categories . /b]
Last edited at 11/28/2019 10:10 am