Infinity on Trial wrote:
raymattison21 wrote:
QBs are taking sacks when they should not be. Pressure is still low compared to the nfl. QBs just don’t know what to do when facing it. A trend with each code release.
This.
Serious question, though: A comprehensive fix will take longer than any of us wants, so what's the path to getting this released soon? Hope for some middle-ground tweak where there is a reasonable amount of sacks but pressure is still broken?
IF the QB throws away more often, sacks go down, hurries go up. At some point, it will feel right - it's close - after all at the moment in 0.4.5 we have no pressure and no sacks, so it's moving the right way.
Everyone is excited by the QB scramble with visions of Kyler Murray and Lamar Jackson in their heads, but even a Ben Roethlisberger type can run for a first down if the open field is there.
For a QB to scramble (generally) the OL has to hold off the DL, the QB has to 'sell' a deep pass to force the secondary to back off then run into the vacated space left by blitzing LB's or LB's tracking players deep. Potential receivers should turn and go deep to draw the defenders when their assignment has been fulfilled. Eventually, one of the DL/LB will break through the OL and force the QB to make his decision (throw away, unload deep, force a pass into double/triple coverage, tuck'n'run, take the sack).
At the moment,
throw away is too low (perhaps, partially because owners don't want to see it)
unload deep doesn't happen at all - and should definitely happen more at the end of each half, if for no other reason than to force teams into defending the deep ball thus allowing space for shorter throws to the middle. I'm not sure how or even if the software adjusts to making throws on the run - ie does it treat all players the same or do some have the skills to be Mahomes or Russell Wilson types?
force a pass - if you have a QB who can fire in a pass with zip and put the ball into areas where 'usually' only the receiver can catch it or it's an incompletion. (back shoulder, low slider etc) these are generally higher tariff passes with a greater chance of incompletion
tuck'n'run - there has to be the space to run into, without that he shouldn't run even if he can scramble, ball carry, speed etc. The primary goal for the QB has to be to stay healthy so he shouldn't be running into traffic (running OB and into the open field and sliding are how he should run, to avoid taking hits)
take the sack - last resort, currently too high because some/all of the above are too low.
If your aim is to have your QB run multiple times in a game, in my opinion, the software is not ready for that (baby steps)
As an aside, it might be interesting (in future) to release updates into Roster Only Leagues first. This takes away the 'human element' to testing the software. As owners basically just set the depth chart, the game should run as jdb expects it too.
Yes, there is a long way to go in Roster Only too but the issues there are primarily around game-planning.
Basically
Beta test - MFN-1/Victory + any future BETA league
Release to Roster Only
Release to Standard Leagues
I think the game as it stands is ready to go into Roster Only Leagues as is
The Sacks v Hurries scenario needs tweaking a little and then let the rabid Wolves loose on it and see what they can break and where the loop-holes are.