Like our current beta version. The dump offs have been a bit less. Now the “sack clock” which I think is a combo of man/bump/play abuse slowing outside receivers so much 75% of all long passes result in sacks.
I don’t think anyone no matter how successful or unsuccessful they are would think this is football like. Maybe one or two plays don’t get sacked with the right set of scenarios/ ratings but that can’t be right either.
You could lower the sack rate and get a generalized number but the fault in the code is tied to a particular area . By fixing that area , and using were we are at now as an example , the tweak needs to be the best with future codes in mind. Other wise it’s a nerf of sorts.
I take everything everyone’s posts seriously but one tiny tweak can change the entire play. As one result small as it may seem is like a snow ball effect after. Changing schemes and outcomes drastically by the end of the game.
Stats are great to see a potential anomaly to investigate more as to see why.
Top users are great to look at just cause they find the best way to win. No matter if it’s football related or not. And no matter how vocal they are in giving away their secrets.
Random/ casual players that like football have great feedback cause they are what will fund the game eventually .
Same as ex football players players/coaches that want to apply some of the stuff they learned IRL and want to try it in a virtual environment. As generally they will sometimes give obvious flaws or let’s call them other expectations as other games give you expectations of some what as a starting ground.
I want this game to blow all’s these players expectations out of the water. Someone will always disagree but changes are never meant to single out anyone’s style. Purposely Making them worse is not the goal as most of the best users are always the best and the worst are always the worst after adjustments are made.
Things lowering competition % and yyp is obvious at first. Like, Sacks on long plays but i would focus on coverage too.
I get that the further the pass is throw and the drop rate is logical but the physics involved should automatically lower completion rates there. Nothing additional should be needed. In general Coverage doesn’t have enough ground to recover from if they don’t lose that roll somewhere. And when they do lose the roll they are too far to recover in time.
With sacks so high and coverage so tight I don’t see many longnpassattempts anyway. There was just as many long pass attempts last game even though we threw zero long passes . Sacks just dropped dramatically and completed passes when up marginally.
Taking that long pass nerf out and messing with dump offs will push up comp% but the same holes will still be there.
So having man coverage stay with there man longer after that pass is thrown in hopes to lower off ball defenders from making plays in traffic will push comp% more inline with nfl schemes . And tweaks to zone to make it more viable will be needed too.