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Re: [0.4.6] Version 1792c8b1

By raymattison21
12/21/2020 12:38 pm
hollyhh2000 wrote:
a WR cannot make a play in this code.

this guy:
https://victory.myfootballnow.com/player/220

got 7 targets (4 catches) in 4 games, nearly all targets go to the RBs
And I did use plays that have worked statistically (on yards per play) in MFN1 or Victory

People will run away, if this code is actually rolled out


Each rollout is slightly different in terms of what plays work. But target distribution, in general, is as you say. TEs are real easy to get targets at too . Other than that , Overriding the slots with wr1 talent does drive targets his way but is it a bit too hard to for sure.

Re: [0.4.6] Version 1792c8b1

By TheAdmiral
12/21/2020 3:41 pm
An WLB returning not one but two kickoffs for TD's?!!!

https://victory.myfootballnow.com/watch/770#137293

https://victory.myfootballnow.com/watch/770#137364

14 ball carry, 11 break tackle

Re: [0.4.6] Version 1792c8b1

By raymattison21
12/21/2020 4:07 pm
TheAdmiral wrote:
An WLB returning not one but two kickoffs for TD's?!!!

https://victory.myfootballnow.com/watch/770#137293

https://victory.myfootballnow.com/watch/770#137364

14 ball carry, 11 break tackle


He took two back last season.... makes you think what the reason. 92 kick catching, 90 intelligence 85 speed at 237 pounds.

Re: [0.4.6] Version 1792c8b1

By setherick
12/30/2020 12:21 pm
No word on why WRs are slower than DL? Or is this season going to be a complete wash?

Re: [0.4.6] Version 1792c8b1

By TheAdmiral
1/11/2021 10:06 am
2 punt blocks v Pittsburgh today, one returned for a TD. But, Seth was using a Kicker to Punt. One of his other punts went for a monster 6 yards! and he went on to miss a PAT too.

We also returned a Kick for a TD and got our other scores on short field.


KRTD's seem to be on the rise (could be anecdotal), and Turnovers seem to have had an uptick in recent games too - particularly fumbles. Also quite often seeing a 'flash' fumble or 'phantom' fumble where a runner appears to fumble and instantly get the ball back (like a Basketball player bouncing the ball) and often turn it into a big gain.

Sacks seem to be more under control but that's probably as a result of trial and error where we are adjusting to which passing plays work and which don't.


There is frustration amongst owners with regards to a lack of updates and/or info on what is going on and when the switch to 0.4.6 will happen?

Re: [0.4.6] Version 1792c8b1

By raymattison21
1/11/2021 8:37 pm
DEs are getting a lot of sacks compared to other positions. I think that was turned up in the past.....maybe it can be turned a bit back down.

The KRs are tied to blocking which is in effect in the run game. Both are overpowered. I am still trying to find out the best way to stop the run and pass more efficiently. You really have to commit to stopping one and when you do the other suffers.

Here in mfn1 we’re running more but in other leagues we’re passing more. Mostly to backs and slots while trying to avoid to many TE passes. The sacks are killing drives as much as Coverage is....we are driving up the air yards on offenses but dink’s and dunks are more efficient.

Re: [0.4.6] Version 1792c8b1

By setherick
1/11/2021 8:54 pm
TheAdmiral wrote:
2 punt blocks v Pittsburgh today, one returned for a TD. But, Seth was using a Kicker to Punt. One of his other punts went for a monster 6 yards! and he went on to miss a PAT too.

We also returned a Kick for a TD and got our other scores on short field.


KRTD's seem to be on the rise (could be anecdotal), and Turnovers seem to have had an uptick in recent games too - particularly fumbles. Also quite often seeing a 'flash' fumble or 'phantom' fumble where a runner appears to fumble and instantly get the ball back (like a Basketball player bouncing the ball) and often turn it into a big gain.

Sacks seem to be more under control but that's probably as a result of trial and error where we are adjusting to which passing plays work and which don't.


There is frustration amongst owners with regards to a lack of updates and/or info on what is going on and when the switch to 0.4.6 will happen?


Oops. I stopped paying attention when I realized it wasn't worth game planning this season in beta leagues.

Re: [0.4.6] Version 1792c8b1

By raymattison21
1/27/2021 7:59 am
https://lol.myfootballnow.com/watch/2485#435187

Punt block with a 76 speed wr. The punter had 65 timing. We got really close a couple of times too with that same wr

Re: [0.4.6] Version 1792c8b1

By GrandadB
2/06/2021 3:57 pm
setherick wrote:
Another game with 10 sacks and < 50 net passing yards in a veteran heavy league: https://lol.myfootballnow.com/box/2271

This is exactly what 4.6 is going to look like when released.

No better in a half-veteran league with new rosters: https://victory.myfootballnow.com/box/744



MFN1 season player stats show that the number of sacks is a lot more than NFL RL. The NFL sack leader had 15. the MFN1 leader had 30, more than double, followed by the next nine sack leaders with 19 or more. So, the simulation goal is quite a bit off the mark on sacks as it has been in the past versions, with either too many or too few.

Number of interceptions were much closer to RL NFL, where the top NFL mark was 10 and the best in MFN1 was 7. The NFL had 6 DBs with 5 or more picks, MFN1 had 11.


Re: [0.4.6] Version 1792c8b1

By setherick
2/16/2021 7:21 am
GrandadB wrote:
setherick wrote:
Another game with 10 sacks and < 50 net passing yards in a veteran heavy league: https://lol.myfootballnow.com/box/2271

This is exactly what 4.6 is going to look like when released.

No better in a half-veteran league with new rosters: https://victory.myfootballnow.com/box/744



MFN1 season player stats show that the number of sacks is a lot more than NFL RL. The NFL sack leader had 15. the MFN1 leader had 30, more than double, followed by the next nine sack leaders with 19 or more. So, the simulation goal is quite a bit off the mark on sacks as it has been in the past versions, with either too many or too few.

Number of interceptions were much closer to RL NFL, where the top NFL mark was 10 and the best in MFN1 was 7. The NFL had 6 DBs with 5 or more picks, MFN1 had 11.




The problem is that the whole physics engine needs scrapped and replaced.

Sacks are being caused by WR movement and QB decision making. In the NFL, short passing play take 1-2 seconds to run, medium/long passing plays take 2-4 seconds to run depending on the route and coverage. After 4 seconds, you expect the OL to break down.

MFN short passes take 4 seconds to run because the WRs don't get off the line. And any route over 10 yards is impossible because it takes the WR 4 seconds to travel 8 yards while the DL covers 12 yards into the backfield and sheds a block in the same amount of time.

Is this going to be fixed in the next beta season? I'm deciding if I'm going to drop all my beta teams or not.