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Re: Finally some game engine updates! Passing game has been revisited

By raymattison21
8/14/2016 6:26 pm
RLWJR wrote:
Sorry..... I didn't make it clear...... I was offering that as an example of how familiarity may be playing a bigger role than what may at first be obvious. I didn't mean it as a direct one-on-one answer for how your offense ended up doing some of the things it did.

Re-worded, in a nutshell, unfortunately I don't have any idea either how your offense vs my defense stacked up in familiarity. I do though, on the other hand, have a pretty good idea how my offense vs your defense stacked up in half of the familiarity equation. Specifically your defenses familiarity with the offensive plays I ran, but not your familiarity with the defenses you ran vs our familiarity with those defenses. So, I haven't looked at the visuals of how my offense compared to how your offense performed, but that comparison might lead to some insight.


I thought that what you meant! Sorry for being stubborn, but my gripe is no one should ever play like this and your qbs mediocre performance this season says little to me because he is rated better than mine. My D is not that good and i think my offense was higher than your defense not the other way. It's here say right now, but you opened my eyes.

I don't change anything except run or pass. You may use alot of variances each game I do not. My game samples are only tainted by.......

1. Roster; changes are the most important thing in the game
2. Gameplans; here i adjust run/pass key only for each game.
3. Scouting; spend a minute at most if at all.

I sat my star WR. That had the most effect. IMO Also, #1 and # 2 PRs were down.

Your backs broke tackles that were questionable and your WRs had catch overs all day. Rolls were in you favor all day. No doubt.

But If offense play familiarity caused these DEFENSIVE anomalies where my QB gets sacked on roll outs. Please enlighten more. JK!

Cause no one in one has mentioned anything on its effects. Yours is the first ! Thanks! but I am waiting before I care about scouting. I hope the latest changes have had an effect on my D. But catch overs 90 rated CBs ho don't even use a jumping attribute to dictate the play or broken tackles by worse players are something bad not good IMO.

I hope that those plays were not just strengthened by some weird correlation with play familiarity. if this is all true I am glad it is working for you. But I want the game to look right. If it were going in the other direction I feel it will turn potential players off. Thanks for giving your insight really but sounds too tedious looking through play familiarity to even have it have much effect.

The whole concept sounds not very real and there are plenty of holes. For one, IRL, learning one position is not the same as the other yet here the familiarity stays the same. If Tebow switched from QB to TE here he would be equally familiar with that play at two positions after the switch. Real life is not that easy. He might already know the TEs route and so one but not his blocking responsibilities. Depending on his counterparts pre snap line up dictates his blocking assignments. How could he also be familiar with that. Let alone blocking someone well on that play just because he played it at QB.***? No!

So, if it working good but I hope others have tried something similar to verify so some could adjust but this one luck to me. Win the big one or go deep in the playoffs and I might change my mind. Truely thank you for your time!

Re: Finally some game engine updates! Passing game has been revisited

By raymattison21
8/14/2016 11:39 pm
raymattison21 wrote:
raymattison21 wrote:
jdavidbakr wrote:
I rewrote some algorithms with the passing game. I've done limited testing but am happy with what I see so far. A couple of points with this update:

* The sack where the QB runs to the sideline should be eliminated



I have seen at least 8 sacks happen this way in the last few games. Easily the QB could have thrown it to a reciever , ran it himself , or thrown it away.

On a similar note the latest changes highlight the lack of intentional grounding calls. I cannot remember if there were parameters set for this, but have seen a few of them too that were not called.

Also, the latest trend it to convert your fast DE to DT to get sacks. None of it matters to me, but why not open up speed for linemen and QBs again. IMO fast QBs do not get sacked as much. IRL there really is no correlation between fast QBs and less sacks, but I see on here. IMO fast QBs have a better passer rating due to the fact they they receive less pressure as speed creates space for them to work with.

All this points to, again, IMO, is the lack of the DEs or the guy responsible for outside contain to keep the QB in the pocket. Some plays the QB drops back and dances as he reads and then makes a throw from within the pocket. And others the pocket just collapses immediately and QB runs it. Most likely for a gain cause I do not want to run QB spy all game.

Perhaps this is my limited play calling as I have used basically the same plays for all of my time playing the game, with no variety. But it's still like a battle of fast guys if this sack exists. You might see that sack occasionally, but they way it happens here you can almost expect it. In other leagues defenses rely on it, or it is the foundation they build on.

Still, I wonder if any body has experienced anything similar with the sideline sack as the forums here are pretty quiet on this sack.


For some reason my QB has been stopping far before the sideline, but still being sacked. This play, I picked randomly, because it was every sack really. Though this play was not the worst offender, but why not run it or just throw it.

https://mfn1.myfootballnow.com/gamecenter/view/5197#935705

It's seem to me these are coverage sacks or pressure makes the wide open receivers in middle invisible to my QB.

https://mfn1.myfootballnow.com/gamecenter/view/5197#935609

Wide open guys short. The QB is locked on the long targets and takes a coverage sack. This guy's is seasoned and making poor reads. Wide line covers the horizontal passing lanes in the middle of the field. The pass play, and long one, stretched the deep coverage and opened the underneath. That's how it works. Set up perfect executed horribly by my QB, but why?

https://mfn1.myfootballnow.com/gamecenter/view/5197#935622

This a play action against a Blitz. In theory a good call. We got solo coverage on the right and WR had a step or two yet the QB dart to the sideline when he could have gotten a few with his feet. Also, was two open receivers on the scramble he missed. Still throw it away at least. This was a potential TD cause of gameplanning now a sack cause of horrible football reads.

https://mfn1.myfootballnow.com/gamecenter/view/5197#935647

This one he is supposed roll right based on assignment but he rolls the other way away from his blocking scheme. He looks like a high school sophomore on play.

https://mfn1.myfootballnow.com/gamecenter/view/5197#935648

Here's one a little more legit except why did he not throw it to a reciever or out of bounds? Why did my QB choose to do that? It was a good call by the D. Still, to let that same DE with only speed sack you again. My T is better, but after 2.5 seconds it's a coverage sack and should not be charged to the linemen. But really you toss that ball out of the back of the end zone not take a sack. Smart QBs try to throw it incomplete sometimes. When they know they are beat. Cover sacks seemed a bit strong. If there are too many these DEs with only speed will prevail.

https://mfn1.myfootballnow.com/gamecenter/view/5197#935658

This a medium pass where the coverage is visually beat at a number of times yet the QB rolls right and old speedy runs him down. Why would he choose to do that? In my mind it was missed opportunity after missed opportunity then my T is charged with a sack he's 10 yards from.

The Blitz came late and up the middle. The QB had two deeper looks by then. After he rolls( IMO the wrong way) he misses a chance to run short or drop it in some where before that DE gets there.

https://mfn1.myfootballnow.com/gamecenter/view/5197#935727

This one seems legit enough also as it was a decent call probably another coverage sack, this one from a Blitz, but really if you not going to throw it turn it up field. He would have got a few.

I am going to stop now but the other team had a speedy QB and when faced with similar situations he out ran my slow d line. His 17 scramble had little to no effect due to the 90 plus speed. One play he drops back waits till the last second to scramble then shoots to the sideline only to regroup for a second only to wait till the last second to shoot up field for a 50 yards gain.

No one on my Defense knows what's going on as I know he's going to pull a Carl Smith up sideline for a first. It's so predictable. Even with 17 scramble, just he decides to do it later, but my only counter is one play. Even then I will probably need 90 plus speed to match his.

I just wish all DEs or outside guy on the line had contain responsibility also. Forcing that QB to stay in the pocket more and make tough reads. I might switch to short passing and hope for quicker reads or a faster QB/ better scramble? But really I will do nothing like normal and let time reveal these theoretical trends slightly explained above. I am going to invest in more athletic Ts and of course more weapons to throw to. My star WR was out that game and my Ts are old and slow. Still why do they make my QB dumb.

Re: Finally some game engine updates! Passing game has been revisited

By Davesgang
8/16/2016 3:32 am
looking at overall stats Int's are up to much. In my games they are frequently coming from short curl back routes or across the field throws. The deep into double coverage passes still seem to be connecting way to often.

Re: Finally some game engine updates! Passing game has been revisited

By setherick
8/20/2016 7:26 pm
Davesgang wrote:
looking at overall stats Int's are up to much. In my games they are frequently coming from short curl back routes or across the field throws. The deep into double coverage passes still seem to be connecting way to often.


I've been lurking and noticing that. Are the INTs numbers what we can expect out of V.4? Also, I thought overall sack numbers were supposed to be down, but they are just as crazy in 1 as they are in leagues not running .4

Re: Finally some game engine updates! Passing game has been revisited

By lellow2011
8/20/2016 8:02 pm
setherick wrote:
Davesgang wrote:
looking at overall stats Int's are up to much. In my games they are frequently coming from short curl back routes or across the field throws. The deep into double coverage passes still seem to be connecting way to often.


I've been lurking and noticing that. Are the INTs numbers what we can expect out of V.4? Also, I thought overall sack numbers were supposed to be down, but they are just as crazy in 1 as they are in leagues not running .4


Sack numbers seemed to be down last season but they are back up a bit this season, although I don't think you'll see anybody in this league hit 50 sacks.

Re: Finally some game engine updates! Passing game has been revisited

By Wolfpack
8/22/2016 8:49 am
Davesgang wrote:
looking at overall stats Int's are up to much. In my games they are frequently coming from short curl back routes or across the field throws. The deep into double coverage passes still seem to be connecting way to often.


My QB ints are way up this year.