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Old 07-28-2017, 01:43 PM   #1
this is a sign
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Join Date: Feb 2017
Wide receivers?

I have run many "histories" to see how the game performs in the future, and in each and every case I found the WRs to be completely underwhelming. Here's the top WR for each of the last 5 seasons (in a history between 2016 and 2020):

2016- Mike Evans, 1204 yds
2017- Julian Edelman, 1098 yds
2018- Mike Evans, 1253 yds
2019- some drafted player, 1113 yds
2020- Odell Beckham, 1477 yds

Not to mention that there there were only a handful of players passing the 1000+ yard mark every year... Also, before anyone says that this is one sample size, I've run at least 10 similar histories and the results were pretty much the same in all of them: the WRs simply suck.

I am too busy to pull up the numbers of the WR yardage leaders IRL, but anyone following the NFL can see that these numbers from FOF8 are absurdly low. In fact, the yardage numbers were right on point in FOF7, but somehow they got screwed up in this version. Also, the stats seem to be fine for RBs and QBs and other defensive players, and it's just the WRs that post such ridiculously low statlines. Does anyone know why this is happening? And will there be a fix in the future? It honestly makes the game unplayable for me, since it takes away from the realism.

I am sorry if this topic was brought up before, but I couldn't find anything about it in a search.


Last edited by this is a sign : 07-28-2017 at 02:57 PM.
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Old 07-28-2017, 03:08 PM   #2
MIJB#19
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Maybe the TEs are taking away catches and receiving yardage, perhaps?
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Old 07-28-2017, 03:17 PM   #3
brothergrim
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In the NFL in 2016 there were 25 receivers with 1000 yards or more. In IHOF this year (2066), there were 15. I've noticed the lower yardage totals in FOF8 myself. Not really "bothered" by it, but I could see where a slight adjustment could be made. However, I do like that TE's are actually a little more valuable in the passing game in this version. 3 of the 15 in IHOF were TE's and I believe 3 of the 25 in the NFL last year were TE's.
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Old 07-28-2017, 04:01 PM   #4
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Quote:
Originally Posted by MIJB#19 View Post
Maybe the TEs are taking away catches and receiving yardage, perhaps?

Sorry, I should have clarified: It's not only the wide receivers that are posting low yardage numbers; it's the same for tight ends as well.

Quote:
In the NFL in 2016 there were 25 receivers with 1000 yards or more. In IHOF this year (2066), there were 15. I've noticed the lower yardage totals in FOF8 myself. Not really "bothered" by it, but I could see where a slight adjustment could be made.

So, that's 60% of the actual number of players Yeah, a "slight" adjustment definitely needs to be made methinks.
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Old 07-28-2017, 06:16 PM   #5
Julio Riddols
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I think this is almost entirely an endurance based problem. TE/WR's ought to have higher endurance or be affected less by it IMO.
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Old 07-29-2017, 07:34 AM   #6
MIJB#19
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Using aforementioned IHOF MP league as an example, here are some numbers.

Pass attempts (league total)
Last 5 FOF7: 17037, 17795, 17834, 17692, 16723
First 5 FOF8: 18230, 18402, 18102, 18296, 18148
Average increase of 819, which is 25.6 per team and 1.6 per team per game

Completion percentage (league average)
Last 5 FOF7: 64.6, 63.3, 61.4, 62.4, 63.1
First 5 FOF8: 60.9, 60.7, 62.1, 60.6, 61.8
Average decrease of 1.7 percent

Passing yards (league total)
Last 5 FOF7: 125298, 127737, 124921, 123860, 121183
First 5 FOF8: 119957, 123237, 121998, 123069, 123588
Average decrease of 2230, which is 69.7 per team and 4.4 per team per game

Yards per catch (league average)
Last 5 FOF7: 11.39, 11.35, 11.41, 11.22, 11.48
First 5 FOF8: 10.80, 11.04, 10.85, 11.11, 11.02
Average decrease of 0.4 yards per catch

So in general teams throw more, complete less of those passes and when they are caught the receiver gains less yards. I think throwing more could be a side effect of the less effective passing game.
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Old 07-29-2017, 01:32 PM   #7
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Thank you for the analysis MIJB#19!

I wonder if this'll get fixed in patch. It irritates me so much that I switched back to playing FOF7 *gasp* What an inconvenience, right!
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Old 07-30-2017, 02:19 AM   #8
Hammer
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I hear FOF8 has increased talent levels. Until those talent levels manifest themselves in a league offensive production is likely to be down some.

Lower talent levels has always decreased offensive production for whatever reason. If it still looks like this in 20 seasons forget this post.
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Old 07-30-2017, 06:20 AM   #9
hrd12
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Did IHOF convert from FOF7 or start fresh with FOF8? Just wondering if there would be players left over from the previous version.

Last edited by hrd12 : 07-30-2017 at 06:36 AM.
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Old 07-30-2017, 08:36 AM   #10
Ben E Lou
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Forget the conversion. This sort of thing can never be "tested" properly in MP, because of human game plans. Even in a pure-FOF8 league, human game plans could easily inflate or deflate all of the numbers. The CCFL had 26 receivers with over 1,000 yards last year, and three others with 985+. But that's no because of talent. It's because humans over there are targeting their WRs more than the AI does, and (probably) because humans put their top WRs in more formations than the AI does.

Yes, this is definitely an issue, but don't use MP numbers when you report it to Solecismic Support. That's silly. It's not an engine issue. It's because AI teams don't target their top receivers enough. (And maybe because the AI switches them out in formations more than is necessary.)

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Old 07-30-2017, 10:17 AM   #11
MIJB#19
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Quote:
Originally Posted by Ben E Lou View Post
Forget the conversion. This sort of thing can never be "tested" properly in MP, because of human game plans. Even in a pure-FOF8 league, human game plans could easily inflate or deflate all of the numbers. The CCFL had 26 receivers with over 1,000 yards last year, and three others with 985+. But that's no because of talent. It's because humans over there are targeting their WRs more than the AI does, and (probably) because humans put their top WRs in more formations than the AI does.

Yes, this is definitely an issue, but don't use MP numbers when you report it to Solecismic Support. That's silly. It's not an engine issue. It's because AI teams don't target their top receivers enough. (And maybe because the AI switches them out in formations more than is necessary.)

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Very true. MP numbers are different bland than AI only universes.
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Old 07-30-2017, 03:55 PM   #12
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Quote:
Originally Posted by Ben E Lou View Post

Hah, I am the guy who made that post.

Quote:
Yes, this is definitely an issue, but don't use MP numbers when you report it to Solecismic Support. That's silly. It's not an engine issue. It's because AI teams don't target their top receivers enough. (And maybe because the AI switches them out in formations more than is necessary.)

I wasn't comparing them to MP numbers, since I don't play MP anyway. But I think you are definitely right about it being due to AI not targeting its top receivers. I am sure this wouldn't be the case in an MP game where a human player will target its WR1 more often than the others. Too bad I don't play MP, however.
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Old 07-31-2017, 07:57 AM   #13
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Quote:
Originally Posted by Julio Riddols View Post
I think this is almost entirely an endurance based problem. TE/WR's ought to have higher endurance or be affected less by it IMO.

Quote:
Originally Posted by Ben E Lou View Post
And maybe because the AI switches them out in formations more than is necessary.

I agree with Julio and Ben here. It's not JUST human owners targeting their studs more, which is certainly a thing, but also because Rex is conservative when it comes to endurance and formations. If your stud WR has <50 endurance he'll be slotted into little more than half the formations and possibly not even the most important formation of 113.

I think endurance needs a slight revamp to Rex because I'm putting my stud into all formations, endurance be damned.
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Old 08-02-2017, 08:48 PM   #14
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Well, I certainly hope this gets fixed in the next patch -if there's one coming out in the first place! Does anyone know if there's a patch in the works?
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Old 08-02-2017, 08:58 PM   #15
chinaski
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I doubt it.
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Old 08-03-2017, 01:50 AM   #16
Julio Riddols
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If there is a patch it will likely happen after final cuts, here in about a month.
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Old 08-03-2017, 02:00 AM   #17
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Originally Posted by Julio Riddols View Post
If there is a patch it will likely happen after final cuts, here in about a month.

nice! I'm not particularly bothered by the low WR1 total yd stuff though. hopefully other more urgent tweaks will be given priority.
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Old 08-03-2017, 02:38 AM   #18
Ben E Lou
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Old 08-04-2017, 02:00 PM   #19
brothergrim
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Originally Posted by hrd12 View Post
Did IHOF convert from FOF7 or start fresh with FOF8? Just wondering if there would be players left over from the previous version.

Converted from FOF7.
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Old 09-04-2017, 01:36 AM   #20
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So, does anyone know if this receiver problem will be fixed with the next patch? FOF is my favorite game ever, and FOF8 has some amazing new features, so it just sucks that the underwhelming performances of WRs/TEs are ruining such a great game.
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Old 09-04-2017, 04:54 AM   #21
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So, does anyone know if this receiver problem will be fixed with the next patch? FOF is my favorite game ever, and FOF8 has some amazing new features, so it just sucks that the underwhelming performances of WRs/TEs are ruining such a great game.

I'm not sure there is a bug. I have seen GM's successfully get the ball to the top WR's and TE's and produce over 1500 and sometimes 2000 yard seasons in FOF8
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Old 09-04-2017, 06:19 AM   #22
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Yes, but that's in multiplayer games/single player games against the AI right? I managed to achieve similar stat lines, but the rest of the league still had 1100 yard receivers at maximum.
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Old 09-04-2017, 02:21 PM   #23
Sharkn20
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Originally Posted by this is a sign View Post
Yes, but that's in multiplayer games/single player games against the AI right? I managed to achieve similar stat lines, but the rest of the league still had 1100 yard receivers at maximum.

I don't think it's a bug either, look at this stats after 11 games, a lot off WRs on pace for 1200+ yards, you only have to know how to use your weapons.

http://www.fof-cfl.com/leaguehtml/2050statistics.html

Also makes sense that if a WR is reaching 1000 yards, the rest of the WRs in the team can sum up less than that.
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Old 09-04-2017, 02:25 PM   #24
Ben E Lou
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Originally Posted by Sharkn20 View Post
I don't think it's a bug either, look at this stats after 11 games, a lot off WRs on pace for 1200+ yards, you only have to know how to use your weapons.

cflfiles

Also makes sense that if a WR is reaching 1000 yards, the rest of the WRs in the team can sum up less than that.
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I'm not sure there is a bug. I have seen GM's successfully get the ball to the top WR's and TE's and produce over 1500 and sometimes 2000 yard seasons in FOF8
Did y'all even read the thread, or is there a serious comprehension problem here???
Quote:
Originally Posted by Ben E Lou View Post
Yes, this is definitely an issue, but don't use MP numbers when you report it to Solecismic Support. That's silly. It's not an engine issue. It's because AI teams don't target their top receivers enough. (And maybe because the AI switches them out in formations more than is necessary.)

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Last edited by Ben E Lou : 09-04-2017 at 02:25 PM.
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Old 09-05-2017, 02:09 AM   #25
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No. I didn't read the thread
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