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Old 11-17-2003, 06:31 AM   #1
Ben E Lou
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Injuries and the 4000+ yard passing issues.

Well, it is pretty clear that injuries, set at 100, are unrealistically low, which is what most people apparently want. However, I'm wondering if it is the low injuries that are resulting in the high passing yardage totals. Someone else pointed this out, but at 100, too many QB's are starting 16 games. I count 13 QB's who started 16 games in the NFL last year. Here are the numbers for the four years of my career with injuries set at 100.

2003: 25, 13 >4000 yards
2004: 27, 10 >4000 yards
2005: 25, 13 >4000 yards
2006: 22, 09 >4000 yards

So, I'm averaging 24.75 QB's per season starting all 16 games, and 11.25 passing for >4000 yards. Granted, the 45.4% ratio is higher than the 30.8% ratio in the 2002 NFL. I wonder if the difference is that our FOF QB's are getting to throw to top-of-the-line wide receivers more often now because of the reduced injuries.

It seems odd that a game engine that up to now has produced very accurate stats would suddenly get out of whack. I wonder if too many good QB's and WR's are getting to play too many games.
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Old 11-17-2003, 06:33 AM   #2
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While I was typing the above post, I did a run of the 2003 season with injuries set to 200. 21 QB's played 16 games, but only 6 threw for 4000+ yards. Gonna run a few more tests on this...
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Old 11-17-2003, 06:33 AM   #3
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speak for yourself - I'm getting plenty of injuries at the 100 setting (every season). My top RB has gone down 3 years in a row to a season-ending injury, my linebackers have had serious injury issues, and I can't keep my starting tackles healthy. Aside from that I also have plenty of minor injuries.

If anything, I was thinking the injuries where a bit high at 100.
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Old 11-17-2003, 06:35 AM   #4
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Quote:
Originally posted by SkyDog
While I was typing the above post, I did a run of the 2003 season with injuries set to 200. 21 QB's played 16 games, but only 6 threw for 4000+ yards. Gonna run a few more tests on this...


and for reference, there were 4 4,000 QB's in the NFL last year, with 3 or 4 very close behind.
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This is like watching a car wreck. But one where, every so often, someone walks over and punches the driver in the face as he struggles to free himself from the wreckage.
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Old 11-17-2003, 06:38 AM   #5
Ben E Lou
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Link

Check out my post in the thread linked to above, and check out the link in that thread to the current NFL injury report. It is my contention that while gamers may not LIKE the number of injuries in the game, the FOF injured list is still quite a bit lower than the real-life one.
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Old 11-17-2003, 06:43 AM   #6
cody8200
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I dont think it has to do with injuries. Real players are set up in the real player file as having too much potential and being too good I think. Check and see which of these players are still real players and which are game generated players. In my game Carson Palmer and David Carr and Harrington are all 3 absolutely MAXED out to 100 in nearly all of the categories. That's why their stats are so high, not because of injuries( althought that may have something to do with it). For computer generated players ( I have one of the leagues best QB's) and he rarely gets over 3700 yards ina season. I'm in year 2009(4 games in) by the way. Heres my career leaders in passing.

name gp gs yards

Carson Palmer 98 98 29156
David Carr 100 100 28471
Kerry Collins 100 100 27759
Tom Brady 98 98 27579
Trent Green 100 100 26821


now for number 24th in all time yards but first place when considering computer generated QB's , the first overall pick in 2004(my QB)

Will Snell 84 84 19377 (has hit 3950) but never had a year over 4000 yet

Last edited by cody8200 : 11-17-2003 at 06:44 AM.
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Old 11-17-2003, 06:52 AM   #7
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Just a little trivia here for ya guys. Football is a violent sport as you said SkyDog. I am researching sports history at IU right now and I picked up this interesting fact. In 1905 there were 18 deaths by playing football...that's right Deaths. There were also 28 very serious injuries...such as crushed skulls, spinal fractures, etc nationwide. In fact it was such a dangerous sport that Teddy Roosevelt said that if football didn't change the rules (allow passing as an option) then he would ban the sport.
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Old 11-17-2003, 06:55 AM   #8
Darkiller
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This HAS to be tweaked.

Last testing season played :
12 QBs >4000 yards passsing
1 > 5000 yards.

almost HALF OF THE LEAGUE QBS threw for over 4000 !
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Old 11-17-2003, 06:55 AM   #9
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In my 3 seasons I have lost one play each year for the season and have had many 1 to 7 game injuries also. They have been great for me so far.
Also, each season I have had 3 to 5 4,000 yard passers. I am loving this game.
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Old 11-17-2003, 06:58 AM   #10
Ben E Lou
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Quote:
Originally posted by Darkiller
This HAS to be tweaked.

Last testing season played :
12 QBs >4000 yards passsing
1 > 5000 yards.

almost HALF OF THE LEAGUE QBS threw for over 4000 !
I'm not done with my testing yet, but I'm about halfway through with it set at 200. I'm becoming more and more convinced with each test run that I'm on to something here. Injuries look much closer to the real NFL, and stats are falling in line too. I should be done with the 200 run in about 5 minutes.
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Old 11-17-2003, 07:00 AM   #11
Ben E Lou
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Quote:
Originally posted by bbo
In my 3 seasons I have lost one play each year for the season and have had many 1 to 7 game injuries also. They have been great for me so far.
Also, each season I have had 3 to 5 4,000 yard passers. I am loving this game.
Fun playability and realism may be, in the case of injuries, two different things.l
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Old 11-17-2003, 07:10 AM   #12
Pacersfan46
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I've noticed that QB's are a bit inflated, and RB's are a bit unimportant, and interchangable.

I dumped Edgerrin James after 5 years, only 2 of which he got 1,000 yards, and then plugged in Ladell Betts (who was rated a 24 overall) the next year as I needed to dump salary somewhere .... Ladell ran for 1,600 yards, and it remained the best rushing season I had seen for a good dozen years. I like the unpredictability .... but 1600 is the best total for 12 years? While QB's are getting 5000 yards, and mid thirty TD totals with single digit INT's?

I also agree it has some to do with ratings, but on the game I'm playing right this second ... I have Drew Brees who is currently rated a 48 overall ... with his best 2 ratings being accuracty (73), and two minute offense (63) and just had 29 TD's, and 6 INT's for me. While Ladanian Tomlinson is rated a 73 overall, and his 3 year high for me isn't even 1,000 yards.

Last edited by Pacersfan46 : 11-17-2003 at 07:11 AM.
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Old 11-17-2003, 07:13 AM   #13
cody8200
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I think you right about rushing yardage. Seems a bit low. But I'm wondering if it;s because of lack of rushing attempts or just a low yard per rush ratio. I'm betting its because of lack of attempts. The ai's gameplans seem focused on the pass. If you guys are interested i'll list my career leaders for rushing in 2009.
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Old 11-17-2003, 07:17 AM   #14
Pacersfan46
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Well, this is Tomlinson's YPC in every season I've played in this.

Year 1 - 3.7
Year 2 - 4.0
Year 3 - 3.9
Year 4 - 3.8
Year 5 - 3.0

Not very Tomlinson esque. This is ... of course ... just one example though.
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Old 11-17-2003, 07:24 AM   #15
cody8200
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gotta factor in the x factor.

Heres my top 5 in career in 2009 4 games in

name gp gs yards ypc
Green, William 100 100 7110 4.2
Lewis, Jamal 95 95 7030 4.4
Williams, Ricky 98 94 6467 3.9
Green, Ahman 97 97 6351 4.4
Holmes, Priest 100 100 6216 3.8

Tomlinson is 7th

Tomlin, Ladan 100 100 6034 3.9


all in all the numbers look pretty decent.

Last edited by cody8200 : 11-17-2003 at 07:25 AM.
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Old 11-17-2003, 07:25 AM   #16
Ben E Lou
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OK. I just did 14 runs of the 2003 season, using Prime's real player file. I threw out the two highest and lowest 4000+ yard season totals, and used the middle 10 results. Here's what things looked like:

AVERAGE NUMBER OF 16-START QB's: 21.3 (2002 NFL: 13)
AVERAGE NUMBER OF 4000+-YARD QB's: 7.4 (2002 NFL: 4)
RATIO OF 4000-yarders to 16-game starters: .3474 (2002 NFL: .3077
RANGE OF 16-START QB's: 19-24
RANGE OF 4000-yard QB's: 6-9

At 200, things look quite a bit better. Still, QB's are playing 16 games MUCH more often than in the real NFL.

On my last three runs, I copied the regular season ending injury report, just to take a quick glance if injuries are too high or low. Here they are:
Quote:
From: Personnel Department

Injury Report:

Norbert Meadows, FB, is now 100%.

Quentin McCord, SE - Strained Deltoid Muscle, Probable, full strength in about 1 week.

Justin Griffith, FB - Hyperextended Knee, Probable, full strength in about 1 week.

Gerald McBurrows, SS - Shoulder Tendinitis, Probable, full strength in about 2 weeks.

Keith Brooking, WILB - Hyperextended Knee, Doubtful, full strength in about 2 weeks.

T.J. Duckett, RB - Stress Fracture in the Foot, Questionable, full strength in about 2 weeks.

Terrence Edwards, FL - Strained Elbow Tendon, Out, full strength in about 3 weeks.

Michael Vick, QB - Bruised Sternum, Questionable, full strength in 2004.

Ellis Johnson, NT - Plantar Fasciitis, Questionable, full strength in 2004.

Keion Carpenter, FS - Torn Thumb Ligament, Questionable, full strength in 2004.

Alge Crumpler, TE - High Ankle Sprain, Out, full strength in 2004
Quote:
From: Personnel Department

Injury Report:

Ellis Johnson, NT, is now 100%.

Keith Brooking, WILB, is now 100%.

Keion Carpenter, FS - Strained Patellar Tendon, Probable, full strength in about 1 week.

Chris Hope, FS - Strained Elbow Tendon, Probable, full strength in about 1 week.

Todd McClure, C - Separated Shoulder, Questionable, full strength in about 2 weeks.

Alge Crumpler, TE - Hyperextended Knee, Questionable, full strength in about 2 weeks.

Todd Weiner, RT - Hyperextended Elbow, Out, full strength in about 3 weeks.

Sam Rogers, WLB - Ruptured Achilles Tendon, Out, full strength in late 2004.

Tyrone Williams, RCB - Strained Hamstring, Probable, return to full strength unknown.

Twan Russell, WILB - Turf Toe, Probable, return to full strength unknown.

Kynan Forney, RG - Turf Toe, Probable, return to full strength unknown.

Roberto Garza, RG - Strained Hamstring, Probable, return to full strength unknown.
Quote:
From: Personnel Department

Injury Report:

Todd Weiner, RT, is now 100%.

Peerless Price, FL, is now 100%.

Travis Hall, RDE - Hyperextended Elbow, Probable, full strength in about 1 week.

Keion Carpenter, FS - Hyperextended Elbow, Probable, full strength in about 1 week.

Bryan Scott, RCB - Hyperextended Knee, Probable, full strength in about 1 week.

Travis Jervey, RB - Strained Elbow Tendon, Out, full strength in about 2 weeks.

Todd McClure, C - Pulled Quadriceps Muscle, Out, full strength in about 3 weeks.

Roberto Garza, RG - Broken Ribs, Questionable, full strength in about 3 weeks.

Warrick Dunn, RB - Torn Quadriceps Muscle, Out, full strength in 2004.

Sam Rogers, WLB - High Ankle Sprain, Out, full strength in 2004.

Tyrone Williams, RCB - ACL Damage to the Knee, Out, full strength in 2004.

Ray Buchanan, LCB - Torn Quadriceps Muscle, Out, full strength in late 2004.

T.J. Duckett, RB - Compound Leg Fracture, Out, full strength in late 2004.
My head coach was Good in Avoid Injuries, and the Coordinators were Good and Average.
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Old 11-17-2003, 07:32 AM   #17
CraigSca
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I don't have the statistics in front of me, but can anyone pro-rate last year's quarterback statistics to see how many 4000 yard passers there would have been had there been no quarterback injuries?

My thinking is quarterback injuries are very low at the 100 injury setting, but I'm also getting the impression that the AI for gameplans is pre-disposed to be pass-happy.

Did no one see the high number of 4000 yard passers in beta testing? Or the lack of QB injuries? The first year of my first dynasty I noticed the entire league had a total of ONE quarterback injury that caused the player to miss a game. No one finds this odd?
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Old 11-17-2003, 07:33 AM   #18
Ben E Lou
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Thoughts:

EVen at 200, injuries still look to be overall a little lower than the NFL. I'll bet if they were brought into line (which I freely admit for many would make the game well nigh unplayable), you'd see the number of 4000-yard passers become much closer to the real NFL.
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Old 11-17-2003, 07:35 AM   #19
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One other thing to look at - doesn't it SEEM (and I admit I have no data here) that it's much easier to find a better head coach/coordinator in this game.? That being the case, could it therefore be easier to find a coach with a high "Avoid Injury" rating? Could that then also influence the amount of injuries we're not seeing?

It still doesn't answer why QBs are not getting injured in this game compared to other positions...but could be part of the reason that the 100 setting just doesn't cut it as far as realism is concerned.
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Old 11-17-2003, 07:37 AM   #20
Ben E Lou
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Quote:
Originally posted by CraigSca
I don't have the statistics in front of me, but can anyone pro-rate last year's quarterback statistics to see how many 4000 yard passers there would have been had there been no quarterback injuries?
That would be a bit of a pain. I can't find any listing that has the games started listed, other than by looking at individual player stats. Here is an example of what I'm talking about. I had to click on each player's name to find out how many games he played.
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Old 11-17-2003, 07:46 AM   #21
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Quote:
Originally posted by CraigSca
I'm also getting the impression that the AI for gameplans is pre-disposed to be pass-happy.


Well, there are a few things to check there.

How many total plays are being run? This being too high alone could result in statistics being out of whack.

How does the pass/run ratio compare with the NFL?

How is the passing success rate (I think ypa is a good measure there)? In a related check, how is the ypc in the run game?

If it is true that the passing game is indeed emphasized at the expense of the run game, all these metrics need to be computed.
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Old 11-17-2003, 07:57 AM   #22
amdaily
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Here are 2014 QB stats with injuries at 200. Note their 15 QB's started all games. I'm still getting 8 4000+ yarders and 9 guys with a rating above 95. Even the percentage of passes complete seems a bit high, especially for the top 5 QB's. I don't think it's the injuries that are the problem here.

Code:
Front Office Football 2004 Passing Statistics Player Pos Team GP GS Att Cmp Pct Yards Avg Lg TD Int McHugh, Thurman QB DEN 16 16 480 311 64.7 4441 9.25 54 38 10 Leftwich, Byron QB PIT 16 16 479 318 66.3 4158 8.68 63 31 9 Bookout, Ricky QB CHI 16 16 506 340 67.1 4068 8.03 80 36 13 Grove, Renaldo QB DAL 11 11 326 217 66.5 2438 7.47 38 24 7 Carr, Terry QB SDO 11 11 313 215 68.6 2529 8.07 80 18 6 Scherer, Tito QB SEA 15 9 366 246 67.2 3164 8.64 73 24 13 Schultz, James QB JAX 10 10 360 240 66.6 3097 8.60 47 21 11 **Dawson, Zack QB ATL 16 15 523 344 65.7 4269 8.16 79 25 12 Pennington, Chad QB GBY 8 8 235 156 66.3 1927 8.20 90 14 8 Weinke, Chris QB CIN 11 11 363 233 64.1 2842 7.82 53 16 7 Kraus, Rob QB ARI 13 13 404 254 62.8 3296 8.15 80 18 14 Vick, Michael QB MIA 15 15 432 274 63.4 3175 7.34 66 18 13 Irwin, Morris QB SDO 8 5 237 137 57.8 1619 6.83 46 17 9 Moose, Bryant QB HOU 16 16 539 343 63.6 4020 7.45 50 27 21 Hasselbeck, Matt QB CAR 16 16 523 319 60.9 3648 6.97 67 21 12 Cortez, Van QB NOS 16 16 535 334 62.4 3916 7.31 66 23 17 Burroughs, Charles QB KCY 16 16 495 327 66.0 3275 6.61 68 15 12 Bulger, Marc QB STL 13 12 429 255 59.4 2862 6.67 48 22 13 Megna, Derrick QB BUF 16 16 528 326 61.7 4203 7.96 77 25 24 Gray, Lincoln QB CLE 16 10 361 225 62.3 2266 6.27 53 11 6 Gryboski, Eddie QB NED 16 16 542 324 59.7 3701 6.82 61 22 16 Galloway, Courtney QB SEA 13 7 272 145 53.3 1866 6.86 44 18 11 Hastings, Dennis QB TEN 10 10 343 209 60.9 2429 7.08 75 12 12 Ramsey, Patrick QB NYK 16 16 621 369 59.4 4160 6.69 74 21 18 Swensen, Bryant QB IND 11 11 380 208 54.7 2901 7.63 66 18 16 Hopper, Glen QB DET 16 16 605 379 62.6 3871 6.39 65 26 26 Brady, Tom QB OAK 14 14 492 287 58.3 3420 6.95 63 20 19 Branch, Bryan QB WAS 16 16 454 273 60.1 2809 6.18 55 11 11 Hiam, Vernon QB MIN 16 16 572 344 60.1 4087 7.14 68 17 29 Brees, Drew QB NJY 11 11 348 194 55.7 2400 6.89 47 12 15 Stewart, Fernando QB PHI 16 16 490 308 62.8 3266 6.66 75 14 26 Richardson, R.J. QB TBY 15 15 529 317 59.9 2973 5.62 80 13 20 Lofton, Glenn QB SFO 16 16 573 325 56.7 3572 6.23 73 17 26 Schwartz, Kim QB JAX 8 6 248 134 54.0 1590 6.41 61 3 8 Player Pos Team Sck Yards Rating McHugh, Thurman QB DEN 46 308 112.3 Leftwich, Byron QB PIT 39 244 107.3 Bookout, Ricky QB CHI 29 171 104.5 Grove, Renaldo QB DAL 22 125 104.2 Carr, Terry QB SDO 17 112 104.1 Scherer, Tito QB SEA 31 198 101.1 Schultz, James QB JAX 18 110 100.1 **Dawson, Zack QB ATL 43 249 97.2 Pennington, Chad QB GBY 20 129 97.2 Weinke, Chris QB CIN 28 188 94.8 Kraus, Rob QB ARI 40 245 88.8 Vick, Michael QB MIA 29 183 86.8 Irwin, Morris QB SDO 25 147 86.8 Moose, Bryant QB HOU 54 359 86.5 Hasselbeck, Matt QB CAR 59 394 85.7 Cortez, Van QB NOS 60 393 85.6 Burroughs, Charles QB KCY 48 282 84.6 Bulger, Marc QB STL 38 242 83.8 Megna, Derrick QB BUF 55 342 83.5 Gray, Lincoln QB CLE 31 203 83.3 Gryboski, Eddie QB NED 61 370 81.5 Galloway, Courtney QB SEA 24 149 80.2 Hastings, Dennis QB TEN 32 208 79.4 Ramsey, Patrick QB NYK 51 295 78.6 Swensen, Bryant QB IND 41 248 77.6 Hopper, Glen QB DET 48 289 77.3 Brady, Tom QB OAK 40 225 77.0 Branch, Bryan QB WAS 42 258 75.9 Hiam, Vernon QB MIN 45 286 70.7 Brees, Drew QB NJY 29 172 70.7 Stewart, Fernando QB PHI 51 310 69.6 Richardson, R.J. QB TBY 45 253 67.8 Lofton, Glenn QB SFO 39 236 66.2 Schwartz, Kim QB JAX 20 116 64.3

Last edited by amdaily : 11-17-2003 at 07:59 AM.
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Old 11-17-2003, 08:02 AM   #23
Ben E Lou
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One run does not a conclusion make. Plus, if injuries are still a little low, and game plans are skewed towards passing a bit, that makes 8 a reasonable result.
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Old 11-17-2003, 08:05 AM   #24
amdaily
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Alright then, contrast those results to FOF 2001, where 3 more QB's start every game. Note only 4 4,000 yards. and zero 100 ratings, while there are mutiple below 70, something that rarely happen in FOF004.

Code:
EA.com Front Office Football 2001 Name Tm GP GS Att Comp Pct Yards Avg Lg Favre, Brett GBY 16 16 519 327 63.0 4304 8.29 85 Beuerlein, Steve CAR 16 16 502 302 60.1 4011 7.99 77 Warner, Kurt STL 16 16 564 330 58.5 4092 7.25 84 Chandler, Chris ATL 16 16 421 231 54.8 3108 7.38 85 Brister, Bubby MIN 16 16 577 311 53.8 4018 6.96 90 Dilfer, Trent BAL 16 16 493 295 59.8 3519 7.13 89 Bledsoe, Drew NED 16 16 397 235 59.1 3158 7.95 56 Brunell, Mark JAX 16 16 456 270 59.2 2939 6.44 65 Miller, Jim CHI 16 16 560 355 63.3 3837 6.85 80 Johnson, Rob BUF 16 16 510 300 58.8 3725 7.30 64 Aikman, Troy DAL 16 16 494 291 58.9 3451 6.98 83 Gannon, Rich OAK 16 16 501 292 58.2 3560 7.10 72 Frerotte, Gus DEN 16 16 528 305 57.7 3344 6.33 48 Garcia, Jeff SFO 16 16 467 269 57.6 2600 5.56 87 Testaverde, Vinny NYJ 16 16 492 275 55.8 3016 6.13 94 Zeier, Eric TBY 16 16 461 247 53.5 2956 6.41 70 Garrett, Jason NYG 16 16 498 275 55.2 3080 6.18 44 Foley, Glenn SEA 16 16 530 294 55.4 3086 5.82 44 Graham, Kent PIT 16 16 436 247 56.6 2295 5.26 56 Mitchell, Scott CIN 16 16 512 275 53.7 3423 6.68 57 Batch, Charlie DET 15 15 439 264 60.1 3341 7.61 60 Manning, Peyton IND 15 15 279 168 60.2 2267 8.12 57 McNair, Steve TEN 15 15 440 260 59.0 3187 7.24 61 Pederson, Doug PHI 15 15 509 280 55.0 2749 5.40 51 Blake, Jeff NOS 15 14 464 259 55.8 3175 6.84 48 Moon, Warren KCY 13 13 417 245 58.7 2940 7.05 84 Johnson, Brad WAS 13 12 448 275 61.3 3241 7.23 49 Couch, Tim CLE 13 10 311 167 53.6 1806 5.80 52 Harbaugh, Jim SDO 11 11 349 205 58.7 2057 5.89 80 **Plummer, Jake ARI 11 11 315 184 58.4 1991 6.32 76 Holcomb, Kelly IND 11 1 229 122 53.2 1324 5.78 71 Moreno, Moses SDO 9 5 239 123 51.4 1437 6.01 80 Name TD Int Sack Yards Rate Favre, Brett 30 17 41 245 94.7 Beuerlein, Steve 25 15 39 253 89.6 Warner, Kurt 29 17 50 310 85.6 Chandler, Chris 22 11 39 246 85.0 Brister, Bubby 35 16 40 247 84.6 Dilfer, Trent 25 17 23 144 84.2 Bledsoe, Drew 18 18 30 187 80.7 Brunell, Mark 17 12 48 308 79.6 Miller, Jim 20 22 38 234 79.0 Johnson, Rob 17 17 34 218 78.7 Aikman, Troy 19 18 37 227 77.8 Gannon, Rich 16 19 38 238 75.0 Frerotte, Gus 14 15 30 181 73.5 Garcia, Jeff 13 13 43 250 70.9 Testaverde, Vinny 14 17 54 340 69.2 Zeier, Eric 16 19 36 226 67.8 Garrett, Jason 17 21 43 266 67.6 Foley, Glenn 15 22 39 242 64.6 Graham, Kent 12 17 26 160 64.1 Mitchell, Scott 17 27 37 231 63.7 Batch, Charlie 19 15 36 218 84.0 Manning, Peyton 12 16 15 99 76.5 McNair, Steve 12 16 30 197 75.4 Pederson, Doug 10 19 45 279 61.4 Blake, Jeff 16 20 50 312 70.5 Moon, Warren 18 12 25 152 82.8 Johnson, Brad 16 16 36 229 80.3 Couch, Tim 7 14 39 248 59.7 Harbaugh, Jim 5 12 27 177 66.0 **Plummer, Jake 9 24 32 211 54.8 Holcomb, Kelly 5 8 26 163 63.2 Moreno, Moses 6 13 21 138 55.7 Key: GP = Games Played, GS = Games Started, Att = Passes Attempted, Comp = Passes Completed, Yards = Passing Yards, Avg = Yards per Attempt, Lg = Longest Pass, TD = Touchdowns Passing, Int = Passes Intercepted, Sack = Times Sacked, Yards = Sack Yards, Rate = Quarterback Rating.

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Old 11-17-2003, 08:07 AM   #25
Ben E Lou
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One more comparison:
2001 NFL Rushers >1,200 yards: 10
2002 NFL Rushers >1,200 yards: 12

FOF
2003: 9
2004: 8
2005: 7
2006: 8
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Old 11-17-2003, 08:08 AM   #26
amdaily
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While I admit this finding needs researched further (I have to go to workright now), FOF2004 had 872 more league wide pass attempts that FOF2K1 with an average yards per attempt an entire .5 yards longer on each one.

As for rushing, FOF2004 had 497 more attempts then 2K1 with the same average of 3.8.

Also, FOF2004 had a league wide completeion percentage of 61.7, while 2K1 had it of 57.3.

The probem is obviously with the stats here, not the injuries. FOF2004 has more QB's making longer passes, and completing them at a much high rate, thus accounting for the large number of 4,000 yarders and 100+ ratings.

Last edited by amdaily : 11-17-2003 at 08:12 AM.
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Old 11-17-2003, 08:10 AM   #27
Ben E Lou
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Quote:
Originally posted by amdaily
While I admit this finding needs researched further (I have to go to workright now), FOF2004 had 872 more league wide pass attempts that FOF2K1 with an average yards per attempt an entire .5 yards longer on each one.

As for rusing, FOF2004 had 497 more attempts then 2K1 with the same average of 3.8.
How did you find the FOF league-wide numbers. I have some time to take a look today, but don't want to add 'em all up.
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Old 11-17-2003, 08:10 AM   #28
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Never mind....team stats page. I almost never look at that.
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Old 11-17-2003, 08:21 AM   #29
Ben E Lou
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First glance at rushing:

2002 NFL >500 attempts: 4 teams
2002 NFL >450 attempts: 14 teams
2002 NFL >400 attempts: 27 teams
2002 NFL >=5.0ypc: 3 teams
2002 NFL >=4.5ypc: 9 teams
2002 NFL >=4.0ypc: 24 teams

2003 FOF >500 attempts: 4 teams
2003 FOF >450 attempts: 13 teams
2002 FOF >400 attempts: 26 teams
2002 FOF >=5.0ypc: 0 teams
2002 FOF >=4.5ypc: 0 teams
2002 FOF >=4.0ypc: 20 teams

At first glance, it appears that rushing attempts are about right, but rushing yards per carry is low. (That was with a 200-injury season.)
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Old 11-17-2003, 08:25 AM   #30
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I can't say that I've seen a shortage of QB injuries in my massive sample of one complete season.

Of course, my perception could be skewed by a torn something or other that, combined with the X-factor, reduced Mike Vick to a 40's potential QB who looks to be my 3rd-string QB in the second season (behind some scrub & newly signed FA Tim Couch).
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Old 11-17-2003, 08:28 AM   #31
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take a look at completion percentage, I am running into very numbers in my career for QBs
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Old 11-17-2003, 08:30 AM   #32
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I think this is getting to the business with the rel player file. If the talent is distributed differently than Jim's plan, initially, perhaps that affects later player generation.

It's like how the OPU used to affect FOF4 for years-- until the generation routines normalized ten or so years down the line.

I've only played one season. I set my O-Line and RBs way high during the preference draft. I got a 2,000 yard back. Also my QB didn't last the full season. Small sample size, I know. But I haven't used the real player file.
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Old 11-17-2003, 08:31 AM   #33
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Jon:

Check the overall stats. In my most recent run at 100, there were 25 QB's who started all 16 games. Not only that, on 24 of those teams, the backup threw less than 27 passes all year long. These guys aren't even getting banged up for a few plays.
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Old 11-17-2003, 08:32 AM   #34
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Quote:
Originally posted by oykib
I think this is getting to the business with the rel player file. If the talent is distributed differently than Jim's plan, initially, perhaps that affects later player generation.
I'm fairly certain the only change in the real player file is that the names have been changed.
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Old 11-17-2003, 08:40 AM   #35
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Just ran one quick season with the original player file, injuries at 100. Same issues:

27 QB's played all 16 games. 9 >4,000 yards. No teams >4.5ypc.

As far as completion percentage goes, here's how that played out:


2002 NFL >65%: 3 teams
2002 NFL >60%: 18 teams
2002 NFL >55%: 25 teams
2002 NFL >50%: 31 teams

2003 FOF >65%: 6 teams
2003 FOF >60%: 17 teams
2003 FOF >55%: 29 teams
2003 FOF >50%: 32 teams

Hmm..it looks a little high, but probably needs a few more runs before we can say for sure that it is.

I can't find what the overall completion percentage was in 2002. Anyone?
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Old 11-17-2003, 08:56 AM   #36
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Originally posted by SkyDog
I'm fairly certain the only change in the real player file is that the names have been changed.


This is true. The player ratings are the same in both files (at least the published CSV files).

There is one "problem" with the initial/real player file though. The frequency of upper-echelon players is higher than the percentages laid out it the csv.txt file. The frequencies go as follows (apologies for the roughness of the table). FYI the initial file has 1758 players.

Code:
Rate Players %actual %theory 0 640 36.4 53.4 1 496 28.2 23.9 2 274 15.5 12.2 3 105 6.0 3.9 4 70 4.0 2.6 5 58 3.3 1.5 6 46 2.6 1.1 7 32 1.8 0.6 8 27 1.5 0.4 9 9 0.5 0.3

Now, as is clear, the talent skews higher than described in the csv.txt file. Every rating has a higher percentage of players that described by the file, except 0. Particularly disturbing is the number of players rated 5 and above. According to the file, this should be 4% of the player pool. In the initial file, 10% of players are rated 5 or higher. Note that I do not really know this is a problem, as Jim may have simply changed his intended distribution and not rewritten the file, as this is the kind of hard to find mistake that can easily happen with a one man show (and in fact, has happened with Microsoft). I make no claims as to knowledge of what the distribution of players should be, only what it is, and what the file says.

As I cannot get a csv file of game-generated drafts, nor of player distributions in, say 2033, when all players have been draft generated. Can those doing such analysis give passer statistics for 2003-2005 with the default/real player file, and compare those to 2033-2035 with draft/randomly generated players? Ben, are your statistics done in the first few years with the initial file, or with a fictional, 20 years + history universe.

By the way, Ben, after playing with these ratings/distributions, I have decided to ask if I can get my title changed to "roster filler." I think I've earned it.
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Old 11-17-2003, 09:01 AM   #37
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Data for the last season I have available (1997), from "The Hidden Game of Football"...

Avg. Yards Per carry: 3.98
Avg. Comp. Rate: 56.2
Yards per Pass: 6.69
TD Pct: 3.9
Int Pct.: 3.0
Avg. QB Rating: 77.22


It should be noted that average yards per carry has hovered at 4.0 for the years 1963 through 1997. Completion percentage has hovered at 54-58% since 1981. Average yards per attempt was 6.8 to 7.1 through 1992. In 1993, they started going down and were in the 6.6 to 6.8 range.

Gonna look for avg. pass attempts and rush attempts for the league as a whole as well...
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Old 11-17-2003, 09:04 AM   #38
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Good thought Samdari. I wonder if you've hit the nail on the head. I just ran a test season with the fictional universe generator, and lo and behold, there were 2 QB's throwing for over 4,000 yards, and only 12 of them started all 16 games. I'm going to sim ahead 20 years and see what things look like.

--Ben
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Old 11-17-2003, 09:06 AM   #39
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Also from "The Hidden Game of Football"...

This is all per team...and from 1997.

Average rushing attempts per game: 28
Average Yards rushing: 113
Avg. passes attempted: 33
Avg. Completions: 18
Average Yards Passing: 219

Avg. rushing attempts have fluctuated between 27-28 since 1990. Yards rushing on those attempts: 104-114. Pass attempts...since 1980 have fluctuated between 31 and 35. Last 31 was 1991, last 35 was 1995. Completions since 1980 have been between 17 and 20. Last 17 year was 1992, last 20 year was 1995. Passing yards since 1980: 205 to 236. 205 in 1992, 236 in 1995.

edited for grammar/spelling issues

Last edited by CraigSca : 11-17-2003 at 09:10 AM.
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Old 11-17-2003, 09:09 AM   #40
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I say wait until the real players get out of the league before you begin looking at stats too much.

That said--in my career (only 4 years old) the league rushing average is down around 3.4 ypc.
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Old 11-17-2003, 09:09 AM   #41
CraigSca
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Quote:
Originally posted by SkyDog
Good thought Samdari. I wonder if you've hit the nail on the head. I just ran a test season with the fictional universe generator, and lo and behold, there were 2 QB's throwing for over 4,000 yards, and only 12 of them started all 16 games. I'm going to sim ahead 20 years and see what things look like.

--Ben

Would this mean that better quarterbacks (from the original player file) have less injuries? I'm not sure how the fictional universe would impact injuries -- unless injuries are tied to the player's talent in some way.

Wait a sec...are they not starting because they're bad quarterbacks? That would explain it... Not an injury reason, but a talent one.
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Old 11-17-2003, 09:14 AM   #42
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Quote:
Originally posted by CraigSca
Would this mean that better quarterbacks (from the original player file) have less injuries? I'm not sure how the fictional universe would impact injuries -- unless injuries are tied to the player's talent in some way.

Wait a sec...are they not starting because they're bad quarterbacks? That would explain it... Not an injury reason, but a talent one.
My guess is that it is a little of both. Good players tend to have high "endurance" ratings. I think this rating has an effect on injury frequency.
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Old 11-17-2003, 09:25 AM   #43
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When I use the fictitious rosters I'm creating I do not get the problem of stat inflation at all. I follow exactly Jim's help file for talent distribution (the "theory" column of the chart Samdari posted above). My guess is that in the initial rosters Jim inflated the talent level a bit. Probably so he wouldn't have to deal with so many "Why is insert my favorite player here so bad in FOF?" questions.

Please give this player file a try if you have time. I hope to release the script later today (when i get home from work basically) that I'm using to create these.

Fictious Player File

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Old 11-17-2003, 09:33 AM   #44
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Quote:
Originally posted by SkyDog
Fun playability and realism may be, in the case of injuries, two different things.l
Bingo.

If FOF actually simulated realistic NFL injury totals, people would be screaming that it was unplayable. The Colts had 20 players on their injured list last week, 13 who were Questionable or worse. If that happened to an FOF team, most of us would scrap the season and start over (after posting a nasty message on FOFC).

People say they want a realistic NFL sim, but they really want something that's as realistic as possible while still being fun. By my count, at least three real-life NFL teams (Lions, Jets, Falcons) have had their seasons completely derailed by major injuries in the pre-season. Two other teams (Raiders, Ravens) have recently had to IR the QBs they've banked their future on. And of course we've had major injuries to big names like Faulk, Shockey, Harrison, Dillon, Plummer, etc. And that's just the offensive players!

I get the feeling that the typical FOFC player wants to have three or four injuries at any time, maybe one or two serious. Just enough to produce a challenge, but not so much that their carefully selected roster is decimated and the season is a writeoff. That's fine, and it's probably more fun, but it's not realistic and we shouldn't pretend that it is.
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Old 11-17-2003, 09:37 AM   #45
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That is exactly what I was saying earlier this thread. It's real players file that is bringing the statistical trouble. I figured if you created a random universe thing would revert back to normal solesismic numbers.
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Old 11-17-2003, 09:40 AM   #46
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Initial QB talent:

Same chart as before, but with only QBs (94 total) counted:

Code:
Rating Number %QB %Overall %Theory 0 35 37.2 36.4 53.4 1 21 22.3 28.2 23.9 2 12 12.7 15.5 12.2 3 6 6.3 5.9 3.9 4 5 5.3 4.0 2.6 5 3 3.2 3.3 1.5 6 3 3.2 2.6 1.1 7 5 5.3 1.8 0.6 8 4 4.3 1.5 0.4 9 0 0.0 0.5 0.3

I am not sure what conclusions to draw from this. Obviously, there are more QBs with 7/8 ratings that the league as a whole. That could help explain the high passing numbers being seen in initial seasons. Also, the top 15 QBs are rated 5 and above, which is ~half the starters (but only supposed to be 4% of the league) and if 12 of them play the whole season, there will be a lot of passing success.

In addition to not knowing if the initial player distribution does not match the draft distribution, we also do not know if the QB talent distribution of draft generated players matches that of the rest of the positions. It is obvious to me that QBs are handled differently from the other positions in certain circumstances (development, e.g.) so they might have a different talent distribution.

Are the editors being generated only for editing/reading initial player files? I would love to have a utility which could generate .csv player files from games in progress, and do similar rating counts for careers 20-30 years down the road.
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Old 11-17-2003, 09:45 AM   #47
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Quote:
Originally posted by Samdari
I would love to have a utility which could generate .csv player files from games in progress, and do similar rating counts for careers 20-30 years down the road.
I think that is the crucial missing piece.
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Old 11-17-2003, 09:48 AM   #48
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I know there was talk of the ability to export files from a league, but I haven't checked to see if it was there or not.

I've been wondering with the initial player file how often some of those lower-end guys get playing time, the guys in the teens and single digits. I know they are supposed to be a large chunk of the league, but aren't most of these guys gone in OPU careers? Could the worst players being worse inflate numbers of some of the best players (just throwing out theories)?
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Old 11-17-2003, 09:52 AM   #49
Samdari
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Quote:
Originally posted by cody8200
That is exactly what I was saying earlier this thread. It's real players file that is bringing the statistical trouble. I figured if you created a random universe thing would revert back to normal solesismic numbers.


I hope so.

But, one thing I feel I need to reiterate is, without the ability to generate some sort of text file with ratings in it from in-progress careers, we have no idea if the game is generating players from the distribution described in csv.txt, or if Jim changed the distribution without changing the file describing it.
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Old 11-17-2003, 09:56 AM   #50
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Someone made a player editor - it sounds like it wouldn't be hard to create a report showing the talent distribution if you could create an application that can read and write to the data file. Just sounds like the next step.... :hint, hint:
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