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#1 | ||
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n00b
Join Date: Apr 2008
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6.3 Running Game Gameplan Problems
I had my first MP game 6.3 last night and saw some disturbing trends that I wanted to see if others were having. I had 45% run on 1-10 and around 40-45 on 2nd downs. I threw 30-35 passes vs about 7 runs until the 4th Q. At one point in the 3rd quarter a 35-0 lead. As I build leads I have my adjustment screen set to run 50% more with certain point leads so the running should have really taken over. I run a high powered passing offense with Tom Brady leading the way. He had over 300+ yards and 5 td's.... which was great... I won easily and all... but this was not my GP at all. This past off-season I moved up to 1.10 to draft a stud rookie RB. I have been adding more running to my gameplan and this being the first MP game played in 6.3 I'm really concerned that this is a bug. In the past in 6.2 if I did 50 on 1-10 it was very run centric. How do we explain a 30-35 pass vs 7 run ratio through 3 quarters with a massive lead and adjustments set to increase the run by 50% with a lead? I heard from another MP player that somebody saw close to zero runs with 75 set on 1-10. Anyone seeing this yet? If this is a 6.3 bug this is really bad. Do we have to overcompensate with a crazy looking running plan just to get a 50-50 run pass ratio?
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#2 |
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Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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Not seeing this in my SP testing at all. My old SmashMouth game plan, for example, resulted in 566 rushes and 469 passes in the test season I just ran. That looks to be about what should be expected from that GP. Sounds like a sample size thing to me...
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The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#3 |
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College Starter
Join Date: Oct 2002
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Sample Size.
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#4 |
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College Starter
Join Date: Oct 2002
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Heh.
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#5 |
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Pro Starter
Join Date: Oct 2000
Location: Cary, NC
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Also check that you don't have the, what was it, fpn file? There's one that if the commish sends you accidentally, your gameplan won't go up.
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-- Greg -- Author of various FOF utilities |
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#6 |
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Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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Oh, and on adjustments, what's the minute setting on them?
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The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#7 |
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n00b
Join Date: Apr 2008
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My adjustments should be fine they are 57 mins. Whats this FPN file you guys are referring to and what do I need to do with it? I see a Chargers FPN file in my universe folder from vNFL Edge league. I believe thats the only one I can find. This wasnt the league that had the bad gameplan though.
Last edited by kuykenda : 01-05-2010 at 03:25 PM. |
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#8 |
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Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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Well, there ya go. 57 minutes means that the score-based ones don't kick in until 3 minutes are left in the game. You were using your "tied" adjustments for basically the entire game.
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The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#9 |
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n00b
Join Date: Apr 2008
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Wow... so I've had that setting backwards for years now? wtf lol I swear I had it correct as I only see the dimes and prevent D's in the last 3 mins of games and same with running the clock out. So are those automatic end of game adjustments that have been fooling me? So I assume I need to adjust everything to 3 mins to get what I am looking for?
Last edited by kuykenda : 01-05-2010 at 03:51 PM. |
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#10 |
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Mascot
Join Date: Aug 2009
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In single player with 6.3 this is what I have been seeing.
I set every thing at 50-25-25 for every single situation. I set all the offensive adjustments to same. Set the hurry up and slow down both to 0. In every single season I threw the ball at least 100 times more than I rushed it. Then I did a test where I set it up 60-20-20 with all the above settings. I would generally throw the ball about 50-100 more times in that set up. |
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#11 | |
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Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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Quote:
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The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#12 | |
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Mascot
Join Date: Aug 2009
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Quote:
Nah my team actually won 12+ games almost every season. I was running that with the new rosters using the Colts. |
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#13 |
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Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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heh...didn't think about this...a differential of 100 on an expected 50% split actually only means 50 off...so now we're talking 3 extra passes at the end of halves/games.
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The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#14 |
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Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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I just ran it and got 401 passses, 509 rushes...sounds like dice rolls to me...
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The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#15 |
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Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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did it again...453 passes, 514 rushes
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The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#16 |
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Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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Checking the obvious stuff: do you have the AI gameplans turned off?
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The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#17 |
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Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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I actually have one other wild theory I want to check...gimme a bit... (ran it *again* on this team and got 437 passes, 525 rushes)
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The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#18 |
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Morgado's Favorite Forum Fascist
Join Date: Oct 2000
Location: Greensboro, NC
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Nope. I'm at a loss here. Every single time I run a 50-25-25, I get low 400s passes, low 500s rushes...tried it on several different teams with the same results.
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The media don't understand the kinds of problems and pressures 54 million come wit'! |
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#19 | |
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College Benchwarmer
Join Date: Nov 2003
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Kind of a tangent, but...
Quote:
Can anyone explain this? It seems self contradictory. If game planning has less impact, you should have less of a need to tailor it to your players. And, "might appear" sounds very ominous to me... Is it some sort of hidden effect that will not obviously show in the stats?
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“The greatest dangers to liberty lurk in insidious encroachment by men of zeal, well-meaning but without understanding.” United States Supreme Court Justice Louis D. Brandeis Last edited by Surtt : 01-05-2010 at 07:07 PM. |
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#20 |
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n00b
Join Date: Apr 2008
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Have you found a test that balances the run vs pass? Wasn't sure what you found with 60 as opposed to 50. Looks about the same amount of passing, meaning about 100 more passes than runs? So which way to go for more running 40 or 70? lol
Last edited by kuykenda : 01-05-2010 at 07:12 PM. |
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#21 |
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n00b
Join Date: Feb 2007
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I just ran the original Play Action Vertical and it gave me a few more runs than passes (505-488), but basically 50/50. That gp is mostly 55% on 1st and 60% on 2nd down.
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#22 | |
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Pro Starter
Join Date: Nov 2000
Location: Cary, NC, USA
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Quote:
I read this as an uber-gameplan is less likely to work in all situations, and more attention will need to be paid to the specific talent of your team to tailor a gameplan to it, rather than using the same one in every league. |
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