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Old 01-05-2010, 02:50 PM   #1
kuykenda
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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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Old 01-05-2010, 03:09 PM   #2
Ben E Lou
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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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Old 01-05-2010, 03:09 PM   #3
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Sample Size.
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Old 01-05-2010, 03:10 PM   #4
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Heh.
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Old 01-05-2010, 03:12 PM   #5
gstelmack
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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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Old 01-05-2010, 03:15 PM   #6
Ben E Lou
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Oh, and on adjustments, what's the minute setting on them?
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Old 01-05-2010, 03:22 PM   #7
kuykenda
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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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Old 01-05-2010, 03:40 PM   #8
Ben E Lou
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Originally Posted by kuykenda View Post
My adjustments should be fine they are 57 mins.
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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Old 01-05-2010, 03:45 PM   #9
kuykenda
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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?

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Old 01-05-2010, 03:58 PM   #10
Disturbed
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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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Old 01-05-2010, 04:02 PM   #11
Ben E Lou
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Quote:
Originally Posted by Disturbed View Post
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.
First guess would be that 100 more passes would be 6ish at the end of the half (or end of the game if your team is bad.) Going 50/25/25 or 60/20/20 in every situation would probably assure that your team is bad. Even if hurry-up is at zero, you'll still throw it to try to win at the end of games, I'm fairly sure.
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Old 01-05-2010, 04:10 PM   #12
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Originally Posted by Ben E Lou View Post
First guess would be that 100 more passes would be 6ish at the end of the half (or end of the game if your team is bad.) Going 50/25/25 or 60/20/20 in every situation would probably assure that your team is bad. Even if hurry-up is at zero, you'll still throw it to try to win at the end of games, I'm fairly sure.

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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Old 01-05-2010, 04:11 PM   #13
Ben E Lou
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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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Old 01-05-2010, 04:12 PM   #14
Ben E Lou
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I just ran it and got 401 passses, 509 rushes...sounds like dice rolls to me...
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Old 01-05-2010, 04:13 PM   #15
Ben E Lou
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did it again...453 passes, 514 rushes
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Old 01-05-2010, 04:15 PM   #16
Ben E Lou
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Checking the obvious stuff: do you have the AI gameplans turned off?
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Old 01-05-2010, 04:16 PM   #17
Ben E Lou
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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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Old 01-05-2010, 04:44 PM   #18
Ben E Lou
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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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Old 01-05-2010, 07:05 PM   #19
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Kind of a tangent, but...

Quote:
I'm aware there will be complaints at first, because there will be a learning curve and it that game-planning has less impact than in the past. But I think once you're used to these changes, it will make for a more enjoyable experience as you'll have to better tailor your plan to your talent.

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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Old 01-05-2010, 07:11 PM   #20
kuykenda
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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

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Old 01-05-2010, 08:17 PM   #21
ddrrbb
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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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Old 01-06-2010, 12:33 AM   #22
Celeval
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Quote:
Originally Posted by Surtt View Post
Kind of a tangent, but...



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?

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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