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Ben E Lou
12-31-2009, 02:17 AM
NOTE: Please state your issue succinctly. It would help tons if you'd *not* use this thread to discuss what others have posted, but just to report. I'll compile the issues from time to time and delete posts when I've done that. This isn't the place to report installation problems. Head to the stickied FAQ first, then the "I'm having trouble" post next for help with installation.

IN-GAME LOGIC

AI-recommended game plans are throwing significantly shortly and therefore causing too many high-catch RBs.
44 seconds left in the game, down by 4, no timeouts left, on 4th down a FG is kicked.4-8-CIN42 (4Q: 00:44) Adrian Kestner attempted a 59 yard field goal and succeeded. Cincinnati 21, Oakland 20
AI punts from 33-yard line with 50 yards is FG distance. Additional details on the field goal settings and not kicking, here are three examples from recent IHOF seasons (2022 and 2021), team in possession my own, with a top5 scouted kicker:

Normal FG setting at 47
weather: 42 degrees, rain, 9 mph wind
score tied 0-0
4-6-ALB30 (1Q: 01:25) J.R. Copeland punted 30 yards. Touchback.

Normal FG setting at 47
weather: 49 degrees, fair, 7 mph wind.
score tied: 7-7
4-10-FRE29 (1Q: 02:34) J.R. Copeland punted 29 yards. Touchback.

Normal FG setting at 47
weather: 45 degrees, fair, calm.
score: leading 37-7
4-11-GOT30 (3Q: 00:23) J.R. Copeland punted 30 yards. Touchback.
Suggest that the percentage for ALWAYS GO FOR on 4th down be increased for any situation at any time in the game. Not just when your trailing in the 4th qtr.

If its 1st,2nd,3rd qtr Im on a teams 1 yard line or anywhere inside the 10 I want to go for it on 4th down. I'd rather get the TD then kick a FG being that close
Substitutions are off, as in players not in the depth chart and only active for STs are getting snaps. This has always happened, but the new substitutions on nickel and dime are making it worse.

Examples:

In the old version I would have an RB that was only active for STs and not in the depth chart at all get carries. Now I'm having the same problem with a ST LB that is getting SLB snaps in the nickel while the backup SLB rides the bench.

[edit, consolidating arguments below]

Additional info:

ST LB got 7, 8 and 12 snaps on defense in the last 3 games. My backup SLB took 16, 7, and 9 snaps on defense in the same lapse. My backup's endurance is 31/45. The ST LB's endurance is 7.

Bear argues that this is not a bug, but the endurance check stops with the last guy. I counter that if that's the way it's supposed to work, I can easily "cheat" my way around it by placing my low-endurance ST LB at backup in the depth chart so all the sub snaps fall to the real backup (now not in the depth chart). This would be similar to the situation where a low-endurance RB would get more carries as a backup.

Again, this is all conjecture. But I will try the workaround on Monday and see if it works. {MORE INFO ADDED} Adding to the post about substitutions, I switched the ST LB and the real backup SLB in the depth chart to see if the reason the ST LB got so many snaps was the lack of endurance of the backup. Results: the ST LB got 17 snaps (remember, his endurance is 7), the real backup SLB got only 2.

In conclusion, endurance is not related to the issue and I definitely feel this is a bug I would like to see addressed.
Fullbacks, even top-tier endurance ones, not rushing nearly up to 25% of the time when 25% is checked. For details, see post #3 in this thread.
Seems there is also a problem with the settings for Finesse Running Percentage.
I set the value to 100(%) for ALL formations and ran a test game. Result were five trap/draw/counterplays from a total of 34 run plays by RBs. And although I also use the 25(%) setting for FB runs, there was only one run by a FB in that game. Might the FB run-% be linked to the settings for Finesse Runs? BEN EDIT: I just tried this myself and checked several game logs. Similar result. That setting at 100% doesn't do anything close to 100%.
I noticed that the AI, near the end of the half, when they are behind will call a timeout when they get the ball. For example, say I go for it on fourth down and miss it, the opposing team will get the ball and immediately call a timeout, even though the clock is stopped.
1. Teams should be kneeling when the opponent has less than 3 timeouts and it's 1st and 10 with less than 2 minutes, or when there is only 1:20 left in the game, and the opponent has 1 timeout, etc.

2. My team should not go into prevent defense with a 10 point lead and still over 3 minutes left. I want my regular pass defense to be in effect.

3. For some strange reason, I still see my Nickel defense coming out against base offensive sets, i.e. Pro-form or I-form, even though my setting is at ZERO, and this is in the 1st quarter where tie score is the adjustment. Doesn't happen often, but enough for me to notice, especially since it shouldn't happen at all.

4. When my settings are set to run the ball with around 90% certainty in the 4th quarter with a 2 score lead, I should be doing just that. Not passing 8 straight times.

5. If my settings for screen passes are 0, why am I throwing screens in the game?
Arizona: Strong formation, strength is left. The defense is in a 43 with dime personnel and 2-deep man-to-man coverage, keying aggressively on the pass.
1-10-ARI16 (2Q: 00:36) Harris Sharpe ran around the left tackle for 72 yards. Tackled by S Darrin Eccles. Key block delivered by Lincoln Lum.
Start of third quarter.

1. Now, with 36 seconds, I break off a 72 yard run, which clearly would put me in FG range after the run, yet we let the clock run to 0, and I never get a chance to attempt a FG.

2. In the 2 minute drill, with my team down 7 points, and we're at my 20 yard line with less than 1 minute left, why are we throwing short passes, instead of intermediate to long passes? And why do we throw a screen or short pass when an obvious Hail Mary situation should be the call, i.e. less than 10 seconds in the game and around mid-field?

3. In a game in which a FG will tie or win the game, we should automatically go into a run only mode once we get into our Placekicker's range. So, if I'm down 21-23 with 45 seconds left at the opponent's 24 yard line, I should be running only, not still passing.
Atlanta: Weak formation, strength is right. The defense is in a 34 with prevent personnel and 4-deep zone coverage, keying aggressively on the pass.
1-10-ATL25 (4Q: 00:22) Vinny Testaverde pass fell incomplete, intended for WR Michael Irvin. S Danny Copeland defended the pass. The quarterback threw into double coverage.
Atlanta: Single-Back formation, strength is right. The defense is in a 34 with prevent personnel and 4-deep zone coverage, keying aggressively on the pass.
2-10-ATL25 (4Q: 00:13) Vinny Testaverde pass completed to WR Frank McClain for 45 yards. Tackled by CB Dave Waymer. McClain gained 39 yards after the catch. The quarterback threw away from the double coverage. PENALTY: New Orleans was called for Defensive Holding.
Atlanta called a time out.
Atlanta: I formation, strength is right. The defense is in a 34 with prevent personnel and 4-deep zone coverage, keying aggressively on the pass. Copeland is blitzing.
1-10-ATL30 (4Q: 00:05) Vinny Testaverde pass completed to WR Ernest Givins for 18 yards. Tackled by S Eric Williams, assisted by CB Dave Waymer. The receiver ran his route right over the middle of the field. The quarterback threw away from the double coverage.

With 13 seconds left in the game, down 23-20, my team hits a 45 yard pass putting them in FG range on the opposing teams 30 yards line. Range for a tying FG.

Instead we accept the Defensive Holding penalty, WIPING out our own 45 yard pass play, taking us out of FG range.

Sorry, no coach EVER would accept a penalty that would take them out of FG range that could tie a game at the end.

This was well within the range of my kickers end of game settings.
NEW ROSTER FILE

Experience is off by one year.
Contracts for players may not be accurate.
Not a bug, but a curious omission: no updated players.csv can be found.EXPLOITS AND IMBALANCES

It appears that the requested contract for a 7th round draft pick is pretty well above that of an unsigned rookie free agent. I am not certain that this is a new issue in 6.3, or if it's just something I am noticing now for related reasons, but in any setting where the salary cap matters, it really creates a disincentive to select and sign late round picks (already a problem in the game to begin with).
Backup Endurance Issue--A player who is slotted as a backup will never leave the field apart from injury. Just verified that this is still true in 6.3. This creates an intentional exploit and also an unintentional exploit.

1. The most obvious is to slot your best player at the position at RB2/FB2/TE2/FL2/SE2, and then use the personnel screens to make RB2/FB2/TE2/FL2/SE2 the starter in every situation. The starter will never leave the field, no matter what his endurance. This is easy to detect when it's a RB, because he gets so many carriess, but it flies under the radar when someone slots their best TE at TE2 and uses the personnel screen to get him on the field for every snap.

2. More subtle is the usage of heavy 2-TE or 3-WR sets. My team in WOOF is set up for a mostly 2-TE offense. My second-best TE is rated 65/65. He'll never be subbed out when we're in 2-TE, which may be as high as 80% of the snaps. Similarly, if I don't have a good TE I use 3-WR, 4-WR, 5-WR exclusively in passing situations, secure in the knowledge that my FL2 (who in every league besides WOOF is a very solid player) will always be on the field even if FL1 and SE1 happen to be subbed out.
Talent at QB in a league populated by game-generated draft classes is far above the talent at QB in the gamestart rosters (Main Street, no X-Factor), both fictional and default. This has now been tested in 3 long-term simmed leagues (all started fresh in 6.3) and around a dozen new gamestarts, with both fictional and default rosters. Similarly, talent at Safety is far worse than in the default rosters. This creates an entirely different reality with regard to success of downfield passing in particular in a league that has played out for 10-15 seasons as opposed to new ones. I don't think anything can be done about existing leagues, but tweaking the talent at those two positions should make a big difference in helping the game play the way it's supposed to going forward.COSMETIC

Rex putting -1 for run percentage on 4th and long in game before a bye week
Odd reporting of directional rushing (see post #2 in this thread)
TV Icons appearing on schedule for bye weeks and weeks without logs. (see post #4 in this thread)
Guys with Repetitive Concussive Syndrome get the "Career is Over" message when you click on the injury, but it's not always true. Players in both SP and MP will sometimes come back from RCS two or three seasons later. I'm not sure if this is a bug, or just a problem with the text describing the nature of the injury. Regardless, the two are incongruous.
For a veteran player already considering a FA offer from your team, look at his contract status on his player page. If the offer is for minimum salary (and asterisked as such), the column listing the effective salary for each year improperly escalates in the out-years. This seems to disappear if you begin to edit the offer.MISC

Summer league injuries are now occurring in leagues with injuries turned off. This is a huge problem for FOWL, since we sim the entire regular season in one shot. If a guy is "out" for just one or two games at the start, he doesn't play for the whole season.
"Under Windows Vista (64-bit), I have no ability to print even though it shows the available printers. It doesn't appear to matter which screen it is on, printing does not appear to work."
The game crashes when I click on career records only in the CFL.

I'll investigate further.

[edit:]
Some of the owners at the CFL say they have the same issue, others say it works fine, and one says it crashed one time and worked another.

http://www.cyberfootballleague.com/f...c=2692.new#new (http://www.cyberfootballleague.com/forum/index.php?topic=2692.new#new)
I saw this in the 250-yr sim thread (http://www.operationsports.com/fofc/showthread.php?t=76205) last night - Hall of Fame selection didn't have any DE, LB, or S making the list.
Here's something that I think is new. In the 3-4 defense, if the same player is slotted as backup WLB and backup SLB and the "Lock" checkbox is checked, the "recommend" button is removing the player from one of the backup OLB slots. (Another user reports that this is a legacy issue.)

jeffrey
01-04-2010, 12:17 PM
Here is a fun one:

<P><H3 ALIGN=CENTER>Directional Rushing Statistics</H3><TABLE BORDER=0 WIDTH=98%><TR VALIGN=TOP><TD WIDTH=50%><TABLE CELLSPACING=2 BORDER=0 VALIGN=TOP WIDTH=96%><TH ALIGN=LEFT>Distance</TH><TH ALIGN=CENTER>Att</TH><TH ALIGN=CENTER>Yards</TH><TH ALIGN=CENTER>Avg</TH></TR><TR><TD ALIGN=LEFT BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>Left</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>2</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>0</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>0.0</FONT></TD></TR><TR><TD ALIGN=LEFT BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>Middle</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>13</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>57</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>4.4</FONT></TD></TR><TR><TD ALIGN=LEFT BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>Right</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>1</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>4</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>4.0</FONT></TD></TR><TR><TD ALIGN=LEFT BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>None</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>1</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>-1</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>-1.0</FONT></TD></TR></TABLE></TD><TD WIDTH=50%><TABLE CELLSPACING=2 BORDER=0 VALIGN=TOP WIDTH=96%><TH ALIGN=LEFT>Distance</TH><TH ALIGN=CENTER>Att</TH><TH ALIGN=CENTER>Yards</TH><TH ALIGN=CENTER>Avg</TH></TR><TR><TD ALIGN=LEFT BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>Left</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>16</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>90</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>5.6</FONT></TD></TR><TR><TD ALIGN=LEFT BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>Middle</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>14</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>111</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>7.9</FONT></TD></TR><TR><TD ALIGN=LEFT BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>Right</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>5</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>7</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>1.4</FONT></TD></TR><TR><TD ALIGN=LEFT BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>None</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>6300</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>0</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>0.0</FONT></TD></TR></TABLE></TD></TR></TABLE>

Ben E Lou
01-10-2010, 07:17 PM
I haven't checked to see if this is resolved in 6.3, but the FB rushing issue (i.e. they don't, even if you tell them to).Just verified in 6.3 as follows:

1. Created MP universe with every single FB maxed out in all ratings. (Assure stud players at position with best possible endurance.)
2. Created game plan that uses all formations virtually equally except completely zeroes out all the single-back options. (Assure that the FB will be on the field for as many plays as possible.
3. Set FB rushes to 25% in game plan.
4. Copied same game plan to all 32 teams.
5. Ran season.

OBSERVATIONS

Not a single team had more than 19 FB carries--nowhere *near* 25%.
Patriots had the most RB/FB total carries--449. They were the team with the 19 FB carries, or only 4.2%. Again, nowhere near 25%.
From spot-checking a few teams, it's clear that the formations worked as expected--on the teams with two FBs, one of them was on the field for 95% or more of the offensive snaps.
League-wide, the FBs got the ball right around 4% of the RB/FB plays, nowhere near 25%.I'm not sure if this is a bug, or if it's working as designed to intentionally limit FB carries. If it's the latter and there is something else going on prohibiting the FB from carrying the ball 25% of the time, it needs to be documented. Otherwise, when we put 25% in that little box, we expect the FB to have a 25% chance of carrying the ball when he's in the game.

jdavidbakr
01-17-2010, 07:53 PM
I've noticed the TV icons appearing in the team schedule for the bye weeks and any past week that I don't have the game logs for:

http://files.jdavidbaker.com/uploads/dc45d/f06d56.JPG

Ben E Lou
01-23-2010, 08:06 AM
Cleaned up.

Solecismic
01-23-2010, 11:46 AM
Here is a fun one:

<P><H3 ALIGN=CENTER>Directional Rushing Statistics</H3><TABLE BORDER=0 WIDTH=98%><TR VALIGN=TOP><TD WIDTH=50%><TABLE CELLSPACING=2 BORDER=0 VALIGN=TOP WIDTH=96%><TH ALIGN=LEFT>Distance</TH><TH ALIGN=CENTER>Att</TH><TH ALIGN=CENTER>Yards</TH><TH ALIGN=CENTER>Avg</TH></TR><TR><TD ALIGN=LEFT BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>Left</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>2</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>0</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>0.0</FONT></TD></TR><TR><TD ALIGN=LEFT BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>Middle</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>13</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>57</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>4.4</FONT></TD></TR><TR><TD ALIGN=LEFT BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>Right</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>1</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>4</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>4.0</FONT></TD></TR><TR><TD ALIGN=LEFT BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>None</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>1</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>-1</FONT></TD><TD ALIGN=CENTER BGCOLOR=#EAEEFB><FONT COLOR=#1E345C>-1.0</FONT></TD></TR></TABLE></TD><TD WIDTH=50%><TABLE CELLSPACING=2 BORDER=0 VALIGN=TOP WIDTH=96%><TH ALIGN=LEFT>Distance</TH><TH ALIGN=CENTER>Att</TH><TH ALIGN=CENTER>Yards</TH><TH ALIGN=CENTER>Avg</TH></TR><TR><TD ALIGN=LEFT BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>Left</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>16</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>90</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>5.6</FONT></TD></TR><TR><TD ALIGN=LEFT BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>Middle</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>14</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>111</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>7.9</FONT></TD></TR><TR><TD ALIGN=LEFT BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>Right</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>5</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>7</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>1.4</FONT></TD></TR><TR><TD ALIGN=LEFT BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>None</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>6300</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>0</FONT></TD><TD ALIGN=CENTER BGCOLOR=#DFDFDF><FONT COLOR=#A3043A>0.0</FONT></TD></TR></TABLE></TD></TR></TABLE>

This will go away when you upgrade to 6.3, since your commissioner already has.

Solecismic
01-24-2010, 12:03 PM
For a veteran player already considering a FA offer from your team, look at his contract status on his player page. If the offer is for minimum salary (and asterisked as such), the column listing the effective salary for each year improperly escalates in the out-years. This seems to disappear if you begin to edit the offer.

I'm not understanding this report. Probably interpreting it wrong. Could the person who submitted this provide more details?

jeffrey
01-24-2010, 01:02 PM
This will go away when you upgrade to 6.3, since your commissioner already has.

I'm relatively sure I had already upgraded. He may not have, yet, though.

QuikSand
01-24-2010, 02:20 PM
I'm not understanding this report. Probably interpreting it wrong. Could the person who submitted this provide more details?

Let's say I make an offer to Player X in week 2 of free agency. In that league, the veteran minimum for his age is $1,150,000...but it counts against the cap as $660,000. When I enter the offer in stage 2, I see those two numbers for each year: salary is 1,150,000, cap effect is 660,000.

if I return to that player in a later stage, when he remains unsigned, my outstanding offer will still show up as $1,150,000 in each of the three seasons, but the "cap impact" value for each year will now be disturbed. I don't have the game open, but I recall it showing some odd, still-asterisked, escalation in the cap effect number fo each year... in this example something like 660, then 750, then 840 or something.

As I indicated originally, I'm not sure this has any meaningful bearing in -game, so it may be purely cosmetic.

MIJB#19
01-25-2010, 10:57 AM
QS, you mean something like the attached file?

The game shows incorrect salaries for the 1st and 3rd year, even though I'm offering minimum salary for all three seasons.

QuikSand
01-25-2010, 12:04 PM
Thanks. In the example I saw myself, I believe it got the first year correct, but has some odd escalation in years two and three. But what you're picture shows is likely a manifestation of the same thing.

MIJB#19
01-25-2010, 12:59 PM
Thanks. In the example I saw myself, I believe it got the first year correct, but has some odd escalation in years two and three. But what you're picture shows is likely a manifestation of the same thing.I just saw that for a 4th year free agent: asterisk for the first year and no asterisks for the 2nd and 3rd year.

walter09
01-25-2010, 04:13 PM
I absolutely love this game, and wanted to post 2 items, 1 of which I have never seen a post on.
Some of the AI GMs have severe stupidity issues, I can only assume that the quality of AI GMs must vary...example...
1996 Browns go 2-14 and have a C- draft..
1996 Ravnes go 5-11 and have a A draft..
4 weeks into the 1997 season Ravens are 4-0-0 browns 0-3-0(bye)....yet the Browns would accept the Ravens #1 pick for theirs, some poor record teams will not, but some will, in fact none should.
2. In play calling mode I find it nearly impossible to stop
the pass to the RB...the defense can double the SE/FL,
perhaps there should be some way to KEY the RB or TE.
Thanx, Walt

Antmeister
01-25-2010, 11:56 PM
Okay, I am not giving up on what I perceive to be an issue. I still contend that there are too many punt/kick return fumbles. So, instead of doing it from the standpoint of the games my team was involved in, I am now going to display the amount of fumbles league wide to prove the point:

For the current year of my single player instance, here are the fumbles for each week:
Week 01 - Punts:3, Kickoffs:2
Week 02 - Punts:5, Kickoffs:2
Week 03 - Punts:5, Kickoffs:3
Week 04 - Punts:4, Kickoffs:3
Week 05 - Punts:6, Kickoffs:2
Week 06 - Punts:2, Kickoffs:1
Week 07 - Punts:7, Kickoffs:4
Week 08 - Punts:10, Kickoffs:3
Total Fumbles for only half a year in: Punts:42, Kickoffs:20
Weekly Average: Punts:5.25, Kickoffs:2.50

And here are the results for WOOF:
Week 1 - Punts:5, Kickoffs:2
Week 2 - Punts:5, Kickoffs:2
Total Fumbles in 2 weeks: Punts:10, Kickoffs:4

Bear in mind that, unlike the first 3 weeks of the season, weeks 4 thru 8 only have 14 games and yet there is a week in which there were 10 punt fumbles. I doubt very seriously you see this volume in any given week, but there wasn't any place I could find in the current NFL stats that show fumbles specific to Punt/Kick Returners. And in my single player instance, these specialists had most of their fumbles as returners and not as receivers.

Solecismic
01-26-2010, 12:49 AM
I am listening, Ant. I try to investigate everything that's brought to my attention. And since this is the last time I'll be in this code for a while, I reviewed my notes on this.

In 2007 (again, most recent year I have in convenient form), there were 87 fumbled punt returns in the NFL (5.1 per week). If the total you're seeing is too high, it's only by a very small amount.

Antmeister
01-26-2010, 01:31 AM
I am listening, Ant. I try to investigate everything that's brought to my attention. And since this is the last time I'll be in this code for a while, I reviewed my notes on this.

In 2007 (again, most recent year I have in convenient form), there were 87 fumbled punt returns in the NFL (5.1 per week). If the total you're seeing is too high, it's only by a very small amount.

Thanks for this. I have no idea if the average is going to rise after I complete the season. If the season ends, in both single player and multiplayer, and hovers around 5.1 to 5.25 then I will leave it alone.

But I do admit that after a few seasons in my single player session, I see a lot more of these type of fumbles (but I don't have enough data to back this up). It doesn't seem to matter who I substitute, I just don't seem to have a handle on how to reduce this.

boberot
02-01-2010, 07:33 AM
I think this is worth mentioning. I cannot fathom haw a FG was not kicked in this scenario. Here's the situation: tie game, I am Buffalo, I have the ball and have all of my time outs left. Here's what happened at the end of regulation:


1-10- LA26 (4Q: 00:57) Zach McIntire pass completed to TE Donald Kowalski for 17 yards. Tackled by CB Dwight Dotson. Kowalski gained 6 yards after the catch. The quarterback threw away from the double coverage. The ball was fumbled and recovered by BUF Leland Ralph on the LA09.
Buffalo: Pro formation, strength is right. The defense is in a 43 and 2-deep man-to-man coverage, expecting the pass.
1-9- LA09 (4Q: 00:48 ) Leland Ralph ran inside the right guard for 3 yards. Tackled by S Winston Madison.
Buffalo: Pro formation with two tight ends, strength is left. The defense is in a 43 and 2-deep man-to-man coverage, expecting the run.
2-6- LA06 (4Q: 00:38 ) Zach McIntire pass was dropped by TE Gus Chaffin.
Buffalo: I formation, strength is right. The defense is in a 43 with nickel personnel and 2-deep man-to-man coverage, keying aggressively on the pass.
3-6- LA06 (4Q: 00:32) Carlos Stevenson ran around right end for 5 yards. Tackled by ILB Eugene McGee, assisted by CB Bennie Daniels.
Los Angeles won the coin toss and will receive to begin overtime.

I am having a hard time writing this off as "bad clock management" by my coach. It seems awful glitchy to me.

If it was a big bomb down field, and I had no time outs, I could accept that my guys couldn't get lined up in time. But a 5-yard run with 32 seconds left? Plenty of time to call a time out and get the FG squad out there.

Edited to add that this is 6.3a. Thanks.

miked
02-01-2010, 08:13 AM
Is your coach Brad Childress :)

Hoya1
02-01-2010, 10:03 AM
you are Buffalo, right?
seems like perfect clock management for the Bills ;)

beargrowlz
02-01-2010, 10:17 AM
I absolutely love this game, and wanted to post 2 items, 1 of which I have never seen a post on.
Some of the AI GMs have severe stupidity issues, I can only assume that the quality of AI GMs must vary...example...
1996 Browns go 2-14 and have a C- draft..
1996 Ravnes go 5-11 and have a A draft..
4 weeks into the 1997 season Ravens are 4-0-0 browns 0-3-0(bye)....yet the Browns would accept the Ravens #1 pick for theirs

Jim coded Eric Mangenius into the game?

jdavidbakr
02-01-2010, 12:21 PM
I am having a hard time writing this off as "bad clock management" by my coach. It seems awful glitchy to me.

If it was a big bomb down field, and I had no time outs, I could accept that my guys couldn't get lined up in time. But a 5-yard run with 32 seconds left? Plenty of time to call a time out and get the FG squad out there.

Edited to add that this is 6.3a. Thanks.

Same exact thing happened to Denver this week in the AUFL (6.3a), game tied, 21 seconds left on our opponent's 27 yard line, we complete a pass to the 11 yard line and don't have time to call a time out?

1-10-SEA27 (4Q: 00:21) John Elway pass completed to WR Tim Smith for 16 yards. Tackled by ILB Hardy Nickerson. Smith gained 1 yard after the catch.
Denver won the coin toss and will receive to begin overtime.

Rotor
02-01-2010, 04:41 PM
Drops : 2 games in 6.3A (USFL Detroit), 6 and 10 drops with mostly the same receivers than last season: I never had such numbers before and it's hard to believe that it's a fluke. My opponents were not affected (1 drop each) so 1 specific factor must trigger this. Now I never paid much attention to the avoid drop factor until now because it didn't change things much. It's almost as if it was suddenly taken properly in account by the game. And endurance on the D line suddenly seems to make a difference too...
Yes, only 2 games. But 16 drops in 2 games?

Steel
02-01-2010, 05:03 PM
Drops : 2 games in 6.3A (USFL Detroit), 6 and 10 drops with mostly the same receivers than last season: I never had such numbers before and it's hard to believe that it's a fluke. My opponents were not affected (1 drop each) so 1 specific factor must trigger this. Now I never paid much attention to the avoid drop factor until now because it didn't change things much. It's almost as if it was suddenly taken properly in account by the game. And endurance on the D line suddenly seems to make a difference too...
Yes, only 2 games. But 16 drops in 2 games?

What are the the AD ratings for your WRs?

And endurance should be a big factor, especially on the defensive line.

Rotor
02-02-2010, 01:31 PM
Ad ratings :
34 : 6 targets,3 drops
10 : 18 targets,3 drops
36/70 :14 targets, 1 drop
57 : 10 targets,1 drop
52 : 22 targets, 5 drops
33 : 8 targets,2 drops

Steel
02-02-2010, 03:33 PM
Ad ratings :
34 : 6 targets,3 drops
10 : 18 targets,3 drops
36/70 :14 targets, 1 drop
57 : 10 targets,1 drop
52 : 22 targets, 5 drops
33 : 8 targets,2 drops

This is your problem. With 6.3, you need guys who can actually catch. You have not 1 guy over 60.

Rotor
02-02-2010, 04:47 PM
Very nice change. Would have been much nicer if I had knew it at the beginning of the offseason rather than once the season begins. This plus the new end of half follies that cost me a game already. I really like this patch.

boberot
02-03-2010, 07:24 AM
I think this is worth mentioning. I cannot fathom haw a FG was not kicked in this scenario. Here's the situation: tie game, I am Buffalo, I have the ball and have all of my time outs left. Here's what happened at the end of regulation:


1-10- LA26 (4Q: 00:57) Zach McIntire pass completed to TE Donald Kowalski for 17 yards. Tackled by CB Dwight Dotson. Kowalski gained 6 yards after the catch. The quarterback threw away from the double coverage. The ball was fumbled and recovered by BUF Leland Ralph on the LA09.
Buffalo: Pro formation, strength is right. The defense is in a 43 and 2-deep man-to-man coverage, expecting the pass.
1-9- LA09 (4Q: 00:48 ) Leland Ralph ran inside the right guard for 3 yards. Tackled by S Winston Madison.
Buffalo: Pro formation with two tight ends, strength is left. The defense is in a 43 and 2-deep man-to-man coverage, expecting the run.
2-6- LA06 (4Q: 00:38 ) Zach McIntire pass was dropped by TE Gus Chaffin.
Buffalo: I formation, strength is right. The defense is in a 43 with nickel personnel and 2-deep man-to-man coverage, keying aggressively on the pass.
3-6- LA06 (4Q: 00:32) Carlos Stevenson ran around right end for 5 yards. Tackled by ILB Eugene McGee, assisted by CB Bennie Daniels.
Los Angeles won the coin toss and will receive to begin overtime.

I am having a hard time writing this off as "bad clock management" by my coach. It seems awful glitchy to me.

If it was a big bomb down field, and I had no time outs, I could accept that my guys couldn't get lined up in time. But a 5-yard run with 32 seconds left? Plenty of time to call a time out and get the FG squad out there.

Edited to add that this is 6.3a. Thanks.

I'm quoting myself [I know, I know] to point out something else we've been discussing over in the DFL. What is even more disturbing than 32 seconds elapsing after a short run play and no FG being attempted -- despite all my time outs being intact -- is the time lapse between the first play listed and the second play.

In 9 seconds, my QB snapped the ball, threw an 11 yard pass, which the TE rumbled on for 6 additional yards, then fumbled, then another player on my team recovered it, then got everybody lined up, and snapped the ball again.

Note that this is at a time of the game when we would not be in a hurry-up mode at all -- rather, we would be milking clock for a game-winning chip shot FG.

I don't mean to belabor the point, but this seems broken to me on at least two levels.

Chubby
02-03-2010, 06:38 PM
Sacks and points are both down a lot in 6.3a, expecially compared to 6.3

Dandelion
02-03-2010, 08:35 PM
Endgame Logic.. Timeouts & Fieldgoals - the Neverending Story..

(4Q: 00:52) Ernest Bartlett kicked off 56 yards from the SEA30. A.J. Widner returned the ball 26 yards to the PIT40. Tackled by Robert Wynn.

1-10-PIT40 (4Q: 00:46) Matthew Branch pass completed to FB Roderick McAllister for 8 yards. Tackled by S Steven Beito. The quarterback threw away from the double coverage.
- PIT had all 3 TOs left.. in manual mode I would have called one here.. -
2-2-PIT48 (4Q: 00:27) Matthew Branch pass completed to WR Devin Norris for 11 yards. Tackled by S Troy Fehr. The quarterback threw away from the double coverage.
Pittsburgh called a time out.
1-10-SEA41 (4Q: 00:15) PENALTY: Seattle was called for Encroachment.
1-5-SEA36 (4Q: 00:15) Matthew Branch pass completed to RB Jeffrey Bauman for 10 yards. Tackled by OLB Cris Atkins. Bauman gained 6 yards after the catch. The quarterback threw away from the double coverage.
Final Score: Seattle Seahawks 30, Pittsburgh Steelers 27

Ok, tight call.. my Kicker has a 50 Yard FG range endgame logic.. So a normal play at the 36 is absolutely allright with me. But maybe there could have been enough time to call a time out here after the catch and then an attempt for a fieldgoal.
There surely would have been enough time for that, if one had been called earlier, as noted above.

Steel
03-05-2010, 08:57 AM
<table bgcolor="#ffcc00" border="0" cellspacing="1" width="98%"><tbody><tr><td align="LEFT" bgcolor="#d5dbe4">Buffalo: I formation with two tight ends, strength is right. The defense is in a 34 with nickel personnel and 2-deep bump-and-run coverage, expecting the pass.
1-10-CLE12 (4Q: 01:07) Siran Stacy ran inside the left tackle for 3 yards. Tackled by DE Butch Cook, assisted by S Mark Carrier. </td></tr> <tr><td align="LEFT" bgcolor="#d5dbe4">Buffalo: I formation, strength is right. The defense is in a 34 and 3-deep zone coverage, keying aggressively on the run.
2-7-CLE09 (4Q: 00:49) Siran Stacy ran around right end for -1 yards and was forced out of bounds. Tackled by S Ethan Hastings. </td></tr> <tr><td align="LEFT" bgcolor="#d5dbe4">Buffalo: Weak formation with two tight ends, strength is right. The defense is in a 34 with dime personnel and 3-deep zone coverage, keying aggressively on the pass.
3-8-CLE10 (4Q: 00:39) Siran Stacy ran inside the right guard for 6 yards. Tackled by DE Teddy Crook, assisted by CB Darren Anderson. </td></tr> <tr><td align="LEFT" bgcolor="#ffcc00">Final Score: Cleveland Browns 17, Buffalo Bills 14

We left a time out on the field inside the 5 yard line without even an attempt to kick the tying FG. If Jim doesn't get this stupid 2 min drill fixed, I'm quitting all my leagues. This is bull.</td></tr></tbody></table>

miked
03-05-2010, 11:13 AM
What more important, American Idol recaps or functioning AI?

Firefly
03-05-2010, 06:35 PM
<table bgcolor="#ffcc00" border="0" cellspacing="1" width="98%"><tbody><tr><td align="LEFT" bgcolor="#d5dbe4">Buffalo: I formation with two tight ends, strength is right. The defense is in a 34 with nickel personnel and 2-deep bump-and-run coverage, expecting the pass.
1-10-CLE12 (4Q: 01:07) Siran Stacy ran inside the left tackle for 3 yards. Tackled by DE Butch Cook, assisted by S Mark Carrier. </td></tr> <tr><td align="LEFT" bgcolor="#d5dbe4">Buffalo: I formation, strength is right. The defense is in a 34 and 3-deep zone coverage, keying aggressively on the run.
2-7-CLE09 (4Q: 00:49) Siran Stacy ran around right end for -1 yards and was forced out of bounds. Tackled by S Ethan Hastings. </td></tr> <tr><td align="LEFT" bgcolor="#d5dbe4">Buffalo: Weak formation with two tight ends, strength is right. The defense is in a 34 with dime personnel and 3-deep zone coverage, keying aggressively on the pass.
3-8-CLE10 (4Q: 00:39) Siran Stacy ran inside the right guard for 6 yards. Tackled by DE Teddy Crook, assisted by CB Darren Anderson. </td></tr> <tr><td align="LEFT" bgcolor="#ffcc00">Final Score: Cleveland Browns 17, Buffalo Bills 14

We left a time out on the field inside the 5 yard line without even an attempt to kick the tying FG. If Jim doesn't get this stupid 2 min drill fixed, I'm quitting all my leagues. This is bull.</td></tr></tbody></table>

Maybe I'm wrong, but I don't think Ben is updating this page anymore. You may need to send your complaints directly to support to be heard by the big guy.

Ben E Lou
03-05-2010, 06:53 PM
That's correct. This was a courtesy to the community and to Jim right after the release of 6.3. I'm closing this thread to avoid confusion. (I really should have done that the minute 6.3a was released. Sorry.) Any reports of issues should be sent to support AT solecismic DOT com. I would operate under the assumption that anything posted in this thread or anywhere else on this forum after 6.3a was released (01-26-2010) has not been reported to Solecismic Software.