View Full Version : 6.3 Running Game Gameplan Problems
kuykenda
01-05-2010, 02:50 PM
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?
Ben E Lou
01-05-2010, 03:09 PM
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...
RedKingGold
01-05-2010, 03:09 PM
Sample Size.
RedKingGold
01-05-2010, 03:10 PM
Heh.
gstelmack
01-05-2010, 03:12 PM
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.
Ben E Lou
01-05-2010, 03:15 PM
Oh, and on adjustments, what's the minute setting on them?
kuykenda
01-05-2010, 03:22 PM
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.
Ben E Lou
01-05-2010, 03:40 PM
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.
kuykenda
01-05-2010, 03:45 PM
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?
Disturbed
01-05-2010, 03:58 PM
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.
Ben E Lou
01-05-2010, 04:02 PM
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.
Disturbed
01-05-2010, 04:10 PM
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.
Ben E Lou
01-05-2010, 04:11 PM
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.
Ben E Lou
01-05-2010, 04:12 PM
I just ran it and got 401 passses, 509 rushes...sounds like dice rolls to me...
Ben E Lou
01-05-2010, 04:13 PM
did it again...453 passes, 514 rushes
Ben E Lou
01-05-2010, 04:15 PM
Checking the obvious stuff: do you have the AI gameplans turned off?
Ben E Lou
01-05-2010, 04:16 PM
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)
Ben E Lou
01-05-2010, 04:44 PM
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.
Surtt
01-05-2010, 07:05 PM
Kind of a tangent, but...
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?
kuykenda
01-05-2010, 07:11 PM
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
ddrrbb
01-05-2010, 08:17 PM
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.
Celeval
01-06-2010, 12:33 AM
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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