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-   -   FOF 6.3 Released (Use this thread to discuss the patch, changes, impressions, etc.) (https://forums.operationsports.com/fofc//showthread.php?t=76122)

Ben E Lou 12-29-2009 02:30 AM

FOF 6.3 Released
 
Quote:

Originally Posted by Solecismic Software
The following changes are included in the 6.3 update, along with everything changed through 6.2:
  • Added new 2009 player file.
  • Adjust contract demands to reflect the new salary cap numbers. Note that because of this change, those of you in multi-player leagues should try and upgrade at the same time your commissioner upgrades (though if your commissioner is aware of how the changes will manifest, he can instruct you on how you should alter contract offers.
  • Tweaks to the contract valuation algorithm (can't really explain tweaks without detailing the algorithms, which would give too much away).
  • Several rather large changes in the play-resolution engine, particularly to the passing game. Again, I'm not going to provide details, but this will have a significant impact on game-planning. I'm aware there will be complaints at first, because there will be a learning curve and it might appear 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. This is probably the biggest change in the engine in five years.
  • Add normal substitution for nickel and dime packages on defense.
  • Tweak use of individual blitzers in terms of interpretation of blitz percentage settings.
  • Another attempt to improve the field-goal and play-calling logic at the end of the first half, particularly when your team has the lead.
  • Tweak substitution algorithm for starting quarterbacks.
  • Fix a bug with how summer-league experience is applied to each position.
  • An attempt to prevent Solevision from crashing after use of the save-as function, though this problem could not be duplicated.
  • Apply the tripping penalty as an in-play foul rather than as a personal foul.
  • Fix a bug with stadium condition being set to an invalid value - this will not correct in existing games until the beginning of a new season.
  • Created a new home state selection algorithm for new players. This algorithm reflects the current state of the NFL rather than just the population of the United States. Expect more quarterbacks from California and more wide receivers from Florida.
  • Try and make Front Office Football a native Vista application (the help file is still outdated). The electronic license portion, however, remains an XP application and still requires administrative privileges on first run.
  • Tweak (very small) the free agency AI player acquisition logic. This still needs a redesign in places, far too much for just an update.
  • Add an ordering of the importance of games during the regular season. The top game is shown on channel 2, on down to channel 17.
  • Tweak (very small) the player generator. This includes improving linebackers, safeties and fullbacks.
  • Tweak the TCY converter. Primarily giving tight ends a big-play rating and reducing punt and kick return abilities.
  • Don't allow the AI to call a goal-line defense where it's horribly inappropriate.
  • Provide more instructive error messages when loading incomplete or corrupted saved games.

Solecismic Software: Home of Front Office Football

Ben E Lou 12-29-2009 02:33 AM

Uh, wow.

Lintyfresh85 12-29-2009 02:36 AM

Any idea what the passing/game planning changes mean?

Front Office Midget 12-29-2009 02:41 AM

I sort of wish this would have been released earlier in the day, so I could have come home to read lots of discussion. I'm interested in seeing how this all unfolds...

Solecismic 12-29-2009 02:44 AM

I'm glad I could update the game again this year. I would have liked to create a full new version, but was unable to put the full plan into place.

The engine changes will, I'm sure, be very different for you at first. I did a huge amount of studying of play results in the NFL over the past two years and concluded I needed to rebalance how the engine resolves passing plays. The NFL official game logs have a lot more data than in the past.

I'm finding extreme game plans generate fewer wild numbers. Without even trying to limit extreme game plans. That's encouraging. Though I know our veteran game planners will soon adjust in ways I can't even imagine.

I won't detail the changes. It would require explaining too much about how the game uses ratings. And there are too many changes to explain in full. I rewrote about 500 lines of code here. Usually that's more than I would like to do for an update, but I thought it was necessary.

Again, I'm glad I can keep the game fresh and hope I can remain in this business for at least another decade.

TheMeat 12-29-2009 02:46 AM

You're tellin me! Much more than anticipated and sounds fun. This game engine change has rekindled my desire to break out the testing macros!!!!!

Thank you Jim, you haven't forgotten us... sniff...

And the Nickle/Dime substitutions... Glorious, even though I'd been thoroughly abusing that I'm glad I have to worry about depth again.

Awesome, just awesome.

Ben E Lou 12-29-2009 02:47 AM

Man...some good-looking stuff here. Ones that intrigue me at first glance...
  • Tweaks to the contract valuation algorithm (can't really explain tweaks without detailing the algorithms, which would give too much away). hmmmm...nerfing of the one-year deal? I realize Jim shouldn't give too much detail, but maybe a comment about what used to work that won't work as well?
  • Several rather large changes in the play-resolution engine, particularly to the passing game. Again, I'm not going to provide details, but this will have a significant impact on game-planning. I'm aware there will be complaints at first, because there will be a learning curve and it might appear 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. This is probably the biggest change in the engine in five years. If this works as advertised, I'll be thrilled. I've been using the same game plan in every single MP league for probably 2 years real-time.
  • Another attempt to improve the field-goal and play-calling logic at the end of the first half, particularly when your team has the lead. Good to see this. At times, the game would act like you were protecting a lead at the end of the game (as in run the ball three times inside the 20 with 45 seconds to go, then kick the FG.)
  • Tweak (very small) the free agency AI player acquisition logic. This still needs a redesign in places, far too much for just an update. Hmmm...not sure what this means. Maybe for SP only? (AI) Maybe we can get Jim to weigh in here...
  • Add an ordering of the importance of games during the regular season. The top game is shown on channel 2, on down to channel 17. Heh. StelmackSoft goes live!
  • Tweak (very small) the player generator. This includes improving linebackers, safeties and fullbacks. I noticed some issues with LBs. Hadn't seen anything with FB/S, but I'm down with anything that might make the running game more vital.
  • Tweak the TCY converter. Primarily giving tight ends a big-play rating and reducing punt and kick return abilities. I'll have to give this another look then. I'd love for this to be a viable option.
  • Don't allow the AI to call a goal-line defense where it's horribly inappropriate. Should be very big for Rexers.

Solecismic 12-29-2009 02:54 AM

Quote:

Originally Posted by Ben E Lou (Post 2192305)
Man...some good-looking stuff here. Ones that intrigue me at first glance...

hmmmm...nerfing of the one-year deal? I realize Jim shouldn't give too much detail, but maybe a comment about what used to work that won't work as well?


Just a tiny change. No attempt to go into the logic of how long a contract will work. The problem is that the minimum salary continues to drop as a percentage of the cap. The NFLPA is, I'm sure, aware of that. It makes it far too easy in real life to stay under the cap. And easier and easier within the game. I'm just trying to keep up with the NFL, which is itself years behind now.

Quote:

This is something worth revisiting in future versions of the game.
Tweak (very small) the free agency AI player acquisition logic. This still needs a redesign in places, far too much for just an update. [/b]Hmmm...not sure what this means. Maybe for SP only? (AI) Maybe we can get Jim to weigh in here...

Just a slight change to try and get AI teams to do a better job offering better free agents to fill their holes. Again, that's something that needs a full rewrite in places.

Both these changes will have only a small effect on game play. You probably won't even notice.

Julio Riddols 12-29-2009 03:02 AM

Holy moses... Now thats an update I can get behind.

Ben E Lou 12-29-2009 03:08 AM

Quote:

Originally Posted by TheMeat (Post 2192304)
And the Nickle/Dime substitutions... Glorious, even though I'd been thoroughly abusing that I'm glad I have to worry about depth again.

Agreed on all counts here. ;)

Ben E Lou 12-29-2009 03:20 AM

Wow. I just created a new game, drafted an offensive juggernaut team (first 20 picks were on offense, then let the AI pick the rest), and loaded up the ol' Lowcountry Shuffle game plan--the one that's produced something absurd like maybe 10 out of my last 15 MP seasons having 50 TD passes or more. Loading up that kind of team would always give me a 13-16 win team in SP testing.

7-9 on the first try.

I've since loaded up several other old game plans, and I've yet to finish over 9-7 in about 10 trials. I guess defense might actually matter now.

I've got some work to do. Nice!

Icy 12-29-2009 03:23 AM

Quote:

Originally Posted by TheMeat (Post 2192304)

And the Nickle/Dime substitutions... Glorious, even though I'd been thoroughly abusing that I'm glad I have to worry about depth again.

Awesome, just awesome.


Agree, this is the biggest change towards realism and it's really welcome. Also looking forward to see the tweaks to the passing engine.

Too bad Jim couldn't finish a new FOF, but big thanks for still offering this nice update for free.

Really hope you will find the time to finish it in the future, the desktop text sims scene seems to be slowly dying and needs more releases from all the companies to raise the enthusiasm again. Probably due to it being a niche market where most of developers have it as hobby and with the global crisis they have been forced to work more hours in their regular jobs, leaving less time for their passion (and i'm referring to myself too not as developer but as designer).

Hope the golden years will be back, but i guess the genre will die with us hardcore gamers, as most of kids prefer the fast paced console games or the browser based multiplayer ones.

Ben E Lou 12-29-2009 03:39 AM

One thing I don't find in the FAQ that *seems* obvious, but I want to make sure: do we now need to drop the MP files in the "leagues" folder in the new location?

Ben E Lou 12-29-2009 04:17 AM

Quote:

Originally Posted by Ben E Lou (Post 2192315)
Wow. I just created a new game, drafted an offensive juggernaut team (first 20 picks were on offense, then let the AI pick the rest), and loaded up the ol' Lowcountry Shuffle game plan--the one that's produced something absurd like maybe 10 out of my last 15 MP seasons having 50 TD passes or more. Loading up that kind of team would always give me a 13-16 win team in SP testing.

7-9 on the first try.

I've since loaded up several other old game plans, and I've yet to finish over 9-7 in about 10 trials. I guess defense might actually matter now.

I've got some work to do. Nice!


Played around more with this team. Went with Rex offense and Rex defense for several runs of the same season. Theoretically, a team like this (league's worst defensive talent and league's best offensive talent) ought to be a little worse than mediocre, because in the first few seasons of a drafted league, defense is ahead of the offense because of cohesion. (Of course, we all know that in past versions, even with the cohesion issue, offense trumped defense significantly.) SOS would make a difference, of course, so I've included that.

Trial W L WinPct OppWinPct
1 9 7 0.563 0.484
2 10 6 0.625 0.461
3 9 7 0.563 0.453
4 5 11 0.313 0.512
5 8.5 7.5 0.531 0.455
6 9 7 0.563 0.473
7 7 9 0.438 0.490
8 8 8 0.500 0.461
9 4 12 0.250 0.479
10 6 10 0.375 0.496
11 10 6 0.625 0.506
12 5 11 0.313 0.520
13 7 9 0.438 0.473
14 7 9 0.438 0.488
15 8 8 0.500 0.518

112.5 127.5 0.469 0.485



The team is performing pretty much exactly how I would hope/expect that it would, passing the first sniff test for me with flying colors. This patch could be the kind of game-changer many of us have wanted.

FFL Buffalo Bills 12-29-2009 04:44 AM

wow alot of changes for sure.

Will any of this improve the ability to Go for it on 4th down. When ever ya want. Like 4th and 1 on the 1,2,3,4,5 instead of kicking FG's That just kills my team. Always to me means everytime Im in that situation. And it NEVER happens.

Hammer 12-29-2009 05:15 AM

Quote:

Originally Posted by Ben E Lou (Post 2192321)
Played around more with this team. Went with Rex offense and Rex defense for several runs of the same season. Theoretically, a team like this (league's worst defensive talent and league's best offensive talent) ought to be a little worse than mediocre, because in the first few seasons of a drafted league, defense is ahead of the offense because of cohesion. (Of course, we all know that in past versions, even with the cohesion issue, offense trumped defense significantly.) SOS would make a difference, of course, so I've included that.

Trial W L WinPct OppWinPct
1 9 7 0.563 0.484
2 10 6 0.625 0.461
3 9 7 0.563 0.453
4 5 11 0.313 0.512
5 8.5 7.5 0.531 0.455
6 9 7 0.563 0.473
7 7 9 0.438 0.490
8 8 8 0.500 0.461
9 4 12 0.250 0.479
10 6 10 0.375 0.496
11 10 6 0.625 0.506
12 5 11 0.313 0.520
13 7 9 0.438 0.473
14 7 9 0.438 0.488
15 8 8 0.500 0.518

112.5 127.5 0.469 0.485



The team is performing pretty much exactly how I would hope/expect that it would, passing the first sniff test for me with flying colors. This patch could be the kind of game-changer many of us have wanted.



Very encouraging. I am going to go the opposite way, load up on defense and neglect the offense. Hopefully we will see something around .500, or just above.

Ben E Lou 12-29-2009 05:17 AM

Excellent. I'm simming forward about 15 seasons to look at talent, stats, etc. So far, it looks like the crazy TD pass numbers are falling into line with reality fairly well.

RedKingGold 12-29-2009 05:36 AM

To me this, these tweaks are pretty much as good as a new game release.

We may have to re-look into the TCY-FOF conversion process again. If it's fixed, that may truly re-ingivorate my interest in SP.

MIJB#19 12-29-2009 07:13 AM

Some interesting changes indeed, some resulting in additional questions on the matter.

Quote:

•Adjust contract demands to reflect the new salary cap numbers. Note that because of this change, those of you in multi-player leagues should try and upgrade at the same time your commissioner upgrades (though if your commissioner is aware of how the changes will manifest, he can instruct you on how you should alter contract offers.
•Tweaks to the contract valuation algorithm (can't really explain tweaks without detailing the algorithms, which would give too much away).
Nothing to complain here. This sounds like it'll be a good fix. I do wonder: do these fixes make the contract-restrictions that many MP leagues picked a moot point, or will they still be required to avoid things turning into a one-year only party?

Quote:

•Several rather large changes in the play-resolution engine, particularly to the passing game. Again, I'm not going to provide details, but this will have a significant impact on game-planning. I'm aware there will be complaints at first, because there will be a learning curve and it might appear 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. This is probably the biggest change in the engine in five years.
Mixed feelings from this comment.

A fix was required, the game had turned into a race to have the best QB-RB-WR-WR combo, where people can get away with (and even benefit from) neglecting other parts of their team. At the same time I don't understand the need for a learning curve to enjoy the game. Doesn't it just mean that going back to game planning to the strenghts of the players will be more important than having the right bars at WR?


Quote:

•Another attempt to improve the field-goal and play-calling logic at the end of the first half, particularly when your team has the lead.
If this included a fix to the 'wrong team calling the time out' part, I think I'm going to be really happy here.

Quote:

•Tweak substitution algorithm for starting quarterbacks.
Would it be possible to tell a bit more about this fix? Right now it seems to be a bit of a mystery when the QB1 gets pulled, or when QB2 gets pulled after that.

Quote:

•Fix a bug with how summer-league experience is applied to each position.
excellent.

Quote:

•Add an ordering of the importance of games during the regular season. The top game is shown on channel 2, on down to channel 17.
Quoted this one as it may seem to not be an important fix, but for the SP environment I think it's a nice immersion booster. Small things sometimes do matter.

Quote:

•Don't allow the AI to call a goal-line defense where it's horribly inappropriate.
Just to avoid confusion between different interpretations of the term AI (I'm expecting some to read that just as the non-human opponent), is my assumption correct that we're talking about the simming of games here and not the part of the game where people go into play calling mode against a game-controlled team?

Ben E Lou 12-29-2009 07:22 AM

Quote:

Originally Posted by MIJB#19 (Post 2192360)
Nothing to complain here. This sounds like it'll be a good fix. I do wonder: do these fixes make the contract-restrictions that many MP leagues picked a moot point, or will they still be required to avoid things turning into a one-year only party?

Based on what Jim said in response to me earlier, it sounds like one-year deals still work, and that it's actually *easier* now to keep a team together. He's going for realism there. I'd argue that the "realism" solution is less fun, but I get where he's coming from. This was his response on that...

"Just a tiny change. No attempt to go into the logic of how long a contract will work. The problem is that the minimum salary continues to drop as a percentage of the cap. The NFLPA is, I'm sure, aware of that. It makes it far too easy in real life to stay under the cap. And easier and easier within the game. I'm just trying to keep up with the NFL, which is itself years behind now."


Quote:

Just to avoid confusion between different interpretations of the term AI (I'm expecting some to read that just as the non-human opponent), is my assumption correct that we're talking about the simming of games here and not the part of the game where people go into play calling mode against a game-controlled team?
Based on the tests I've run on that, it's the simming of games. I set my human-run team to HEAVY run-aggressive and GL, and it only did GL in places where GL made some sense--never on 1st and 10.

Ben E Lou 12-29-2009 07:42 AM

A few observations after 12 seasons of QuikSimming
  • YAC per catch is wayyyyy up. Pulled a full season pre-patch and got 2.31. Post-patch? 3.51.
  • Short pass attempts are wayyyy up.
  • Ypa on short passing either didn't change at all or changed so little that it's insignificant.
  • Completion percentage on short passes is significantly lower (dropped from around 82% to around 73%). So YAC must be what's causing ypa to stay fairly static. I like that.
  • Rex has bumped up his short passing playcalls quite a bit. Loading up my WOOF team in 6.2 on one machine and 6.3 on the other, I get a 49-34-17 split on 1st and 10 in 6.3 as opposed to 49-21-30 in 6.2. Distances are 27.3-21-51.7 and 39.4-25.8-16.8-12.3-5.7 in 6.3 versus 31.0-23.7-45.3 and 30-28.7-20.3-14.5-6.5 in 6.2. If Rexy is our initial guide to game planning, it's clear that he's saying to throw shorter passes.

Yoda 12-29-2009 08:12 AM

Damn, it's a shame my wife isn't going on a trip soon. ;)

Draft Dodger 12-29-2009 08:16 AM

this is really cool

Subby 12-29-2009 08:28 AM

As good as getting a new game, in my opinion.

Jim delivers. Again.

Mistwood19 12-29-2009 08:38 AM

Quote:

Originally Posted by Yoda (Post 2192415)
Damn, it's a shame my wife isn't going on a trip soon. ;)


And you'll really let that stop you???

Yoda 12-29-2009 08:40 AM

Quote:

Originally Posted by Mistwood19 (Post 2192432)
And you'll really let that stop you???


From testing, yes. Especially since I still have to finish up on her website. :(

RedKingGold 12-29-2009 08:49 AM

Quote:

Originally Posted by Ben E Lou (Post 2192400)
A few observations after 12 seasons of QuikSimming
  • YAC per catch is wayyyyy up. Pulled a full season pre-patch and got 2.31. Post-patch? 3.51.
  • Short pass attempts are wayyyy up.
  • Ypa on short passing either didn't change at all or changed so little that it's insignificant.
  • Completion percentage on short passes is significantly lower (dropped from around 82% to around 73%). So YAC must be what's causing ypa to stay fairly static. I like that.
  • Rex has bumped up his short passing playcalls quite a bit. Loading up my WOOF team in 6.2 on one machine and 6.3 on the other, I get a 49-34-17 split on 1st and 10 in 6.3 as opposed to 49-21-30 in 6.2. Distances are 27.3-21-51.7 and 39.4-25.8-16.8-12.3-5.7 in 6.3 versus 31.0-23.7-45.3 and 30-28.7-20.3-14.5-6.5 in 6.2. If Rexy is our initial guide to game planning, it's clear that he's saying to throw shorter passes.


:jawdrop:

:funkychickendance: :chickendance: :party: :banana:

RedKingGold 12-29-2009 08:50 AM

(for those who don't know, I love me some faggoty offensive gameplans pre-patch)

Super Ugly 12-29-2009 08:51 AM

Fabbo. Thanks Jim!

FrankF199 12-29-2009 08:53 AM

Quote:

Originally Posted by Solecismic (Post 2192303)
I'm glad I could update the game again this year. I would have liked to create a full new version, but was unable to put the full plan into place.

The engine changes will, I'm sure, be very different for you at first. I did a huge amount of studying of play results in the NFL over the past two years and concluded I needed to rebalance how the engine resolves passing plays. The NFL official game logs have a lot more data than in the past.

I'm finding extreme game plans generate fewer wild numbers. Without even trying to limit extreme game plans. That's encouraging. Though I know our veteran game planners will soon adjust in ways I can't even imagine.

I won't detail the changes. It would require explaining too much about how the game uses ratings. And there are too many changes to explain in full. I rewrote about 500 lines of code here. Usually that's more than I would like to do for an update, but I thought it was necessary.

Again, I'm glad I can keep the game fresh and hope I can remain in this business for at least another decade.


Thank you! :banana:

QuikSand 12-29-2009 09:15 AM

Just checking in for the first time, and I'm overwhelmed by the list of changes. Really above and beyond, Jim, hats off.

Ben E Lou 12-29-2009 09:39 AM

For those asking about what to do about multiple leagues, Flasch posted a thread, and I've answered, I think, all of the questions being asked.

6.3 MP Conversion thread - Front Office Football Central

Ben E Lou 12-29-2009 09:43 AM

Stats are falling into line nicely so far. The real test of that starts shortly, when I fully take control of a team against the AI. I expect to win, but I'm hoping I can no longer throw 50 TD passes virtually every season.

So far, it appears that the RB-->WR conversion thing that some have been concerned about basically works itself out in this version because RBs seem to be much more important.

revrew 12-29-2009 09:53 AM

Quote:

Originally Posted by Ben E Lou (Post 2192400)
A few observations after 12 seasons of QuikSimming
  • YAC per catch is wayyyyy up. Pulled a full season pre-patch and got 2.31. Post-patch? 3.51.
  • Short pass attempts are wayyyy up.
  • Ypa on short passing either didn't change at all or changed so little that it's insignificant.
  • Completion percentage on short passes is significantly lower (dropped from around 82% to around 73%). So YAC must be what's causing ypa to stay fairly static. I like that.
  • Rex has bumped up his short passing playcalls quite a bit. Loading up my WOOF team in 6.2 on one machine and 6.3 on the other, I get a 49-34-17 split on 1st and 10 in 6.3 as opposed to 49-21-30 in 6.2. Distances are 27.3-21-51.7 and 39.4-25.8-16.8-12.3-5.7 in 6.3 versus 31.0-23.7-45.3 and 30-28.7-20.3-14.5-6.5 in 6.2. If Rexy is our initial guide to game planning, it's clear that he's saying to throw shorter passes.


I for one would REALLY welcome this kind of change. For dozens of seasons in MP, I have tried to build a west coast offense with YAC receivers and high completion percentages. Move the ball down the field with efficiency. And while I've been successful enough to finish with an average record of about 10-6, my squads have nonetheless consistently taken second-seat to the Air Coryell big-bombing, 50/60 TD teams. If all this is accurate, my gameplans might actually work BETTER, rather than worse, a welcome change.

Raiders Army 12-29-2009 09:56 AM

Thanks Jim!

Eaglesfan27 12-29-2009 10:16 AM

Great news. Looking forward to playing some SP again and messing around with gameplans this week.

A-Husker-4-Life 12-29-2009 10:24 AM

Thanks Jim, this patch is almost like getting a new game for free..

I will always continue to support your games no matter what because of your dedication.

Ben E Lou 12-29-2009 11:39 AM

OK. I've cleared all of the "I can't figure out how to install the patch" posts and help. Use this thread to discuss the patch, the changes, the impressions, thank Jim, etc.

Jughead Spock 12-29-2009 11:47 AM

I'm thrilled about the potential implications. I've stubbornly built more into a good defense/running game team over the years, now it looks like it may actually have some effect.

miked 12-29-2009 12:28 PM

Quote:

Originally Posted by Ben E Lou (Post 2192489)
Stats are falling into line nicely so far. The real test of that starts shortly, when I fully take control of a team against the AI. I expect to win, but I'm hoping I can no longer throw 50 TD passes virtually every season.

So far, it appears that the RB-->WR conversion thing that some have been concerned about basically works itself out in this version because RBs seem to be much more important.


JT Roever says thanks!

cuervo72 12-29-2009 01:52 PM

Quote:

Originally Posted by Ben E Lou (Post 2192489)
So far, it appears that the RB-->WR conversion thing that some have been concerned about basically works itself out in this version because RBs seem to be much more important.


ORLY?

zbuckley 12-29-2009 02:01 PM

Has anyone tried to build a "dominate defense" team. Just curious if you could make a 2000 Ravens type team with the new patch

Dutch 12-29-2009 02:11 PM

Quote:

Originally Posted by cuervo72 (Post 2192687)
ORLY?


Lucky!

Ben E Lou 12-29-2009 02:25 PM

Quote:

Originally Posted by cuervo72 (Post 2192687)
ORLY?

That's my initial impression, at least.

miked 12-29-2009 02:40 PM

Quote:

Originally Posted by zbuckley (Post 2192692)
Has anyone tried to build a "dominate defense" team. Just curious if you could make a 2000 Ravens type team with the new patch


Well, to be honest, you can do this in SP if you want with the current/past version(s). It's MP where you have guys like Ben, Quik, etc that make gameplans to make the most of the engine. In SP, the AI doesn't focus on getting the stud QB/WR/WR combo to dominate for the next decade, they focus on perceived holes (even if it's an OG with the 3rd pick).

MizzouRah 12-29-2009 02:57 PM

Nice!!!

Thank you Jim!

Mike Lowe 12-29-2009 03:04 PM

Jim, all you are missing are some hand-warmers or a new mini-game and you could have charged us for a brand new game like some other companies we hold so dear to our hearts.

Dutch 12-29-2009 03:20 PM

I simmed two seasons with my short pass GP just to make sure it still works.

10th year QB (92/92)
4th year RB (47/47)
5th year FL (72/72)
10th year SE (37/37)
7th year TE (76/76)

The FL average 1800 yards per season, the TE average 800 yards, and the RB mustered 1,000+ yards both season.

First run: 12-4 and a championship
Second run: 14-2 and a championship

Testing complete.

(EDIT: I will say this, that stud QB didn't get 100 QB Rating either season...I found that noteworthy.)

Flasch186 12-29-2009 04:33 PM

...thoughts on what this does to leagues with house rules in order to effect cap space etc. Ie, only reneg players in final years, only offering X amount of year deals to FA's, etc.?

Surtt 12-29-2009 05:02 PM

Quote:

Add normal substitution for nickel and dime packages on defense.

I don't see any backup slots on the nickel and dime screen.
(or did I screw up my update?)

If your nickel back is also your backup CB.
Who gets substituted in?

sidthelid 12-29-2009 05:36 PM

What is the TV station ia aid of in the preview screen, :)

I am also seing very little goaline on 1st and 10 which i think changes the game so much for the better

Sef0r 12-29-2009 05:58 PM

Why take a knee then try to pass on the next play.

Chicago: Pro formation, strength is right. The defense is in a 43 with nickel personnel and 2-deep bump-and-run coverage, keying aggressively on the pass. Russell and Fisher are blitzing.
1-10-CHI25 (2Q: 00:36) Calvin Dick dropped to one knee for -1 yards.

Chicago: Weak formation with two tight ends, strength is left. The defense is in a 43 with nickel personnel and 2-deep bump-and-run coverage, keying aggressively on the pass. Russell is blitzing.
2-11-CHI24 (2Q: 00:09) Calvin Dick pass was blocked at the line, intended for TE Jerald Grusendorf. OLB Earnest Russell blocked the pass. The quarterback threw away from the double coverage.

Ben E Lou 12-29-2009 07:29 PM

C4, that's been there a long time. Not new to 6.3 by a long stretch.


All, just thought of another sniff test. I'm going to re-run the most recent FOWL season in 6.3 a few times with the same game plans and whatnot to see how league-wide stats might have changed.

Bako 12-29-2009 07:32 PM

Quote:

Originally Posted by Ben E Lou (Post 2192889)

All, just thought of another sniff test. I'm going to re-run the most recent FOWL season in 6.3 a few times with the same game plans and whatnot to see how league-wide stats might have changed.


I am very interested to see the results of this Ben. Go Cowboys!!!

FBPro 12-29-2009 07:47 PM

How do I get the custom logos to work again?

Ben E Lou 12-29-2009 07:58 PM

Heh. The most obvious shift is that Dallas, a team built on a running game and defense, improved from 10-6 to averaging 13.5 wins. Nice. League-wide QB rating drops from 81.7 to 76.2

SlyBelle1 12-29-2009 11:58 PM

Is anybody else seeing RB's catching too many balls? In my last season, it seemed like half of the top 20 receivers were running backs. Adrian Peterson was the leading receiver with over a 100 catches. Looking at this year's real season, the highest RB ranked (Tim Hightower) is ranked 36th.

I play using the Steelers and my leading receiver was my RB, Mendenhall.

SlyBelle1 12-30-2009 12:12 AM

1 Attachment(s)
I have attached a sample screenshot of another season. All the seasons I have simmed so far are similar, with a ton of RBs catching balls. RBs circled in Blue.

As you'll see, roughly 14 of the 36 listed receivers are RBs. Seems very excessive to me.

TheMeat 12-30-2009 12:57 AM

Quote:

Originally Posted by Ben E Lou (Post 2192889)
All, just thought of another sniff test. I'm going to re-run the most recent FOWL season in 6.3 a few times with the same game plans and whatnot to see how league-wide stats might have changed.


Very interesting indeed

Young Drachma 12-30-2009 01:29 AM

Thanks for the update, Jim.

Ben E Lou 12-30-2009 02:38 AM

Quote:

Originally Posted by SlyBelle1 (Post 2193037)
Is anybody else seeing RB's catching too many balls? In my last season, it seemed like half of the top 20 receivers were running backs. Adrian Peterson was the leading receiver with over a 100 catches. Looking at this year's real season, the highest RB ranked (Tim Hightower) is ranked 36th.

I play using the Steelers and my leading receiver was my RB, Mendenhall.

I'm pretty sure this is a function of the shorter-passing Rex game plans. I'm seeing similar results for AI in SP, but when I re-ran the FOWL season, for example, it was nothing like that. The top RB had 74 catches, next 68, third 63. 18 of the top 20 guys in catches were WRs, then the one RB and one TE filled out the top 20. If it's a big deal to you in SP, I'd report it to support AT solecismic DOT com.

Sef0r 12-30-2009 05:00 AM

Quote:

Originally Posted by Ben E Lou (Post 2193061)
I'm pretty sure this is a function of the shorter-passing Rex game plans. I'm seeing similar results for AI in SP, but when I re-ran the FOWL season, for example, it was nothing like that. The top RB had 74 catches, next 68, third 63. 18 of the top 20 guys in catches were WRs, then the one RB and one TE filled out the top 20. If it's a big deal to you in SP, I'd report it to support AT solecismic DOT com.


Ben, didn't know about the kneel then try and pass play...my bad.

Now, any chance that we (the FOWL GMs) can see the results of the sims you ran? I would like to know what adjustments, if any, I will need to make to the gameplan I used in the previous season.

Ben E Lou 12-30-2009 05:10 AM

I didn't track anything besides Dallas (because of their team makeup) and league-wide QB rating. I've closed the last sim I ran, too.

Speculation based on my SP play so far: cohesion may be more important. I'll be watching that.

MIJB#19 12-30-2009 05:34 AM

Quote:

Originally Posted by Ben E Lou (Post 2192889)
C4, that's been there a long time. Not new to 6.3 by a long stretch.

Sure, but the list of fixes actually has the end of first half play-calling logic on it.

MIJB#19 12-30-2009 05:37 AM

Quote:

Originally Posted by SlyBelle1 (Post 2193037)
Is anybody else seeing RB's catching too many balls? In my last season, it seemed like half of the top 20 receivers were running backs. Adrian Peterson was the leading receiver with over a 100 catches. Looking at this year's real season, the highest RB ranked (Tim Hightower) is ranked 36th.

I play using the Steelers and my leading receiver was my RB, Mendenhall.

That's really not new to 6.3. In 6.2, if there are a lot of good receiving RBs, you'll notice a lot of RBs in the 50-75 catch area.

As Ben pointed out, if the AI is calling more shorter passing in 6.3, you should expect the number of RBs in the 50-75 catches area to improve.

Ben E Lou 12-30-2009 05:55 AM

Quote:

Originally Posted by MIJB#19 (Post 2193075)
Sure, but the list of fixes actually has the end of first half play-calling logic on it.

Right, but given the specific wording...

Quote:

Another attempt to improve the field-goal and play-calling logic at the end of the first half, particularly when your team has the lead.

...I don't have any reason to believe this is going after the oft-mentioned (by Jim) fact that each play is an individual event. That fix doesn't seem like it would be anything that big to change the fundamental way it works of examining each play situation individually. I'm guessing that the fix is mainly for this:

Quote:

Originally Posted by Ben E Lou, in an email to Solecismic Support on 5/4/2009
END OF FIRST HALF: RUNNING WITH LEAD
If a team has a lead and has the ball with less than 2 minutes to play in the first half in the opponent's red zone, they go to a run-only offense, even in situations where they should clearly be trying to throw it into the end zone at least once. I don't think I've ever, not one single time, seen a team with the lead throw a pass in the red zone with less than 2 minutes to play in the first half.

A few examples:

Lowcountry: I formation, strength is right. The defense is in a 43 with nickel personnel and 3-deep zone coverage, expecting the run.
2-10-CHV37 (2Q: 00:39) Lionel Johnstone pass completed to WR Shawn VanCleave for 23 yards. Tackled by OLB Leslie Seau. VanCleave gained 17 yards after the catch.
Lowcountry called a time out. Lowcountry: Weak formation with three wide receivers, strength is left. The defense is in a 43 with dime personnel and 2-deep bump-and-run coverage, keying aggressively on the pass.
1-10-CHV14 (2Q: 00:29) Brad Patterson ran outside the right tackle for 4 yards. Tackled by S Thomas Hastings.
Lowcountry called a time out. Lowcountry: Single-Back formation with two tight ends, strength is left. The defense is in a 43 with dime personnel and 2-deep bump-and-run coverage, keying aggressively on the pass.
2-6-CHV10 (2Q: 00:22) Wade Irwin ran inside the right tackle for 3 yards. Tackled by OLB Rod Evans.
Lowcountry called a time out. 3-3-CHV07 (2Q: 00:13) Scottie Wellstone attempted a 24 yard field goal and succeeded. Lowcountry 17, Charlottesville 10 (2Q: 00:07) Scottie Wellstone kicked off 69 yards from the LWC30. Carl Christian returned the ball 23 yards to the CHV24. Tackled by Don Bryant.


Lowcountry: Weak formation with three wide receivers, strength is right. The defense is in a 43 with goal-line personnel and 2-deep bump-and-run coverage, expecting the run.
2-4-RAL12 (2Q: 01:33) Brad Patterson ran inside the right guard for -3 yards. Tackled by DT Burt Weir.
Lowcountry: Weak formation with three wide receivers, strength is right. The defense is in a 43 with nickel personnel and 2-deep man-to-man coverage, keying aggressively on the pass.
3-7-RAL15 (2Q: 00:50) Wade Irwin ran inside the right guard for 1 yard. Tackled by DT Melvin Franz, assisted by S Winfred Kerr.
(2Q: 00:50) Lowcountry called a time out. 4-6-RAL14 (2Q: 00:42) Scottie Wellstone attempted a 31 yard field goal and succeeded. Lowcountry 17, Raleigh 7

(At least it works this time...)
Lowcountry: Pro formation with two tight ends, strength is left. The defense is in a 43 with nickel personnel and 2-deep bump-and-run coverage, expecting the run.
1-10-HRS28 (2Q: 01:26) Lionel Johnstone pass completed to WR Kelvin Moe for 16 yards. Tackled by CB C.J. Aleinkoff. The receiver ran his route right over the middle of the field. Moe gained 4 yards after the catch.
Lowcountry: Pro formation with two tight ends, strength is right. The defense is in a 43 and 2-deep man-to-man coverage, expecting the run.
1-10-HRS12 (2Q: 00:43) Wade Irwin ran inside the left tackle for 3 yards. Tackled by OLB Darryl Rhodes. PENALTY: Hampton Roads was called for Unsportsmanlike Conduct.
Lowcountry: Weak formation, strength is left. The defense is in a 43 and 2-deep bump-and-run coverage, expecting the run. Francis is blitzing.
1-5-HRS05 (2Q: 00:37) Brad Patterson ran around right end for 1 yard. Tackled by CB C.J. Aleinkoff, assisted by DE Jerome Davidson. The ball was fumbled and recovered by LWC Earnest Kapp to the HRS04.
(2Q: 00:37) Lowcountry called a time out. Lowcountry: Weak formation with two tight ends, strength is left. The defense is in a 43 and 2-deep bump-and-run coverage, expecting the run.
2-4-HRS04 (2Q: 00:25) Wade Irwin ran around left end for 4 yards and a TOUCHDOWN! Key block delivered by Earnest Kapp. Kapp ran over Dana McDonald to set up the play. Lowcountry 23, Hampton Roads 7
(2Q: 00:25) Extra point by Scottie Wellstone was good. Lowcountry 24, Hampton Roads 7

Tucker: Single-Back formation, strength is left. The defense is in a 43 with nickel personnel and 2-deep bump-and-run coverage, expecting the pass.
1-10-BTH12 (2Q: 00:47) Earnest Talley ran around the left tackle for 3 yards and was forced out of bounds. Tackled by DT Leo Harvey.
Tucker: Pro formation, strength is left. The defense is in a 43 with goal-line personnel and 2-deep bump-and-run coverage, keying aggressively on the run.
2-7-BTH09 (2Q: 00:38) Jermaine Bachechi ran outside the right tackle for 2 yards. Tackled by OLB Johnnie Budd, assisted by S Perry Kemp.
Tucker called a time out. Tucker: Single-Back formation with trips receivers, strength is left. The defense is in a 43 with dime personnel and 4-deep zone coverage, keying aggressively on the pass.
3-5-BTH07 (2Q: 00:30) Jermaine Bachechi ran inside the left guard for 4 yards. Tackled by S Pat Fontenot.
Tucker called a time out. 4-1-BTH03 (2Q: 00:19) Marc Salter attempted a 20 yard field goal and succeeded. Tucker 17, Bethlehem 7



Hammer 12-30-2009 06:28 AM

Quote:

Originally Posted by Ben E Lou (Post 2193074)
I didn't track anything besides Dallas (because of their team makeup) and league-wide QB rating. I've closed the last sim I ran, too.

Speculation based on my SP play so far: cohesion may be more important. I'll be watching that.



I ran a test this morning funnily enough, after our chat over at the vNFL. Only brief, and hardly scientific, but just for my own interest.

I ran the same season 5 times with a standard set of rosters, and a standard set-up. No injuries etc. I then swopped Peyton Manning to the Patriots and Tom Brady to the Colts.

Colts passing cohesion was 1st, Patriots was 5th. After the trade the Colts went to 15th, and the Patriots to 23rd.

No obvious differences. Manning took the Pats to 16-0 one year, 8.80 Avg A and a 119.4 rating, only to be beaten by Brady and the Colts in the playoffs. Colts went on to win the title :)

Anyhow, I saw no obvious difference in performance in terms of win-loss, QB rating or anything for that matter, from the control. I will do a more in depth scientific study when I get time. Initial impression though is that cohesion still means very little. Its not scratching the paint work of the overall equation.

SlyBelle1 12-30-2009 07:02 AM

Quote:

Originally Posted by Ben E Lou (Post 2193061)
I'm pretty sure this is a function of the shorter-passing Rex game plans. I'm seeing similar results for AI in SP, but when I re-ran the FOWL season, for example, it was nothing like that. The top RB had 74 catches, next 68, third 63. 18 of the top 20 guys in catches were WRs, then the one RB and one TE filled out the top 20. If it's a big deal to you in SP, I'd report it to support AT solecismic DOT com.


Thanks for the info. I'll go ahead and report it at the support site, but guessing not much will be done. I know I might be in the minority, but this seems way to excessive for my liking. I don't mind a shorter passing game, but at the same time I don't think it should make a ton of RBs better then actual WRs. For me personally, kind of ruins the experience.

Thanks.

Ben E Lou 12-30-2009 07:32 AM

Quote:

Originally Posted by SlyBelle1 (Post 2193085)
I don't think it should make a ton of RBs better then actual WRs

Looking at those stats you posted, most of them aren't better. If anything, I suspect many of them are actually hurting their team by getting so many catches.

Ben E Lou 12-30-2009 07:44 AM

Dola...but I do think I get what you're trying to say.

SlyBelle1 12-30-2009 07:53 AM

Quote:

Originally Posted by Ben E Lou (Post 2193090)
Dola...but I do think I get what you're trying to say.


Thanks. Your right they might not be a better actual receiver, but their stats are making them seem that way:)

Again, thanks for your thoughts.

Ben E Lou 12-30-2009 08:37 AM

Quote:

Originally Posted by Hammer (Post 2193080)
Initial impression though is that cohesion still means very little. Its not scratching the paint work of the overall equation.

Gotcha....formations maybe?

MIJB#19 12-30-2009 09:19 AM

Quote:

Originally Posted by Ben E Lou (Post 2193077)
Right, but given the specific wording...



...I don't have any reason to believe this is going after the oft-mentioned (by Jim) fact that each play is an individual event. That fix doesn't seem like it would be anything that big to change the fundamental way it works of examining each play situation individually. I'm guessing that the fix is mainly for this:

I'm not sure I agree here. There were three issues with the end of first half logic:
* teams running out the clock when they are in position to score
* related to that, teams are calling time outs where the other team should be calling the time out
* the knee drop, play on sequences

Maybe I'm missing something, but those three all seem related to me.

Ben E Lou 12-30-2009 09:23 AM

hmmm...I never saw #1 and #2 on your list. Sometimes teams would get too close to the edge and therefore would try to run another play rather than kick the FG, but that's not really what it sounds like you're saying in #1. #3 really makes complete sense if each play is an individual decision.

johnnyshaka 12-30-2009 10:44 AM

Quote:

Originally Posted by Ben E Lou (Post 2192920)
Heh. The most obvious shift is that Dallas, a team built on a running game and defense, improved from 10-6 to averaging 13.5 wins. Nice. League-wide QB rating drops from 81.7 to 76.2


Damn! How good would my (early FOWL) JAX teams have been with 6.3? :rant:

johnnyshaka 12-30-2009 10:57 AM

Quote:

Originally Posted by SlyBelle1 (Post 2193085)
Thanks for the info. I'll go ahead and report it at the support site, but guessing not much will be done. I know I might be in the minority, but this seems way to excessive for my liking. I don't mind a shorter passing game, but at the same time I don't think it should make a ton of RBs better then actual WRs. For me personally, kind of ruins the experience.

Thanks.


Without doing much investigation...could it be that in your tests (assuming injuries are off) that the RBs don't leave the field...ever? I mean, it's a rarity in the NFL that one RB plays every snap anymore so maybe we should be looking at the total number of tosses to a back in the NFL (or total per team) before we get too concerned about sniff test results.

SlyBelle1 12-30-2009 11:14 AM

Quote:

Originally Posted by johnnyshaka (Post 2193175)
Without doing much investigation...could it be that in your tests (assuming injuries are off) that the RBs don't leave the field...ever? I mean, it's a rarity in the NFL that one RB plays every snap anymore so maybe we should be looking at the total number of tosses to a back in the NFL (or total per team) before we get too concerned about sniff test results.


To the best of my knowledge my injuries are turned on. I wish this was just a one time thing, but if you sim a year, you'll see it happens everytime.

SlyBelle1 12-30-2009 11:21 AM

1 Attachment(s)
Just for grins, I simmed a year with max injuries turned on and no difference. RBs still are too excessive so I don't think it has anything to do with injury setting.

SlyBelle1 12-30-2009 11:23 AM

What I'm now wondering is the long term effects of this RB issue. Won't it in theory take away opportunities from the WRs too much? How will WR skills increase? Will RBs make the hall of fame because of these numbers? Will less WRs make the hall of fame because not enough opportunities? Will RBs be the career leaders in receiving? Will RBs own receiving records? etc.

Dutch 12-30-2009 11:27 AM

Quote:

Originally Posted by SlyBelle1 (Post 2193093)
Thanks. Your right they might not be a better actual receiver, but their stats are making them seem that way:)

Again, thanks for your thoughts.



I noticed 8 of the top 20 reception leaders as RB's. Not sure what that used to be like, but I don't recall it being that high. And a RB led the league with 127 receptions. So the short passing game (which should lead to more RB receptions) is becoming more popular with the AI teams.

I haven't noticed any other stats that seem quite so dramatically altered from 6.2 to 6.3. Particularly, I haven't seen the top WR #'s drop as a result...

(FWIW: In the NFL, there have only been perhaps 6 RB's in the last 5 years combined that have had a Top-20 effort in receptions.)

Dutch 12-30-2009 11:43 AM

In my SP league, from 2007-2011, the most passes ever attempted by the league was 17,702. In 2012 (6.3) the record was smashed with 18,737.

6.2 year (17,702)
SHORT PASSES - 7,696 (43%)
MEDIUM PASSES - 6,828 (39%)
LONG PASSES - 3,138 (18%)

6.3 year (18,737)
SHORT PASSES - 10,889 (58%) +15%
MEDIUM PASSES - 5,727 (31%) -8%
LONG PASSES - 2,092 (11%) -7%

The big shift made obvious with color and explains the significant RB reception increase.

SlyBelle1 12-30-2009 11:59 AM

Quote:

Originally Posted by Dutch (Post 2193210)
In my SP league, from 2007-2011, the most passes ever attempted by the league was 17,702. In 2012 (6.3) the record was smashed with 18,737.

6.2 year (17,702)
SHORT PASSES - 7,696 (43%)
MEDIUM PASSES - 6,828 (39%)
LONG PASSES - 3,138 (18%)

6.3 year (18,737)
SHORT PASSES - 10,889 (58%) +15%
MEDIUM PASSES - 5,727 (31%) -8%
LONG PASSES - 2,092 (11%) -7%

The big shift made obvious with color and explains the significant RB reception increase.


Seems like a reasonable explaination as to why this might be happening. I simmed through 2021 just to see what career stats would look like and as expected, RBs are listed very much. The only thing that is probably keeping them from completely dominating the career stats is the fact a RB career is usually less than a WR so gives the WR some time to catch up.

I know I sound like a broken record, but this is not really a good thing and will make it hard for me to continue playing this version. I'm sure others will be fine with it which is Ok. Such a shame since the other stats seem pretty good besides receiving.

Keeping fingers crossed for a fix:)

Flasch186 12-30-2009 12:05 PM

thoughts on how this RB increase in production is going to effect MP leagues that are on 6.3?

A-Husker-4-Life 12-30-2009 12:12 PM

Quote:

Originally Posted by SlyBelle1 (Post 2193220)
Seems like a reasonable explaination as to why this might be happening. I simmed through 2021 just to see what career stats would look like and as expected, RBs are listed very much. The only thing that is probably keeping them from completely dominating the career stats is the fact a RB career is usually less than a WR so gives the WR some time to catch up.

I know I sound like a broken record, but this is not really a good thing and will make it hard for me to continue playing this version. I'm sure others will be fine with it which is Ok. Such a shame since the other stats seem pretty good besides receiving.

Keeping fingers crossed for a fix:)


Have you tried keeping your runner in to block more in pass situations?

Front Office Midget 12-30-2009 12:15 PM

Yeah, it makes sense that the change has led to more RB catches, however, it does not properly reflect reality. It seems to me that that really hurts this update...

SlyBelle1 12-30-2009 12:20 PM

Further information on RB issue. I have simmed through 2025 to check out impact to Hall of Fame. Some observations.

1) So far, no WRs elected to the hof - makes sense to me since the RBs are taking too many catches/TDs away from them.

2) So far (5) RBs have been elected to the HOF. All of them appear to be "Thurman Thomas" like. Reasonable rushing yards 11-12k range and big receiving stats.

3) None of the RBs elected appear to the type where they dominated simply running the ball versus combined with their receiving stats.

So to me the RB issue just gets compounded over time...

Again, I don't mind the engine being tweaked to have more shorter passing involved, but that does not need to equate to the RB getting huge receiving numbers. At this point, not realistic and takes away too much from the WRs.

johnnyshaka 12-30-2009 12:23 PM

Quote:

Originally Posted by Flasch186 (Post 2193225)
thoughts on how this RB increase in production is going to effect MP leagues that are on 6.3?


Remember...those increases are with the AI running the show...will that translate to MP directly?

Flasch186 12-30-2009 12:24 PM

I dont know but if people know about it up front I wold guess you simply go from the QB/WR/WR equation to a QB/RB/? Equation....

SlyBelle1 12-30-2009 12:26 PM

Quote:

Originally Posted by A-Husker-4-Life (Post 2193229)
Have you tried keeping your runner in to block more in pass situations?


Even if that would work, it would only be for my team. You can't make the AI controlled teams do this.

Ben E Lou 12-30-2009 12:28 PM

It doesn't appear to be a huge production increase, Flasch. It's a change in Rex game plans. If you ramp up short passing in 6.2, you'll see the exact same thing. RBs and FBs. Point being, it's significant for SP, but probably barely a blip on the radar for MP. It's not like a bunch of these guys are getting 8ypt. More savvy owners will shy away from RBs who suck up targets and don't do anything with 'em. Nitwits will ooh and ahh over their 90-catch, 550-yard, 4.8 ypt RB. *shurg*

gstelmack 12-30-2009 12:31 PM

How often is Rex throwing screens? One issue here is that short passes should still be able to go to WRs a bunch (see Welker, Wes), but FOF has a tendency to throw a lot of screens and hit FBs out of the backfield.

Perhaps RB RR is having too big of an effect?

SlyBelle1 12-30-2009 12:32 PM

Quote:

Originally Posted by gstelmack (Post 2193250)
How often is Rex throwing screens? One issue here is that short passes should still be able to go to WRs a bunch (see Welker, Wes), but FOF has a tendency to throw a lot of screens and hit FBs out of the backfield.

Perhaps RB RR is having too big of an effect?


That is what I was thinking too....I don't mind the short passing game, but more passes should go the WRs instead of the RBs.

Sef0r 12-30-2009 12:33 PM

I don't know that this will actually have an affect in the MP environment.

For RBs the Avg/C and catch percentage appears the same. I think it has more to do with REX favouring the shorter passing game and giving the screens + 0-4 yards passing about 50% of those plays.

WRs do seem to get more 3rd down targets then RBs compared to normal passing situations.

Some people don't like using the screens + 0-4 yards much and will probably put 90+ % of short passing to the 5-8 yards passes. I have tried this and my RB is no where near the top.

Ben E Lou 12-30-2009 12:33 PM

Quote:

Originally Posted by gstelmack (Post 2193250)
How often is Rex throwing screens? One issue here is that short passes should still be able to go to WRs a bunch (see Welker, Wes), but FOF has a tendency to throw a lot of screens and hit FBs out of the backfield.

Perhaps RB RR is having too big of an effect?

I don't think it's RR. It's the significant shift in game plans that Dutch mentioned, and I've seen as well. Lemme do a quick screen shot demonstration...

Sef0r 12-30-2009 12:38 PM

Quote:

Originally Posted by SlyBelle1 (Post 2193256)
That is what I was thinking too....I don't mind the short passing game, but more passes should go the WRs instead of the RBs.


Isn't the primary target in the shorter passing formations the RB?

Okay but I do get your point, primary target or not WRs also catch quick slants.

Ben E Lou 12-30-2009 12:39 PM

EDIT FOR SEFOR EDIT:

Yes, in FOF 6.3, 6.2, 6.1, 6.0, and back in FOF2K4, throwing shorter gets the RB more targets no matter what his RR is.

Ben E Lou 12-30-2009 12:44 PM

Ok. Here's what Rexy is saying for my IHOF MP team's next game.

6.2

6.3



6.2


6.3


Hammer 12-30-2009 12:45 PM

Quote:

Originally Posted by Ben E Lou (Post 2193106)
Gotcha....formations maybe?



Sorry, not sure I understand. Could you explain further?

Sef0r 12-30-2009 12:48 PM

Ben, thats a big difference there. The shorter passes gets favoured quite heavily.

Ben E Lou 12-30-2009 12:55 PM

Quote:

Originally Posted by Sef0r (Post 2193285)
Ben, thats a big difference there. The shorter passes gets favoured quite heavily.

Yup. And throwing that much shorter *will* get the RB more looks. It works that way in 6.2. It worked that way in 6.1. It worked that way in FOF2K4, even. RR is important, but for WR vs. TE vs. RB/FB targets, pass distance is probably equally (if not more) important. The easiest way to avoid the RB getting the ball is to throw it down the field more. The easiest way to get the ball to the RB is to throw it short. As I said earlier, it's pretty much a non-issue in MP. I *do* wonder if this might be making SP easier than it should be for the human. (You want *good* receiving RBs to get a lot of passes, but it appears that because of the game plans, even bad ones are.)


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