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-   -   Front Office Football 2007, Version 6.1 (https://forums.operationsports.com/fofc//showthread.php?t=61055)

Solecismic 09-20-2007 01:59 PM

Front Office Football 2007, Version 6.1
 
Version 6.1 of Front Office Football 2007, which adds the 2007 rosters and schedule, was released this afternoon. This update is free for all licensed customers.

It includes a few bug fixes as well.

Please visit http://www.solecismic.com for more information.

Celeval 09-20-2007 02:00 PM

Thanks, Jim!

Downloading now...

Antmeister 09-20-2007 02:04 PM

Oh shi.....

Ben E Lou 09-20-2007 02:05 PM

Woot!

Eaglesfan27 09-20-2007 02:06 PM

Double WOOT! I now wonder if I could have kept Steve as my primary QB.. if nothing else he might have more trade value :)

MrBug708 09-20-2007 02:07 PM

Yay!

Emiliano 09-20-2007 02:08 PM

Nice!

stevew 09-20-2007 02:08 PM

Quote:

Give commissioner access to all team depth charts and game plans in multi-player game (remember that game plan changes are not part of an export).


Does this mean we can now control all the teams if we want to?

FrogMan 09-20-2007 02:11 PM

woah, how lucky can I be. Bought the game a couple days ago, playe one full evening at 6.0(some letter) and now I'll have 6.1, weehee :D

Anybody got the details of what was changed?

FM

Antmeister 09-20-2007 02:11 PM

Here a few of my favorites

Quote:

  • Add highlights on the amateur draft screen for good, great and poor combine performances.
  • Scouting, done by AI, should consider an understanding of combine scores for younger players.
  • Reduce the scouting error.
  • Change Solevision text for key run blocks so that it is no longer a "tell" for a successful run. Also, it should be clear that the key run block is not necessarily at the point of attack.


Antmeister 09-20-2007 02:12 PM

Quote:

Originally Posted by FrogMan (Post 1551596)
woah, how lucky can I be. Bought the game a couple days ago, playe one full evening at 6.0(some letter) and now I'll have 6.1, weehee :D

Anybody got the details of what was changed?

FM


Here:

http://www.solecismic.com/support/index.php

Celeval 09-20-2007 02:13 PM

Quote:

  • 2007 schedule and player file.
  • Add highlights on the amateur draft screen for good, great and poor combine performances.
  • Scouting, done by AI, should consider an understanding of combine scores for younger players.
  • Reduce the scouting error.
  • Credit the salary cap with unused salary for players signed during the season.
  • Reduce inappropriate use of goal-line defense toward the end of a half.
  • Eliminate ability to use a starter less than 50% of the time.
  • Correct a problem with satisfying a voidable contract with an interceptions incentive.
  • Recommend pass-aggressive defense more in obvious passing situations, especially on third down.
  • Try to understand when teams are going to run the clock in the fourth quarter, and use more run defense.
  • Change thresholds for players choosing not to attend the combine, so that it's not as likely they are better than scouting bars.
  • If a player is resigned during free agency, don't change how they were acquired.
  • Cosmetic change to adjustments screens indicating proper use of the word "more."
  • Refine when time outs are called at the end of a half on defense.
  • Tweak algorithm for assigning backup weak-inside linebacker in 3-4 defense so it's less likely an outside linebacker is assigned in the depth chart.
  • Cosmetic change to player accomplishments section of player card, when a player is tied for first, a (t) should appear.
  • Text descriptions for the yes/no buttons in the new multi-player game, economic playing field option, were reversed.
  • Try and ensure nickel and dime backs don't blitz, and change the replaced linebacker in the 3-4 to the strong-side, since the weak-side linebacker is involved in the pass rush. This will give 3-4 teams a more sensible way to use the depth chart.
  • Cosmetic change to simulation overview window, "no games scheduled" should not be indicated when choosing to hide results on that screen.
  • Change Solevision text for key run blocks so that it is no longer a "tell" for a successful run. Also, it should be clear that the key run block is not necessarily at the point of attack.
  • Ensure that the recommend button for game plans always considers the upcoming opponent during the playoffs.
  • Various tweaks to engine, especially passing game, to better fit 2006 professional football numbers.
  • Give commissioner access to all team depth charts and game plans in multi-player game (remember that game plan changes are not part of an export).
  • Add player records to yearly statistics file when player appeared in playoffs but did not appear in a regular-season game.
  • Ensure that the double-coverage options when choosing wide receivers by ability rather than side of formation, work properly.

Courtesy of Solecismic Software Support

Antmeister 09-20-2007 02:13 PM

Oh....so this is the reason I keep buying FOF.

Celeval 09-20-2007 02:14 PM

The combine highlights look like all combine scored are now colored blue (for "great combine score"), red ("superior combine score"), black (no description), or green ("poor combine score").

FrogMan 09-20-2007 02:18 PM

Quote:

Originally Posted by Antmeister (Post 1551598)


Quote:

Originally Posted by Celeval (Post 1551600)
[/list]Courtesy of Solecismic Software Support



thanks guys, I found it right after posting this here, sweet stuff :)

FM

Subby 09-20-2007 02:20 PM

Quote:

Originally Posted by stevew (Post 1551592)
Does this mean we can now control all the teams if we want to?

This is a dream for testers...

Celeval 09-20-2007 02:22 PM

For anyone wondering how up to date the rosters are.... Charlie Frye is on the Seahawks.

Subby 09-20-2007 02:22 PM

Quote:

Originally Posted by Celeval (Post 1551604)
The combine highlights look like all combine scored are now colored blue (for "great combine score"), red ("superior combine score"), black (no description), or green ("poor combine score").

GREEN STOP! RED GO!

Celeval 09-20-2007 02:30 PM

Quote:

Originally Posted by Celeval (Post 1551613)
For anyone wondering how up to date the rosters are.... Charlie Frye is on the Seahawks.


...and Leftwich is on the Falcons. Vick, fwiw, is not... and I don't think I see either Chris Henry, Pacman Jones, or Tank Johnson either.

twothree 09-20-2007 02:47 PM

I appreciate the new patch. Thank you.

gstelmack 09-20-2007 03:00 PM

Have to look at this and see if Draft Analyzer is finally outdated. Hooray for me if so!

MIJB#19 09-20-2007 03:08 PM

Thanks Jim. Is it okay to ask whether any other non-listed issues were fixed?

MizzouRah 09-20-2007 03:24 PM

YESSSSSSSSSSSS!!!


Thanks Jim...:)

ace1914 09-20-2007 03:25 PM

Draft day is saturday for the OSFL, this couldn't have come at a better time.

ReiperXHC 09-20-2007 03:27 PM

Nice...constant updating. You're the man, Jim. I wish more game developers would do this. They could sure learn something from you in how to satisfy their customer base. I will surely continue to buy all the games that you release. (Can't wait for a new college years one)

-Reip

MrDNA 09-20-2007 03:34 PM

Hooray for 3-4 blitz fixes! Of course, now I have to re-do all my gameplan ideas, but still...

Julio Riddols 09-20-2007 03:50 PM

Oh. My. God.

Wooty, look at this update... Its so.. BIG..

I think I just had a sportgasm.

Ajaxab 09-20-2007 03:57 PM

Many thanks Jim! I know I've been tough on 2k7, but this patch gives me some faith that things are becoming ever clearer.

markprior22 09-20-2007 04:16 PM

Thanks Jim

Hoya1 09-20-2007 05:27 PM

sweet
thanks, Mr.Gindin

jkat 09-20-2007 05:31 PM

Thanks, the changes all sound good.

Double coverage looks to be working or, rather, reporting right as the game logs now seem to match what the engine has been doing.


This, however;
Quote:

  • Try and ensure nickel and dime backs don't blitz, and change the replaced linebacker in the 3-4 to the strong-side, since the weak-side linebacker is involved in the pass rush. This will give 3-4 teams a more sensible way to use the depth chart.


still doesn't seem to work right.

3-4 Nickel: Only Nickel personnel, no blitzing

WLB with 43 passes caught against, NB with 13. WLB with no pass rush statistics, NB with 11.0 sacks, 6 blocked, and 20 hurries.

Code:

  Player              Pos Team  GP GS Ints IRYd TD  Defn Cght PPly PDPct 
Drakeford, Max[SLB]  OLB MIA  16 16 2    1    0    17  46  573  80.7   
Gepner, Keith[WLB]    OLB MIA  16 16 2    30  0    3    43  573  75.5   
Devine, Matt          CB  MIA  16 16 4    36  0    8    39  573  80.3   
Kreidler, Malcolm    CB  MIA  16 16 5    48  0    31  37  573  91.3   
Reid, Nolan          ILB MIA  16 16 2    10  0    5    34  573  78.4   
McKenzie, Quinn      S  MIA  16 16 5    93  1    7    32  573  82.4   
Burgo, Curtis        S  MIA  16 16 1    0    0    10  29  573  80.8   
Turner, Korey[NB]    CB  MIA  16 16 1    84  1    2    13  573  81.2   
Gerhardt, Rickey      DE  MIA  16 16 0    0    0    1    5    573  81.8   
Stephens, James      DT  MIA  16 16 0    0    0    0    5    573  81.4   
Griffith, Johnny      DE  MIA  16 16 0    0    0    0    4    573  81.6   

  Player              Pos Team  GP GS Tckl Asst Sack Blkd Hurr QBKd 
Turner, Korey[NB]    CB  MIA  16 16 50  25  11.0 6    20  0     
Gerhardt, Rickey      DE  MIA  16 16 49  19  5.5  8    18  3     
Griffith, Johnny      DE  MIA  16 16 26  9    3.5  6    36  17   
Stephens, James      DT  MIA  16 16 48  15  1.0  1    7    0     
Gepner, Keith[WLB]    OLB MIA  16 16 109  35  0.0  0    0    0     
Reid, Nolan          ILB MIA  16 16 93  33  0.0  0    0    0     
McKenzie, Quinn      S  MIA  16 16 78  25  0.0  0    0    0     
Drakeford, Max[SLB]  OLB MIA  16 16 72  32  0.0  0    0    0     
Devine, Matt          CB  MIA  16 16 52  11  0.0  0    0    0     
Kreidler, Malcolm    CB  MIA  16 16 50  14  0.0  0    0    0     
Burgo, Curtis        S  MIA  16 16 49  22  0.0  0    0    0     


3-4 Dime: Only Dime personnel, no blitzing

WLB with 39 passes caught against, NB with 10. WLB with no pass rush statistics, NB with no pass rush statistics (yet with so few passes caught against that he seems to be a pass rusher)

Code:

  Player              Pos Team  GP GS Ints IRYd TD  Defn Cght PPly
Reid, Nolan          ILB MIA  16 16 1    0    0    10  43  548  77.3   
Kreidler, Malcolm    CB  MIA  16 16 3    76  2    14  39  548  81.9   
Gepner, Keith[WLB]    OLB MIA  16 16 2    0    0    5    39  548  77.0   
Devine, Matt          CB  MIA  16 16 4    21  0    11  37  548  82.0   
Burgo, Curtis        S  MIA  16 16 3    53  0    14  29  548  84.3   
Francis, Antonio      S  MIA  16 16 4    25  0    8    28  547  82.8   
McKenzie, Quinn      S  MIA  16 16 2    0    0    13  28  548  83.1   
Turner, Korey[NB]    CB  MIA  16 16 0    0    0    2    10  548  81.0   
Gerhardt, Rickey      DE  MIA  16 16 0    0    0    0    8    548  80.6   
Griffith, Johnny      DE  MIA  16 16 0    0    0    0    3    548  81.8   
Stephens, James      DT  MIA  16 16 1    8    0    0    2    548  82.9   

  Player              Pos Team  GP GS Tckl Asst Sack Blkd Hurr QBKd 
Griffith, Johnny      DE  MIA  16 16 53  14  18.5 12  27  24   
Gerhardt, Rickey      DE  MIA  16 16 52  17  6.0  6    25  1     
Stephens, James      DT  MIA  16 16 41  20  3.5  3    14  0     
Reid, Nolan          ILB MIA  16 16 98  38  0.0  0    0    0     
Gepner, Keith[WLB]    OLB MIA  16 16 87  23  0.0  0    0    0     
McKenzie, Quinn      S  MIA  16 16 76  36  0.0  0    0    0     
Kreidler, Malcolm    CB  MIA  16 16 58  15  0.0  0    0    0     
Francis, Antonio      S  MIA  16 16 55  30  0.0  0    0    0     
Burgo, Curtis        S  MIA  16 16 52  22  0.0  0    0    0     
Devine, Matt          CB  MIA  16 16 47  14  0.0  0    0    0     
Turner, Korey[NB]    CB  MIA  16 16 37  7    0.0  0    0    0     


The Dime is an issue, especially, as it has virtually no pass rush, since the NB seems to just kind of disappear instead of matching his Nickel effectiveness. While replacing the SLB with the WLB is probably a good thing, you can no longer blitz the SLB a high percentage of the time to make up for the fourth pass rusher not rushing properly.


Thanks for the effort towards this, and of course all the other changes, but it still doesn't seem to work as anticipated.

DougW 09-20-2007 06:40 PM

Curious ..

How does this effect MP leagues ? Specifically, do ALL owners have to be using the same version, or is it OK if some owners do not patch.

(Thinking here is leagues will update at different times, and am hoping this doesn't present a problem with exports, etc.)

Ben E Lou 09-20-2007 06:43 PM

Quote:

Originally Posted by DougW (Post 1551756)
Curious ..

How does this effect MP leagues ? Specifically, do ALL owners have to be using the same version, or is it OK if some owners do not patch.

(Thinking here is leagues will update at different times, and am hoping this doesn't present a problem with exports, etc.)


I've been testing this some. So far, all indications are that this puppy is both forward and backward compatible. Jim would have to confirm to be certain, but as far as I can tell, it appears that each of these scenarios work just fine:

1. Commish on 6.1, league member on 6.0e
2. Commish on 6.0e, league member on 6.1

Peregrine 09-20-2007 06:44 PM

Wow, thanks Jim! Great update.

Icy 09-20-2007 07:36 PM

Awesome, thanks Jim!

Anthony 09-20-2007 07:49 PM

this is a great (and unexpected). thanks to Jim for continued support to his products.

i just wish you included Vick.


....and made him a punter in the game. :p

gstelmack 09-20-2007 07:54 PM

Glad to see the combine coloring. Already seeing some differences in how the scores are viewed, although most are minor. As expected given that we are analyzing a limited sample set, and the game's definition of "great" will vary from what mine was anyway.

cuervo72 09-20-2007 08:00 PM

So do they vary from year to year (i.e. use the stdevs a year at a time) or do they use a set of absolute stdevs/benchmarks?

gstelmack 09-20-2007 08:19 PM

Quote:

Originally Posted by cuervo72 (Post 1551816)
So do they vary from year to year (i.e. use the stdevs a year at a time) or do they use a set of absolute stdevs/benchmarks?


Draft Analyzer uses a set of averages / stdevs calculated from a pool of 50 rookie classes for all classes it examines.

Nogram 09-20-2007 08:41 PM

Various tweaks to engine, especially passing game, to better fit 2006 professional football numbers.

For the LOVE OF PETE (or Jim as the case may be), I hope this allows for a pass centred offense to be possible when calling your own plays!

Nogram.

DougW 09-20-2007 09:11 PM

Aargh.

It moved all my windows & changed my exp. tags back :(. I had 'em set perfect. Oh well, guess I gotta look it up how to do it again.

cuervo72 09-20-2007 09:17 PM

Quote:

Originally Posted by gstelmack (Post 1551833)
Draft Analyzer uses a set of averages / stdevs calculated from a pool of 50 rookie classes for all classes it examines.


Right - what I mean is does the update appear to use set values vs calculating them relative to the specific class? I'd figure it would as numbers would be there to govern the spread creation in the first place, but wasn't sure given your previous post (limited set, etc).

Vinatieri for Prez 09-20-2007 11:01 PM

Sportsgasm? I think I had one too. This is the reason why I buy each and every version of FOF. I know it will get done right.

Thanks Jim. Nice to see you recognized issues this late in the game and were willing to make some fixes.

Now, has anyone noticed whether the help file has been more well developed? That I would like to see.

DrTeeth 09-21-2007 12:00 AM

Yeah! I bought this game last week and have been glued to it ever since. What a great game. I'm trying to convince my brother to get it as well.

Anyway, I just registered on this forum to say thanks for the update! I look forward to it, especially the draft combine upgrades (though I'm not quite sure I agree with the coloring... seems opposite of intuitive).

Front Office Midget 09-21-2007 12:13 AM

Thanks for the update Jim. I really appreciate the constant updates from you. Unfortunately, I found out about this 20 minutes after my multiplayer league finished our draft. Even so, thanks for fixing some of the glaring errors. Now it's time to find new ones for you to fix! :)

Solecismic 09-21-2007 12:25 AM

Quote:

Originally Posted by jkat (Post 1551731)
Thanks, the changes all sound good.

Double coverage looks to be working or, rather, reporting right as the game logs now seem to match what the engine has been doing.


This, however;

still doesn't seem to work right.

3-4 Nickel: Only Nickel personnel, no blitzing

WLB with 43 passes caught against, NB with 13. WLB with no pass rush statistics, NB with 11.0 sacks, 6 blocked, and 20 hurries.

The Dime is an issue, especially, as it has virtually no pass rush, since the NB seems to just kind of disappear instead of matching his Nickel effectiveness. While replacing the SLB with the WLB is probably a good thing, you can no longer blitz the SLB a high percentage of the time to make up for the fourth pass rusher not rushing properly.


Thanks for the effort towards this, and of course all the other changes, but it still doesn't seem to work as anticipated.


I've spent a lot of time looking into this tonight. I'd like the SLB to blitz effectively out of the dime 43 if so inclined, because the WLB is gone. Presumably, he'd trade off with a nickel or dime back covering the tight end in this situation anyway and just drop into a short zone or blitz.

I'd also like the damned nickel to do his job and not chase the quarterback. Sure, if he's lining up over the slot, that can be part of an effective blitz package. But the way the game is doing this is wrong. Eventually, I'd like to include about 20-25 different blitz "packages" with the game.

The engine offers the flexibility to effectively use different package styles, but the UI isn't there yet.

I'd like to get all of this right, even though much of this needs to be replaced down the road anyway. There are some nice algorithms in the code, but what I have is effectively four different pieces developed at different times, and coordinating them, especially since I'm trying to provide a different experience for 43 defenses, is critical.

There's some neat stuff in here, I need to get it coordinated properly. I know now why the nickel is rushing instead of the WLB. And I've found why the dime isn't very effective.

Solecismic 09-21-2007 12:28 AM

Quote:

Originally Posted by MIJB#19 (Post 1551635)
Thanks Jim. Is it okay to ask whether any other non-listed issues were fixed?


Were there other issues? I looked at everything that was reported.

Solecismic 09-21-2007 12:30 AM

Quote:

Originally Posted by stevew (Post 1551592)
Does this mean we can now control all the teams if we want to?


No. This is just to give commissioners a chance to check things and make a quick fix before simming.

DougW 09-21-2007 12:36 AM

Thanks Jim. Too many companies just release, and get to making the next one as fast as possible - and don't take the time to improve the product since they've already made their money off it. You're continued effort on this series has made me repeat customer, and most likely will be for life.

Thanks again.

MIJB#19 09-21-2007 02:13 AM

Quote:

Originally Posted by Solecismic (Post 1551976)
Were there other issues? I looked at everything that was reported.

I'll send a PM to avoid getting a side-tracked discussion in this thread.
Edit: Hmm, apparently I can't PM the Solecismic account...


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