Welcome to the new Beta version of the MyFootballNow website! Please note that while using the Beta website, some features may not work correctly and other features are not complete. Some elements, such as notifications and chat, may act strangely during the time that both versions of the site are available. If you need to return to the old version, click on the button below.
Is there no way to fix these two and make them more realistic? I'm sure there has been threads on them but just bringing it back up . Cause Rbs don't get 8 yards a carry and 2400 yards a season. And DE's with 46 sacks .. Kinda crazy. Still the best some game but statistics is one of the most important things and these over the top.
Re: Rushing stats and Sacks
by
Nicko
@
4/27/2016 11:25 am
I had made the same observation awhile back, but I don't think it's the game engine as much as it is the players.
In the NFL, coaches have to answer to team owners and sometimes fans/media. There is alot of pressure to be competitive. Millions of dollars are paid to make the team as competitive as possible.
In MFN, team owners have to answer to no one. If a owner is doing something wrong, they typically find this out by trial and error. Sometimes they never figure out how to improve, or sometimes they become inactive. This can lead to games where stats can get bloated.
If a "good team" faces a "bad team" the stats/score can get unrealistic. For example, if a bad team has a hole in their defense, or maybe a predictable offense, the "good team" can take advantage and have unrealistic success. I call this unrealistic because real people will adapt during the game to cover their weaknesses in real time. In MFN you set a gameplan, and see how it goes. There is no way to change your gameplan mid-game to adapt to your opponent. Thus if a team gameplans well against someone who gameplans poorly, the yards per carry or sack total can get pretty crazy by the end of the game.
(Also consider how owners who are inactive or tanking can impact stats.)
Re: Rushing stats and Sacks
by
WarEagle
@
4/27/2016 12:50 pm
Nicko wrote:
I had made the same observation awhile back, but I don't think it's the game engine as much as it is the players.
In the NFL, coaches have to answer to team owners and sometimes fans/media. There is alot of pressure to be competitive. Millions of dollars are paid to make the team as competitive as possible.
In MFN, team owners have to answer to no one. If a owner is doing something wrong, they typically find this out by trial and error. Sometimes they never figure out how to improve, or sometimes they become inactive. This can lead to games where stats can get bloated.
If a "good team" faces a "bad team" the stats/score can get unrealistic. For example, if a bad team has a hole in their defense, or maybe a predictable offense, the "good team" can take advantage and have unrealistic success. I call this unrealistic because real people will adapt during the game to cover their weaknesses in real time. In MFN you set a gameplan, and see how it goes. There is no way to change your gameplan mid-game to adapt to your opponent. Thus if a team gameplans well against someone who gameplans poorly, the yards per carry or sack total can get pretty crazy by the end of the game.
(Also consider how owners who are inactive or tanking can impact stats.)
+1
Re: Rushing stats and Sacks
by
Morbid
@
4/28/2016 8:07 pm
The sack issue could be greatly affected if the QB throw away was adjusted better. Most sacks are when the QB scrambles to the sideline backwards and just eats it instead of throws the ball out of bounds. There is absolutely no difference in the skills of the QB making this decision either. All QB's seem to be on same level besides those with better scrambling MIGHT take off.
Re: Rushing stats and Sacks
by
Gustoon
@
4/29/2016 2:09 am
Morbid wrote:
The sack issue could be greatly affected if the QB throw away was adjusted better. Most sacks are when the QB scrambles to the sideline backwards and just eats it instead of throws the ball out of bounds. There is absolutely no difference in the skills of the QB making this decision either. All QB's seem to be on same level besides those with better scrambling MIGHT take off.
That drives me mad
Re: Rushing stats and Sacks
by
mrfakename
@
4/29/2016 8:05 am
Yeah QBS used to run it alot. The sacks are a by product of them not running. Also the higher speed your end has is weather it is a sack or not.
Re: Rushing stats and Sacks
by
Morbid
@
4/29/2016 10:10 am
example of how much the QB scramble has disappeared
Makes getting a QB with high scramble pretty useless...The QB scramble seems to be random too as I've noticed QB's with high scramble and QB's with 15 in scramble take off all the same...Those scramble stats are terrible
Re: Rushing stats and Sacks
by
Ragnulf-le-maudit
@
5/01/2016 6:15 am
I believe the qb akes a huge difference in the sack stat. There are qbs who take a lot of sacks, and others who don't.
Re: Rushing stats and Sacks
by
blackflys
@
5/06/2016 6:12 pm
ibblacklavender02 wrote:
Makes getting a QB with high scramble pretty useless...The QB scramble seems to be random too as I've noticed QB's with high scramble and QB's with 15 in scramble take off all the same...Those scramble stats are terrible