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Granted I'm cherry picking against one play, it seems any defense that calls a non-blitz for the 113 sets completes your defensive game plan in two rules with FZ against everything else. They can't run you to death because eventually the run keys will kick in and your defense will swarm to the ball. Might try this in Big Data for the rest of the season
But haven’t you stat guys proven over and over that it so much more than just the “long pass” sack guarantee that is wrong with 4.6? Otherwise what’s the point of all the posts about zero speed, run blocking, route running, etc.
But haven’t you stat guys proven over and over that it so much more than just the “long pass” sack guarantee that is wrong with 4.6? Otherwise what’s the point of all the posts about zero speed, run blocking, route running, etc.
Zero speed changes are definitely adding to the long pass sack problem. But the game would at least be playable if the OL penalties were removed so that long passes would at least be viable.
There are so many issues with the game now because of bandaids that were added in previous versions and not removed. I would like to see what 4.6 looked like without all the bandaids (increased drops on long passes, OL penalties for medium and long passes, etc.) from 4.3 and 4.5.
Then we would at least have a better idea how how badly speed changes break things.
So far, you have one 9-0 team, IoT's Bengal team. Right behind is Wolveraider's Bills at 8-1. I dont hear either of those owners complaining much, if at all, about the game version. lol
If I had to bet, I'd bet on the Bengals going undefeated the rest of the reg season and should also sweep their playoff games, their last two games have been close calls, that may be due to other owners making positive changes based on the play and player stat results, along with the data being accumulated and discussed.
Point being, the Bengals and Raiders have done things right in 4.6, which makes it a good idea to take a good look at 1. their rosters and 2. their play selection and # of times plays are being used, defensive match ups vs personnel (113 for example). That is a lot easier to do when you get to scout the winning teams. Seths Panther team is 3rd best so far, with only 2 losses. My friend Nyse's Denver team has won 4 in a row and is leading the AFC West, that is primarily due to a combination of roster moves (trades/FAs) and play selection/use changes. When you get the opportunity to scout those teams, take note of what they are doing, what they are using the most, what their roster make-up is, substitution/fatigue, rules/when they go for it on 4th down, etc. Same as in 4.5, their is a "window" of what works best in the current game version, once you know what that is, you can compete on an equal level with the best teams/owners in your league.
Since the 4.6 cheerleaders continuously miss the point, I'll spell it out and then ignore the main forums.
While good players can and will adapt, the game has become so limited in play style that it has zero appeal. I mean it's great if you want to have a league all running the same game plan, but isn't that why people hated 4.5? 4.6 is worse because now you can't even have balanced offenses.
I want to play a sim where one owner wins playing Coryell ball and another plays Marty ball and another plays Vermeil ball etc. You can't do that without having access to the entire play book and have it be effective. And the stats show that only 33%of the passes if that work period.
****, you're right. We're all eventually going to funnel into running the same exact offense with no deviation. Whomever isn't plugged in will get steamrolled over and the usual suspects will dig deeper and deeper into the one style trying to separate. It'll all gravitate around inside/outside runs and short passing from every angle with downfield passing obsolete and a pumped up defense on steroids.
You guys are overlooking an obvious way to make the game more fun. Instead of worrying about completing passes, JDB can just come up with new and exciting ways to describe incompletions.
For instance, when a play is executed perfectly but the receiver is in space and just drops it, JDB could let us know why 'he's overthrown him, he'll want that one back', 'he never quite got under that one' 'he got loose there but that's a ball he has to catch', 'he never got turned around on that pass - it's just hit him on the back', 'he took his eye off that one', 'the timing was just off on that throw'
You guys are overlooking an obvious way to make the game more fun. Instead of worrying about completing passes, JDB can just come up with new and exciting ways to describe incompletions.
For instance, when a play is executed perfectly but the receiver is in space and just drops it, JDB could let us know why 'he's overthrown him, he'll want that one back', 'he never quite got under that one' 'he got loose there but that's a ball he has to catch', 'he never got turned around on that pass - it's just hit him on the back', 'he took his eye off that one', 'the timing was just off on that throw'
It has been mentioned but we had that briefly with v4.3.
Basically, it amounted to the sim engine taunting you on failed events. I only recall it a bit and there was 'diving catch' stuff written in. Ever so brief the play by play got very verbose (wordy) in depicting the action like how Infinity put it.
It has been mentioned but we had that briefly with v4.3.
Basically, it amounted to the sim engine taunting you on failed events. I only recall it a bit and there was 'diving catch' stuff written in. Ever so brief the play by play got very verbose (wordy) in depicting the action like how Infinity put it.
The best was in beta. There was a bug so that once any QB in the game reached 50 pass attempts all passes would be incomplete for all QBs from that point forward. It became known as the "wobbly pass" bug because each play-by-play text would say "that pass wobbled as it was released." Good times.