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October 2025 Update
General MFN Discussion
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Mcbolt55
Re: October 2025 Update
by Mcbolt55 @ 10/25/2025 11:55 am
Also on the new UI, whatever program is being used to display line graphs for “progression” and “attendance” is completely unreadable. The scales are tiny and the lines themselves are bolded so thick they overlap themselves on such a tiny chart. Obviously another “minor” issue, but whenever jdb can get around to that…
Last edited 10/25/2025 4:57 pm
Kababmaster
Re: October 2025 Update
by Kababmaster @ 10/25/2025 1:58 pm
WRT the player matrix and custom (blocked plays). I've made it a point to let JDB know that these should be seen by all. There seem to be a lot of people who say that they cannot move a player into overrides or such. This is perhaps because the player position matrix is not visible to them(?)

Long story short, JDB has given a big thumbs up to having the player position matrix viewable to ALL in each league, but only the admin can alter it.
Mcbolt55
Re: October 2025 Update
by Mcbolt55 @ 10/25/2025 2:04 pm
Kababmaster wrote:
WRT the player matrix and custom (blocked plays). I've made it a point to let JDB know that these should be seen by all. There seem to be a lot of people who say that they cannot move a player into overrides or such. This is perhaps because the player position matrix is not visible to them(?)

Long story short, JDB has given a big thumbs up to having the player position matrix viewable to ALL in each league, but only the admin can alter it.

That’s great, but my point is jdb is wrong at the start for assigning “gunners” as the blockers on special teams returns…that needs changed in the engine, not by the league admin allowing players on the matrix. That and wr/rb should be default permitted in the matrix to be “gunners” anyway, as they often are irl anyway.
Last edited 10/25/2025 7:12 pm
Liked by Kosmic28
Kababmaster
Re: October 2025 Update
by Kababmaster @ 10/25/2025 2:10 pm
Not trying to be silly, but I manually assign my ST player positions, and in some cases use overrides. I don't rely on the AI for ST positions.
Liked by Kosmic28, TheWitchHunter
Mcbolt55
Re: October 2025 Update
by Mcbolt55 @ 10/25/2025 2:13 pm
You can’t manually add offensive players into the “gunner” positions on ANY part of the new UI unless the admin changes the “default” matrix. And the point is that the engine AI is wrong in the first place! If the correct groupings of players were there you wouldn’t need the **** overrides.
Last edited 10/25/2025 7:15 pm
Liked by Kosmic28, TheWitchHunter
TheWitchHunter
Re: October 2025 Update
by TheWitchHunter @ 10/25/2025 7:52 pm
IF the new UI is about ease of use, then clearing forums in one click is all about ease of use.

There are times when I just want to gloss over forum posts.

Personally:
I like to leave a clean page when i leave MFN, and that includes any yellow forum indicators.
Mark all posts read means i don't feel compelled to respond, and i get to leave MFN clean of any yellow indicators.
With the read posts bug in mfn (posts read still being marked as unread) a global clearing of posts prevents both back tracking and back lashing.

I do not like doing things twice. Global mark read allows folks a chance to respond instead of react. I often want a quick in and out, and clearing forums is a chore.
Last edited 10/26/2025 12:55 am
Liked by Kosmic28
TheWitchHunter
Re: October 2025 Update
by TheWitchHunter @ 10/25/2025 8:07 pm
Additionally, the new UI is not about ease of use.
It's actually harder to use.
It's not intuitive to anyone with experience in the old UI.
The UI is the User Interface, and it should be seamless, familiar, and integrated across all features offered.
The site has become even more difficult to navigate. Site navigation along with ease of integration between intra-site links should have been the priority.
Last edited 10/26/2025 1:10 am
martinwarnett
Re: October 2025 Update
by martinwarnett @ 10/26/2025 3:43 am
Everything you listed about ST makes it essential overrides are used, tbh.
Mcbolt55
Re: October 2025 Update
by Mcbolt55 @ 10/26/2025 7:05 am
Then another position needs to be created, its not the “gunners”, “rushers”, or “blockers” assigned to the kick returns, call it the “wedge” or something, but it needs to be the offensive players that actually play special teams. It cant be that hard to change how that is assigned to the engine—jdb has the WRs on the “hands team” on onside kicks, he needs to change the group assigned to these positions. THEN you wouldn’t need overrides—aren’t we supposed to moving towards improving gameplay!? Honestly, the return teams are the ONLY part of the depth that NEEDS to be manually overridden, everything else is just preference or strategy to get that “best” player in certain spots, totally optional. I’m just trying to fix the root issue.
Last edited 10/26/2025 12:09 pm
martinwarnett
Re: October 2025 Update
by martinwarnett @ 10/26/2025 9:21 am
Agree.
I tend to use overrides everywhere, tbh - means any obsessive compulsive looking at the depth chart never knows precisely who plays in what formation ;)
Liked by TheWitchHunter
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