Re: Game Engine Focus Discussion - October 2025
by
Big Poppa
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12/16/2025 12:25 pm
Waitwut wrote: setherick wrote: You know what should be fixed before starting anything else. These stupid 8 interception games: https://paydirt.myfootballnow.com/box/13959 The interception code is jacked up because the way passing works. Basically any QB with more than 50 accuracy will complete 80% of their passes that are not intercepted or knocked down or dropped. And they have this accuracy at all levels. This is why receivers drop almost any pass that goes more than 10 yards in the air. That's why the offensive line stops blocking on medium and long passing downs because quarterbacks would otherwise drop fines dimes (that would of course be dropped) all game where they threw to a receiver. Either you know more about this game than JDB does, or you’re completely wrong. Either way, this issue sounds like it would require reviewing logic and take the full four hours a month JDB commits to minor adjustments to UI for the sake of monthly forum posts implying “progress”. He's not completely wrong. JDB's idea of "fixing" the passing game was to "nerf" the passing game to oblivion. And that goes for ALL phases of the passing game. Pitching, catching, and blocking. But I'm anxiously awaiting those monthly UI updates... |
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Re: Game Engine Focus Discussion - October 2025
by
setherick
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12/16/2025 8:42 pm
Here is what I know about passing from years of playing and following the forums closely.
Passing accuracy is a downward facing parabola so that the display accuracy is just a guide to the functional accuracy. The intercept of this parabola I assume is 50 because any accuracy below 50 and a quarterback will not complete a pass. Accuracy as a skill means how well the quarterback places the ball. A quarterback not under pressure and with perfect play knowledge with 100 accuracy will have perfect accuracy. How much play knowledge and being under pressure and crowd noise affect a quarterback accuracy is unknown but the accuracy equation is out there. But because QBs place the ball extremely accurately receivers were nerfed in version 4.4 (which lasted about two weeks before 4.5 was released). This nerf increased the drop rate for passes so many yards beyond the line of scrimmage so that the completion rate down field better mirrored medium and long passes in the nfl. It is what it is. But this nerf exposes many other problems with the passing game. The way receivers and coverage works is that cornerbacks roll B&R to prevent the receivers from accelerating to max speed. Otherwise slow corners got cooked always. This isn't really a bad thing but it's over powered. It keeps receivers from getting much separation and leads to a lot of knock downs because otherwise quarterback would complete every pass because of the above. This next part is an assumption backed by a lot of data analysis. The coverage code exposed what was an obvious change to pass block timing on long passes in 4.6. It's clear that pass blocking degrades overtime as the defender wins. This is fine. But the timing of this degrading is immediate for long passes. Linemen stop blocking on the snap and let defenses run through them. At the same time the coverage code holds receivers within ten yards of the line of scrimmage so the defender gets to the quarterback before the receiver gets in a route. Making long passes unusable.
Last edited 12/17/2025 7:11 pm
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Re: Game Engine Focus Discussion - October 2025
by
Waitwut
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12/17/2025 5:45 am
Can’t be true. If you know that then JDB knows that, meaning he has just not fixed it in years. Sounds way too disregarding, almost negligible.
Unless…..
Last edited 12/17/2025 1:24 pm
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Re: Game Engine Focus Discussion - October 2025
by
setherick
@
12/17/2025 8:44 am
Waitwut wrote: Can’t be true. If you know that then JDB knows that, meaning he has just not fixed it in years. Sounds way too disregarding, almost negligible. Unless….. He hasn't fixed any of these things in years. |
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Re: Game Engine Focus Discussion - October 2025
by
setherick
@
12/27/2025 1:08 pm
Here's the best example of the receiver dropping passes BS I've seen in awhile: https://paydirt.myfootballnow.com/watch/14038#2489978
Keep in mind there are a lot of little things that could have been fixed easily to keep players engaged while the UI was being modernized. |
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Re: Game Engine Focus Discussion - October 2025
by
TheWitchHunter
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12/28/2025 1:59 am
blah blah pass catch, blah blah some little shtuff only you know how to database, blah blah even real people drop b a l l s (<- this was censored so i spaced it out) blah blah. blah blah blah. blah blah no one knows what minor attributes cause big affectations. more blah blah blah. and some more blah blah blah.
Ima file this under shtit everybody already knows, and toss in an A for effort. "Nice try, little guy" is what I tell my grandson in these types of situations.
Last edited 12/28/2025 8:00 am
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Re: Game Engine Focus Discussion - October 2025
by
TheWitchHunter
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12/28/2025 2:19 am
Considering you use the same playbooks, the same 15 or so plays across multiple teams in multiple leagues while winning numerous consecutive championships... Complaining about a dropped ball is absolutely obtuse of you.
Recognize you got MFN all figured out and that a dropped pass is going to happen. I'm not sure what more you want in your quest of domination. Appreciate your accomplishments. It's just a dropped pass. Pobody's Nerfect, FFS. Just saying.
Last edited 12/28/2025 8:20 am
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Re: Game Engine Focus Discussion - October 2025
by
Kababmaster
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12/28/2025 2:43 am
setherick wrote: Here's the best example of the receiver dropping passes BS I've seen in awhile: https://paydirt.myfootballnow.com/watch/14038#2489978 Keep in mind there are a lot of little things that could have been fixed easily to keep players engaged while the UI was being modernized. Agreed, in my post 4.3 experience, I've seen too many drops like this. What I'm noting lately is WR's coming back to a deep ball. Think I've seen it 5-6 times in as many games, resulting in a very good gain for the O - 20-25 yds....which is good to see. |
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Re: Game Engine Focus Discussion - October 2025
by
TheWitchHunter
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12/30/2025 1:02 am
NOT my best reply...
I get that dropped passes (edit: stink). I know they happen. I stand by my comments of when everything is rolling your way, when minimal plays are being maximized, and championships are being won - it's foolish to nitpick. I apologize for any minimization of experience shared by others. What I really do not understand and what i think is a bigger issue are consistent completions to receivers that are double and triple covered: https://paydirt.myfootballnow.com/watch/14045#2491127 My concerns about the passing game are directly oppositional to seth's when it comes to completing a pass. I may or may not now be buried in a statistical database that may or may not be shared. ;)
Last edited 12/30/2025 7:05 am
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Re: Game Engine Focus Discussion - October 2025
by
raymattison21
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12/30/2025 7:43 am
IDK how much exactly the play overuse penalties make a difference in desired areas but overall they seem to slow down extreme cases of a user spamming one play. This is good…right? Well, how this “makes stats look “ doesn’t always play out in the game viewer.
Like, my slowest RB, by a margin, having my longest run from scrimmage, by a margin, in over 100 games of play. Anyway Play over use penalties change the game. A lot of effort, testing, time and feedback made that code what it is. That being said, back then I was okay with the application but still see no reason why not go back periodically and see if said code has been delivering on its objectives. This is because the league I play in has (had) play call diversity rules that prohibit spamming plays. Last season we called 75 offensive plays none more than 5 times a game Literally, my team is playing with little to no overuse penalties applied to its offense. In theory, i play a game that doesn’t need those penalties. All this with out realizing because I don’t spam plays anyway. At least on offense… In general I believe the spamming of certain plays are less. So goal achieved? IDK, I am not saying scrap overuse penalties but for new engine testing, I do believe it should be turned off, in order to highlight other weak areas of the code. Like why do people spam to the lower a players weight in pounds or covet certain overpowered plays or player ratings? And like I said…..turn off overuse penalties in the test league only, nothing else. Because, drops are weird and passing seems off but I would still like to see some systemic changes along with other these changes to the game engine. Currently, I wonder how many users or better yet the percentage of games that are using any amount of overuse penalties. Along with the side by side comparison of each play, tallies from both with and without penalties applied. It will give a better general view of how effective are the penalties within each play. It would be neat if the guy who owns the league could set this measure much like they can set injury rates. I like injury rates high, so I am wondering if this is subjective and could be regulated similarly If this has been done great. I bet all of my games have some form of play overuse(from both teams) in it but is it on the 10% of all plays or 90%..I may never know. And of that number..how many resulted in drastically different outcome? |
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