Another month has flown by, and it's time for another update!
July was focused primarily on improving the overall user experience. While there aren't any major new gameplay systems this month, there are a lot of quality-of-life improvements throughout the site that should make managing your team a little smoother.
UPDATES
Updated player search filters to better explain what each option does and automatically disable options when they aren't applicable
MFN-TEST leagues no longer count toward your free league limit
Redesigned the gameplan rule interface to make creating and editing rules much easier
Improved the Depth Chart player filters to make finding the right player faster
Updated the trade interface to make navigating trade proposals more intuitive
New gameplan rules now default run/pass to 100% neutral 100%
Adjusted player photos on the player page so they no longer cover the team logo
Improved the free agent signing message when a player refuses to sign because of team relationships
Moved the Roadmap link into the main navigation menu for easier access
Leagues now display a banner explaining why you're unable to join a team, when applicable
Fixed an issue where voided trades could still appear as successfully completed
Team owners can now see player overrides directly on the player card
As always, thank you to everyone who continues to report bugs and suggest improvements. Many of the updates this month came directly from your feedback, and they help make MyFootballNow a better experience for everyone.
I'm already working on the next round of improvements, and I'm looking forward to sharing those with you next month!
I swear JDB could send everyone a MFN Super Ring and people would complain it wasn't real gold.
Bugs, issues being resolved in a decent timeframe. Cadence for drops into MFN-TEST improved. Pretty productive discussions around ways forward, some quality of life things some will love, some won't but essential for the game long term.
There's a lot of work to be done, but to deny progress is being made doesn't reflect the reality.
It's really exciting to see how things are continually moving along. There are some frustrating things, but great progress is being made regularly towards the good, and I'm grateful for it.
It is very difficult to believe that there is not something built into the code that boosts struggling teams and/or suppresses dominant ones to limit the damage in blowouts. JDB says this is not the case, but the smoking gun evidence just keeps piling up rapidly as it has been for years. Maybe it is just thousands of coincidences, but stats don't lie. Fortunately, I can somewhat just laugh this one off because it was preseason, but I'm really tired of seeing this stuff, always working against my teams.
It is very difficult to believe that there is not something built into the code that boosts struggling teams and/or suppresses dominant ones to limit the damage in blowouts. JDB says this is not the case, but the smoking gun evidence just keeps piling up rapidly as it has been for years. Maybe it is just thousands of coincidences, but stats don't lie. Fortunately, I can somewhat just laugh this one off because it was preseason, but I'm really tired of seeing this stuff, always working against my teams.
The penalty was flagged BEFORE the ball was caught.
For there to have been something in the code as you claim without evidence, then the game engine would have to have something like
"If two score game, team pass then just call an oline penalty in case they score another touchdown".
Which really isn't plausible.
If there was something in the game engine doing that, please explain Smirt's blowouts.