Admin
Change list
April 23, 2015 at 04:46PM View BBCode
As a reminder, here is the list of changes that we are testing right now:
- A bug was fixed preventing the offense from recognizing that they are about to hit the 2-minute warning and run a hurry-up play (if not running out the clock)
- A setting was added to prevent your team from wasting a timeout when the 2-minute warning is about to hit. Default is 8 seconds away from the 2-minute warning, minimum is 2, maximum is 60.
- Administrative timeouts will now be taken after injuries. Players recover energy during administrative timeouts.
- A bug preventing some players from resting during timeouts and quarter changes has been fixed.
- The amount of time a player's energy flatlines before starting to recharge has been reduced.
- Modified the last-second spike logic to prevent a spike on 3rd down at the end of the game if tied and not within field goal range.
- Reduced interceptions on long passes to be more in line with the NFL.
- Reduced interceptions in early quarters and increased them in later quarters to be more in line with the NFL.
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If there is a fix I have put in and forgotten to add to this list (it happens), please remind me.
Chris
Stuthecool626
April 23, 2015 at 05:05PM View BBCode
These changes sound great thanks for putting in the time to make this game great.
geosfreddy
April 24, 2015 at 01:45AM View BBCode
Some nice stuff here. I like the changes to the interceptions. For me it takes some edge of the fear of being "over intercepted" on riskier passes which has happened to me in in a couple of pay leagues leading to head scratching int. to TD ratio.
May I ask when after testing might we see it implemented on the regular game if there is a time frame from your experience?
Admin
April 24, 2015 at 06:44AM View BBCode
I'd intended to move it in this weekend but I want to see more stats before I am ready to sign off on the passing.
Chris
Stuthecool626
April 24, 2015 at 10:10PM View BBCode
Will the ages of college players be lowered on the regular website to normal age in the updates?
Admin
April 25, 2015 at 05:18AM View BBCode
Yes, that fix is part of this batch, thank you for the reminder. Existing college players won't change but incoming freshmen should be correct.
Chris
Admin
April 26, 2015 at 06:43PM View BBCode
No. This set is adjustments and small changes. The last time I tried to fix tackle stats they were wildly inaccurate. The reason goes back to a design issue that goes back to the very beginning of the game: kick returns, punt returns, ball carrying before a pass, ball carrying after a pass, ball carrying without a pass, etc. are all handled by different sections of code, yet each ends with a possible tackle. It sounds dumb and in retrospect it is. I need to pull apart the code and reorganize it so all ball handling situations are handled consistently before I can fix this. If I tried to make tackles work now, it would be with a caveat that "80% of tackles or so are correct", and I think bad stats are worse than no stats at all.
Chris
geosfreddy
April 26, 2015 at 08:44PM View BBCode
Earlier you had mentioned something about the blitz and a big change on how pressure is applied. to quote "Rather than applied directly, they are applied proportionally now." please explain what this means? I honestly lost this one lol. And will this be part of the key adjustments?
Admin
April 27, 2015 at 02:55AM View formatted
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When pressure is applied, there are a few effects on passing, the biggest of which is a reduction in the chance of completing a pass.
Pass results are calculated effectively to a tenth of a percent. The way this is effectively simulated is similar to a thousand balls being dropped into a hopper from a set of buckets. There is a bucket called "completed pass", and as various things affect the chance of a pass completion, balls are added to or subtracted to the bucket, so if there is a 57.6 percent chance of completing a pass, 576 balls are in the "completed pass" bucket. Once all of the "result buckets" are filled, they are dropped into the hopper, and "incomplete pass" balls are used to fill the remaining space in the hopper up to 1000 balls.
When calculating the effect of pressure, it was calculated linearly, so a 20.0 percent drop would take 200 balls away from the "completed pass" bucket. If there were only, say, 150 balls in that bucket, then there would be -50 balls in the bucket. A proportional response is to calculate 20% of the 150 balls (30 balls) and only remove those balls from the bucket.
Effectively, this reduces the effect of pressure on all passes, so I have to increase it to match the average pass completion chance, but it keeps lower-percentage passes like long passes from becoming impossible. So the effective result is that there was a bug causing pressure to affect long passes too much and it is being corrected to make long passes a little easier to complete under pressure.
Chris
Admin
April 27, 2015 at 06:17AM View BBCode
I made an adjustment to the ratio tonight as long passes were getting too easy. It's a real balancing act.
Chris
Stuthecool626
April 28, 2015 at 11:27AM View BBCode
I thought the changes were going up last weekend on the regular site
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