August 04, 2014 at 05:20PM View BBCode
The biggest short-term thing I need to test right now is draft ranking. In our 32-team leagues, the site starts to die at the end of the evening as everyone makes last minute draft adjustments. This doesn't seem to happen in 16 team leagues. The draft may be paused for a couple of days as we pound on this; I may have to arrange a specific time for everyone to try to log in and change their draft settings at once.August 04, 2014 at 05:54PM View BBCode
Everything is clear and perfect.Originally posted by Admin
- Reduced the effect of fatigue at lower fatigue levels. It is now advantageous to let higher-skilled starters play longer.
Originally posted by Admin
- Added over 100 new helmet logos. Please feel free to note which ones are not ready for prime time so I can either redo them, replace them or remove them. For example, I recently noticed that the edges of the spiral were ragged and redrew it to smooth them out. Some of the drawings are clip art, some are my own art, and a few are Hodor's designs which I have either copied or re-imagined. I already have my doubts if "Scaly Eye" is good enough to stay.
Originally posted by Admin
- Added a Substitutions page to allow the default preseason and blowout substitution settings to be adjusted.
August 04, 2014 at 08:30PM View BBCode
Originally posted by Admin
- Reduced the effect of fatigue at lower fatigue levels. It is now advantageous to let higher-skilled starters play longer.
August 04, 2014 at 08:47PM View BBCode
Originally posted by RichNYC1
Originally posted by Admin
- Reduced the effect of fatigue at lower fatigue levels. It is now advantageous to let higher-skilled starters play longer.
This will reduce the need of a good bench, which IMO is a good part of the game.
August 04, 2014 at 08:48PM View BBCode
Any chance offensive line settings can be grouped together? So teams cannot use the 2 line strategy? Also teams are now using 2 QB's in the same way as 2 lines. A fix for those 2 issues would be fantastic and I think you would see a very positive response from the pay league participants!August 04, 2014 at 09:36PM View BBCode
Originally posted by JoeyMac08
Any chance offensive line settings can be grouped together? So teams cannot use the 2 line strategy? Also teams are now using 2 QB's in the same way as 2 lines. A fix for those 2 issues would be fantastic and I think you would see a very positive response from the pay league participants!
August 04, 2014 at 10:35PM View BBCode
I still use the shotgun line for passing only, never running out of it.August 04, 2014 at 10:58PM View BBCode
The running out of shotgun has done zero to stop the 2 line system. As Casper stated, just don't run out of shotgun. We need one setting for the line. They play in every set until they need subbed out for fatigue reasons. This will force owners to get well rounded linemen.August 05, 2014 at 04:12AM View BBCode
Thanks for the run down commish. But as Vasquez said: Man I only need to know one thing...Where...They...Are...August 05, 2014 at 09:05AM View BBCode
There are some subtleties in the code that discourage rapidly swapping players. For one, players generally have to sit at least one play now before they start recovering energy, so if you were to alternate players every other play you would effectively tire them both out faster. Also, the average starting QB at 80% is usually better than a backup QB at 100%.August 05, 2014 at 12:56PM View BBCode
I do have a question. Where can I see the draft order?August 05, 2014 at 12:59PM View BBCode
Click on News, then scroll down to draft pick trades and click on it. That will show the order.August 05, 2014 at 07:10PM View BBCode
I dont understand why we are looking at this issue they way we are. This is not about using different linemen in different sets, NFL teams regularly use sub packages. Maybe they dont sub the whole offensive line, but its not really the issue in this case. We are so hung up (and I guess the engine is so dependent on) stamina levels that we are forgetting about how the NFL game really works. Pro offenses are based around their ability to disguise what they are doing so to leave the defense guessing. An offense that allows a defense to easily read "keys" is going to get smothered if all things are equal talent-wise, which they generally are in SD between teams with participating owners.August 05, 2014 at 07:28PM View BBCode
Originally posted by RichNYC1
I dont understand why we are looking at this issue they way we are. This is not about using different linemen in different sets, NFL teams regularly use sub packages. Maybe they dont sub the whole offensive line, but its not really the issue in this case. We are so hung up (and I guess the engine is so dependent on) stamina levels that we are forgetting about how the NFL game really works. Pro offenses are based around their ability to disguise what they are doing so to leave the defense guessing. An offense that allows a defense to easily read "keys" is going to get smothered if all things are equal talent-wise, which they generally are in SD between teams with participating owners.
So its pretty simple, if you only throw out of shotgun why would the defense ever play the run vs that set? If you only run from 2 RB sets why would a defense ever play the pass vs that set? The way to end this issue, and a lot of other issues, is to make the defense more "intelligent". We already have the "keyed-in" programmed. We have the (easy) ability to scout the opponent through watching games or just by looking at the tremendous quantity of statistics that the game generates. Sadly, you cant make the defense do what you want it to do because, frankly, the defense is still pretty "dumb". I think an owner still needs to set-up the right play calls. If you are in a 65% run defense vs a 70% passing team thats your mistake, but when a team has used the same throw in the same spot over and over the defense should be killing it. If you only throw Short, Medium and Long Shotgun the % of time the defense gets the call right should go up significantly. If you only run from 2 back sets, then its inside or outside, a defense would dominate that in the pros. Lastly pro teams dont throw deep as much as we do. We need to look at that and make 2nd or 3rd and 7 different than 2nd or 3rd and 14. 3rd and 7 is probably a 30-35%+ conversion. 3rd and 14 is probably like 10%. We are way over that right now and thats the part that matters, who cares how the substitute?
There is one other thing I see that I think merits some debate. Why have Shbo2 and Casper been so successful the last 10-12 seasons? They´ve had good QB´s yes, but they have both built strong offensive lines with good pass protectors. They stay balanced and give up very few sacks. But even more so they give up a lot less QB pressures. If you look at their teams they dont seem that great and they carry 10-12 offensive linemen. Thats how you win playoff games right now because a defense cant sell out to the pass or they will kill you on the ground. Its a very smart strategy. My only question here is do we put too much emphasis on the Strength attribute because for me it would seem this strategy is the closest anyone has come to actually gaming the system. I am not saying its wrong, I am just asking the question. Again they´ve had good QB´s, but their completion % on 20+ yard passes is 60%+ and they are throwing it deep a lot, 150-200 times per season. I think a 60% completion rate is high under any conditions and I wonder if building your team around very strong, 62-68 rated offensive linemen is conducive to a fun game and does it negate the difference between lower and higher rated players? An 80 rated OL should be a much better player than a 62 rated player, right now it doesnt seem there is that much difference, so whats the point of picking high in the draft? Maybe other OL attributes like EXE and AGL need to be weighted more.
August 05, 2014 at 07:49PM View BBCode
Sometimes I get off on a tangent or two, but I think sub issue has already been addressed and that we are just beating the dead horse. We need to concentrate on where we falling short and its not the subbing, its the actual game action that we are trying to improve.August 05, 2014 at 10:24PM View BBCode
Seems to me like EXE and AGL are the 2 most important aspects of every player regardless of position, third being attitude. Good EXE ratings would IMO give that player the edge against players of similar characteristics.August 06, 2014 at 05:00PM View BBCode
The passing deep issue is partially due to a bug in the code; it shouldn't be happening still in beta.August 06, 2014 at 07:27PM View BBCode
Originally posted by casperthegm
Originally posted by RichNYC1
I dont understand why we are looking at this issue they way we are. This is not about using different linemen in different sets, NFL teams regularly use sub packages. Maybe they dont sub the whole offensive line, but its not really the issue in this case. We are so hung up (and I guess the engine is so dependent on) stamina levels that we are forgetting about how the NFL game really works. Pro offenses are based around their ability to disguise what they are doing so to leave the defense guessing. An offense that allows a defense to easily read "keys" is going to get smothered if all things are equal talent-wise, which they generally are in SD between teams with participating owners.
So its pretty simple, if you only throw out of shotgun why would the defense ever play the run vs that set? If you only run from 2 RB sets why would a defense ever play the pass vs that set? The way to end this issue, and a lot of other issues, is to make the defense more "intelligent". We already have the "keyed-in" programmed. We have the (easy) ability to scout the opponent through watching games or just by looking at the tremendous quantity of statistics that the game generates. Sadly, you cant make the defense do what you want it to do because, frankly, the defense is still pretty "dumb". I think an owner still needs to set-up the right play calls. If you are in a 65% run defense vs a 70% passing team thats your mistake, but when a team has used the same throw in the same spot over and over the defense should be killing it. If you only throw Short, Medium and Long Shotgun the % of time the defense gets the call right should go up significantly. If you only run from 2 back sets, then its inside or outside, a defense would dominate that in the pros. Lastly pro teams dont throw deep as much as we do. We need to look at that and make 2nd or 3rd and 7 different than 2nd or 3rd and 14. 3rd and 7 is probably a 30-35%+ conversion. 3rd and 14 is probably like 10%. We are way over that right now and thats the part that matters, who cares how the substitute?
There is one other thing I see that I think merits some debate. Why have Shbo2 and Casper been so successful the last 10-12 seasons? They´ve had good QB´s yes, but they have both built strong offensive lines with good pass protectors. They stay balanced and give up very few sacks. But even more so they give up a lot less QB pressures. If you look at their teams they dont seem that great and they carry 10-12 offensive linemen. Thats how you win playoff games right now because a defense cant sell out to the pass or they will kill you on the ground. Its a very smart strategy. My only question here is do we put too much emphasis on the Strength attribute because for me it would seem this strategy is the closest anyone has come to actually gaming the system. I am not saying its wrong, I am just asking the question. Again they´ve had good QB´s, but their completion % on 20+ yard passes is 60%+ and they are throwing it deep a lot, 150-200 times per season. I think a 60% completion rate is high under any conditions and I wonder if building your team around very strong, 62-68 rated offensive linemen is conducive to a fun game and does it negate the difference between lower and higher rated players? An 80 rated OL should be a much better player than a 62 rated player, right now it doesnt seem there is that much difference, so whats the point of picking high in the draft? Maybe other OL attributes like EXE and AGL need to be weighted more.
I think Rich is right on the money here. I'm no programmer so this might be easier to say than to actually implement, but yeah, If I'm only passing out of the shotgun the defense should be "smart enough" to catch on pretty quickly. Whether that is dialing up the "keyed in" or whatever, but that is a pretty realistic solution. Like Rich said, it's all about disguising what you're doing and if you're making it obvious, like I have been there should be a more severe penalty.
As far as the o-line, Rich and I have talked about that a bit and I agree, it seems a big skewed toward strength. I can go heavy on carrying strong linemen to keep them fresh. A good o-line should have an impact, so I don't think it's a huge tweak that is needed, but it's worth looking at.
August 06, 2014 at 07:40PM View BBCode
Originally posted by shbo2
As far as the o-line goes I agree sim is a bit too skewed in the direction of strength. I wonder if just getting rid of the pass block/run block rating all together and rolling those ratings into execution and having that play double duty might help make it harder to put together a great o-line, for the life of me I can't think of 1 player who was strong as an ox, had great feet(agility) and "technique" that was even marginally different between pass & run blocking.
August 06, 2014 at 07:42PM View BBCode
You know, regarding the o-line and getting rid of the pass block/run block ratings, I'd be fine with it but I think we'd probably run into some resistance, with people saying it's "dumbing down" the sim. If we don't do that, maybe instead make it so there's more of a minor difference for run and pass blocking on the recruits that are generated. Instead of having guys come out as A+ pass block and C run block, just narrow those difference to something like A-/B+ or A-/B. Just throwing it out there...August 06, 2014 at 07:56PM View BBCode
Originally posted by dirtdevil
Originally posted by shbo2
As far as the o-line goes I agree sim is a bit too skewed in the direction of strength. I wonder if just getting rid of the pass block/run block rating all together and rolling those ratings into execution and having that play double duty might help make it harder to put together a great o-line, for the life of me I can't think of 1 player who was strong as an ox, had great feet(agility) and "technique" that was even marginally different between pass & run blocking.
I don't think it's too skewed to STR, I think that there's too often too large a discrepancy between the pass and run block skills. if I can get a bunch od A or A+ STR guys with A pass block and C run block in the fourth round and plug them into shotgun without negative impact, why wouldn't I? the best way to combat the 2OL idea, if we want to, is to remove the ability to designate OL in every formation. just give the OL one chart and continue to allow the high sub thresholds.
Pages: 1 2