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Realistic Gameplay and unrealistic Stats

By Hallospensa
9/04/2017 4:22 am
Maybe it's not a Bug, but i think it has to be fixed.

I just played a Game against an Team(Atlanta mfn 70) that has called not a single Rush All year but is very productive with this Strategie.His QB has 37 TD's after 8 Games. I set every slider on 100% Pass but lost anyway. In Real Life this Game would'nt be even Close with such a predictible Play Calling. Is this a bug in the Game Engine or
Does Gameplanning even matter?

Re: Realistic Gameplay and unrealistic Stats

By punisher
9/04/2017 8:16 am
Hallospensa wrote:
Maybe it's not a Bug, but i think it has to be fixed.
I just played a Game against an Team(Atlanta mfn 70) that has called not a single Rush All year but is very productive with this Strategie.His QB has 37 TD's after 8 Games. I set every slider on 100% Pass but lost anyway. In Real Life this Game would'nt be even Close with such a predictible Play Calling. Is this a bug in the Game Engine or
Does Gameplanning even matter?


Atlanta = https://mfn70.myfootballnow.com/team/view/29
New York (N) = https://mfn70.myfootballnow.com/team/view/18

Atlanta won 29-23 over New York (N)
box score = https://mfn70.myfootballnow.com/box/view/2185
game log = https://mfn70.myfootballnow.com/log/2185
game center = https://mfn70.myfootballnow.com/gamecenter/view/2185#393859

Re: Realistic Gameplay and unrealistic Stats

By CrazyRazor
9/04/2017 3:59 pm
Is there a game out there that reflects real life? I honestly can't think of one.

By choosing pass key, you are telling your safeties, corners, and linebackers to stay back and not over-pursue the run. They do the opposite in run key.

Give this game time. Get accustomed to how the mechanics work. It's quite possibly the best sim out there. I am not alone in this evaluation, either.

Re: Realistic Gameplay and unrealistic Stats

By Bryson10
9/04/2017 4:03 pm
It's all about the defensive plays you call not if you are in pass key. How do your dbs match up with his skilled players? THere's a lot more to it to stop a team from throwing the ball all over the yard. if you look at your opponent's qb he has like 39 tds but he also has like 31 interceptions. So there's a give and take with being predictable

Re: Realistic Gameplay and unrealistic Stats

By Hallospensa
9/06/2017 2:33 am
It's really not my game alone that matters here. I got a bad luck with a unneccesary turnover and a last second 56yard FG to tie the game. **** happens. I just explored this(bug) in my gameplanning works.

It's the fact that there is a team that have success all season long without calling a run all season long. In all the history of the NFL there isn't a Team that win 1 Game doing that. There isn't even a single Game where it happens. You have to mix it up to have success. That is the nature of the game. I think a sim should try to simulate Real Life. Thats why its called sim.

Don't get me wrong. i really liked this game and i don't criticise the Atlanta Owner. He exploitet something in this sim that gain him success. It's not very entertaining for stat lovers like me but it's not his fault.
But this sim should have an Algorythm that penalyze a onesided Gameplan. You have to call a from time to time to open the Passing game and vice versa.

@Bryson Is there an option to assign my DB's to specific Receiver from the Opponent?

Re: Realistic Gameplay and unrealistic Stats

By CrazyRazor
9/06/2017 10:20 am
There is an algorithm that penalizes overuse. The penalty is not great enough in many player's opinions.

As for specific assignments for your CB's.......No. There is no way to set assignments. You can assign players to position overrides, but their coverage will still be based off of what position they are playing.
Last edited at 9/06/2017 10:21 am

Re: Realistic Gameplay and unrealistic Stats

By jdavidbakr - Site Admin
9/06/2017 11:12 am
I agree that there is not enough of a penalty for overuse on running/passing. I'm still mulling about the best way to handle it; I know I need to give a season-long fatigue to RBs and QBs, and also add a penalty for coming in cold off the bench in both cases. But we'll find a better balance as the game continues to mature.

Your feedback is always appreciated - me knowing where the greatest pain points are helps direct where the next focus is going to be.

Re: Realistic Gameplay and unrealistic Stats

By Hallospensa
9/07/2017 1:32 am
@jdavidbakr
Thx for the reply. A single Game overuse (based on the same called Play) penalty works in the favor of a One Dimensional Playbook i think. Cause he can use all 40 Offensive Plays for Passplays.
A balanced Defensive has maybe 20 Pass Defense Plays in his Playbook. And All Game long only 20 Defensive Plays to call. So the Balanced Playbooks has higher percentage to use the same Play over and over and at the end the balanced Playbook is the Playbook with the Penalty.

The Fatigue Idea seems good i think. And maybe you can give a penalty for consecutive Pass or Run Plays. Something like starting with 5 Pass/Run Plays in a row +2% Chance for a bad Play for example.

Re: Realistic Gameplay and unrealistic Stats

By Garrok
9/08/2017 2:24 pm
jdavidbakr wrote:
I agree that there is not enough of a penalty for overuse on running/passing. I'm still mulling about the best way to handle it; I know I need to give a season-long fatigue to RBs and QBs, and also add a penalty for coming in cold off the bench in both cases. But we'll find a better balance as the game continues to mature.

Your feedback is always appreciated - me knowing where the greatest pain points are helps direct where the next focus is going to be.


I don't know if I should be starting a new thread for this - but I've seen similar issues popping up from other owners and it looks like this is as good a place as any.

Disclaimer:
This isn't sour grapes - I was fully expecting to lose this game.

Box Score: https://ncaa-football.myfootballnow.com/box/329
Game Log: https://ncaa-football.myfootballnow.com/log/329
Game Center: https://ncaa-football.myfootballnow.com/watch/329#61004

Marshall Thundering Herd: https://ncaa-football.myfootballnow.com/team/18
UCLA Bruins: https://ncaa-football.myfootballnow.com/team/31

I thought it was odd during my game-planning to see this offense used about 12 plays over the course of the last 11 games, including 1 running play total. Naturally I 'scouted' the plays he was over-using during my normal game-planning.

Fast forward to the end of the game and he ran the same run - 21 straight times to end the game (for a total of 119 yards - 5.6 ypc) and all were against a Run Key.
Over this span I incurred a total of 3 over-use penalties (only 1 over-use on the offense), and we each had 1 play which was boosted (due to scouting most likely).

I have a hard time reconciling the over-all performance of this play in particular (and the overall overuse of plays given his limited playbook in total). IMO this is a pretty game-breaking exploit & I'm hoping this will get some attention from JDB in the next update. As much as I'm looking forward to the new scouting / drafting mechanic, this play over-sure issue has a much larger impact on the game as a whole.
Last edited at 9/08/2017 2:26 pm

Re: Realistic Gameplay and unrealistic Stats

By jdavidbakr - Site Admin
9/08/2017 5:02 pm
I'd be curious to know how the talent on each side of the ball compared in that situation. The notice that the overuse penalty was applied only is shown when the play is a good play for the other team - the penalty always applies, but sometimes the player skills are separate enough that it doesn't influence the play negatively, or the rng just gives a positive result in spite of it. If both teams are incurring an overuse penalty on a play, it can also somewhat nullify itself out.

Just some thoughts as to what might be happening.