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Main - General MFN Discussion

Re: 0.4.4

By CrazySexyBeast
1/08/2019 12:57 am
setherick wrote:

1) QB's make decisions faster and look to receivers running the route distance of the play call first

Spectacular
setherick wrote:

2) OL pass blocking has been adjusted to account for the faster decision making. DL can get pressure on QBs without getting a ridiculously high number of sacks. (In the first rounds of testing, there were no sacks as soon as QBs were making decisions as fast as they should.)

Also awesome. I would love to be able to use overrides for the ol for pass heavy/run heavy formations (2/3/0 anyone?). The ol blocking issue made it pointless. Now it has potential.
setherick wrote:

3) DB M2M coverage will be vastly improved. DBs were losing their man when the ball was in the air. This was actually the cause of all of the pass long offenses of 0.4.3. This has been addressed. Additionally, DBs will use B&R much more effectively to grab receivers to regain their positions. Defensive Holding is being added to counteract. Finally, DBs will try to grab receivers if they know they are going to have their M2M cover beaten on a cut. Again, there is a chance for Defensive Holding and a greater chance of DPI on this.

i like this, with CBs, I focus on speed, b/rc, acc, and m2m, D/I equal in that order. Hopefully the zone gap issue will be addressed at some time in the future.
setherick wrote:

4) Safeties in zone cover (and I assume CBs in Cover 3) will [hopefully] read and react better when the ball is in the air. Right now, Safeties over pursue upfield and run past the play (this has happened for multiple releases). This is being fixed right now. That means that you can play a cover 1, 2, or [hopefully] 3 more effectively even though Zone coverage is not actively being worked on. This is because one of the major failures of Zone right now is reading the ball in the air.

Considering how often the SS and FS are in zone in M2M based coverages, which have to be leaned on at this time, this is not a bad thing. It does help the SS at minimum. Again, however, the zone gap issue has to be addressed in 4.6.

I look at updates much like rule changes in the NFL. Complaining doesn't really help all that much. Coaches must adjust ;)

Re: 0.4.4

By CrazySexyBeast
1/08/2019 1:43 am
If ever comes a day where the box score and/or play list links to the corresponding play in the sim, I will then start to review the sim replay. I will then dive into beta.

I just would rather plan my time on the details of team management/game planning/researching my opponent. And yes, I already spend too much time on this wonderful game, I'm retired.
Last edited at 1/08/2019 1:45 am

Re: 0.4.4

By CrazySexyBeast
1/08/2019 2:00 am
been following since start. This view started on pg 4, and then just skipped. so pardon me. I've had a thought that has stuck with me for a while now. The biggest deal is no matter how we tweak, no matter how we key, no matter how thick or thin the off/def playbook, we cannot dictate our actual strategy. We do not decide to order of check down, focus on wr x, etc. We pick plays, and the AI does it's thing.
Perhaps solutions would be:
within a formation (1/1/3, 2/0/3, etc) to be able to set the check down order. RB first- RB last . WR1 2nd, 1st, 5th, etc within each play.
OR
more detailed offensive keys
OR
overrides on a play basis instead of by formation.

MFN does not need more plays, that was a very good opinion whoever brought that up, and I wholesomely agree.
We all know that NFL teams have receiver priorities within each passing play. "This guy is your #1 look." Perhaps within a play or set formation is something JDB can do without the game going cyco.
Last edited at 1/08/2019 2:05 am

Re: 0.4.4

By Bryson10
1/08/2019 2:06 am
when i say we need more plays i'm talking about runs that go to both sides. Plays that can be flipped, trick plays, bubble screens, or screens in general. Reverses, fly sweeps, etc. There is so many different options to make the game fresher. We've been using the same set of plays for years and since they aren't getting looked at it's not good enough imo. JDB has talked about giving the owner the option of changing the order of targets in the pass game but it's never been a priority. For me i just think having more types of plays would bring a fresher look at the game and give teams more of an identity. I still think the engine is way more important, just something i've always wanted.
Last edited at 1/08/2019 2:07 am

Re: 0.4.4

By CrazySexyBeast
1/08/2019 2:13 am
Bryson10 wrote:
when i say we need more plays i'm talking about runs that go to both sides.

My runs are split pretty close to 50/50 on both my teams. All effective (of course the crud has been weeded out). I set what i run (I or O) via gameplanning.

Bryson10 wrote:
Plays that can be flipped, trick plays, bubble screens, or screens in general. Reverses, fly sweeps, etc. There is so many different options to make the game fresher.

Logistically, trick plays are a very difficult code and would open up a whole new can of long term worms. Better to focus on the what is currently in the game. But yes, I mostly agree.

As far as plays go, No one is using but a small fraction of what is actually available. More creativity within the plays we have would require far less fresh code, maybe less buggies. Definitely easier buggies to fix when the present. Any one with experience is only using 20-25 plays on def, for example, as only about 12-16 get called a game anyway.

Re: 0.4.4

By Bryson10
1/08/2019 2:23 am
I'm not sure i agree on plays, i use all the allotted defensive plays but probably about 30-32 range on offense. Like you said they don't all get called though. I agree trick plays can be tricky but screens should be in the game. It would curtail the blitzing that happens. The run game in general needs an overhaul and i think a lot of the plays would be more usable. Fixing the plays would be a great start but after having JDB on the radio show in the past he hasn't really had time to touch them since the beginning. We brought up an option about maybe having the public create plays that would be put in the game but that's pretty far from ever getting implemented. Either way i'm not here to bash on the game or say it needs this or that. I've adapted to many codes and it's always something i take as a challenge. We are having JDB on the radio show this weekend during NCAA's draftapalooza broadcast and i may bring up some of these points from this thread :)
Last edited at 1/08/2019 2:23 am

Re: 0.4.4

By CrazySexyBeast
1/08/2019 3:15 am
sweeps would be a great add. Setherick mentioned the ol blocking scheme is improved in 4.5. I have hopes this will correct a lot of items regarding outside runs, or runs that involve a guard pulling left or right to block. Any run play, for 4.3 and 4.4 (the versions I have played), that involves a ol pull just doesn't work.
There are many things that would be very awesome, including the items you mention. I would just rather the priority be on getting what exists correct and working within the current code before there is an expansion of plays that are not currently possible.
Whew, remembered to check unsubscribe. Please fix that. :)
Edited for spelling, and once more to unsubscribe yet again because i edited. Sigh.
Last edited at 1/08/2019 3:17 am

Re: 0.4.4

By raymattison21
1/08/2019 8:28 am
CrazySexyBeast wrote:
sweeps would be a great add. Setherick mentioned the ol blocking scheme is improved in 4.5. I have hopes this will correct a lot of items regarding outside runs, or runs that involve a guard pulling left or right to block. Any run play, for 4.3 and 4.4 (the versions I have played), that involves a ol pull just doesn't work.
There are many things that would be very awesome, including the items you mention. I would just rather the priority be on getting what exists correct and working within the current code before there is an expansion of plays that are not currently possible.
Whew, remembered to check unsubscribe. Please fix that. :)
Edited for spelling, and once more to unsubscribe yet again because i edited. Sigh.


IDK if running was touched in beta. But for some reason we have 24 KR tds at week 6. Problems with the run game imo are..

Defensively . ...
Pursuit timing and angles are off
Blitzers run through guys
Zone LBS drop back three to five yards on run plays.
Defensive alignments are off. No gap responsibility
Solo / assist tackles stats added.

Offensively . ..
Ball carriers run into defense
Open feild blocking choices
Traps and delays
Fumble rating having intended effect.
Break tackle stat added

Personally I blitz out of the nickle on 1st and 2nd down without a goal-line defense and that stops the run pretty good . Kinda of simple. Using rules is even better. Alot of the active leagues I'm in have rushing stats down from the nfl. Perhaps a fast wr is doing well, but imo these lean guys shouldn't be as effective . Being 6'1 and 200 or or 6'4 200-220 and playing RB doesn't look good . Same goes for sub 6 foot oline . There got to be a benefit to being a 6'7 offensive tackle...

And as for adding plays. The most fun code coulld/should handle a play creator /editor or any new play. These virtual player are separate entities . The general problem is they lack assignments and responsibilities specific to the position when each play faces each other .

Yeah they're told to pull, but block who? And yes trap block, but who blocks down? Does the blitzing lb read the fullback or the G? Answer there is none. He immediately seeks out the backs. Essentially we all run a simple zone blocking scheme where blitz plays are nerfed. Without the blitz penalty a tackle for loss is most likely result , another stat we need.

That blitz nerf needs to be gone. But, defense would be even better , still, a screen pass would change blitz schemes some.....right now i think those trick plays would get blown up, but it would be fun to see!

Re: 0.4.4

By jdavidbakr - Site Admin
1/08/2019 9:46 am
CrazySexyBeast wrote:
If ever comes a day where the box score and/or play list links to the corresponding play in the sim, I will then start to review the sim replay. I will then dive into beta.


Box score doesn't have links but the game log (play-by-play listing) does link back to the corresponding play.

Re: 0.4.4

By setherick
1/08/2019 9:25 pm
CrazySexyBeast wrote:
sweeps would be a great add. Setherick mentioned the ol blocking scheme is improved in 4.5. I have hopes this will correct a lot of items regarding outside runs, or runs that involve a guard pulling left or right to block. Any run play, for 4.3 and 4.4 (the versions I have played), that involves a ol pull just doesn't work.
There are many things that would be very awesome, including the items you mention. I would just rather the priority be on getting what exists correct and working within the current code before there is an expansion of plays that are not currently possible.
Whew, remembered to check unsubscribe. Please fix that. :)
Edited for spelling, and once more to unsubscribe yet again because i edited. Sigh.


I didn't say it was improved. I said that the pass blocking timing had been changed because QBs are making faster decisions. From what I've seen in alpha (and now beta games) the timing allows for a balance between good DL and good OL play so that the DL can get pressure, but not put up the ridiculous sack numbers we have seen.