raymattison21 wrote:
This is a root cause solution. As drops probably are tied to location of ball, players and so on. Like passing vectors launch angles and how fast the ball travels..... change those and drops change too. Look at those throwaways something doesn’t look right with them . So I would look at that before just lowering the drop rate.
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Allocation leagues put up more diverse stats due to lower things. Player /coach Ratings or familiarity or experience
You say root cause solution, but you don't specify a root cause or a solution in your post so I'm confused.
Can we dispel of the all of the problems with 4.6 are because it's an allocation league and more players or player knowledge will magically fix it argument? This argument is as much as head in the sand as it is useless.
In the first post I put this, "For full disclosure, we're in the first season, but I think the first season of a league is better at highlighting problems with the game because you don't have a lot of all 100 players that mask issues."
But I guess I should have gone into more explanation about what this really means. So here we go:
1) Offense has the advantage in the first year of an allocation league. - Offensive players, and this is true in Big Data, are overgenerated compared to defensive players. You have much more flexibility when building an offense than you do building a defense. So when I say "mask issues", I mean it's much easier to dismiss bad offense in veteran leagues in 4.6 (or any version) as the defense "catching up".
2) Most of the game - seriously like 95% of it - is having the right offensive play against the right defensive play. - There are only a few attributes that really matter at any given time, and speed (as much as people want to say it's not) is still the most important of those. Have fast enough players to get into position to make a play and then all the secondary attributes only matter 1-2% of the time. This is why drops stand out so much. There is no correlation between drops and any attribute. And the more IoT dug into it, the secondary attributes for receivers don't even matter much for overall catch percentage (there is potentially one exception with one attribute, but I haven't dug in more to figure out if it's just random noise). But if you use stats from a veteran league everyone will go "oh, it's just because so and so player is all 100s."
3) The one place where having pegged 100 players matter is on the defensive line. - It's easier to find OL with 100 pass block than it is to find DEs at weight with 100 pass rush. So over time, as a league matures from allocation draft to veteran league, I expect the number of sacks to actually go up across the board as owners build up their DL. Similarly, I expect coverage to get tighter as more 90 SP safeties and more punish CBs are available.
So when I say having more players masks problems in the game, I mean it provides an easy excuse for why something doesn't work and allows defenses to get better which
lowers offensive firepower, not raise it.
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The other way to think about this is that Big Data has almost all of the high powered offensive game planners playing right now, and even folks like IoT, Smirt, Fred, and IoanBlood are struggling to get offensive game plans together. What's it going to be like when we all have good defenses too?
Last edited at 12/05/2021 10:38 am