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Re: Game Engine Brainstorming Thread

By raidergreg69 - League Admin
4/04/2024 4:16 pm
The speed/weight thing should be near the top as exploit ball seems to be the biggest complaint aside from the broken long passes.

I'd like to see play results that accurately reflect the skill attributes, like why does a 100 avoid fumble RB have 3 fumbles in a game? Speed guys with no other discernable skills should mostly stink.

Re: Game Engine Brainstorming Thread

By shiiuga
4/04/2024 4:46 pm
Fairly new player so take this with a grain of salt given that I've only seen two draft classes, but it feels like the weighting for how many players of each position should be altered. Ignoring the speed/accel stuff, good CBs are rarer than hen's teeth. My average CB rating is ten points below the rest of my other positions because each team needs to roster so many.

Additionally, the top of the free agent board is at any given time 20 world class kickers and punters and no other good players. In the two drafts I've seen there have been maybe 3 good QBs total. That's unsustainable as time goes on and deeply unreflective of how the NFL works, where there are regularly 2-5 excellent QBs and a handful of decent ones each year.

Re: Game Engine Brainstorming Thread

By raidergreg69 - League Admin
4/04/2024 4:56 pm
shiiuga wrote:


Additionally, the top of the free agent board is at any given time 20 world class kickers and punters and no other good players. In the two drafts I've seen there have been maybe 3 good QBs total. That's unsustainable as time goes on and deeply unreflective of how the NFL works, where there are regularly 2-5 excellent QBs and a handful of decent ones each year.


Free agency gets worse the fuller a league is because it's too easy to resign your own players. This actually falls under "player creation" because the draft classes aren't providing enough decent talent, then when everyone signs their own after 4 years, not much hits the market and there was nothing leftover from the drafts worth signing.

I suppose a salary cap restructure, or at least redoing how players sign contracts could help but with all the other problems in MFN, I would guess this is low priority.

Re: Game Engine Brainstorming Thread

By CaptainFarrar89
4/04/2024 7:41 pm
Now, I'm not that much on the whole passing game "issue" so I'm going to leave that to people who know a bit more, but just to say that any improvements is something at least. I said it privately in our league, but if this thread and the updates mentioned come through and are positive for the future of the game and in turn, our league, and people like me who have struggled for a while with not only game planning but the lack of ability to make changes via mobile devices (iPhone, iPad, etc...), make it better to use; then I see that there can be a long-term future for the game.

As for something that has been brought up, and that is the draft. The league I'm in, we are just starting our new season, so the draft class has been up for a little bit and we have 362 players in that class (for 224 picks, which is not my concern here), but for me personally; I can already wipe out 202 of those players who will never appear on my team's roster, nor would I ever consider drafting them. That's 55.80% of the draft class gone in an instant. No league honestly needs a 40 rated CB who has no speed, and little to no genuine CB stats that make him even worth consideration as a third stringer, let alone even a roster spot. That honestly should not be the case.

We've had drafts were by Round 4, we already have owners who basically have no more interest and will either just let the AI make the pick for them, and hope for the best (or they will just void their rookie contract once the draft has finished) or will trade the remainder of their picks away to someone else in exchange for picks next season in the hope they can find what they are looking for there, and will just go rummaging through Late Free Agency for someone to fill the spot. It shouldn't be like that. Now, I'm not saying that the whole draft needs to be filled with stars from Pick 1 to Pick 224, but there needs to be an increase in the quality of players generated by the draft for the league. Give the league admin that ability to pick a minimum default rating that all rookies within the draft need to have, and to add to that, give them the ability to say "OK, we don't need any more kickers or punters, we have enough floating around in free agency, so limit the generation of kickers and punters to the bare minimum" or "there seems to be a large number of DTs who are getting to the higher probability of retirement, so the next draft will have a few more DTs". You give league admins that sort of ability, I think that can work.

Of course, there are going to be people who will say that an admin can manipulate that to their advantage, which is why I suggest that they only have that ability accessible in the postseason (which does mean you would likely have to move the generation and publishing of the draft class to the end of season sim stage, but that would give that 24 hour window something worth while for people to do instead of twiddling their thumbs) but also sends out an automated notice to all owners in the league what the minimum rating will be and what changes to the draft class have been made from the previous ones, so if you have a league admin who plays it for themselves, you'll likely see owners leave in droves, where an admin who looks after everyone will see owners want to stay long-term.

Waitwut wrote:
Player progression after first TC. Sure they can boom or bust at TC, but if a percentage of players continue playing and being coached shouldn’t they become at least modestly better over time? Tie it to volatility so a player can be a late bloomer. It seems odd that a player who busts only gets worse if they are continually playing or signed to a team.


This is something that should be looked at. Rookie TC is always going to be a roll of the dice, same with real life. But what is to say that over the season, they have that time with their coach and become better. Why should a player bust in rookie TC and be set on that path. I've had first rounders who have been great on paper and they bust hard (and I mean hard) and I'm stuck with them on my roster for 3-4 years because cutting them would be too much dead cap, where I'd like to see that if they bust a little bit, they could bounce back next season. Maybe tie that into their performance in the games. You don't play them, they can still improve, but slowly, where if you give them game time, they might see better improvements. Something like that.

raidergreg69 wrote:
I'd like to see play results that accurately reflect the skill attributes, like why does a 100 avoid fumble RB have 3 fumbles in a game? Speed guys with no other discernable skills should mostly stink.


This too 100%. It really does frustrate me. Last season, my starting QB has a pass accuracy of 92/96, so really should be hitting more than 64.4% of his passes, yet another QB in the league who has roughly the same sort of stats as my QB was up at almost 70% last season. I'm not saying that a QB like mine needs to be completing 9 out of every 10 passes, but it should be higher than a career 64% thrower.

Re: Game Engine Brainstorming Thread

By Cjfred68
4/05/2024 1:21 am
*All WRs, RBs & DBs should have a minimum of 75 speed. This would instantly fix the speed exploit complaints.

Generating rookies with 50 speed is completely useless to everyone and doesn't make any logical sense.

Giving all "skill" position players a higher base speed makes other attributes more important.

*A players physical weight should factor into injuries when playing them "out of position". A 198 lb DB playing DE with 90 speed should get hurt after a few snaps based on going head to head with 330 lb OTs every play.

*Update default player weights to more realistic numbers. The default weights directly effects each players trade score and contract demands.

*factor player performance I to future contract demand regardless of player weights. If the default player weights are updated then this becomes less of a factor but a WR rated 69 by default weights who has 120 receptions for 2,000 yards and 20 TD receptions shouldn't sign for what a 69 rated WR is worth but what a 2,000 yard receiver is worth.

*salary caps should be painful and force every owner to pick and chose who to resign. Every team shouldn't be able to keep every player they want. This would make free agency more exciting and force owners to make tough decisions.

Re: Game Engine Brainstorming Thread

By Gscorpio
4/07/2024 5:10 pm
How about making so you can download a roster like you can FA and draft? If that is already possible, I haven't found out how to do it and I apologize. Excel is a major tool I use in roster management and to help evaluate who I want to sign or recruit. It's just easier and much quicker for me. However, in order to input my players progression and figure out if a trade will be worth making, I have to manually input the numbers which is time consuming in an already busy day. I'm not sure if I'm the only one but I just thought I'd throw it out there

Re: Game Engine Brainstorming Thread

By ColonelFailure
4/08/2024 4:11 am
Gscorpio wrote:
How about making so you can download a roster like you can FA and draft?


Your wish is granted. Player Search. Just keep the filtering broad and you can get whatever subset you like. Download .csv is top right.

Re: Game Engine Brainstorming Thread

By Gscorpio
4/08/2024 7:02 am
ColonelFailure wrote:
Gscorpio wrote:
How about making so you can download a roster like you can FA and draft?


Your wish is granted. Player Search. Just keep the filtering broad and you can get whatever subset you like. Download .csv is top right.


Thanks, now I feel like an idiot lol.

Re: Game Engine Brainstorming Thread

By Beercloud
4/10/2024 2:16 pm
Ratings and Personalities

I don't want to see ratings in the speed, strength, or acceleration columns.

I would like to see them converted to actual combine numbers.
Speed = 40 yrd dash time
Acceleration = 10 yrd dash time
Strength = Bench Press

What is a 90 speed? I don't know. Is it 4.40 or 4.33 or 4.49 I don't know. What is a 70 speed? 4.5, 4.7 again idk. Give me some actual numbers.

And if you want to go a little further, Whatever numbers they have out of college should be the only ones we see throughout their careers. I don't think players ever get tested during the course of their careers. You have to watch tape to see who's getting beat and how. Now those 40 times etc should change throughout their careers. They just should be hidden after their rookie training camp.

*******************************************************************************************************

Player personalities could go a long way to enhance the game.

It doesn't have to be too complicated. Just some basic traits
Is the player a homer, greedy, wants to be a starter, does he give extra effort or give up on plays from time to time, does he want the ball all the time(diva) or is he a team player etc.

This thread can go down a deep rabbit hole for jdb that's for sure. But you asked for it jdb. lol Maybe with ai getting stronger by the day, it could help the game get to where it wants to go in a shorter period of time. Fingers crossed.......

Re: Game Engine Brainstorming Thread

By Cjfred68
4/10/2024 4:15 pm
I love the concept of the player ratings since it's been the backbone of every sports Sim I've ever played.

I just wish the ratings actually mattered and made a significant difference in performance. For instance, a 96 speed CB with minimal ball carry & break tackle will outperform a true RB with 80 speed, 100 ball carry & 100 break tackle.

Basically, I'm saying make any rating besides speed matter much more while limiting the influence of speed for just about everything.

I can get 20+ sacks from a DB with 90+ speed and virtually no pass rush rating so make the pass rush rating more valuable and let acceleration and strength along with speed the factors to finding the next Bosa or Watt.

Same goes for DBs, make M2M & B&R the primary ratings for DBs while make speed & acceleration secondary ratings for CB1s. IMO, ALL WRs, RBs & DBs should have a minimum of 75 speed when created in draft classes. Nobody wants a maxed out DB with 50 speed in the draft because they are slower then most OL or DL in the league.