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Author: Subject: Football changes for 12/26/2012
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posted on 12-27-2012 at 06:04 AM Edit Post Reply With Quote
Football changes for 12/26/2012

Changes to the football simulation are being installed tonight. Please read the list of changes below, as some of them may seriously impact your strategic choices.

As discussed several times, the biggest change is a redesign of the calculations that go into pass completions. For some of the best QB's, the effect could be jarring as passing numbers drop to reality. Also, defenses will now automatically deploy in a nickel formation against the shotgun, so all-Shotgun offenses may need adjustment.


PASSING CHANGES:

- The difference between the best QB's and the worst QB's will get smaller, causing the numbers to get more realistic. This means the best QB's may suddenly see a big drop in their completion percentage.

- Pressure will have more effect on completions.

- Temperature effects on passes should be more realistic:

--- The temperature effect on accuracy has been greatly reduced; conversely, however, the accuracy penalty in cold weather is now based on wind chill rather than actual temperature.

---- The temperature effect on throw power has been increased. Formulas that reduce the travel of the ball in cold weather were applied to kicks but not passes; this has been corrected.

- Interceptions were running very low in some leagues; this has been corrected.

- If a QB is looking for a hot read and can't find one, he will be less likely to pull off a successful pass.

- If the offense comes out in a Shotgun, the defense will automatically come out in a Nickel. If the defense was set to come out in a run defense, they will switch to man-to-man.

- To compensate, distance and accuracy bonuses on throws from shotgun have been added.

- Dropped pass stats are now available.


RUSHING CHANGES:

- Run defenses will be more effective when put up against the matching run offense.

- Stuffs were running too high; these have been brought closer to reality.


AI CHANGES:

- Fixed a bug that was causing a run to be selected instead of a pass in certain situations.

- The frustrating situation of a spike at 5 seconds left not stopping the clock in time for one more play will no longer occur. Any play attempt with 4 seconds or less on the clock will expire before the snap, spikes at 6 seconds will succeed, and if the strategy calls for a spike at 5 seconds it will either succeed or expire before the snap, based on the Execution of both the QB and the Center.


PENALTY CHANGES:

- WR's will no longer be called for holding on passing plays and CB's will no longer be called for holding on running plays.

- An error in evaluating whether to accept or decline a penalty when accepting would result in 3rd and 1 has been fixed.

- Added penalties for Delay of Game by the offense; QB's with red-letter Execution are less likely to allow this to happen.


KICKING/KICK RETURN CHANGES:

- The chances of missing an extra-point kick or having one blocked have been increased to get closer to NFL averages. The target is for an overall success rate of about 98.5%, with about 1.05% of extra-point kicks being outright misses and the other 0.45% being blocked.

- Adjusted cold-weather effect on long kicks. Long kicks were losing about 7.5-8 yards per 30 degrees of temperature difference, this has been set to 5 yards per 30 degrees to match real-world data more closely.

- Fixed a bug that was preventing most punts from being returned for touchdowns.

- Increased the chances for kickoff being returned for TD's.


SITE/INTERFACE CHANGES:

- Division and conference records and total touchdowns are now shown on the Standings page.

- New tiebreakers are in place that more closely follow the NFL. See http://rules.simdynasty.com/index.php/Football_Tiebreakers for details.

- There is a link on the standings page that displays an explanation of exactly how the tiebreakers were applied.

- The My Teams page will now show teams in defunct leagues.

- Added a status message at the top of the page when the league is waiting for a draft, filling, paused, pending deletion, etc.

- Owners can now add public notes to their players.

- You now have the option to never go for a 2-point conversion.


Chris





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posted on 12-27-2012 at 06:22 AM Edit Post Reply With Quote
love the changes. i do wish we weren't heading into week 16 right now but i recognize that there isn't a time that's likely to be good for everyone.






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posted on 12-27-2012 at 06:28 AM Edit Post Reply With Quote
These look like excellent changes, Chris. Thanks for the hard work and great job assessing the issues with the unrealistic passing game.





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posted on 12-27-2012 at 06:29 AM Edit Post Reply With Quote
Unfortunately, someone will always be in a "bad place" for an update. Especially since the tiebreaker changes may affect who goes to the postseason. For some they may have gone in a day too late, for others a day too early.

Speaking of the tiebreaker changes, the new expanded standings information will show 0's on all the new columns until the first game is completed in each league. I may run a script to fix this manually so I don't get a flood of support notes.

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posted on 12-27-2012 at 07:18 AM Edit Post Reply With Quote
Fortunately there are only two leagues in the postseason that would have had differences if the tiebreakers were in place before the postseason.

Chris





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posted on 12-27-2012 at 07:49 AM Edit Post Reply With Quote
They look like mostly good changes, although playing a conference championship game tomorrow will be more interesting now.

I have an issue with the shotgun changes though. It sounds like whatever 'negative' changes that will bring that passing style back down to earth might be offset by the distance and accuracy improvements. Any thoughts on that?

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posted on 12-27-2012 at 07:57 AM Edit Post Reply With Quote
Quote:
Originally posted by jbzomal75
I have an issue with the shotgun changes though. It sounds like whatever 'negative' changes that will bring that passing style back down to earth might be offset by the distance and accuracy improvements. Any thoughts on that?


They are minor, but yes, they will need to be watched. Without those changes shotgun actually becomes a liability, as you already are under the risk of losing more yardage with a sack and putting out a shotgun means you will never be mismatched against a run defense. The biggest benefit will be for long passes on 3rd down where you were already matched up against a nickel in most cases, and on Hail Mary plays.

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posted on 12-27-2012 at 02:39 PM Edit Post Reply With Quote
I'm glad there is the distance bonus with Shotgun Passes. Sucked when a medium pass would be thrown 1-2 yards past the line of scrimmage.

Also glad the Defense will switch to Nickel. This should silence people who have complained about the shotgun. I know my Defense will get a boost from it.

And I have already been a victim of the increased field goal blocks :-D





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posted on 12-27-2012 at 09:26 PM Edit Post Reply With Quote
I hope you didn't put anything too out of whack with the rushing changes. I'm not having much luck in my playoff game today when I should be doing better.
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posted on 12-27-2012 at 10:23 PM Edit Post Reply With Quote
If your offense is 100% rushing the defense may be adapting to it.... If so, sprinkling in some play-action passes may help.

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posted on 12-27-2012 at 11:10 PM Edit Post Reply With Quote
I would never set 100% for anything. :rolleyes:
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posted on 12-27-2012 at 11:45 PM Edit Post Reply With Quote
Dunno what to think, yet. For 1 game, the affect was cataclysmic, in favor of the inferior players.

A previously 0-4 team with low Offense just burned us with very long passes, scoring 48 points!

We were 3-1, and had beaten last year's Sim Bowl winners, before the update.

We cud not stop their passing attack, with an inferior QB, all game. Our defensive CBs/Ss have many A- rated players.

Please check our game in order to assess your "upgrade". There may be some flaws in the logic.

We don't know where to go now with our personnel.

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posted on 12-27-2012 at 11:48 PM Edit Post Reply With Quote
I will check it out. The difference between the best and worst QB's got smaller to match reality , so yes, really bad QB's got a boost. They may have also gotten some lucky shots.

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posted on 12-28-2012 at 01:23 AM Edit Post Reply With Quote
Quote:
Originally posted by Aparicio
Dunno what to think, yet. For 1 game, the affect was cataclysmic, in favor of the inferior players.

A previously 0-4 team with low Offense just burned us with very long passes, scoring 48 points!

We were 3-1, and had beaten last year's Sim Bowl winners, before the update.

We cud not stop their passing attack, with an inferior QB, all game. Our defensive CBs/Ss have many A- rated players.

Please check our game in order to assess your "upgrade". There may be some flaws in the logic.

We don't know where to go now with our personnel.

WPFL -AParicio


The Overall of the CB means nothing. He could be A+ Exe, Tackling, and Pass Coverage, but could be B- Speed and Agility, and could be a A- Player, but not worth a thing.

Here is the game in question: http://football.simdynasty.com/boxscore.jsp?boxscoreid=183069

God forbid an underdog actually win. Why even play the game if people have already decided how the game will unfold before it plays?





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posted on 12-28-2012 at 01:29 AM Edit Post Reply With Quote
The Deep Passes you gave up, your Defense was playing the 4-3 Formation, which is for Man-To-Man Medium Coverage, or Run Defenses. Deep Zone, which defends Deep Passes, is in the 4-2-5 Nickel Formation. If your team has played in Deep Zone, which is meant to combat Deep Passes, then the outcome may have been different. As of now, it looks like those Receivers beat your covreages,

Boston also got those passes while in the I-Formation/Pro-Set, not the Shotgun.





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posted on 12-28-2012 at 02:45 AM Edit Post Reply With Quote
Actually, have a question about these changes.

If I call a OLB Blitz, which is run in the 4-3 Defense, and the Offense rolls out in a Shotgun Formation, will my team switch to Man-To-Man Nickel, OLB Blitz in the 4-2-5, or stay in the 4-3 OLB Blitz?





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posted on 12-28-2012 at 02:57 AM Edit Post Reply With Quote
Didn't notice anything different other than my scrub backup QB lighting up the 4th quarter in mop up duty.





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posted on 12-28-2012 at 04:49 AM Edit Post Reply With Quote
where are the dropped pass stats found? Nevermind, found them on player card

[Edited on 12-28-2012 by Fulla]





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posted on 12-28-2012 at 06:13 AM Edit Post Reply With Quote
Quote:
Originally posted by EdSales87
Actually, have a question about these changes.

If I call a OLB Blitz, which is run in the 4-3 Defense, and the Offense rolls out in a Shotgun Formation, will my team switch to Man-To-Man Nickel, OLB Blitz in the 4-2-5, or stay in the 4-3 OLB Blitz?


Your linebackers will blitz from the nickel.

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posted on 12-28-2012 at 03:01 PM Edit Post Reply With Quote
Quote:
Originally posted by Admin
Quote:
Originally posted by EdSales87
Actually, have a question about these changes.

If I call a OLB Blitz, which is run in the 4-3 Defense, and the Offense rolls out in a Shotgun Formation, will my team switch to Man-To-Man Nickel, OLB Blitz in the 4-2-5, or stay in the 4-3 OLB Blitz?


Your linebackers will blitz from the nickel.

Chris


Awesome.





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44 Straight Seasons without a Losing Season
Undefeated Seasons : 1 (1973)
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posted on 12-28-2012 at 05:09 PM Edit Post Reply With Quote
EdSales asked 1 of my questions as I noticed my 2 linebacker blitzing out of the 4-2-5 also. I think I like the idea of my 2 linebackers blitzing from nickel.

If possible, I would like a little clarity since I'm not sure of the following:

1. If I play a Shallow Zone, is that a 4-2-5 formation and thus won't change if the offense is in shotgun or calls a running play?
2. You mentioned that if in Man to Man and the offense comes out in shotgun, it switches to 4-2-5 nickel. Is that formation still defending a "medium" pass or is it now a deep zone coverage?
3. I also believe if I read correctly that if the defense calls a run defense and I come out in shotgun, the defense changes to man-to-man coverage. So, if I come out in shotgun on first down let's say, and the defense is shown as 4-3, I can take from that he was orginally calling a run defense? So far in 2 leagues I haven't seen the shotgun matched up against a 4-3 on offense or defense. It always seems to default to a 4-2-5. I ask because it would seem fair for the offense to notice the original formation of the defense before they audible into a nickel defense by taking someone off the field for an extra CB. That way you can adjust your strategy if you notice they are originally defending the run or pass. Right now when I run against the 4-3, I have no idea if they are playing run or pass regardless of yardage gained. I know I've liked to call shotgun plays in the past just to see how the defense is typically lining up and paying attention to my completion %, maybe to get them out of a run defense.

If I'm wrong and the 4-3 run defense switches to the 4-3 Man-To-Man, then disregard all this because that will let me know. I just haven't seen it yet, but maybe it's just the way my game is going.

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posted on 12-28-2012 at 05:26 PM Edit Post Reply With Quote
Quote:
Originally posted by scitel
1. If I play a Shallow Zone, is that a 4-2-5 formation and thus won't change if the offense is in shotgun or calls a running play?


Shallow Zone may normally come out in either a 4-3 or a Nickel. If the offense comes out in a Shotgun, the Shallow Zone will definitely be the Nickel.

Quote:

2. You mentioned that if in Man to Man and the offense comes out in shotgun, it switches to 4-2-5 nickel. Is that formation still defending a "medium" pass or is it now a deep zone coverage?

No, it is still man-to-man coverage, but the extra receiver will be covered by the nickelback rather than a linebacker.

Quote:

3. I also believe if I read correctly that if the defense calls a run defense and I come out in shotgun, the defense changes to man-to-man coverage. So, if I come out in shotgun on first down let's say, and the defense is shown as 4-3, I can take from that he was orginally calling a run defense?

No, you should not see the 4-3 at all. It will show the nickel right from the beginning. There is no way for you to tell that the other team switched defenses.

Quote:
So far in 2 leagues I haven't seen the shotgun matched up against a 4-3 on offense or defense. It always seems to default to a 4-2-5. I ask because it would seem fair for the offense to notice the original formation of the defense before they audible into a nickel defense by taking someone off the field for an extra CB.


Eventually these sorts of subtleties will be added. This was a quick fix to stop widespread abuse of using shotgun all the time because the defense would never adjust.

Quote:
That way you can adjust your strategy if you notice they are originally defending the run or pass. Right now when I run against the 4-3, I have no idea if they are playing run or pass regardless of yardage gained. I know I've liked to call shotgun plays in the past just to see how the defense is typically lining up and paying attention to my completion %, maybe to get them out of a run defense.

If I'm wrong and the 4-3 run defense switches to the 4-3 Man-To-Man, then disregard all this because that will let me know. I just haven't seen it yet, but maybe it's just the way my game is going.


There is a new game engine coming that will break things town into more detail... in fact at that point the challenge will be in not giving too MUCH detail where every play is a half a page long.

Chris





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posted on 12-28-2012 at 08:39 PM Edit Post Reply With Quote
so if you have defensive backs with good Pass Coverage skills then it might be worth playing Man to Man knowing that it will automatically switch to 5 defensive backs in case of a shotgun?





yes

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posted on 12-28-2012 at 09:43 PM Edit Post Reply With Quote
Quote:
Originally posted by gannable
so if you have defensive backs with good Pass Coverage skills then it might be worth playing Man to Man knowing that it will automatically switch to 5 defensive backs in case of a shotgun?


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My thoughts exactly. My only issue is, Man-To-Man is for Medium Passes. If it is a deep pass, will my CB still be covering the WR downfield? And if so, would Speed/Agility be a factor with keeping the WR covered.





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posted on 12-28-2012 at 11:25 PM Edit Post Reply With Quote
If you solely play Man To Man, yes, you are going to give up the long passes. The CB will still cover the receiver and yes, high Agility/Speed with help make up somewhat for it.

Chris





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