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  1. #1
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    QB rushing

    I fixed a couple of bugs in the QB running subroutine. The changes will only affect a situation where you are running the QB much more frequently than the QB ran in the NFL.
    Lead Developer of Sandbox Simulations

  2. #2
    Quote Originally Posted by cdcox View Post
    I fixed a couple of bugs in the QB running subroutine. The changes will only affect a situation where you are running the QB much more frequently than the QB ran in the NFL.

    Well, that is kinda anti the whole alternate reality concept... Isn't it?

    Reduce the value of a weapon the more it is used?

    Do you do the same thing for Derrick Henry?

    Does Aaron Donald's Value drop the more sacks he gets?

    Does TB12 drop the more TD he throws?

    I am serious, As a GM it would be my NFL strategy to have 5 QB's who are run first QB's with no care as to how they can throw and no care as to whether or not they get hurt.

    I would have almost no WR's because I wont pay where the market is going on WR and TE and Pass catching RB because half the league is running Andy Reid's offence.

    I would put three to four mid tier offensive lineman as full time TE and run the ball down the throat of these undersized defenses, (Student Body Right, Student Body Left).

    with RB that can't catch but can drive the line, and several QB's that are RUN FIRST, regardless of what the name on the jersey says.

    So, You are saying If I take advantage of my own personal alternate strategy, you are going to reduce the effectiveness of my Enginuity?
    Last edited by UmmBerrto; 06-09-2022 at 09:57 PM.

  3. #3
    I think what cdcox is saying is that rbs and qbs and wrs lose effectiveness in real life based on the number of hits they take. All he is doing is attempting to make this more realistic.

  4. #4
    Quote Originally Posted by JackCarsten View Post
    I think what cdcox is saying is that rbs and qbs and wrs lose effectiveness in real life based on the number of hits they take. All he is doing is attempting to make this more realistic.
    Its not realistic because I would have no problem picking up 5 running QB's to put on the roster, nobody signs those guys out of college.

    But this game does not allow for that, so you can't diminish the one QB I am allowed to play.

    If you are going to reduce the effectiveness of a overused QB then Allow me to change the QB mid game like we can the HB.

    I will sign four more RUNNING QB's and split the carries between them, so they are all fresh, all game, every game.

    Also take the restrictions off the short yardage plays, because if I run three extra offensive lineman as TE's with TE numbers and ballpein hammer for a fullback, my offense should run down your undersized lineman and expose the lack of depth on that D-line in the second half of every game.

    My Oversized, run first, extra deep offense, will beat down todays, undersized, Stop the Pass, defenses.

    All your defenses should be tired by the second half playing against my teams and therefore all my running stats should go up with use, not down.

    Your restrictions are not practical, I understand why you think they are logical, however, you are wrong.

    Also, If a team has to bring backup defensive lineman for short yardage situations over and over again and I've got eight starting offensive lineman across my line in short yardage, the defense should definitely give way, If not right away, the D-line should show signs of fatigue.

    When the D-line is stacked to stop the run, the door is open for huge breakaway plays once the Runner gets past the line which can happen on any play that has a short yardage stack up.

    Also, I will take this time to point out that before Teddy Rosevelt Negotiated with the NFL to bring in the forward pass, NFL Teams often put up huge yardage counts and point totals JUST RUNNING THE BALL, and they did that against teams that were built just to stop the run, So don't give me any talk about "it wouldn't work", especially in this "stop the pass first" undersized defense league.

    Your restrictions are wrong and it's bad for the game.

    Just because you don't like the fact that it works, you eliminate the usage, Facts are if teams are committed to doing it in the NFL, it works there too.

    Personally, as a GM I would go and get the offensive play books from all of the original great Head Coaches of the NFL Pre Forward Pass and unload holy hell on these NFL Defenses.

    Seems like even in this alternate reality, the powers that be are closed minded and shortsighted yet again.
    Last edited by UmmBerrto; 06-09-2022 at 09:42 PM.

  5. #5
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    Quote Originally Posted by JackCarsten View Post
    I think what cdcox is saying is that rbs and qbs and wrs lose effectiveness in real life based on the number of hits they take. All he is doing is attempting to make this more realistic.
    Yeah. We also have to model to prevent low-touch players from becoming superman in the sim. If a guy got 10 carries for 140 yards in the NFL because he happened to break one long run, we have to recognize that he's not going to get 300 carries for 4,200 yards if he's used heavily. Anomalies with low frequencies are going to revert to the mean as the frequency goes up.

  6. #6
    Quote Originally Posted by Kevin View Post
    Yeah. We also have to model to prevent low-touch players from becoming superman in the sim. If a guy got 10 carries for 140 yards in the NFL because he happened to break one long run, we have to recognize that he's not going to get 300 carries for 4,200 yards if he's used heavily. Anomalies with low frequencies are going to revert to the mean as the frequency goes up.


    Out of curiosity, does the same thing happen with a low possession player who gets a lot more work.

    In other words if a back last year had 20 carries for 30yrds will his production regress to the mean when getting 200 carries?

  7. #7
    Quote Originally Posted by Kevin View Post
    Yeah. We also have to model to prevent low-touch players from becoming superman in the sim. If a guy got 10 carries for 140 yards in the NFL because he happened to break one long run, we have to recognize that he's not going to get 300 carries for 4,200 yards if he's used heavily. Anomalies with low frequencies are going to revert to the mean as the frequency goes up.


    Also, what about when A QB that is not so great? So the Head Coach limits the number of times he calls pass plays, Like a Jimmy G or a Taysom Hill? Does that QB all of the sudden regress to being better now that the sim has him throwing the ball 50+ times a game?

    Because Hill is a Beast in this game, and I KNOW SOME PEOPLE would love to think Hill is a Good QB and should be Starting in the NFL, But seriously. Nobody is winning anything with Jimmy G or Taysom Hill throwing the ball 50+ times over two games, let alone in one game.

    Ijs

  8. #8
    Quote Originally Posted by UmmBerrto View Post
    Also, what about when A QB that is not so great? So the Head Coach limits the number of times he calls pass plays, Like a Jimmy G or a Taysom Hill? Does that QB all of the sudden regress to being better now that the sim has him throwing the ball 50+ times a game?

    Because Hill is a Beast in this game, and I KNOW SOME PEOPLE would love to think Hill is a Good QB and should be Starting in the NFL, But seriously. Nobody is winning anything with Jimmy G or Taysom Hill throwing the ball 50+ times over two games, let alone in one game.

    Ijs
    Taysom Hill is not a beast in this Sim. He's better than he is in real life but he's not putting the team on his back either. The players that seem to have the most obnoxious advantages are Braxton Berrios and Deonte Harris, neither of which had a single game last season with 100 yards and they combined for 5 receiving TD's on the year.

  9. #9
    Quote Originally Posted by Kingswood View Post
    Taysom Hill is not a beast in this Sim. He's better than he is in real life but he's not putting the team on his back either. The players that seem to have the most obnoxious advantages are Braxton Berrios and Deonte Harris, neither of which had a single game last season with 100 yards and they combined for 5 receiving TD's on the year.

    I beg to differ, Taysom is routinely a problem, How many of the old top 10-15 teams in challenge play have him at QB?

    Dude just came back from a 28-7 deficit against me this morning, came down to the last drive.

    Until the change in QB running that NOBODY noticed until Lamar, Taysom was QB for five of the top 10 Teams in Elo.

    So yeah, Taysom isn't running for 180 yrds on 20 carries anymore, but he is still a problem beyond his real NFL value.

    I think that is why a couple of y'all are so mad at me running Lamar crazy, causing the change in code, Because, now, your golden boy Taysom, has taken a little tarnish.

  10. #10
    Quote Originally Posted by cdcox View Post
    I fixed a couple of bugs in the QB running subroutine. The changes will only affect a situation where you are running the QB much more frequently than the QB ran in the NFL.
    Then allow us to spread the carries around more QB's. I want to build a team that does not throw the ball but only runs the ball.

    and I mean ONLY RUNS THE BALL.

    PRE FORWARD PASS OFFENSE.

    I want to put 8 or 9 offensive linemen on the line of scrimmage and RUN, RUN, RUN.

    YOU are putting extra penalties into the sim JUST TO STOP real Enginuity.

    As it is right now, I am running 5 TE's at the WR positions to get the extra blocking that is needed, since the Sim won't allow for QB running on any other formation.

    I can't just run my HB's with short yardage because you already legislated any big plays or consistency of gain out of the short yardage formations, even when I place O-lineman as the TE's.

    Basically, you are setting up a game where anything other then drop back and pass will not be allowed.

    The sim is even making my QB throw the ball when the passing % is literally 0 IN EVERY SINGLE CATEGORY.
    Last edited by UmmBerrto; 06-09-2022 at 10:16 PM.

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