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Re: Revert the Penalty Applied to Short Passes

By setherick
10/22/2016 10:04 am
jdavidbakr wrote:
setherick wrote:
FOV and Arm determine the likelihood a QB is going to throw an INT? I had no idea. I would have thought it was Discipline, but I knew better.


Arm strength only limits the velocity of his passes - FOV influences the likelihood of him throwing an INT, as does his experience, as well as his accuracy, as well as the DB's man coverage skills and zone skills (if he is playing zone), and the WR's route running skills ... there's not a simple formula and that's intentional, but also adds to the apparent randomness. As the game matures I hope that it becomes more intuitive and also am able to document better the impact of each attribute on various results.


Should have clarified the influence of Arm above. If I understand the code flow for QBs correctly it goes like this:

The target is one best place to throw the ball, it is determined automatically and is the same for every player playing QB > FOV influences whether the QB sees it > Arm determines if the QB will throw it there > [some formula determines how long the QB takes to make the decision] > Release determines how quickly the QB takes to release the ball after the decision is made > Arm determines the velocity > the accuracy formula determines how close to the center of the target the ball arrives

Somewhere in that flow is the influence of Lookoff unless that influence is in the WR/DB code flow, which is much easier to suss out through game play.

Re: Revert the Penalty Applied to Short Passes

By setherick
10/23/2016 4:15 pm
One last question, just so I'm completely clear on the accuracy formula. Accuracy penalties for a defender in the face or distance scale arithmetically and are not lessened by any attribute, correct? So Arm will determine how far a QB can theoretically throw, but won't make him any more accurate on a long pass. It'll just determine whether he throws to the WR and how easy it is to knockdown the pass?

Re: Revert the Penalty Applied to Short Passes

By Infinity on Trial
10/23/2016 4:24 pm
setherick wrote:
If I understand the code flow for QBs correctly it goes like this:

The target is one best place to throw the ball, it is determined automatically and is the same for every player playing QB > FOV influences whether the QB sees it > Arm determines if the QB will throw it there > [some formula determines how long the QB takes to make the decision] > Release determines how quickly the QB takes to release the ball after the decision is made > Arm determines the velocity > the accuracy formula determines how close to the center of the target the ball arrives


This is extremely helpful, but (setting aside concerns about pass rush and OL play) I'd like to see a similar explanation of how a QB decides whether to throw a pass. As noted in other threads, QBs will sometimes stare down open receivers in the FOV until taking a sack. (Let's call this the "Alex Smith glitch.") What's the formula that governs a QB's willingness to pull the trigger?

Also, for clarity, is the first receiving target still chosen at random each play?

Re: Revert the Penalty Applied to Short Passes

By Bryson10
10/23/2016 4:30 pm
Infinity on Trial wrote:
setherick wrote:
If I understand the code flow for QBs correctly it goes like this:

The target is one best place to throw the ball, it is determined automatically and is the same for every player playing QB > FOV influences whether the QB sees it > Arm determines if the QB will throw it there > [some formula determines how long the QB takes to make the decision] > Release determines how quickly the QB takes to release the ball after the decision is made > Arm determines the velocity > the accuracy formula determines how close to the center of the target the ball arrives


This is extremely helpful, but (setting aside concerns about pass rush and OL play) I'd like to see a similar explanation of how a QB decides whether to throw a pass. As noted in other threads, QBs will sometimes stare down open receivers in the FOV until taking a sack. (Let's call this the "Alex Smith glitch.") What's the formula that governs a QB's willingness to pull the trigger?

Also, for clarity, is the first receiving target still chosen at random each play?


it'd be nice if it had each wr color coded by which option they are in the play when you're gameplanning so you can tell where the qb will go though his progressions

Re: Revert the Penalty Applied to Short Passes

By setherick
10/23/2016 4:31 pm
Bryson10 wrote:
Infinity on Trial wrote:
setherick wrote:
If I understand the code flow for QBs correctly it goes like this:

The target is one best place to throw the ball, it is determined automatically and is the same for every player playing QB > FOV influences whether the QB sees it > Arm determines if the QB will throw it there > [some formula determines how long the QB takes to make the decision] > Release determines how quickly the QB takes to release the ball after the decision is made > Arm determines the velocity > the accuracy formula determines how close to the center of the target the ball arrives


This is extremely helpful, but (setting aside concerns about pass rush and OL play) I'd like to see a similar explanation of how a QB decides whether to throw a pass. As noted in other threads, QBs will sometimes stare down open receivers in the FOV until taking a sack. (Let's call this the "Alex Smith glitch.") What's the formula that governs a QB's willingness to pull the trigger?

Also, for clarity, is the first receiving target still chosen at random each play?


it'd be nice if it had each wr color coded by which option they are in the play when you're gameplanning so you can tell where the qb will go though his progressions


Progressions aren't determined by the play, though. They are determined by some sort of at the snap dice roll that weighs the routes being run against the distance called in the play.

Re: Revert the Penalty Applied to Short Passes

By Bryson10
10/23/2016 4:37 pm
so if you called the same play 10 times, the primary receiver will be different every time? that is unconventional, lol

Re: Revert the Penalty Applied to Short Passes

By setherick
10/23/2016 4:38 pm
Bryson10 wrote:
so if you called the same play 10 times, the primary receiver will be different every time? that is unconventional, lol


Yup - I don't know if there is a heavier weight for the WR1 on a play, but it sometimes feels like it.

Re: Revert the Penalty Applied to Short Passes

By Bryson10
10/23/2016 4:42 pm
no wonder tight ends are impossible to feature

Re: Revert the Penalty Applied to Short Passes

By setherick
10/23/2016 4:46 pm
Bryson10 wrote:
no wonder tight ends are impossible to feature


Oh, trust me, it's more aggravating than that. You __can__ build an offense that features a TE, but you have to narrow your play selection to a few plays per set. Your QB will __not__ know of any of these plays from the start, so you're looking at at least a year to get the QB up to speed on them. It can be done, but it requires more patience than the payoff. (But that will get you accused of whining.)

Re: Revert the Penalty Applied to Short Passes

By setherick
10/26/2016 5:58 am
What attributes allow a QB to make a decision? FOV? I mean really. I'm done getting sacks because the QB holds the ball forever.
Last edited at 10/26/2016 6:20 am