NOTICE: This league is using the BLEEDING EDGE game engine. For more information, click here.

The new user interface is in preview!

Want to check it out? Click here! (If you don't like it, you can still switch back)

NOTE: As of the last sim, this league was under the minimum 20% capacity. Invite your friends to join MyFootballNow to keep this league alive! Then send them to this league to become the owner of a team! The league will expire at 1/17/2025 8:00 am.

League Forums

Main - General MFN Discussion

Re: What Actually Controls Drops?

By setherick
12/27/2019 8:28 am
bmarq wrote:
Could it be he just dropped the ball?

It happens every Saturday and Sunday. How many times have you watched a game when a RB is wide open and takes his eyes of the ball and just drops it.


It COULD be. But it isn't. The "overuse" play-by-play text ONLY shows up when the overuse contributed to the result of the play.

Re: What Actually Controls Drops?

By raymattison21
12/27/2019 9:44 am
our drop rate is near the nfls but once you add in the factors of play overuse and long distance passing algorithm you'll get higher than average numbers. Bringing in a qb off the bench ,while that penalty is first applied, results in a ridiculous number of drops. Same for sacks...the longer the pass category is the more sacks you will allow. Its just how 4.5 is.

I played a rookie FA with 40 accuracy in beta where the long distance penalty was lessened. The big difference was he completed his first pass despite coming off the bench cold, and he continued to complete passes even when plays were overused. That will never happen under the 4.5 code.

Man coverage is so far ahead interms of development for 4.5. It has made accuracy so touchy, causing a high amount of drops and wild passes.

this play was late in the game, and the LBer , in man, had 40 something punish. He gets a boost cause the play was overused....got a good roll and intimidated the back into dropping that pass.

Good or bad result....theres definitely too many drops at crucial times under 4.5. you can actually play crappy CBs and just hope the wr drops it. Thats not to footbally to me.

Drops and knockdowns are intertwined and knockdowns are super high now and continue to be in beta, but the majority of gamechanging drops like this one are a thing of the past.

Here I blame accuracy or arm here as both effect accuracy. Man coverage was lessened in beta as well, which allows a more functional window of success in terms of useable accuracy. Lowering the value of accuracy in beta and making more QBs more viable options.

Re: What Actually Controls Drops?

By Infinity on Trial
12/27/2019 9:02 pm
raymattison21 wrote:
our drop rate is near the nfls


No.

Re: What Actually Controls Drops?

By raymattison21
12/27/2019 9:17 pm
Infinity on Trial wrote:
raymattison21 wrote:
our drop rate is near the nfls


No.


I don't know. The numbers I ran , a while ago in beta pre a 4.5 general release had them pretty inline. I ran the most balanced plan I could. Never using more than one play three times. We had an elite qb and enough weapons with decent drop rates.

Play vs a fast man under and those drops and knockdown go sky high. Even with the long distance passing penalty strong you could just throw short or some of those auto reads for bettering your chances not to drop it.

Anything other would drive these horrible numbers. Definitely a small window I was referring to,but it's there. Just don't play those guys or plays. That's why 4.5 is so tough to pass intuitively, and 4.6 is better. Well along with some being better

Re: What Actually Controls Drops?

By Infinity on Trial
12/27/2019 9:19 pm
The NFL leader in drops this year is Edelman with 9. The last full season in Champions (which I consider to be the league with the best owners), there were 33 players with 10 or more drops. The number of drops in MFN are grossly out of whack with reality.

Re: What Actually Controls Drops?

By buenoboss11
12/27/2019 9:21 pm
Infinity on Trial wrote:
The NFL leader in drops this year is Edelman with 9. The last full season in Champions (which I consider to be the league with the best owners), there were 33 players with 10 or more drops. The number of drops in MFN are grossly out of whack with reality.


man that's a lot of drops

Re: What Actually Controls Drops?

By raymattison21
12/27/2019 9:23 pm
Infinity on Trial wrote:
The NFL leader in drops this year is Edelman with 9. The last full season in Champions (which I consider to be the league with the best owners), there were 33 players with 10 or more drops. The number of drops in MFN are grossly out of whack with reality.


they all probably play man under the majority of the time too

Re: What Actually Controls Drops?

By buenoboss11
12/27/2019 9:24 pm
just a comment: When will zone coverage be updated? and make it work better?

Re: What Actually Controls Drops?

By setherick
12/27/2019 9:25 pm
buenoboss11 wrote:
Infinity on Trial wrote:
The NFL leader in drops this year is Edelman with 9. The last full season in Champions (which I consider to be the league with the best owners), there were 33 players with 10 or more drops. The number of drops in MFN are grossly out of whack with reality.


man that's a lot of drops


To be clear, MFN drops are a product of how ball placement works. QBs rarely (almost never) overthrow a player. Instead, Accuracy determines how close to the ideal spot the ball travels, so most QBs will bulls-eye ideal placement every time To counter this, JDB nerfed receivers on long passes to make ***** that travel over 10 yards in the air (rough estimate after watching a ton of film) basically 50/50 catches. All of this is pretty well known.

The reason why I posted this was because the play-by-play in the OP points to two things: the drop and overuse. Since there is no other text about tight coverage or a knockdown. That implies there is a casual relationship there.

Re: What Actually Controls Drops?

By setherick
12/27/2019 9:25 pm
buenoboss11 wrote:
just a comment: When will zone coverage be updated? and make it work better?


It grossly increased the number of knockdowns in MFN1