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Player Weigts

By Bexus76
9/22/2020 9:09 am
Just curious; how are y'all using your player weights with the "beta" settings of this league?
Are you staying closer to the default, or keeping your custom weights?
I've flip-flopped back and forth, but I'm not content with my roster either way, hence, the fire sale.

Re: Player Weigts

By raymattison21
9/22/2020 4:29 pm
This could be a different code. Nobody has had a shot at it yet but I am tending to value acceleration a bit more in general . Same with ball carry and possibly break tackle / tackle.

Oline and dline are up in the air as I think I use different weights there any how. Scheme wise i am most likely to play man so man/ bump and route /b&r avoid is always important to me.

Really for QB my weights are different cause I like to force passes of late but I am going to pick a few types and see what works. A game manager or a play maker and a pocket passer and scrambling one will probably be used for us as wenare weak at QB.

Foe punter shoot for timing above 70 as wings should get there In this code.

Don’t be afraid to try what should work....like default s but I am still leaning towards players with speed in the top 80th percentile for there respective weight in pounds. I have used slower guys in this past code and noticed a slight uptick in value but it most likely will be scheme related.

Re: Player Weigts

By raymattison21
9/22/2020 4:47 pm
Max Speed
7
Acceleration
3
Strength
1
Intelligence
3
Discipline
1
Pass Accuracy
37
Hard Count
1
Arm Strength
21
Passing Release
13
Look Off Def
3
Scrambling skill
2
Field of Vision
6
Break Tackle
1
Ball Carrying
1
Avoid Fumble
4

Here’s my QBs weights like I said I am not set on one style. This one is a gunslinger, one who I had difficulty getting consistency numbers from in this past code tweaks but I am not giving up on it yet.

The key to my weights that I do not recommend doing is using only 100 points dispersed throughout the entire spread of skills. 200 is nice too... just not to flood the players athletic abilities out of the search.

For Qb here it’s arm and accuracy that I am trying to keep very powerful. Skill positions are different

If you choose to use lower/similar totals you will find a more balanced set weights through out all the positions. So in the draft que or FA search the first players displayed are the Best players available.

Yes the less skills desired the easier players get higher on the list .....if that makes sense. So K and P rule then OLine or DL but that display system really favors positions with less skills(total rating points)

In a weak draft We got a decent AI pick under this method but he was a C and we rarely go oline in the 1st. Sometimes I filter positions out and use the BPA strategy that way based on what we re gonna apply for the season.

All that said I think I will need an adjustment after 4.6 is released ....how big of one is the key

Re: Player Weigts

By Bexus76
9/23/2020 9:01 am
I have tweaked the sh!+ out of my player weights and I like really them. But those are set for 0.4.5 and I dont know how effective they'll be in Bleeding Beta.
I'm really wondering if this new engine would make the default weights more viable, or if the default weights have been adjusted to fit the game engine.
For now, I'm gonna stick with my weights and see how they work. The problem is, my roster doesn't fit my weights. According to my weights, I need 51 new players on my roster...
Last edited at 9/23/2020 9:02 am

Re: Player Weigts

By raymattison21
9/23/2020 10:36 am
Bexus76 wrote:
I have tweaked the sh!+ out of my player weights and I like really them. But those are set for 0.4.5 and I dont know how effective they'll be in Bleeding Beta.
I'm really wondering if this new engine would make the default weights more viable, or if the default weights have been adjusted to fit the game engine.
For now, I'm gonna stick with my weights and see how they work. The problem is, my roster doesn't fit my weights. According to my weights, I need 51 new players on my roster...


Jdb has yet to bend on changing defaults . So, my logic would think the games final version will relfect defaults.

That said were coming out of a period (years) where the skill rating have been pushed to a limit that makes them so sensitive to a specific outside factor. Like play overuse or a specific responsibility that is wrong or lacking (blocking assignment). Where its works then suddenly doesn't.....pending the circumstances.

These skills are overpowered mainly due to the true speed of a player within that play. Raising that speed of zero closes some of that gap mainly caused a players weight in pounds thus making defaults a bit better.

here is the recent changes

1) Sacks should be back and should arrive around the NFL norm of 7% with normal play calling.
Blitz pickups are different from 4.5 and that 46 formatiom bug should be fixed. Sacks were super low in testing, so this should be neat to see. I am favoring the athletic linemen here....a bit different than 4.5 but not much.

2) Rushing stats should in general grow from a league average of around 3 yards per carry up to the NFL average of around 4 yards per carry.
We did great vs. the run in tests by blitzing speedy LBers and DBs. This worked well in 4.5 as well and probably will continue in to this code. Ball carry is more valuable here and so is acceleration....much like 4.5 but the most this game has ever seen.

Olinemen are getting into position more easily...or closer to defaults, but my tests still has the elite acceleration guys doing better. The last tweak had guys getting pushed around by weight but my 230 pound DE with 30 strength held his own at times. At least the smaller guys will take on more injuries when facing big guys.

TEs and FBs blocking skills are a bit more valuable but they still have to make it to the point of attack so hey can use that blocking skill. In other words watch out for low skill here if they are in the trenches facing larger DEs


3) Completion percentage in my massive testing should be around 60%. I changed the logic a little to try to reduce the number of longer pass plays getting dumped to the outlet too quickly, and also tried to reduce the decisions for a QB to throw into tight coverage. Once we restore the DB play that is shelved, I imagine this logic will need to be revisited, but right now I just want to get a stable 0.4.6 out without those DB coverage updates.
We will see what this does.... combining the blitz pick ups, faster players, coverage has to be up for debate. Man under defense was great at lowering a Qbs effectivness. I have afeeling that will be the same.
My defense has a unique set of weights that have to do with the wrong assignments within certian calls ....mosty within a blend of the zone under and some blitz plays. i would Steer clear for a number of reasons.
I these part are so similar to 4.5 and Wrs palying DB probably will be even more effective with his change.....hopefully thats the worst of it.


4) Interception percentage should be around 2.5%, also in line with NFL stats.
5) Yards per attempt is low and I'm struggling to figure out how to bring it up

4 and 5 are tied o three which we be heavily tied to 2 and one. As if you cannot or stop the run....that will make stopping the pass harder. If passing is easier to stop this may end up a defensive code ...

All this said, weve got a slightly different set of talent here which exasperates the sensitivity thing i was mentioning earlier and a good spin at preseason game one is one that doesn't get "sim still running......" thing.

Something that will make defaults look completely foolish, like punt timing, in the 4.5 release...or the fast DE bug out of the 46 defensive s what got fixed in this release. i will be checking if that has at least stayed the same.

Going through countless of beta code changes no matter how good or bad they are the "better" team still always wins. If your looking for that sweet spot play some ball the way you want. If want to win every game good luck as the reasons for those wins might be changed he next game.

And i am directing this at anyone not just you bexus as i thought it was a great question ...i wish more expressed thier opinions on.... as these are just mine.

Re: Player Weigts

By TheAdmiral
9/23/2020 4:45 pm
It's an almost impossible question to answer. Default weights are not for me, they are (usually) very vague and non-descript.

As an example, I set mine based on every attribute that I think contributes to a players specific position. I want my RB/FB and TE to all have speed, acceleration, strength, good hands, brave, good blockers pass and run, high break tackle is a bonus, avoid fumble is also important. On top of that they need to have very good ball carrying

There are areas I will accept being weak and there are players I'll skip just because they don't have one thing that I see as imperative for that position.


Basically, I don't think the weighting should be different between the two formats. You just have to decide what sort of player you want to fill that role. IF your weights don't point you towards specific players, then you need to tweak and refine. Find a player to fit your philosophy, rather than trying to find a philosophy for your players. As an example, in the dispersal draft for Legends I sought players with the five fundamentals (speed, acceleration, strength, intelligence and discipline) and worried about the technique elements down the line.

These days, I want it all and often raise eyebrows in trades by 'over paying' for players with low default ratings but show up really strongly in my weightings. It doesn't make me right or wrong just that I'm getting the style I want. I also love versatile players, so the more 'weights' I put at each position allows me to quickly see whether a player could 'do a job' elsewhere even if his overall ratings don't support that.

Having players rated in the 50's and 60's that outperform players in the high 70's/80's isn't that unusual and the best teams are often loaded with players on these sort of overall ratings.

Re: Player Weigts

By jabillups85
10/02/2020 1:12 pm
I am giving this league a try. My weights are basically speed is king.

1. Is that still true with this engine?
2. Can slower skill players with great technique be successful?

thanks

Re: Player Weigts

By raymattison21
10/02/2020 2:23 pm
jabillups85 wrote:
I am giving this league a try. My weights are basically speed is king.

1. Is that still true with this engine?
2. Can slower skill players with great technique be successful?

thanks


Speed will always be king but where and when are you trying to apply it? Raising zero speed has made players travel at closer speeds but when it matters is key. Coverage is tighter so everyone is better there but using speed on a fly pattern is still a way to get deep but those shorter routes are favoring acceleration more now.

Even plays like this

https://victory.myfootballnow.com/watch/368#64778

A run vs a blitz seemed to favor this 76 speed back. He has 90s + in acceleration and carry and if you watch the Safety #25 despite his 88 speed he’s just not quick enough to get to the back before the pulling G gets to him.

The G is very fast and quick too which is counter intuitive but if you pull you want to be faster than then the guys your blocking for as Our backs don’t really wait for blockers.....But in a small range of ten yards or so the lower acceleration safety might be at a minor disadvantage.

Defending speed still rules .......my DEs averaged 80 speed and racked up an unrealistic amount of sacks this preseason. Mostly vs long passes so a tweak is coming there .

Re: Player Weigts

By TheAdmiral
10/02/2020 2:31 pm
jabillups85 wrote:
I am giving this league a try. My weights are basically speed is king.

1. Is that still true with this engine?
2. Can slower skill players with great technique be successful?

thanks


1. YES
2. Yes

In that order, stack up on athletes (Speed, Accel, Strength) and that will make you competitive. Then upgrade, upgrade, upgrade with players who have similar fundamentals but better techniques.

Also there are positions where speed is much less of a factor, but ideally you don't want to be under 60 anywhere and over 70 is minimum requirement for WR/CB and RB

Re: Player Weigts

By jabillups85
10/02/2020 9:24 pm
Thanks for the input. This roster is slow as he!!