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League Forums

Main - General MFN Discussion

Re: MFN is becoming not worth playing!

By setherick
9/06/2021 9:35 pm
TheAdmiral wrote:
1961 wrote:
FWIW, I think the talent distribution makes it worse than it looks. Speed is a big thing because there are just SO MANY slow players in every draft. Move towards equalizing speed and ratings become much more relevant...


Which is already happening in BETA.


No, this isn't what happened in beta. What JDB did in beta was collapse the parabolic curve that defines the difference in speed between positions. This is quite the opposite of what was really needed to address the speed problem, and it's really painfully obvious when you watch a SLOWER DE get 12 yards UPFIELD to sack a QB before a FASTER WR can get 8 yards downfield on a short route.

The problem with speed, and the solution to it, is that it's not physically fixed and players are not generate on a bell curve based on it. If speed worked correctly, for example, a 4.2 second 40 yard dash would be a SP of 100 and basically unachievable. A 4.21 40 would be 99, etc. That would mean a SP of 50 would be a 4.7 40 yard dash and a SP of 0 would be 5.2 seconds. All of these times would be fixed on physical points, so you would know how fast a player actually was on the game field.

Then if SP were distributed on a bell curve by position, the median SP for a WR would be 70-75 (4.45 - 4.5 seconds for a 40 yard dash) and the median SP for a DE would be something like 30-40 (4.8 - 4.9 seconds for a 40 yard dash). The player faster than the median should be rare and really specially. [Basically to generate these medians, I would suggest looking at the past 20 years of combine data -- I'm guessing here.]

Finally, SP should never be tied to physical weight. DEs don't suddenly get a full 10th of a second faster in the 40 when they drop 30 pounds to play OLB in the NFL. Why does it happen in MFN?

Physically fixing SP and then setting up proper bell curves based on hard data, it would eliminate the SP argument and the focus could be on technical ability of players.

Re: MFN is becoming not worth playing!

By raidergreg69
9/07/2021 12:53 am
VillagerChris wrote:
https://thevillage.myfootballnow.com/

Come try this out. I'm giving something to play for with a rule set that incentivizes winning and not tanking for high draft picks. It's still 4.5.. for now. If at any point in the future the league wants to move to Beta, or when Beta is no longer Beta but the norm, we will do so also.


Please say no to beta. I've tried it and don't like it.

Re: MFN is becoming not worth playing!

By TheAdmiral
9/07/2021 3:19 am
raidergreg69 wrote:
VillagerChris wrote:
https://thevillage.myfootballnow.com/

Come try this out. I'm giving something to play for with a rule set that incentivizes winning and not tanking for high draft picks. It's still 4.5.. for now. If at any point in the future the league wants to move to Beta, or when Beta is no longer Beta but the norm, we will do so also.


Please say no to beta. I've tried it and don't like it.


But you don't like 0.4.5 either? or why create so many side rules?

Re: MFN is becoming not worth playing!

By raidergreg69
9/07/2021 5:14 am
TheAdmiral wrote:
raidergreg69 wrote:
VillagerChris wrote:
https://thevillage.myfootballnow.com/

Come try this out. I'm giving something to play for with a rule set that incentivizes winning and not tanking for high draft picks. It's still 4.5.. for now. If at any point in the future the league wants to move to Beta, or when Beta is no longer Beta but the norm, we will do so also.


Please say no to beta. I've tried it and don't like it.


But you don't like 0.4.5 either? or why create so many side rules?


Why can't you just respect the fact some people have different opinions than you and leave it at that? If I answer you, you will just list all the reasons why you think I'm wrong and after I get up this afternoon, I have way too much to do to get into some back and forth where nobody's opinion is gonna change.

Re: MFN is becoming not worth playing!

By 1961
9/07/2021 9:06 am
So it sounds like there is some agreement that you gotta fix speed and perhaps overall attribute distribution before you really know if the actual game code plays like real football. From that point it seems to me you just have to tweak stuff to make the stats come out right. Then you are close to having a realistic football sim...

Re: MFN is becoming not worth playing!

By raidergreg69
9/07/2021 9:53 am
1961 wrote:
So it sounds like there is some agreement that you gotta fix speed and perhaps overall attribute distribution before you really know if the actual game code plays like real football. From that point it seems to me you just have to tweak stuff to make the stats come out right. Then you are close to having a realistic football sim...


Truth is neither Beta or regular resemble actual football.

Re: MFN is becoming not worth playing!

By raymattison21
9/07/2021 11:38 am
1961 wrote:
So it sounds like there is some agreement that you gotta fix speed and perhaps overall attribute distribution before you really know if the actual game code plays like real football. From that point it seems to me you just have to tweak stuff to make the stats come out right. Then you are close to having a realistic football sim...


Beta has adjustments to who blocks who when blitz schemes are applied. The weight difference between pass rushers has been curbed some to stop sacks out of the 46 under and punt blocks. Still, in general slower players in beta are closer to the speed of faster players. That change is seen throughout the code. A big difference imo cause besides those 4.5 and 4.6 (beta) are the same code algorithms for all the skill ratings . The overpowered ones are just more obvious now

Re: MFN is becoming not worth playing!

By 1961
9/07/2021 3:39 pm
raymattison21 wrote:
1961 wrote:
So it sounds like there is some agreement that you gotta fix speed and perhaps overall attribute distribution before you really know if the actual game code plays like real football. From that point it seems to me you just have to tweak stuff to make the stats come out right. Then you are close to having a realistic football sim...


Beta has adjustments to who blocks who when blitz schemes are applied. The weight difference between pass rushers has been curbed some to stop sacks out of the 46 under and punt blocks. Still, in general slower players in beta are closer to the speed of faster players. That change is seen throughout the code. A big difference imo cause besides those 4.5 and 4.6 (beta) are the same code algorithms for all the skill ratings . The overpowered ones are just more obvious now


No idea what this means or what is has to do with anything. If you are saying that speed is all fixed in the beta league -- well, it's obvious that it's not just by looking at the stats. I think Setherick is right. The whole speed thing should just be linear instead of trying to be cute. And if you link known running speeds to ratings you will also have much more accurate talent distribution by which to evaluate your "code" to see if it simulates something resembling a football game. Until you do that, you really don't have any starting point from which to work towards a realistic simulation of anything..

Re: MFN is becoming not worth playing!

By raymattison21
9/07/2021 4:09 pm
1961 wrote:
raymattison21 wrote:
1961 wrote:
So it sounds like there is some agreement that you gotta fix speed and perhaps overall attribute distribution before you really know if the actual game code plays like real football. From that point it seems to me you just have to tweak stuff to make the stats come out right. Then you are close to having a realistic football sim...


Beta has adjustments to who blocks who when blitz schemes are applied. The weight difference between pass rushers has been curbed some to stop sacks out of the 46 under and punt blocks. Still, in general slower players in beta are closer to the speed of faster players. That change is seen throughout the code. A big difference imo cause besides those 4.5 and 4.6 (beta) are the same code algorithms for all the skill ratings . The overpowered ones are just more obvious now


No idea what this means or what is has to do with anything. If you are saying that speed is all fixed in the beta league -- well, it's obvious that it's not just by looking at the stats. I think Setherick is right. The whole speed thing should just be linear instead of trying to be cute. And if you link known running speeds to ratings you will also have much more accurate talent distribution by which to evaluate your "code" to see if it simulates something resembling a football game. Until you do that, you really don't have any starting point from which to work towards a realistic simulation of anything..


It’s the only difference between the two codes. Those numbers we see are adjusted per a players weight and weight trends per position making gaps larger. Irl 40 yard times and when a player runs 40 yards on a play you will get different mph results. The problem here is a players weight is too heavily weighted in our formula.

There’s nothing anywhere in any data that says no one is slower than a 5.2 fourty In the nfl either . Our guys just are plain slower across the board and spread out like colleges talent. Not pro. We don’t use body mass index either just weight but sure make it linear or whatever.

Fine Have limits on speed numbers for how fast aand slow guys are but It will create a natural one anyway.. It’s still just a display as in the past they were displayed different . Neither is right or wrong but the skill ratings have been pushed to the limits attempting to get stats good or make Stats look good. Guys lose weight irl and get faster just not like here.

But I agree that we’ll never have athletic freaks like irl if we use the current speed scale. Still, the beta code is closer to RL than any other code.
Last edited at 9/07/2021 4:11 pm

Re: MFN is becoming not worth playing!

By setherick
9/07/2021 7:15 pm
Because in real life that 4.3 wide receiver is going to take 4.3 seconds to travel 8 yards... #betacode