People who liked this post
Spoilers

  • Paydirt Footba...
    • League Home
    • Power Rankings
    • Hall of Champions
  • League Forums
  • Players
    • Search
    • Draft History
    • Trades
  • Coaches
    • Search
  • Draft

  • Documentation
    • Project Roadmap
  • Community
  • Log In
WR @ RB?
League News/General Discussion
  • ‹
  • 1
  • 2
  • 3
  • 4
  • ›
GrandadB
Re: WR @ RB?
by GrandadB @ 8/19/2026 9:25 pm
I'd like to say I have some great answer to the quandary, but I don't.

For today, I just figure there some (hopefully planned in advance) nexus where the matrix does what was intended and players can do their intentions on the field.

First thing is whether or not you want more of a simulation to RL NFL positioning and roster management. If you do, then position matrix is absolutely needed with strict positioning requirements. Making your draft, early and late FA, FA during season, trades, and injuries for roster management more important and as they are for RL NFL.

Otherwise, you simply draft speed as the top priority for all positions other than QB, OL, and Kickers. Most common are WRs for RB and CBs for S/FS and LB. The other attributes, skill atributes are reduced in their importance to the players performance. This is one of the current problems with the game code in MFN.

Similarly, the other area of non-simulation abuse is the active play selection and use, especially on defense. 20 or more times the same defensive play is used in a game.

Rules and overides are also a problem, as they contribute to players being out of their designated position and the overuse of plays. I would prefer to see both eliminated from the game and replaced with coach tendency attributes or settings, aggressive vs balanced vs conservative. There is no reason that I can see for overides, which has been partly addressed in MFN1 TEST league, as you are also restricted by what positions are allowed to play where in personnel and formations including special teams. Do I use overides? you bet. Do I go with a limited choice of defensive plays and use rules to control their use by situation? you bet I do. And until there is a change, I will continue to do so to remain competitive with those who also do so. :)
Last edited 8/20/2026 1:29 am
martinwarnett
Re: WR @ RB?
by martinwarnett @ 8/20/2026 6:12 am
Matrix has to apply to overrides otherwise what is the point?

The aim for overrrides, for example, is you may want a thumper back in for short yardage. Overrides are subject to the same constraints as the depth hart, using the matrix - in MFN-TEST, to be rolled out.

If a league admin wishes to run an anything goes league, then they simply need to enable every position as allowed.

As I said, I'd like the matrix to solely over depth chart / override positionings. Add in weight restrictions,then a lot of problems get solved. Players can change any position, but if they don't get very close to the required weight, can't be played in those positions.

JDBs vision is a realistic simulation. The game also needs that flexibility to allow people to be creative in what they allow in their leagues.
GrandadB
Re: WR @ RB?
by GrandadB @ 8/20/2026 7:30 am
And again and again, if you want more of a simulation to RL NFL, match the stats and the positional conversion %'s, which have been posted. Player position conversion in the NFL are very rare. to almost non-existant. That includes WR to RB. Thats it, case closed. WRs who run the ball do so on reverses (which we dont have) and misdirection plays, You dont see a WR subbing for Derrick Henry, do you? Or most any other starting RB in the NFL. QB/RB, there's one, Taysom Hill on the Saints, and he doesnt get many reps.

As for play simulation, the current offensive playbook doe not reflect even a generic NFL offense, which only uses a 2 back set less than 5%. Instead, the 4 and 5 receiver sets, which are used much more often in the NFL, are hardly used at all in MFN, they usually produce lower avg per play or negative. The 113 personnel being the one group most related to NFL style offenses ito % of use. GL sets are used only in very short yardage situation, not on 1st and 10 or 3rd and 20.

And I will continue to pound on this, hoping for the development of tools/controls for league admins who would prefer to set up their leagues to provide more of a simulation to RL NFL.
Last edited 8/20/2026 11:41 am
martinwarnett
Re: WR @ RB?
by martinwarnett @ 8/20/2026 9:10 am
GrandadB wrote:
And again and again, if you want more of a simulation to RL NFL, match the stats and the positional conversion %'s, which have been posted. Player position conversion in the NFL are very rare. to almost non-existant. That includes WR to RB. Thats it, case closed. WRs who run the ball do so on reverses (which we dont have) and misdirection plays, You dont see a WR subbing for Derrick Henry, do you? Or most any other starting RB in the NFL. QB/RB, there's one, Taysom Hill on the Saints, and he doesnt get many reps.

The tools are already there, in terms of the matrix.

As for play simulation, the current offensive playbook doe not reflect even a generic NFL offense, which only uses a 2 back set less than 5%. Instead, the 4 and 5 receiver sets, which are used much more often in the NFL, are hardly used at all in MFN, they usually produce lower avg per play or negative. The 113 personnel being the one group most related to NFL style offenses ito % of use. GL sets are used only in very short yardage situation, not on 1st and 10 or 3rd and 20.

NFL trends are cyclic. The realistic aspect of the sim is aiming to get players reacting realistically.
If people wish to routinely use run heavy sets, then that's perfectly fine. Prohibiting people from doing so because it's not the current trend in the NFL is just silly.

People use the GL set because, for the current game engine, it works. You need to use the right defensive plays to counter.

4, 5 WR sets generally aren't great because of known game engine issues, which have been addressed here in MFN-TEST.

End of the day, it's still a game. The aim can be realism, there will always be things you need to conede for playability reasons.

And I will continue to pound on this, hoping for the development of tools/controls for league admins who would prefer to set up their leagues to provide more of a simulation to RL NFL.

Already exist, being worked on.
  • ‹
  • 1
  • 2
  • 3
  • 4
  • ›
Copyright ©2013-2026 Catalyst Productions | Weather data powered by Visual Crossing
Game Engine Version 4.6 | Website Version 3b735c8
Terms & Conditions | Privacy Policy
People who liked this post