Jump to content

Championship on the Line

#1 Baylor and #3 Tennesseee face off this Saturday for the National Championship Game

We're Talkin' Playoffs?

The Titans and the Browns face each other in the Wildcard Round this week

Join Here

Need a team?

Firstly... welcome to the SimFBA! If you are new to the site, and need a team, make sure you head over to the new users section and view the available teams list. You will also be able to fill out your job application there! See you on the field, Coach!

Read more

Basketball Season is Upon Us

Sign up by September 2nd for our 4th Season of College Basketball and NBA!

Join Here

[2022] NewSim Feedback


Recommended Posts

image.png.f4d6d25ce68903d37c194e95442e57cb.png

4th & 1 on opponent's 43, my 4th and short go for it is maxed.  I'd always go for it in this situation.  Disappointing that we punted here.

 

image.png.540ce83d1279eb96636d3d1f0463fc4a.png

1st & 10, 0 yard gain by the offense with an offensive penalty.  It was neither declined (making it 2nd down) or accepted (making it 1st and long).

 

image.png.7b3d764db558f309b35aaddb517eaf33.png

Same thing.

 

image.png.33bc23751d7bec3b4dde29c6db521076.png

Here, down 2 TDs with 6:15 to play, the field goal does not help and we should be going for it.

 

image.png.66cf150ec3b85e7210b0407d73005a24.png

3rd instance of a penalty not being enforced

 

image.png.ebde429b1ed05e46739a837a2074a4c3.png

Frustrating to see this one, where a 46-yard gain is declined and the 5-yard penalty is accepted.  I know you mentioned before that it is like the play never happened.  But we do still lose 21 seconds of game time while trying to come from behind late.

Link to comment
Share on other sites

3rd Quarter - Defensive holding should be a 10-yard penalty and automatic first down in NCAA rules.image.thumb.png.d90889ddb6de560ddf46020ef5b10c35.png

 

4th quarter - Defensive holding should be a 10- yard penalty and automatic first down

image.thumb.png.0a1bea87ed3ffd81f36cabef0f2a8f4f.png

Link to comment
Share on other sites

On the interface for the NFL team, was clicking the practice squad button for those players going on it and clicking yes to confirm. None of the players were removed from the depth chart and all of them were eligible to play. Is this happening to everyone else?

Link to comment
Share on other sites

9 hours ago, kwheele said:

On the interface for the NFL team, was clicking the practice squad button for those players going on it and clicking yes to confirm. None of the players were removed from the depth chart and all of them were eligible to play. Is this happening to everyone else?

Fixed

Link to comment
Share on other sites

On the NFL schedule it always just shows the home team. So it appears Pittsburgh is playing themselves Week 1. 

 

Does not do this for college. 

PXL_20230522_141351050.jpg

  • Thanks 1
Link to comment
Share on other sites

1 hour ago, smackemz said:

On the NFL schedule it always just shows the home team. So it appears Pittsburgh is playing themselves Week 1. 

 

Does not do this for college. 

PXL_20230522_141351050.jpg

Fixed.

  • Fire 1
Link to comment
Share on other sites

  • 2 weeks later...

Some more penalty fixes:

NCAA - Offensive Pass Interference is a 15-yard penalty.  In my game, 10 yards was administered.

NCAA - Defensive Holding is 10 yards and an automatic 1st down.  5 yards was administered.

 

Also - We had the ball placed at the 25 on a touchback after a punt which is incorrect.  (20)

 

 

Is there a way to implement a yard line of demarcation where the offense will go for it instead of punting?  I had my max FG range as 46 yards.  From the opponent's 30, we did not try the FG, which was correct, but I'd hope we'd go for it instead of punting and getting a 10-yard net after a touchback.  Could it be coded where I say the longest field goal I want to try is 46 yards, but anything inside the opponent's XX yard line (42 for example), I'd automatically go for it instead of punting?  Because I'd much rather go for it than try a FG we can't make or hand the ball to the other team after like a 8-15 yard net punt.

  • Like 2
Link to comment
Share on other sites

Similar to my above post

NFL today, we punted from the opponent's 28 yard line.

 

Max FG distance was set to 46.  So we should have attempted the FG.  Instead, an 8-yard net punt.

 

We also punted from the opponent's 30, which given the max FG setting of 46, yes, we would not attempt the FG, but we definitely should have gone for it.  (See my last post for a question about a possible fix)

Link to comment
Share on other sites

33 minutes ago, Pumph said:

Similar to my above post

NFL today, we punted from the opponent's 28 yard line.

 

Max FG distance was set to 46.  So we should have attempted the FG.  Instead, an 8-yard net punt.

 

We also punted from the opponent's 30, which given the max FG setting of 46, yes, we would not attempt the FG, but we definitely should have gone for it.  (See my last post for a question about a possible fix)

Same here.  Pittsburgh first drive we punted from the Baltimore 32.  FG is set to 50, so we should have attempted the FG.  Instead we punted into the end zone for a net 12 yard punt 

Link to comment
Share on other sites

Oh so many things to discuss, but let's start with the most obvious


Several games this weekend - both CFB and NFL - where it was X down & X distance - play results in an offensive holding penalty. The enforcement was not applied but the down was played over from the previous down and distance as if it was off-setting offensive and defensive penalties.

 

image.thumb.png.a977e1d26de0bb14713057c0c4b8414b.png

Edited by kwheele
Link to comment
Share on other sites

Just noticed on the simNFL page (on desktop mode) that the Thursday Night game score did not populate onto the schedule by week

'image.thumb.png.efd0f88e938485977502ade5b38ca5f4.png

Link to comment
Share on other sites

In the Week 1 game between Alabama State and VMI, Arizona State scored a touchdown in their first possession of overtime. VMI kicked a field goal to end the game instead of going for a touchdown. 

Link to comment
Share on other sites

This has been said multiple times but we need to fix the 4th down logic. I would say so much so we should pause the season. People are getting frustrated and will only get worse when this makes some huge differences in games. Teams are going for it on their own side and then punting it on their opponents. It seems that in a 4th down on your own side the sim will take into account your set slider of how much you want to go for it. But then when you cross the 50 and are on your opponents side it will look at your FG distance if you are between yhe 50 and your distance it will punt, if you are in your distance it will try a fg. 
 

I propose a slider of LOS where the sim should consider going for it: between these LOS I would like the sim to consider going for it. Before the set LOS punt it. After the set LOS kick FG.

  • Like 1
Link to comment
Share on other sites

I don't think this is the first time I've seen this, but a FG gets blocked by someone on the kicking team. Then it replays the down as a punt 

Screenshot_20230610-122054.png

Link to comment
Share on other sites

0 0 1 11:32 Ohio 1 10 22 Ohio Pass QB Jordan Gordon is sacked by DE Freddy Gervacio for -4 yards. .
0 0 1 11:09 Ohio 2 14 18 Ohio Run RB Mike Darr carries for 2 yards. Tackled by DT Zac Hicks.
0 0 1 10:35 Ohio 3 12 20 Ohio Run RB Mike Darr carries for 4 yards. Tackled by ILB Jordan Virgin.
0 0 1 10:00 Ohio 4 8 24 Ohio Punt P Julio Fuller punts for -28 yards. BLOCKED by CB Caris Correa.
2 0 1 9:47 Tulsa N/A N/A 35 Tulsa Kickoff K Alex Corbett kicks for 66 yards. Fielded 1 yard. deep in the endzone by WR Chase BrownWR Chase Brown returns the ball 24 yards. Ran out of bounds.
2 0 1 9:38 Ohio 1 10 23 Ohio Pass QB Jordan Gordon complete to RB Mike Darr for 5 yards. Tackled by CB Yoan Young.

 

Full sequence, but from what I can gather this should have been a safety for me and getting the ball back with a blocked punt.  Ohio gets the ball and 2 points in the 1st quarter.

Link to comment
Share on other sites

Really need to work on the game logic for next season. No coach would give up a 29-yard gain on a defensive penalty of 5 yards (which is wrong I believe, would need to ask @Pumph)  and then attempt a 65-yard FG when max distance is set to 48 yards

 

image.png

image.thumb.png.d76bbc7f611f9b613cf69b26ec568de5.png

Link to comment
Share on other sites

Samples from some questionable 4th down calls in the Week 2 Green Bay/Detroit game.

image.png.f559c111b59ebb3f476e107e6f1d80c3.pngimage.png.a35c745ed4545f58a2dbd18090e5b9d2.pngimage.png.c63089cd40972b45586990b3a4de4c55.png

 

4th Down Setting: 50 and 50 for go for it on 4th and short/long

I think main issue is logic with when the team decides to go for it on 4th down, and play choice based on yardage.

 

This one is from Houston/Jacksonville of Week 2

image.png

Link to comment
Share on other sites

The game engine logic fallacies on 4th down and kicking will make this game unplayable sooner than later and will cost a lot of teams games because of it, especially when the owner/coaches only have a game plan in name only.

Link to comment
Share on other sites

Unsure why this happened, but Georgia Tech played an OL that didn't account for the best players at their position.  As we move forward, I think it helps all of us to have AI teams play their best players.  In this case, I worry about O'Koyea Landrum and his potential draft stock as an A overall (JR) who might declare.  It only hurts us all if we don't get to see players in the best environment.  Nothing we can do if guys don't have a lot of talent surrounding them, but the AI should be playing it's best players.

Tech has the roster to play a max OL of this: B+, B, B+, B-, B+

Instead they played this: C, C, C, B, B+

Screenshot2023-06-15at10_38_53AM.thumb.png.4cb77979b41640271cf55a542f57b02c.pngScreenshot2023-06-15at10_39_07AM.thumb.png.fc17f591f62c6755fe64732f0aca3f3a.pngScreenshot2023-06-15at10_39_17AM.thumb.png.b61768fcef93cff4889818d8feccbc11.pngScreenshot2023-06-15at10_37_30AM.thumb.png.db9804225cfbf98bb8ecec6de6dc68da.pngScreenshot2023-06-15at10_37_37AM.thumb.png.a36592ef7d7dc2ad1db417b60886150d.pngScreenshot2023-06-15at10_37_45AM.thumb.png.6de798b6a7f1a508177c851a2129553f.pngScreenshot2023-06-15at10_37_52AM.thumb.png.ca541ad06c9488ba685f48bc7617e4b6.pngScreenshot2023-06-15at10_37_59AM.thumb.png.d3a0bbf6cfbea246b367fc95e64c65e8.png

  • Like 1
Link to comment
Share on other sites

Game ended in a defensive penalty that would have stopped the clock immediately and given the offense a free play or a chance to play the last play

image.png.e5be98c0063b6230802b794dd4bc8dd6.png

Link to comment
Share on other sites

10 hours ago, acewulf said:



Screenshot2023-06-15at10_39_17AM.thumb.png.b61768fcef93cff4889818d8feccbc11.png

Not sure whether that 4* center is draft material or not, but would be nice to get him on the field since he's A, their best overall C, B, a senior, and C, might get someone interested in the GT roster and switch to coaching them in the future

Link to comment
Share on other sites

On 6/15/2023 at 12:18 PM, kwheele said:

Game ended in a defensive penalty that would have stopped the clock immediately and given the offense a free play or a chance to play the last play

image.png.e5be98c0063b6230802b794dd4bc8dd6.png

More likely though....they decline the penalty since the game was in-hand and they just mercifully end the game, not risk injury/turnover by running another play.  But yes, you may very well be right that this same thing may happen with a different game scenario, like the offense being down 1 score or less and not getting a chance to have another play.

Link to comment
Share on other sites

I would like to propose that redshirt progression modifier gets an update.  

Currently if a player is redshirted their progression is always negatively modified.  This artificially extends the timeline for bad teams to improve their talent, and forces teams to consider playing not-ready to play blue chip freshman just so they can get a reasonable progression.  

 

My recommendation is that when redshirts get progressed - their modifier randomly falls anywhere between the current redshirt rate and the starting modifier rate.  

I think this could be a beneficial change for a few reasons. 

1st - I don't think every player who redshirts irl automatically improves less because of that.  They are still practicing, focusing on improving their body, etc.  I think it's reasonable to expect that some redshirts would improve just as much as a player who was thrust into action before they are ready.  

2nd - this change wouldn't really really have a negative impact. The main driver for their improvement is their hidden progression attribute - this just provides a chance that the redshirt player won't always have a negatively modified progression

3rd - this could potentially shorten that long road to roster rebuild while providing the coach with better flexibility in roster construction. 

  • Like 2
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...