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)

The draft is underway!

Click here to go to your war room, or visit the war room item in the draft menu.

League Forums

Main - Suggestion Box

Rushing stats and Sacks

By blackflys
4/24/2016 11:22 pm
Is there no way to fix these two and make them more realistic? I'm sure there has been threads on them but just bringing it back up . Cause Rbs don't get 8 yards a carry and 2400 yards a season. And DE's with 46 sacks .. Kinda crazy. Still the best some game but statistics is one of the most important things and these over the top.

Re: Rushing stats and Sacks

By Nicko
4/27/2016 11:25 am
I had made the same observation awhile back, but I don't think it's the game engine as much as it is the players.

In the NFL, coaches have to answer to team owners and sometimes fans/media. There is alot of pressure to be competitive. Millions of dollars are paid to make the team as competitive as possible.

In MFN, team owners have to answer to no one. If a owner is doing something wrong, they typically find this out by trial and error. Sometimes they never figure out how to improve, or sometimes they become inactive. This can lead to games where stats can get bloated.

If a "good team" faces a "bad team" the stats/score can get unrealistic. For example, if a bad team has a hole in their defense, or maybe a predictable offense, the "good team" can take advantage and have unrealistic success. I call this unrealistic because real people will adapt during the game to cover their weaknesses in real time. In MFN you set a gameplan, and see how it goes. There is no way to change your gameplan mid-game to adapt to your opponent. Thus if a team gameplans well against someone who gameplans poorly, the yards per carry or sack total can get pretty crazy by the end of the game.

(Also consider how owners who are inactive or tanking can impact stats.)

Re: Rushing stats and Sacks

By WarEagle
4/27/2016 12:50 pm
Nicko wrote:
I had made the same observation awhile back, but I don't think it's the game engine as much as it is the players.

In the NFL, coaches have to answer to team owners and sometimes fans/media. There is alot of pressure to be competitive. Millions of dollars are paid to make the team as competitive as possible.

In MFN, team owners have to answer to no one. If a owner is doing something wrong, they typically find this out by trial and error. Sometimes they never figure out how to improve, or sometimes they become inactive. This can lead to games where stats can get bloated.

If a "good team" faces a "bad team" the stats/score can get unrealistic. For example, if a bad team has a hole in their defense, or maybe a predictable offense, the "good team" can take advantage and have unrealistic success. I call this unrealistic because real people will adapt during the game to cover their weaknesses in real time. In MFN you set a gameplan, and see how it goes. There is no way to change your gameplan mid-game to adapt to your opponent. Thus if a team gameplans well against someone who gameplans poorly, the yards per carry or sack total can get pretty crazy by the end of the game.

(Also consider how owners who are inactive or tanking can impact stats.)


+1

Re: Rushing stats and Sacks

By Morbid
4/28/2016 8:07 pm
The sack issue could be greatly affected if the QB throw away was adjusted better. Most sacks are when the QB scrambles to the sideline backwards and just eats it instead of throws the ball out of bounds. There is absolutely no difference in the skills of the QB making this decision either. All QB's seem to be on same level besides those with better scrambling MIGHT take off.

Re: Rushing stats and Sacks

By Gustoon
4/29/2016 2:09 am
Morbid wrote:
The sack issue could be greatly affected if the QB throw away was adjusted better. Most sacks are when the QB scrambles to the sideline backwards and just eats it instead of throws the ball out of bounds. There is absolutely no difference in the skills of the QB making this decision either. All QB's seem to be on same level besides those with better scrambling MIGHT take off.


That drives me mad

Re: Rushing stats and Sacks

By mrfakename
4/29/2016 8:05 am
Yeah QBS used to run it alot. The sacks are a by product of them not running. Also the higher speed your end has is weather it is a sack or not.

Re: Rushing stats and Sacks

By Morbid
4/29/2016 10:10 am
example of how much the QB scramble has disappeared

My QB in MFN-6

Year Team Att Yds Avg Lng TDs
2025 ATL 5 16 3.2 16 0
2024 ATL 4 40 10.0 30 0
2023 ATL 7 22 3.1 22 0
2022 ATL 92 418 4.5 18 3
2021 ATL 68 362 5.3 25 3
2020 ATL 73 407 5.6 46 4
2019 ATL 59 272 4.6 28 0
2018 ATL 67 277 4.1 28 3
2017 ATL 53 362 6.8 35 3
2016 ATL 31 214 6.9 30 1
CAREER 459 2,390 5.2 46 17 .

Re: Rushing stats and Sacks

By ibblacklavender02
4/30/2016 5:27 pm
Makes getting a QB with high scramble pretty useless...The QB scramble seems to be random too as I've noticed QB's with high scramble and QB's with 15 in scramble take off all the same...Those scramble stats are terrible

Re: Rushing stats and Sacks

By Ragnulf-le-maudit
5/01/2016 6:15 am
I believe the qb akes a huge difference in the sack stat. There are qbs who take a lot of sacks, and others who don't.

Re: Rushing stats and Sacks

By blackflys
5/06/2016 6:12 pm
ibblacklavender02 wrote:
Makes getting a QB with high scramble pretty useless...The QB scramble seems to be random too as I've noticed QB's with high scramble and QB's with 15 in scramble take off all the same...Those scramble stats are terrible


That's insane