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Rocketcan

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  1. Here is the changelog for NewSim v0.5.1. This will be the last update before the regular season.

    Bug Fixes:

    • Fixed RPO reads being applied to every play (yes every single one).
    • Fixed variable name discrepancy between the engine and the interface that would result in sacks not being recorded on the play-by-play properly.
      • This was the main culprit for pass plays saying "incomplete" on the interface but having negative yards and tacklers.
    • Fixed 2 point conversions counting as TDs in stats.
    • Fixed an exceedingly rare (only 1 case found about every 1,000 games) bug where a play would display as having an incomplete pass, but then also a loss on the play.
      • Pass would be intercepted, but the engine would mistakenly set a turnover flag to false, which would result in the offense keeping the ball.
      • As a result of how the interface displays the plays based on the data, it would just report as incomplete.

    Balance Changes:

    • Introduced a cap to the % of playcalls users can make for passing depths.
      • No depth of pass can add up to more than 50% of your traditional pass depths.
      • This means that Short and Play Action Short weights cannot add up to more than 50%. Same thing with Long and Play Action Long.
    • Reduced the default long pass setting for the "Vertical" offensive scheme
      • Was 40% and is now 25%.
      • The 15% difference was redistributed across other playcalls with most weight being applied to Short passes.

    Misc:

    • Added check to runner and target distributions for players that show up multiple times in the same distribution list (running or target)
      • Engine will now choose the lowest of all of the weights applied to a player in any position on that list, even if it is zero.
      • It is recommended that all users double check their gameplans to ensure they don't have different weights on the same player in the same list.
    • Kickers and Punters can no longer be set as backups to positions other than specialists.
    • Like 3
  2. 4 minutes ago, tsweezy said:

    The out of position introduction indicated that “starting” at another position for a season gets a player to become that position, but it also mentioned being at the new position but *not* starting for 2 seasons would also work to transition

    is there a mechanism for that? If, say, an OG is placed as the backup OT for 2 seasons in a row and sees minimal snaps would they get an OT designation?

    It is based on the number of snaps the player receives at the new position. If they reach enough snaps to get the "starter" designation for progressions, they will receive the new position. If they get enough snaps to meet that threshold across both seasons after year 2, then they will get the new position.

    • Like 2
  3. Hello coaches!

    Here is the changelog for NewSim v0.5.0.

    Bug Fixes:

    • Fixed a case where penalties at the end of a long play could result in the new line of scrimmage being in the endzone.
    • Fixed a case where penalties occurring on the 1 yard-line could result in a new line of scrimmage in the endzone.
    • Removed penalties from 2 point conversions to make them consistent with extra points. (For simplicity and lack of controversy)
    • Fixed an error resulting from RPO weights not adding up to 100.
    • Fixed an issue where a receiver would not be selected, causing the sim to be set on fire and initiating SkyNet's global takeover protocol.
    • Fixed an issue where some RPOs would not be assigned a direction properly.

    New Features:

    • Scheme Rework
      • Replaced the 4 old offensive schemes with 12 new offensive schemes. New Schemes:
        • Power Run
        • Vertical
        • West Coast
        • I Option
        • Run and Shoot
        • Air Raid
        • Pistol
        • Spread Option
        • Wing-T
        • Double Wing
        • Wishbone
        • Flexbone
      • Replaced the 2 old defensive schemes with 6 new defensive schemes. New Schemes:
        • Old School
        • 2-Gap
        • 4-Man Front Quarters (Spread Stopper)
        • 3-Man Front Quarters (Spread Stopper)
        • Speed
        • Multiple
      • Replaced all old offensive formations with 34 new formations.
        • Big Pistol
        • Big Spread Gun
        • Double Tight
        • Double Wing
        • Double Wing Strong
        • Double Wing Wide
        • Double Wing Spread
        • Double Wing Split
        • Empty Gun
        • Flexbone
        • Flexbone Strong
        • Flexbone Wide
        • Flexbone Gun
        • Flexbone Gun Wide
        • I Formation
        • I Formation Heavy
        • Near/Far
        • Singleback
        • Singleback Gun
        • Splitback Gun
        • Pistol
        • Power Pistol
        • Heavy Power Pistol
        • Spread Pistol
        • Spread
        • Spread Gun
        • Pony Spread Gun
        • Wing-T
        • Wing-T Split
        • Wing-T Double Tight
        • Wing Split Back Gun
        • Wishbone
        • Wishbone Strong
        • Wishbone Wide
      • Replaced all old defensive formations with 24 new formations.
        • 3-2-6 Big Penny
        • 3-2-6 Penny
        • 3-2-6 Dime
        • 3-3-5 Base
        • 3-3-5 Nickel
        • 3-3-5 Over
        • 3-4 Bronco
        • 3-4 Eagle
        • 3-4 Okie
        • 3-4-4 Heavy
        • 4-1-6 Big Dime
        • 4-1-6 Dime
        • 4-2-5 Base
        • 4-2-5 Nickel
        • 4-2-5 Over
        • 4-3 Base
        • 4-3 Heavy
        • 4-3 Light
        • 4-3 Over
        • 4-4 Base
        • 4-4 Heavy
        • 4-4 Jumbo
        • 4-4 Over
        • 4-4 Under
      • Added 4 new Option plays
        • Read Option
        • Speed Option
        • Inverted Option
        • Triple Option
      • Added 2 new RPO plays
        • Choice (Quick passes with an attached run of either Inside, Outside, or Power)
        • Peek (Short passes with an attached run of either Inside, Outside, or Power)
      • Added Gameplan settings for defenses to focus more on the QB or handoff, and the QB or the pitch for option plays.
      • Added Scheme Fits and Bad Fits where certain player archetypes at different positions would have a bonus (Scheme Fit) or a malus (Bad Fit) in certain schemes.
      • Added Rock-Paper-Scissors style strengths and weaknesses on defenses (ex. Speed is good vs. West Coast and Vertical, but bad against Wing-T and Double Wing)
      • Added Out Of Position Penalties.
        • Players can gain new positions by playing in that position for a significant number of snaps.
      • Added Defensive Double Teams
        • Users can now select an opposing receiver to double team, which will make it more difficult to complete passes to that receiver.
        • Players not double teamed will have a slight bonus on deep routes to simulate less help over the top of the formation.
      • Reworked weight distributions for ball carriers and receivers.
        • Users now assign weight to a player, not a position. That weight will follow that player around regardless of the position they are playing.
        • Users can also assign preferred depth targets for receivers. For example, if you want a player to be targeted more on Long passes, setting their preference to Long will add a bonus to their weight on Long passes, making it more likely that they are chosen as the target.
    • Added Focus Plays on Defense (Plays that the defense will get a bonus against. To simulate defensive gameplanning).
    • Added Shotgun Rating to players.
    • Added Clutch Rating to players (hidden).
    • Added Two Point Conversions.
    • Added new information to the play-by-play output that will be useful for gameplanning, flavor, and immersion.

    Balance Changes:

    • Buffed Practice Squad progression.
    • Buffed Redshirt progression.
    • Added Boom/Bust System for players going to the NFL.

    Misc:

    • Added position-based snap information under the hood to help with position conversions at the end of the season.
    • Added stats to the player data sent to the interface database.
    • Added stats to the team data sent to the interface database.
    • Added Play-by-Play data object to assist with potentially hosting the play-by-play on the interface.

    Feel free to ask any questions on these changes here.

    • Like 3
  4. Hello Coaches!

    Welcome to another Dev Diary for NewSim on SimFBA! We are continuing our series on the upcoming changes to the simulation engine regarding schemes. This dev diary will focus on the new defensive plays being added to the engine.

    Defaults

    Before I go into this any further, I do want to mention that if gameplanning isn't your thing, and you really couldn't care less about setting your gameplan (or it is a bit daunting), that is ok! Several of us have worked very hard to select "default" settings for each scheme (offense and defense) that you can use to make your life easier. Thus, you can still just set your gameplan at the beginning of the season and forget about it if you really wanted to. 

    Formation/Personnel Matching

    One of the biggest issues with how the sim handled defense before was that the formation selection for the defense was random, and all that the user could do was weight how much they wanted to defense the pass or run overall and blitz overall.

    Now, the sim will be able to handle users (and AI) choosing which of their defensive formations will be deployed depending on the offensive personnel. Each week before games are run, the gameplan page will update showing the offense that the opposing teams run. You will then be able to choose any of your five formations to match against each of the five possible opposing formations. You will also then be able to set your run-to-pass ratio, blitz weight, and blitz aggressiveness (up to how many blitzers you may blitz at a time) for each formation match-up, rather than as one overarching setting.

    Now what happens if your opponent changes their offense (and thus the opposing formations and your carefully crafted gameplan!) and games are run before you can make a change? Well, first, the opposing team would get a massive scheme change penalty like last season. But also, we have come up with "default" settings that the AI will use to gameplan for opponents, thus you won't be entirely out to dry.

    Option Defense

    With the addition of option runs on the offensive side of the ball, we needed to add something to allow the defense to react and change things to help them succeed as well. Thus, we added two new overall defensive settings: Dive Focus and Pitch Focus.

    If you remember back to the previous Dev Diary (#109 | SimFBA | Scheme Changes: Part 3 (New Offensive Plays)), there are essentially three possible ballcarriers on any one option play that the defense will ever have to worry about: Some sort of "Dive" player (or outside run if it is a WR coming in motion, for example), the QB keeping, or the "Pitch" player. Some option plays are only concerned about two of these players (Read and Inverted Option only have Dive and QB, while Speed option only has QB and Pitch), but Triple Option has all three available (hence the "triple"). Defensively, you will now be able to set your gameplan to tell you defense how to defend an option play.

    Specifically, Dive Focus will allow you to set how often you want your defense to take away the Dive player (in other words making the QB keep the ball), or to take away the QB run (forcing the QB to give the ball). By extension, the Pitch Focus setting sets how often you want to take away the Pitch (forcing a QB keep if the QB reads correctly), or take away the QB (forcing the pitch if the correct read is made).

    This gives the defense a few options (lol) for how to defend the option run. For example, if an offense runs the option with a decent RB, but an amazing QB, the defense might be inclined to move the Dive Focus slider closer to the QB Focus side, forcing the QB to hand the ball off if he makes the correct read. This would inherently reduce the number of carries the QB gets, and therefore the fewer opportunities he has to make a play. This whole strategy would depend on the rest of your defense's ability to shut down runs by the RB. Another scenario is where a team runs both read option (RB runs inside) and speed option (RB runs outside). Now if, in this case, the RB is a good outside running but not a good inside runner (maybe he's a receiving archetype), then maybe you would be perfectly fine if he got the handoff (so you focus more on the QB for a Dive read), but definitely don't want him getting the ball on the edge (so you focus on him instead on a Pitch read). There are also scenarios where you might want to be balanced. For example, if the opposing QB has low FBIQ, then he might just make poor reads very often and so you don't want to commit one way or another.

    Focus Plays

    One of my favorite additions to defenses is Focus Plays. These are plays that you can select that you will get a bonus to all of your players to defend against. The catch is: there are only so many plays you can focus on each week.

    You will be able to focus on anywhere from zero to three plays on any give game week:

    • Zero: Don't even do this. You should always focus on at least one play.
    • One: You will gain a significant bonus to all of your defenders abilities (at least those on the field) whenever defending against this play.
    • Two: You will get a less significant, but still meaningful bonus to all of your defenders (on the field) abilities when defending against these two plays.
    • Three: You will gain that same less significant, but meaningful bonus against these three plays. However, you will suffer a similar-magnitude malus to all of your defenders anytime they are defending against anything other than those three plays you chose. EXCEPTION: If your team is coming off of a BYE week, you can choose three focus plays WITHOUT PENALTY.

    I really like this feature because I think it gives coaches even more options to choose from with how they run their defense, which is hard to do when offenses get all the bells and whistles! Also, I think this helps simulate how real defensive gameplanning works: You watch film and find the opponent's biggest plays, and then work during the week to take those plays away.

    The following list is how plays will be broken down to choose from:

    • Outside Run
    • Inside Run
    • Power Run
    • Draw
    • Read Option
    • Speed Option
    • Inverted Option
    • Triple Option
    • Quick Pass
    • Short Pass
    • Long Pass
    • Screen Pass
    • Play Action Short
    • Play Action Long
    • Choice Outside
    • Choice Inside
    • Choice Power
    • Peek Outside
    • Peek Inside
    • Peak Power

    As you can see, that is a significant list, so you will need to choose the plays you focus on wisely when you gameplan.

    Speaking of that, the next Dev Diary in this series will deal a little bit with how users can make use of the new features to do a little gameplanning... That is it for this dev diary.

    Until next time,

    Rocketcan

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  5. Hello everyone!

    I wanted to put out that we are going to be having a print run for the 2024 SimNFL Draft Guide!

    @alexfall862 has been able to get in touch with a printer that can help us make this dream a reality! They have come back with some quotes. As one might expect, some of the estimates aren't cheap (considering there are nearly 300 pages!), but there are some more affordable options.

    Here is the catch: because printing stuff like this gets cheaper with scale, we can probably only afford to order one version of the book. We can't have some people ordering one version and others ordering another, as it would just be more expensive for everyone.

    So, here is what we will do. I am going to include a link to a survey where we will collect which options you would be willing to pay for. PLEASE ONLY RESPOND WITH WHAT YOU ACTUALLY CAN AFFORD! Once we have a clear winner, we will be able to send out for a more precise quote, which we can then use to have people place orders and we can begin production.

    The options:

    1. Color cover with B&W interior: ~$26 per book if we order 25. ~$23 per book if we order 50.
    2. Color cover with color interior: ~$50 per book if we order 25. ~$37 per book if we order 50.

    Note: The price will scale between order sizes. So the price for an order for 30 books will be somewhere between the price of 25 books and 50 books.

    Also Note: Shipping will likely be somewhere between ~$10 and $15. So the cheapest a book might be is about $33 to get to your door, while the most expensive might be $65 to get to your door.

    Survey: https://forms.gle/DcWT4jskT4fr8RVU6

    I will keep this survey open for a few days. Once it is closed and we have the true quote for how many books we decide to order, then we will make another post with how to order (somewhere to put your address and a way to collect your payment for the book). We will likely collect shipping separately since that will vary depend on where we are shipping to.

    Please reply with any questions you might have.

    • Fire 1
  6. Hello NFL Owners, GMs, and Coaches!

    Here is the form to submit your selections for focused scouting: Focused Scouting Submission Form

    Instructions:

    Select the NFL Team you represent

    Enter the playerIDs of the players you wish to invite to your facility.

    Rules:

    • Maximum of 5 players per NFL team
    • Players must be on the list of players in this post: 2024 NFL Draft Class
    • If a playerID you submit is invalid, I will tell you to resubmit.

    ***NOTE: DOUBLE CHECK THAT YOU HAVE THE CORRECT IDS. ONCE YOU SUBMIT IT IS TOO LATE TO CHANGE.***

    Deadline for submissions: 11:59pm ET on Sunday, December 31st, 2023. NO EXCEPTIONS. ***THIS IS NEW YEARS EVE. PLEASE SUBMIT BEFORE THE LAST MINUTE!***

    What does Focused Scouting do?

    You will receive a sheet with results similar to a Pro Day (no wonderlic), but without the inherent positive bias of a Pro Day. You will also receive a short blurb from your security staff regarding a "background check" they performed on the player. This will represent the discipline rating of the player.

    The background check results will fall into one of several categories:

    • Excellent
    • Great
    • Good
    • Average
    • Poor
    • Bad
    • Atrocious

    But what do those categories mean?

    • Players in the Great and Excellent categories will rarely commit penalties, and will be nearly immune to opposing Home Field Advantage (HFA).
    • Players in the Bad and Atrocious categories will likely commit more penalties, are susceptible to severe HFA penalties when on the road, and might even be disciplined by the league based on bad behavior on and off the field (not currently a feature but will probably be added within a season or two).
    • Players in the middle will commit an average number of penalties, face potentially average penalties for HFA and are at minimal (but not zero!) risk of league discipline for on and off-field issues.

    Teams will receive their reports shortly after the deadline (likely within a few days).

    • Like 2
  7. 2024 NFL Draft Class Link

    Importantly, this data is not the "final" set of data that NFL teams will have before the draft (date TBD). There will be several events and processes that will shed more light on a player's skills and give more in-depth information. Those events include:

    • Pro Days
    • NFL Combine
    • Focused Scouting

    What follows is basically the dev diary explaining last year's draft process, but with updated information for this year as some things have changed!

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    What are the point of these events? What does this matter? Well first, any player that attends a Pro Day, the NFL combine, or is specifically scouted by an NFL team (although only the team that asks about a player will know) will have more information about their skills revealed. This extra data includes:

    40 yard dash times, bench reps, 3-cone drill times, etc.

    Position-specific drill results.

    Background checks (Discipline assessments) [FOCUSED SCOUTING ONLY]

    Now, let's get into the actual draft process!

    Pro Days

    This year, asked that conference commissioners select the top 2-3 players from each school to be invited to the conference Pro Day. Not all draft-eligible players from school were selected, but those that were will have their extra information revealed publicly. These will all be posted at the same time.

    Remember, the numbers from these events are being done at their schools, and their schools want them to look good. This means that sometimes (but not always), a school might "put their fingers on the scales" so-to-speak when it comes to testing numbers.

    NFL Combine

    The 300 invitees to the NFL Combine were announced here: 2024 NFL Combine Invitees

    These events are being run by the NFL, not the schools in question. Thus, these numbers may be slightly more objective (but not necessarily!).

    Focused Scouting

    Focused Scouting is a system that will allow each NFL team to scout an additional 5 players. This year they can be any draft-eligible player. These players will be invited to the team's facility and run through a workout from the team's coaches. In addition, your "security personnel" will do background checks on the players to see if they have anything that might indicate their character on the field (discipline). Then, the results of that workout (exactly the same as the Pro Day and Combine information, plus the discipline assessment) will be made available to the team that requested it.

    Here is where Focused Scouting gets interesting, however. Teams will submit their list of players they want scouted in secret. That is, they will submit their list directly to the NFL through a google form. Only the NFL team that invites a player to be Focus Scouted will get their information. Also, to be clear, any team can invite any player that wasn't at the NFL combine and didn't get a Pro Day and a player can be invited by multiple teams. However, because the team has to invite players to their facilities, the players invited will become public AFTER all teams have invited players.

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