2/15/2013 12:08 AM
Rushing is obviously a little high right now.  I'll take a look at that and try to figure out where to adjust it.  If you have any observations from looking at the pbp, post them here.  Any help is appreciated.
2/15/2013 12:25 AM (edited)
What type of observations are you looking for? 

To me it just seems like theres a large number of plays being ran and theres atleast 1 broken tackle on almost every play (which is making the YPA fairly high). 

Average 6 YPA on 50-60 rushing attempts.. getting around 250-350 on average.. highest I've tested so far was Augustana (IL) against Merchant Marine and they ended up with 421 total yards.

2/15/2013 12:54 AM
yeah the highest i have gotten is 644 rushing yards for a player
2/15/2013 1:09 AM
Im assuming that was a D1A against D3..
2/15/2013 1:18 AM
Rushing in general and especially for QB, in all the sims I have done so far my QB has rushed for over 100 yds and double digit YPA
2/15/2013 7:25 AM
Is any of the high rushing directly related to the 3-4 default defense?  Not the D1 versus D3 results, but within the sD3 versus D3.  Quality of LB's not great from what I am seeing, and this may up totals some.  I have also noticed higher totals versus higher level schools...how odd.
2/15/2013 7:34 AM
also noted that with a 90/10 split in carries or substitution pattern that the #1 RB even with exceedingly low stamina can get over 50 carries and still rack up over 5 ypc . should not SOMETHING give in that scenario ?
2/15/2013 8:13 AM
I lost to a team that ran me over and did it with 6 OL with avg stamina and skills. While I had 9 DL and a strong LB group. That was in Div 1aa Bryant Georgia southern.
Reminded me of how the old engine worked. I also saw how they seem to master a ton of formations very well. You would think that would not be the case in real life and in this game.  
2/15/2013 11:20 AM
I will be working on this next week.  What I will look for is to see if we are getting too many long runs or just too many 5+ runs and things like that. Are we seeing on outside runs more than inside?  Then look at what is causing this.  Too many broken tackles in certain zones or even too few tackle attempts?  I can adjust rushing, receiving YAC and scrambles all separately, but so far it looks like rushes and scrambles are in the same boat.

I think fatigue needs to be adjusted as well and I'll work on adding that display into the Test Game page, but I might hold off on adjusting that until I can work on the rushing numbers.

BTW - those numbers on the bottom right of the Test Game page are the average ratings for the top X players at each position for each team.  The rating is the default position role rating.  I used this to quickly compare the team in different aspects of the game.  Not as thorough as looking at each player, but will give a good idea of how they stack up.
2/15/2013 5:31 PM (edited)
I've accumulated some stats playing my team against itself a couple games and looking at my primary RB, so there's about 4 games worth of rushing stats here.  I've broken them out by rushing inside vs outside and rush defense vs pass defense.  I also looked at blitzing but won't complicate the stats with that breakdown.

Breakdown YDS ATT YPA STF% TFL-0 1-2 3-6 7-10 11-15 16-20 20+
In-Rush Def 132 46 2.9 0.20 9 21 11 2 3 0 0
In-Pass Def 117 26 4.5 0.12 3 9 6 5 2 1 0
In-TOTAL 249 72 3.5 0.17 12 30 17 7 5 1 0
Out-Rush Def 157 37 4.2 0.16 6 10 10 7 4 0 0
Out-Pass Def 457 45 10.2 0.16 7 4 7 13 7 1 6
Out-TOTAL 614 82 7.5 0.16 13 14 17 20 11 1 6


The team match up just looking at the averages for the positions as displayed on the test page are as follows: OL 47.8, TE 29.0, RB 42.5, DL 47.8, and LB 39.5.

So the teams are fairly even at the line with the LBs actually being quite a bit lower rated than the OL.  So I would expect outside rushing to be better than inside, even though the TE is rated quite a bit lower, so maybe those even out on the outside.

Just looking at this, it seems like the majority of the rush yardage comes from the outside rushing which might be what needs to be adjusted.  I also want to adjust the fatigue for players and its effects before I adjust the rush numbers, but it definitely looks like the wide rushing is where the problem lies.




2/15/2013 5:44 PM
Ultimately, it appears that there are too many plays. Probably could run more clock time on inbounds, non first down plays.
2/15/2013 6:15 PM
Posted by surfboar on 2/15/2013 5:44:00 PM (view original):
Ultimately, it appears that there are too many plays. Probably could run more clock time on inbounds, non first down plays.
I agree, here are some stats from games I ran. I compared them to my current teams stats/numbers.

Current Engine (left)                                                                                                    Beta (right)

Plays by My team Plays by Opp Total     Plays by My team Plays by Opp Total  
54 87 141 V Humans   89 68 157 V Humans
68 62 130     103 77 180  
73 65 138     103 80 183  
70 60 130     79 75 154  
68 67 135     82 85 167  
64 70 134     94 88 182  
                 
73 64 137 V Sims          
67 63 130            
66 81 147            
62 70 132            
63 73 136            
78 69 147            
2/15/2013 6:20 PM
yeah. looks like real life PPG seem to be around 65-85 with average being about 75.  I'll check clock management in the new engine to see why we are getting so many plays off in some games.

www.teamrankings.com/college-football/stat/plays-per-game


2/15/2013 10:19 PM (edited)
I have noticed that QB's are rushing at a crazy average...  generally averaging 10-15 per carry if you only have them carry four to eight times a game.  

This is the norm  for my Greenville team
RUSHING POS Att Yds YPA TDs 20+ Lng Stf% Sck F-FL  
Ramirez QB 6 112 18.7 2 2 58 0.00 8 0-0

Another game
RUSHING POS Att Yds YPA TDs 20+ Lng Stf% Sck F-FL  
Ramirez QB 9 117 13.0 1 2 47 0.00 2 1-1

So... I tried an all rush formation out of SG with my QB taking 100% of the rushes out, and the entire SG formation set up as 100& rush 100% out.   
a a few games...  Apparently a QB Rush Out Always Rush Shotgun Formation can enable an average DIII team to BEAT a DIA team

Against DIII
 
RUSHING POS Att Yds YPA TDs 20+ Lng Stf% Sck F-FL  
Ramirez QB 92 666 7.2 7 8 39 0.14 0 1-0

Against a DII Bentley team

 
RUSHING POS Att Yds YPA TDs 20+ Lng Stf% Sck F-FL  
Ramirez QB 103 758 7.4 9 2 70 0.11 0 0-0


Against a DIAA Yale team
 
RUSHING POS Att Yds YPA TDs 20+ Lng Stf% Sck F-FL  
Ramirez QB 122 725 5.9 6 1 54 0.16 0 0-0

 
Against a DIA Uconn team
 
RUSHING POS Att Yds YPA TDs 20+ Lng Stf% Sck F-FL  
Ramirez QB 115 679 5.9 8 0 17 0.17 0 3-1

I think I just broke the game 
2/16/2013 3:10 AM
Posted by norbert on 2/15/2013 6:20:00 PM (view original):
yeah. looks like real life PPG seem to be around 65-85 with average being about 75.  I'll check clock management in the new engine to see why we are getting so many plays off in some games.

www.teamrankings.com/college-football/stat/plays-per-game


The clock issue may be because of an inordinate number of first downs, which stop the clock.
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