Ritzi wrote:
Well, honestly its just not fun. Its not Football. If the punter would be the most important Person on a Team and defines who wins it wouldnt be much worse than now. Right now its not common sense with some game secifics, its just working around the bugs (yeah i call them so - the new Version is one giant bug to me - Nothing more) of the game. i dont want to spend any time in this sh**. Maybe im trying to see what the next Version brings - Maybe. But if its no great difference from this one i wont hang around.
here is what is coming from 4.5 version from setherick's post =
setherick wrote:
0.4.3 and 0.4.4 massively overhauled most of the game engine that was preventing the game from evolving.
Remember prior to 0.4.3, QBs only read one receiver at a time and coverage was basically SP on SP. 0.4.3 allowed QBs to read multiple receivers, made SP parabolic, and started to add more coverage abilities by allowing DBs to use B&R to slow down WRs. 0.4.4 fixed some of the coverage bugs, changed the QB accuracy calculations, and made QBs begin to anticipate throws. 0.4.3-0.4.4 are a completely new game compared to the game engine of 0.4.2.
0.4.5 is going to be a true tweak to the 0.4.4 game engine. Here's what is coming:
1) QB's make decisions faster and look to receivers running the route distance of the play call first
2) OL pass blocking has been adjusted to account for the faster decision making. DL can get pressure on QBs without getting a ridiculously high number of sacks. (In the first rounds of testing, there were no sacks as soon as QBs were making decisions as fast as they should.)
3) DB M2M coverage will be vastly improved. DBs were losing their man when the ball was in the air. This was actually the cause of all of the pass long offenses of 0.4.3. This has been addressed. Additionally, DBs will use B&R much more effectively to grab receivers to regain their positions. Defensive Holding is being added to counteract. Finally, DBs will try to grab receivers if they know they are going to have their M2M cover beaten on a cut. Again, there is a chance for Defensive Holding and a greater chance of DPI on this.
4) Safeties in zone cover (and I assume CBs in Cover 3) will [hopefully] read and react better when the ball is in the air. Right now, Safeties over pursue upfield and run past the play (this has happened for multiple releases). This is being fixed right now. That means that you can play a cover 1, 2, or [hopefully] 3 more effectively even though Zone coverage is not actively being worked on. This is because one of the major failures of Zone right now is reading the ball in the air.
What all this means to y'all.
1) It appears that medium passes are much more effective while long passes are not ridiculously overpowered. I want to do some testing of different game plans in MNF-1 since I've only been watching film in alpha servers based on a copy of a league with experienced owners.
2) Slower DBs with good B&R are much more effective, so drafts won't be full of wasted DBs.
3) Slower WRs/TEs with good skills are still valuable because they can draw penalties or still make plays against faster players.
from this thread =
https://mfn1.myfootballnow.com/community/1/5206?page=26th message on 2nd page of that thread