Admin
Passing
August 26, 2014 at 01:28AM View formatted
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In trying to figure out why passing has been such a problem still, I discovered a key calculation (calculating a player's Execution rating, accounting for fatigue and out of position factors) had an error in it. This may explain why the passing numbers are still off, as it affects the passers, defenders, receivers, everyone, leading to unpredictable results. (This is a formula that is new in Beta so it is not impacting the main server.) I also put in some adjustments to account for the "passing atlas" post.
Hopefully this is the breakthrough that I need to get confidence in the code to release it. I may speed through the postseason; in fact, I am going to run the first postseason round in Zeta tonight.
Chris
[Edited on 8-26-2014 by Admin]
Stuthecool626
August 26, 2014 at 02:05AM View BBCode
So with this update will the chance of completion percentages be fixed because I have had the most problems with that
Admin
August 26, 2014 at 02:57AM View BBCode
Hard to say. They SHOULD go up but as defense was also affected the results will be a bit unpredictable. Short passing completion should go up and long passing completion should go down. Of course, higher Execution QB's will see more benefit from this fix than average QB's. It should also fix issues with kickers in crosswinds missing more FB's than they should.
Chris
chromedome
August 26, 2014 at 05:29AM View BBCode
I noticed a better rate of completion in my game, but the running ypc were high.
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