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Main - General MFN Discussion

Re: March 2025 Update

By IoanBlood
3/07/2025 2:10 am
It looks like we're going round in circles. The game should actually be based a little on reality, e.g. average weights for each position. However, this also means that a conversion from one position to another is only possible with a slow increase or decrease in weight. This in turn means that the player in question has a speed advantage or disadvantage for a certain period of time. In any case, the correlations between height and weight and the other specific skills at the respective position would have to be adjusted, e.g. TEs or OL or DL would be hopelessly inferior to blockers or even catchers at a height below perhaps 6'.

Re: March 2025 Update

By raymattison21
3/07/2025 12:29 pm
The speed code doesn’t take into account for a players density. Just lock in the player’s weight for their whole career.

Then take a look at fatigue concerning injuries. Make it nearly a non factor.

Then have heavy weight not effect fatigue relation to speed like our current scale when regarding fatigue recovery rates.
Last edited at 3/07/2025 12:29 pm

Re: March 2025 Update

By warrior462
3/07/2025 2:52 pm
I am almost always able to log in to the new site, but almost never able to get into my league. It is after successfully logging in and clicking the league that I get an error. It is incredibly frustrating.

Re: March 2025 Update

By GrandadB
3/11/2025 2:18 am
With respect to player physical attributes, Anyone who follows football knows that you get a variability, at minimal you get exceptions, on the size/speed/mass issue. A player that comes to mind immediately is ASU RB Skattebo, if you saw him you know what Im talking about, his drive and innate ability that goes way, way beyond size, height, etc. I was first amazed watching him play for Sacramento State. after he was passed over by Div 1 schools out of HS, where he helped win a state championship, due to his size. Apparently, the HC at ASU noticed or someone showed him gamefilm of a small sized RB just running over people. There is also motivation and "heart" differentials. But, you cant put that into a computer game, can you? All we can get is the best simulation that can be programmed. Right now, we are playing a Pop Warner play selection and performance with NFL level and salaried players. The salary simulation is more accurate than the plays and results. However, in a game like this, there needs to be something that can be measured and evaluated based on game knowledge and experience, like the players cards and attribute levels, and even then a player may either not perform up to those attributes or will over-achieve. All you need to do is review the top performers in their particular stat category, like sacks or interceptions. You usually see both average rated players mixed in with high rated. They may have common high attributes. The QB position has been relegated to other factors other than just the QBs rating and attributes. You see a lot of 90+ rated QBs with sub 80 QBRs in their league. The passing game is very difficult facing a narrow selection of Normal defenses with 1 deep or man coverage.
Last edited at 3/11/2025 4:31 am