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Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By The Hitman
8/18/2016 1:33 pm
WarEagle wrote:
The Hitman wrote:
......and very soon we'll have end game/end half logic too, right?


Are you talking about timeouts and whether to kick a FG or not?

I think everything else you can do via rules now, except run a true hurry up / slow down offense.


Exactly! I just lost yet another game where I had about 20 seconds left and all the QB would have had to do was spike the ball to stop the clock. I have mentioned these situations many times and I assumed that at some point we've have logic that we can manipulate. I've already gone through the mind-numbing task of setting up the logic to fire correctly in another online league. So I am prepared to trudge through it.

Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By King of Bling
8/18/2016 3:35 pm
I had 1st and goal at my opp 4. WR caught a 1yd pass with 22 seconds and time ran out?

Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By WarEagle
8/18/2016 4:31 pm
King of Bling wrote:
I had 1st and goal at my opp 4. WR caught a 1yd pass with 22 seconds and time ran out?


This drives me mad. A team of sumo wrestlers would get back to the line quicker than these guys.

Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By punisher
8/18/2016 4:34 pm
WarEagle wrote:
King of Bling wrote:
I had 1st and goal at my opp 4. WR caught a 1yd pass with 22 seconds and time ran out?

This drives me mad. A team of sumo wrestlers would get back to the line quicker than these guys.


Well couldn't you make a RULE so that doesn't happen??

If not then maybe posting a idea for something like that will be put into the game for the RULES or gameplan.

Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By lellow2011
8/18/2016 4:36 pm
punisher wrote:
WarEagle wrote:
King of Bling wrote:
I had 1st and goal at my opp 4. WR caught a 1yd pass with 22 seconds and time ran out?

This drives me mad. A team of sumo wrestlers would get back to the line quicker than these guys.


Well couldn't you make a RULE so that doesn't happen??

If not then maybe posting a idea for something like that will be put into the game for the RULES or gameplan.


No you can't, there are no rules that would make the players get up to the line quicker, additionally you do not have control over what exact play call the AI decides to call outside of forcing the formation and distance and even then the QB could still hold the ball all day and take a sack or decide to throw the ball short of the endzone.

Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By The Hitman
8/18/2016 5:36 pm
These situations are not new. What we need is the ability to control what we do in the last X minutes of the game. That would involve being able to pick a play. This could range from default (what the game engine does now), spike the ball, run a play (pass or run). When you have 20 seconds left, unless you've just completed a long gain, you should have the ability to spike the ball (after about 8-10 seconds) and then run at least two more plays.

Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By jgcruz
8/18/2016 5:41 pm
King of Bling wrote:
I had 1st and goal at my opp 4. WR caught a 1yd pass with 22 seconds and time ran out?


Did the play end with 22 seconds left or start with 22 seconds left? Does this type of thing happen every time at this juncture or is it a rare (or random occurrence)?

If it happens every time in MFN, then it's a bug.

If it happens rarely in MFN, then chalk it up to any number of possible reasons, e.g., confusion getting a play in from the sidelines (bad coaching), and/or QB not lining everyone up in time, and/or substitute(s) not getting on the field in time, and/or refs not spotting the ball quickly, and/or clock not running when it should have been stopped. Exasperating, but possible.

Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By murderleg
8/18/2016 5:56 pm
punisher wrote:
WarEagle wrote:
King of Bling wrote:
I had 1st and goal at my opp 4. WR caught a 1yd pass with 22 seconds and time ran out?

This drives me mad. A team of sumo wrestlers would get back to the line quicker than these guys.


Well couldn't you make a RULE so that doesn't happen??

If not then maybe posting a idea for something like that will be put into the game for the RULES or gameplan.



What are you talking about? I don't think there has even been a way to set a rule for time to get back to the line lol.

If that were the case i'd be running a Chip Kelley offense for sure.

Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By The Hitman
8/18/2016 11:14 pm
jgcruz wrote:
King of Bling wrote:
I had 1st and goal at my opp 4. WR caught a 1yd pass with 22 seconds and time ran out?


Did the play end with 22 seconds left or start with 22 seconds left? Does this type of thing happen every time at this juncture or is it a rare (or random occurrence)?

If it happens every time in MFN, then it's a bug.

If it happens rarely in MFN, then chalk it up to any number of possible reasons, e.g., confusion getting a play in from the sidelines (bad coaching), and/or QB not lining everyone up in time, and/or substitute(s) not getting on the field in time, and/or refs not spotting the ball quickly, and/or clock not running when it should have been stopped. Exasperating, but possible.


This is just one situation. There are many, and I've seen this happen so many times that I lost count and I just ignore it now.

How many times have we all seen the half end while you're driving and still have TOs?

Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By Gustoon
9/17/2016 4:36 am
Why why why has the time out issue STILL not been addressed????

Apart from my usually ultra reliable kicker missing 2 field goals which would have been automatic... arguably we should not have lost this game in regulation, instead once again we use OUR TOs to help the other team, the logic is absolutely baffling.

https://cust10.myfootballnow.com/gamecenter/view/2766#548534

Timeouts and how they are used are an integral part of football, ignoring this problem is ruining a lot of important tight games.