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Forum > Suggestions > balanced specificity/transparency in changelog
fogie55
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last two entries:

Dec 1, 2012
- World League now plays on even days
- Increased QB first progression look timer and look away risk threshold a little bit
- Reduced amount QB is willing to underthrow a receiver for all downs and distances by 2 yds
- Decreased radius for which a hurry is registered by a couple feet, and adjusted blocker angle calculations to be a little more stingy on awarding a hurry
- Fixed FB blocking on Big I sweep plays so he will focus further outside
- Increased confidence attribute strength toward avoiding bad throws from hurries by quite a bit
- Adjusted QB risk calculations and throw windup timing to hit receivers earlier, closer to their route's "spot," especially for shorter throws and right after a fake
- Fixed some bad blocking vs certain blitzes

Oct 17, 2012
- Fixed bad blocking decision tree vs a certain blitz
- Prioritized guard blocking decisions to be more willing to pass block their-side DE when all targets are occupied
- Fixed issue with pass blockers triple-teaming a defender instead of doubling somebody else or dropping into their zone
- Fix for bug #40: QB can audible TE to block left side on draw plays
- Fix for bug #26: AI mixed with basic settings does not give expected results when choosing 5WR or Spread formation
- Fix for bug #5: fumble recovery sometimes credited as an interception


OK... very specific and very clear about everything EXCEPT "certain blitzes" and "a certain blitz"

This strikes me as very unfair toward DCs. OCs get a ton of information about how changes are being implemented, including when, which formations, how, etc. DCs have to guess, experiment, poke and prod. What's the big secret?
Edited by fogie55 on Dec 1, 2012 12:06:45
 
dahman32
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Originally posted by fogie55
last two entries:

Dec 1, 2012
- World League now plays on even days
- Increased QB first progression look timer and look away risk threshold a little bit
- Reduced amount QB is willing to underthrow a receiver for all downs and distances by 2 yds
- Decreased radius for which a hurry is registered by a couple feet, and adjusted blocker angle calculations to be a little more stingy on awarding a hurry
- Fixed FB blocking on Big I sweep plays so he will focus further outside
- Increased confidence attribute strength toward avoiding bad throws from hurries by quite a bit
- Adjusted QB risk calculations and throw windup timing to hit receivers earlier, closer to their route's "spot," especially for shorter throws and right after a fake
- Fixed some bad blocking vs certain blitzes

Oct 17, 2012
- Fixed bad blocking decision tree vs a certain blitz
- Prioritized guard blocking decisions to be more willing to pass block their-side DE when all targets are occupied
- Fixed issue with pass blockers triple-teaming a defender instead of doubling somebody else or dropping into their zone
- Fix for bug #40: QB can audible TE to block left side on draw plays
- Fix for bug #26: AI mixed with basic settings does not give expected results when choosing 5WR or Spread formation
- Fix for bug #5: fumble recovery sometimes credited as an interception


OK... very specific and very clear about everything EXCEPT "certain blitzes" and "a certain blitz"

This strikes me as very unfair toward DCs. OCs get a ton of information about how changes are being implemented, including when, which formations, how, etc. DCs have to guess, experiment, poke and prod. What's the big secret?


Haven't really noticed much difference over the last 3 seasons, so
 
Dr. E
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Originally posted by fogie55
last two entries:

Dec 1, 2012
- World League now plays on even days
- Increased QB first progression look timer and look away risk threshold a little bit
- Reduced amount QB is willing to underthrow a receiver for all downs and distances by 2 yds
- Decreased radius for which a hurry is registered by a couple feet, and adjusted blocker angle calculations to be a little more stingy on awarding a hurry
- Fixed FB blocking on Big I sweep plays so he will focus further outside
- Increased confidence attribute strength toward avoiding bad throws from hurries by quite a bit
- Adjusted QB risk calculations and throw windup timing to hit receivers earlier, closer to their route's "spot," especially for shorter throws and right after a fake
- Fixed some bad blocking vs certain blitzes

Oct 17, 2012
- Fixed bad blocking decision tree vs a certain blitz
- Prioritized guard blocking decisions to be more willing to pass block their-side DE when all targets are occupied
- Fixed issue with pass blockers triple-teaming a defender instead of doubling somebody else or dropping into their zone
- Fix for bug #40: QB can audible TE to block left side on draw plays
- Fix for bug #26: AI mixed with basic settings does not give expected results when choosing 5WR or Spread formation
- Fix for bug #5: fumble recovery sometimes credited as an interception


OK... very specific and very clear about everything EXCEPT "certain blitzes" and "a certain blitz"

This strikes me as very unfair toward DCs. OCs get a ton of information about how changes are being implemented, including when, which formations, how, etc. DCs have to guess, experiment, poke and prod. What's the big secret?


Probably the most popular blitz that worked against every formation. I think this last season it was one in which a DE was put in a flat and LB sent on a Blitz. The OT usually went inside before trying to go back outside, (and of course was often too slow to recover) to get the blitzer.
 


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