Re: 2030 Preseason 1 QB updates
By jdavidbakr - Site Admin
12/09/2016 1:52 pm
"Basically a weight is assigned to each receiver based on their route and the play depth and position depth (i.e. WR1 position has a greater weight than WR2 running the same depth), those numbers are randomized a bit, and then the players are sorted by them. The shortest route then becomes the outlet receiver. (This probably eventually needs to be modified to include a RB staying in to block releasing and becoming the outlet receiver).
The more experienced a QB is, the shorter the time between deciding the first option is open and making a decision on the second option. Previously this timing was determined by the route the second option was running.
A less experienced QB will be more likely to throw the ball away toward the first option before moving on to the second.
The likelihood of a QB scrambling vs going back to his first read is the same as it was before. The difference will be how often he gets to the end of his reads - previously the QB was going through all his reads before scrambling or throwing the ball away, now he has fewer reads so will complete them faster but also will consider throwing the ball away earlier than he did previously.
(These comments are not official documentation, just me making a quick description of how the logic currently works, so they are always subject to change)"
I seen numerous posts about Overrunning routes and they stem from about here. Reads changed significantly then. Time to pass...edge sacks/ lack of qbs running, tighter man coverage, knockdown and drop problems all reared thier ugly heads.
Really looking at the tallies of thrown ats /comps , and comp.% allowed, some targets and receptions got severvely unbalanced number then as well.
The old 4.6 wasnt even talling throw ats for zone defenders. Deep zone was improved...less of the overrunning of the routes and deep passes but the whole system was super sensitve to this anomaly of why.
but the tighter everything got the more drastic the swings in stats. As a knockdown or interception has to come after the defender made a play on the ball....if he misses then he overruns the route....
I think this whole part needs to be looked at...steming from this 2016 post. I am not against the reads system we use but each code change drastically changes the reads by the QB, and the final stats
Not to scrap the reads part but why a defender chooses to go for a big play and overun the route ... My logic is they are still too slow and the code for drop/KDs and ints were from a much slower code.
Like the time from snap to throw...its inline with nfl averages but everyone is still to slow, so qbs wont run it......LBers wont spy them either but that whole part.......QB scrambling/sacks /throw aways/runs make no sense....the stats make no sense. A revision is needed to make a more complete game.
Are QBs even reading zone correctly? And man is overpowered....as perhaps theirs not to much over running of coverage.....theres just too many opportunities from a certian distance the player is within making a play on the ball.
I have overthought all of these subjects and am looking for the simplest solution.....speed or the physics.....and experience/intelligence matters more for the passing game ingeneral, but it tough to start talking about familarty, play overuse...or non position specific ratings.
I like to see the 4.5 passing code with an increase to zero speed. things will change again due to the simplest of tweaks. This new beta engine has interest cause over running route will probably increase. But what will the more blocker than russhers getting fixed change with QB pressure...more forced throws? Needless to say its exciting!