QB Rushing Stats

Re: QB Rushing Stats

Postby clamel » Tue Nov 10, 2020 7:47 pm

Brooks_Piggott wrote:For QB rushes you pretty much have to have a coach with the right strategy and a playbook with the right makeup. The CPU doesn't know who Lamar Jackson is... it's only looking at ratings. I've had some seasons where I get him over 800 yards on CPU control, but to get him higher than that the playbook needs to be more highly weighted than what the game does now.


I got this answer on the same issue of mobile running QBs that don't run as much. In combo with the coach then for the Ravens should be that he don't have plays with QBs running in his playbook. Isn't the coaches just fictional and actually just different each time if you start up a save over and over again. That way Ravens coach is just a toss of a dice to get Lamar to run or not. Hence what I have been asking a better way to mod coaches both pre startup and in-game as commishiner, as in basketball version. They can be edited, I know, but maybe a bit more is the key.

If the coaches are "created" each time you start it explains why Lamar now and then do run a little bit and sometimes runs a lot. If so I think you might have to tweak this game a bit more realistic with the coaches.
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Re: QB Rushing Stats

Postby SirMichaelJordan » Wed Nov 11, 2020 8:44 am

Yeah the fictional coaches and their play styles takes away from the single player experience.
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Re: QB Rushing Stats

Postby Punter715 » Wed Nov 11, 2020 11:20 am

Brooks_Piggott wrote:Yea, the complaint was that coaches were running their non-running QB's, so to fix we remove the QB runs from the default playbooks and the coaches add them in if they detect they have a running QB. Otherwise the run plays included are mostly RB/FB run with only the occasional QB sneak, etc.

If you've set up custom playbooks and don't have QB runs in them then no, your QB won't run very much at all.


Brooks, could you expand on how to get this to work properly? I've been testing with different playbooks and QB builds, and while the Rushing Attempts seem accurate (typically 6-8 per game) but the VAST majority are negative yards. Most recently I had a QB get 96 carries for -43 yards and 1 TD.
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Re: QB Rushing Stats

Postby brooks_piggott » Wed Nov 11, 2020 11:31 am

I think the key is having a running QB (with the checkbox checked) with Agility/Speed/possibly strength being in the 80's and 90's (ie. pretty rare for a QB) and then stack the right QB run plays... some of them are more "sneak" plays that aren't as effective. Don't overload the specific plays though or the defense keys in on over-use and can adapt. It also helps having good blockers so you can spring the QB more often.
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Re: QB Rushing Stats

Postby clamel » Wed Nov 11, 2020 7:25 pm

Brooks_Piggott wrote:I think the key is having a running QB (with the checkbox checked) with Agility/Speed/possibly strength being in the 80's and 90's (ie. pretty rare for a QB) and then stack the right QB run plays... some of them are more "sneak" plays that aren't as effective. Don't overload the specific plays though or the defense keys in on over-use and can adapt. It also helps having good blockers so you can spring the QB more often.


Still that's the team you're running. The problem is that many teams do have running QBs and having all of them with weird stats makes it a bit fictional all over. If not having Lamar in your team gives Ravens a handicap I would say. In my book the game needs a little tweaking to get this fairly new breed of QBs to be portrayed as the new force they are.
Think I read somewhere one older version had problem with QBs running too much, so if that was it keep on tweaking. Confident you get it right in the end.
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Re: QB Rushing Stats

Postby brooks_piggott » Wed Nov 11, 2020 9:15 pm

I'm not sure what the ask is here. If a CPU team has a running QB as a starter, then they'll run the QB plays, if not they won't. We removed the QB running plays on purpose so that the AI wouldn't use them if they had a non-running QB, which should prevent issues we've seen in the past. If a team is on human control and you want to build your own playbooks instead of using your coaches to call plays, then yes, you have to do the same thing... add QB rush plays in if you want your QB to run, and leave them out if you don't.

If you are not getting the results from your QB then either they don't have good enough ratings to be a consistent rusher, or you have the wrong plays in your playbook, or you have poor teammates that aren't blocking effectively, etc. There are any number of reasons why it wouldn't be successful. In the future we'll continue to upgrade the AI so that it can also adjust to these kinds of situations too, but that's a much larger ask due to all of the possible reasons.
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Re: QB Rushing Stats

Postby Punter715 » Thu Nov 12, 2020 9:34 am

Brooks_Piggott wrote:I'm not sure what the ask is here. If a CPU team has a running QB as a starter, then they'll run the QB plays, if not they won't. We removed the QB running plays on purpose so that the AI wouldn't use them if they had a non-running QB, which should prevent issues we've seen in the past. If a team is on human control and you want to build your own playbooks instead of using your coaches to call plays, then yes, you have to do the same thing... add QB rush plays in if you want your QB to run, and leave them out if you don't.


Hey Brooks, quick question: is the AI behavior for User-Controlled Teams supposed to operate under the idea that if the playbook has QB running plays, the AI will not call it if the Starting QB doesn't have the Running QB flag?

I've been running some tests with a playbook I created with a handful of designed QB runs in it, and the teams without Running QBs still ran the plays often (minimum was 70 carries in a season). Does the AI Coach behavior with running QBs not apply to user-controlled teams?
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Re: QB Rushing Stats

Postby AKH » Thu Nov 12, 2020 9:56 am

Coaches will not put QB running plays in their playbooks, if the teams QB isnt a running QB.

If you add QB runplays to a custom playbook and use it in a game, they will be called, regardless if your QB is a running QB or not.
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Re: QB Rushing Stats

Postby JDB » Thu Nov 12, 2020 3:02 pm

A question I have is how many QB running plays are there in the game? Based on what I'm reading here, defenses clue in on certain plays if you run them too frequently and become harder to have success with. So could the problem be that there simply are not enough QB running plays in the game?
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Re: QB Rushing Stats

Postby brooks_piggott » Thu Nov 12, 2020 5:06 pm

I think there are 6-8 primary QB runs. Shouldn't be a problem if you mix those plays in with other run and pass plays.
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