(02-10-2021, 05:35 PM)Memento Mori Wrote: Thanks for doing this. Appreciate you addressing running backs and receivers, but there's a few other notable issues so far IMO.
Is a fix for mobile/scrambler QBs being worked on? At the moment they're really bad and so all fourteen ISFL QBs are using one of the same three archetypes (there's actually less diversity than in DDSPF16 at the moment).
We're seeing far more fumbles than in the previous sim (and compared with the NFL), is this intended? Any plans to adjust competitiveness or another attribute involved with causing fumbles/retaining possession of the ball?
As others have mentioned, some positions (most notably safety) seem to be performing below par individually/statistically compared with other position groups, are there any plans to address safety/other maligned positions?
Mobile/Scrambler QBs:
With no running QBs in the ISFL as of yet we unfortunately have had little opportunity to see how effective they would be in practice. With that said, our league-wide testing process showed us that running QB builds could be effective passers, if worse than the 3 dedicated passer archetypes, and offer significant upside in the running game to the point where we believe they may be competitive with pure passers in team win percentage. We definitely are sad to see the lack of diversity at QB thus far, but it's hard to tell how much of that is from lack of balance vs. other causes. We will continue to evaluate running QBs, especially in relation to other changes we may make to running as a whole, but as of now we haven't been looking to make any changes over the upcoming offseason.
Fumble numbers:
As of now, we don't have any plans on adjusting Competitiveness nor Hands for QB (sorry @Z-Whiz I was posting this before I saw your question!) It might sound like a non-answer but we're keeping an eye on it. Fumbles are definitely much higher than they were previously, but for comparison's sake:
S26 fumble rate - 0.85 forced fumbles/game
S27 fumble rate (through 6 weeks) - 1.93 forced fumbles/game
NFL 2019 Season FF Rate - 1.73 fumbles/game
I'm not trying to prove a point, I just wanted to put out that while we are on pace for much, much higher fumble numbers, they are not egregiously more than we see in the NFL, which was our benchmark throughout development.
Balance amongst positions:
Once again, we're keeping an eye on these and are hoping we can make adjustments that don't involve archetype changes, since we know the nightmare those can cause for not just the Update team but also users in general. One note about FS specifically - it appears that WS has taken to heart that FS are more coverage-centric and less tackling machines, as their per/game tackle and sack numbers are down as a whole between S26 and S27 (sacks is also partly due to an inability to play Nickel 100% of the time and a lowered blitz rate than 16 allowed), but their Interception numbers are on pace to be almost identical and their PD numbers are on pace to be almost 50% higher.
Thank you for the questions, Mori! Let me know if there's anything else you're wondering about.