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Main - General MFN Discussion

Re: World of Wacky Plays

By WarEagle
1/22/2016 6:46 am
setherick wrote:
Someone needs to explain what happened to my opponent's WR on this play? He catches the ball about five yards down field and then runs backward eight yards: http://mfn19.myfootballnow.com/watch/1339#258196


It was probably Desean Jackson.

Re: World of Wacky Plays

By Gustoon
1/24/2016 4:28 am
"Hey! Where do I line up..?" http://mfn6.myfootballnow.com/watch/3840#742871
Ha ha just a BIT offside

Re: World of Wacky Plays

By WarEagle
1/24/2016 9:23 am
Ha! And the penalty was for a false start.

Re: World of Wacky Plays

By Gustoon
1/24/2016 3:03 pm
WarEagle wrote:
Ha! And the penalty was for a false start.


ha ha, priceless

Re: World of Wacky Plays

By WarEagle
2/09/2016 12:53 pm
I know this is only a pre-season game, but this may be the best run I've ever seen in MFN.

This player actually made cuts like he has eyes or something, unlike how these players normally run.

http://cust33.myfootballnow.com/watch/1035#187616

Re: World of Wacky Plays

By Gustoon
2/09/2016 3:29 pm
WarEagle wrote:
I know this is only a pre-season game, but this may be the best run I've ever seen in MFN.

This player actually made cuts like he has eyes or something, unlike how these players normally run.

http://cust33.myfootballnow.com/watch/1035#187616


Like the way there was time for just one more cut before 6

Re: World of Wacky Plays

By martinwarnett
2/09/2016 5:31 pm
I suspect a lot of wacky plays are only wacky due to the game providing a visualisation.

Bit example of what I mean is the Championship Manager / Football Manager games by Sports Interactive, dealing with (real) football.

The game was heavily stat based in early iterations - there was no game display.

Around CM3, you got a display of the game rather than just text notifications of events. That then "exposed" the underlying sim due to wierdness that was observed.

The whole point was the game engine would produce a serious of events; the problem any game has is connecting those dots visually. In (real) football there's obvious the problem the display has to render a whole series of filler actions on screen to waste time till key events occur.

I'm wondering if it's something similar here. Game sim engine generates actions constituting a play, the display then generates some filler events to try to reflect the play. Route running would be fairly standard, other things not so. Maybe at times some things look wacky as they are down to the way plays are displayed rather than the underlying sim? Could have a lengthy run seemingly through 22 tackles whereas the reality was the sim generated a lengthy run, display happened to have defenders more or less in the way?

Or maybe I'm talking rubbish.

Re: World of Wacky Plays

By WarEagle
2/09/2016 7:54 pm
Definitely rubbish.

American football is the "real" football!

Soccer is for kids and girls.

Re: World of Wacky Plays

By jdavidbakr - Site Admin
2/09/2016 8:27 pm
martinwarnett wrote:
I'm wondering if it's something similar here. Game sim engine generates actions constituting a play, the display then generates some filler events to try to reflect the play. Route running would be fairly standard, other things not so. Maybe at times some things look wacky as they are down to the way plays are displayed rather than the underlying sim? Could have a lengthy run seemingly through 22 tackles whereas the reality was the sim generated a lengthy run, display happened to have defenders more or less in the way?


No, that would probably allow the sims to run faster if it was that way but it would be difficult to generate any kind of realism in the viewer. The engine here actually calculates each player as an autonomous agent, and the logic they follow is built to simulate how a player would in real life (with a great amount of simplification, of course). The only issues are that the engine interpolates the keyframes and sometimes there is error in that data that causes things to look weird, otherwise what you're seeing is what is actually happening. This of course has its own sets of challenges, namely players behaving unexpectedly because they face a situation they were not programmed to react to, but they at least do each follow their own individual and disparate logic as the play unfolds.

Re: World of Wacky Plays

By Gustoon
2/10/2016 2:41 am
jdavidbakr wrote:
martinwarnett wrote:
I'm wondering if it's something similar here. Game sim engine generates actions constituting a play, the display then generates some filler events to try to reflect the play. Route running would be fairly standard, other things not so. Maybe at times some things look wacky as they are down to the way plays are displayed rather than the underlying sim? Could have a lengthy run seemingly through 22 tackles whereas the reality was the sim generated a lengthy run, display happened to have defenders more or less in the way?


No, that would probably allow the sims to run faster if it was that way but it would be difficult to generate any kind of realism in the viewer. The engine here actually calculates each player as an autonomous agent, and the logic they follow is built to simulate how a player would in real life (with a great amount of simplification, of course). The only issues are that the engine interpolates the keyframes and sometimes there is error in that data that causes things to look weird, otherwise what you're seeing is what is actually happening. This of course has its own sets of challenges, namely players behaving unexpectedly because they face a situation they were not programmed to react to, but they at least do each follow their own individual and disparate logic as the play unfolds.


However this works, I love it when these anomalies creep in