And let me clarify a little as well. I'm not saying what you're saying is wrong. It's actually amazingly competent and accurate for VDA
(that's a joke
)
What I'm saying is I have a random selection of plays loaded up, no scouting, minimal tagging, as a basis to test the changes over the past few days. This may only be my feeling, but it seems we're taking a step back from the original changes on the test server. What I'm hoping to see is something similar to the passing game we tested and not the bastard child of code manipulation we have today, based on limited (but loud and whiny) feedback after 1 game.
It could be I'm chasing this up the wrong tree and O-Line/D-Line interaction needs to be addressed instead of bad passes, lead target vectors, and pass quality modifiers. Maybe this is exactly what GLB wants. I couldn't care less 1 way or the other as long as this is what GLB needs to grow, hire, expand, and make the game even more enjoyable. I just want to know what I'm dealing with, point out what might be a potential problem, and carry on with the changes however GLB sees fit.
So... I'm showing the ratio of bad passes to competent passes based on a hurry situation.