The Coaches arrive this night

Only hours from now, we will activate the first stage of the new Coaches application.

This night the first bunch of Head coaches will enter the market. Be sure you have read this: ?page=community&subpage=thread&thread_id=1681.

Chose your first Head coach wise, and keep the penalties in mind if you decide to replace the Head coach.


Mission accomplished

The game is running on the new machine now.

As far as I can see there was everything fine when we moved the database and the web, so I don't expect any issues.

However, if you feel something is going wrong, please use the Bugs forum and tell about it.

Thank you very much!

Downtime scheduled

We are faster than expected :)

Downtime from 22:00 GMT, maybe half an hour....

New server - we are moving :)

Hello all,

this is just an announcement...the brand new server arrived.

It will take some time until I have set all as it should be, so we will not benefit from a high end processor, and much more memory, today. Some patience is needed!

During the following hours I will do the basic setup, we will run some checks on the new machines healthiness too. And I will do all the things needed not to run into performance issues again.

A big cheers for the guys that are supporting me by purchasing Credits and/or Supporter accounts, without your help this wouldn't be possible.

We will u p d a t e you about the progress here in the blog. And as soon as possible we will switch to the new server. This goes along with a short downtime, when we have to move the database from the old to the new server. This will take some minutes only.

During the next hours I will not join the forums on bugs and questions.

Check this news blog for further information.


Introducing Coaches - new generation

We are proud to present the newest idea out of the testing area - so called Coaches (V2). We put the manual online today, and there you may find additional information about the "How are we going public with this", and of course about "How it affects your team".

We hope you enjoy this new feature. Feel free to complain / comment in the forum about it.


Some bugfixes and changes on the engine, even we have midseason

Today I spent some time and found several bugs and minor issues.

1.) There was a bug in the after fumble / after interception calculation. The speed calculation of the attackers (the offense defending against the interception returner / fumble returner) was written in a wrong way. Another bug on the part that catches errors inside the source code made this a hidden bug. However, I fixed it, because it was just terrible, and affected all managers the same way. So there is no advantage/disadvantage from fixing this during the season for any team.

2.) I removed the "depth description" for passes in the play-by-play. I recognized, that at the moment where I put this into the play-by-play I can't really know, how long the pass will be. This caused description like "deep pass for 3 yards". I checked the pass depth described in yards, and it looks good. I am quit sure only the text (medium, deep, ...) was wrong. Until I find a better solution we will stick with the removed pass depth text.

3.) Punt/Field goal settings for bot teams: starting from new season the field goal range will be raised from 35 to 45 yards. This should prevent the bot teams from doing one touchback after the other.

4.) Statistics on fumble recovery: if the offense is recovering the punt, not "recovered by" will be added to the stats from NOW.


Don't forget - Season rollover will happen within a few days

Just a last reminder - we will switch to the new season within a few days. Probably this will happen late sunday afternoon or monday.

Some weeks ago we posted a Howto about this issue, which can be found here.

Don't miss to check the contracts if you are using the HR department, this is the most important task.


Happy Birthday ;)

Exactly two years ago we started with the development of RedZoneAction.org, under the name "AFSIM - American football simulator."

Almost 2 years later we were ready, the game could go online. This is again almost 3 months ago.

To celebrate the day we give one out ... you can find 20 credits in your account. Have fun with it! More information: about Credits

Help needed again, please share your opinion

We need to know what you are thinking about direct player trading. Please join the discussion here:


Thank you very much for participating!


Guide for the Offseason

Yes, it is unbelievable, but the 1st season of RedZoneAction.org is almost over now. I would like to take the opportunity and thank you all, you early birds.

I think it is a quite good idea to tell you a bit more about all the details for the season rollover and how to prepare your team.

When you look at your Teams calendar you will see 3 days marked as "Season Rollover" - 27th til 29th of November for Season 1/2, little more than 2 weeks from now.

Player Aging

As in real life the players celebrate their birthday once a year (season). This means in RedZoneAction.org terms, they get older at Season Rollover - 1 year. Some players will retire, others will announce their retiring for the new seasons end. Please check your Pinboard / Mailboxes - you will get notified. Players start retiring from 30, but maybe they join Grandpa Brett, and stay a bit longer with your team?

Youth Academy

Be aware, players older than 20 (after the birthday celebration) have to leave your Youth Academy. And no, they won't enter your Senior team, they will leave your team and join possibly the Transfer Market as Free Agents. It is a good idea to send them to your team before the Season Rollover. Wouldn't it be shame to lose the Youngsters you developed several seasons?

HR Department

If you are using the HR Department, which is a smart move by the way (check the How to section of our block for the "why"), you have to take care. Players without a valid contract for the new season will leave your team on Season Rollover. And there is nothing worse than waving Goodbye to your starting QB only because you missed to negotiate a new contract with him.


Based on the success during the old season you might promote or relegate. At the Season Rollover your team will enter the new league level.

Bot flush

As long as you did not block the bot flush in your settings (yes, please check it twice) your team might climb up the ladder to a higher league, if there is a bot to replace. This is absolutely random, and you can not influence it - except you could block the feature. In this case you won't participate in the bot flush. On a bot flush you will never switch the region of your league, but it could be very well you will switch the division inside the league system, or even the conference.


If you don't have enabled the HR Department your players wages get calculated based on the training progress during the season. A detailed description can be found in the Manual. At the season rollover the wages are calculated and stay stable for the coming season.


The contract with your current sponsor becomes invalid on Season Rollover. You have to pick a new sponsor.

Game scheduling

The games of the regular season are scheduled on Season Rollover, this is valid for League games, for Supercup division games and - in case your are one of the League Bowl winners of the old season - for Champ of Champs matches, the first KO round of this premium competition.


Based on your settings and your season record the draft is running, at the Thursday right after the Season Rollover. Please doublecheck your set draft order, to be sure you get the best possible outcome from this seasons draft.

Exact time of the Season Rollover

The Season Rollover is a huge database task. There is no detailed date to tell. We hope we won't have to go offline during the task, but it might be we need to. In such a case, we will inform you about this fact, and we thank you for your patience in advance.

OK, enough written...if you have any questions not answered by this post, please join the forums.

What you like, and what you don't like...

Hello guys,

Season 1 is almost over now...some playoffs and bowl games left, but that's it.

I would like to ask you if you could tell me what you like when you think about RedZoneAction.org, and - much more important - what you don't like.

You might do that simply by replying to this post, or you could do that by sending me PM. If you go for the second option, please use "Satisfaction survey" as subject for your PM.

Thank you very much in advance!


RedZoneAction.org and Google+

Many of you know about our Facebook page, and we want to say Thank you for more than 100 followers.

Now Google has introduced so called "Business pages" at their own Social Network Google+. You can find our Google+ Home here. We would appreciate it very much if you could follow us there too, to spread the word. As soon as Google is offering an interface, we will offer sending results and press releases to your Google+ profile - be patient.


Blitzing - update

The blitzing was changed again - based on suggestions and some "research".

Defensive Ends do not blitz anymore. Now the Linebackers and Safeties do that job. Therefore we changed the description and settings in the Playbook-settings.

Please note: this information is only valid for Friendly games. All other games are not affected by this change, the chance a DE goes for the blitz in these other games is still there.


Blitzing - active in Friendlies from now

Some weeks ago we announced Blitzing by Defensive Ends and Linebackers. Now, after some testing, we enabled the feature. It is active for Friendly games (not Friendly Cup games) from now.

We hope you enjoy this tactical addon to the engine. If all further tests are going will we will enable this feature for all gametypes within the upcoming offseason.


Playbook - new options available

In the playbook (both Offense and Defense) there are new options available.

On the quarter you can now s e l e c t not only the quarter, you can s e l e c t the 1st or 2nd half.

On the result there are two new options as well. Leading and Behind without a number means exactly "if leading" or "if behind".

Those changes should reduce the amount of needed rules and make it easier to keep track of your tactics.


Some changes in the forums

Hey, some of you might have seen this already, there are some changes on the forums and the visibility options.

From now you will see only forums that you subscribed to - your forums. You can subscribe to a forum by visiting your Settings area under Front office. There you will find a list of available forums. Just tick the box behind each forum you want to get notified on new posts.

When you enter the forums by Forum / Forums only the subscribed forums are visible. You can switch the view to "All forums" by using the button on top. The same button brings you back to the view "Your Forums".

Please notice: we added a forum per region. This means each region (Galaxy, Monarchs, Admirals and so on) will have an own forum, where you could read or post previews of upcoming games, maybe discussions about standings and statistics, or even some good Trash Talk by your next opponent.


Some new features of the Calendar

The Calendar on your Team homepage is showing the schedule of League games, Playoff games and Bowl games for the actual and the following season, this includes the Supercup and the Champ of Champs Cup (from season 2). Additional information are available for the Draft and the possible date when we will process the Season Rollover.

Please notice: The League Bowl schedule is not final yet, there might be slight changes during this offseason to find the most convienient way for the postseason.


Preparing offseason updates - Blitzing

As agree'd in the forum, we will add updates during the season to give you a way for learning how they work.

Part 1 of things we will have from season 2 is Blitzing by DEs and LBs. In the Playbook (Defense) you will find options to set the behavior of such blitzes. At the moment they don't have any influence on the game play. Once we are ready with basic testing you will be notified, and then the blitz settings become active for Friendly games.

Maybe it is a good idea to set your playbooks now. Would be a shame if we enable blitzing and you aren't set, wouldn't it?


Scheduled Downtime

We will have a short server downtime.

There are some changes I have to make on the servers hard drive configuration. This can't be done during the server is running. The downtime will last around 1 hour or 2, and will be scheduled between 6 and 9 am GMT. Since there is external support involved, I can't tell you more details yet.

Just be prepared, Wednesday or Thursday or Friday this week it will happen.


News feature on the calendar - Supporters only

Have a look at your Team calendar. You could now add own appointments to it. Just switch the the week view, and click on a timeslot. Type in the name of the appointment and store it. You can delete such appointments by clicking on it.

This function is available for Supporters only.


How to lose games - easily

The game is now online for several weeks, and it seems many managers are making the same mistakes - and therefore they are losing games, too easy. This is why I think it is a good idea to write down some basic rules. This is not an advice you have to follow, but maybe this helps you to perform better.

Check your roster, and sort the players

When you enter the game you will receive a set of players, and each of them has its position. The players are sorted, somehow. But in no way it is a fault to sort them out, based on their skills. The differences might not be that big, but keep in mind all starting teams own such crappy players and small differences might turn into win or loss.

Keep injuries in mind, use a Depth Chart

Players can be injured at kickoff time, and no one wants to put the Punter in there as Quarterback. This is why this game is offering you a Depth Chart. You can assign each player to his position on the field, and you can assign the same player to different positions. You should do that, to make sure you have a proper guy on the field. There is no harm in playing the same guy as Center or Guard as example, but keep the order on the Depth Chart in mind. It might be a good idea to put Mister X first on the Center, but last on the Guard - and Mister Y vice versa.

Have default match settings

Yep, we have a lot of games every week here in Redzoneaction.org. Could be you miss to set your matchorders. This is where the default orders kick in. So don't miss to set your default matchorders. This set should contain proper distances for Fieldgoal attempts, and of course a valid 4th down and go order. Without having at least default match settings no Depth Chart and Playbook will be active, and your team acts like a bot!

Use the playbook - Offense

The playbook enables you to tell your guys what to do in a certain situation in the game. Don't miss this opportunity. You could set different 4th to go orders based on the distance to the opponents goalline. I have seen so many turnovers on downs, only because the matchorders were set to go on 4th and 1. But this is a bad decision, if your 4th and 1 happens on your own 5 yard line...

Use the playbook - Defense

It makes absolutely NO SENSE to play without. At least you should add one rule per Offense formation to answer with a matching Defense formation on pass or rush. This is one of the major faults - and I have seen this a lot during the last weeks...if your defense is going with 4-3-4 all the time, put together that damn playbook ;)

I really hope this helps to enjoy the game not only because it is there, you should enjoy it because your team is (nearly) unbeatable!


Game statistics: Breakdown per Formation

In the Game stats on the General tab there is a new statistic available, so called Formation Breakdown.

This statistic provides success per combination of Offense formation vs Defense Formation, for each team. At the moment this statistic is not covering Fumbles or Interceptions - we will add both during the next weeks.


Changes on the Transfer Market

The first few weeks the Transfer Market ran in a very special mode. There were many Free Agents on the Market, just to make it vital.

This period is over now, and the Free Agents entering the market are limited as following:

1.) The number of Free Agents per entering the Market is strictly bound to the number of active managers. If more managers are entering the game, more Free Agents will be available.

2.) The initial price of those Free Agents is not fix anymore. Much more the skills, the talent, the age and the position are taken into account. This means you will see Free Agents for 20,000, and you might see some for 150,000. A Quarterback is worth much more than a Gunner. A 18 years old player is more worth than the veteran turning into age 30 next offseason, and so on.

This will be more like Real Life, and it should help to keep the market alive.


Bugs for Credits - this is your chance!

Hi all,

let's do it like Google, Mozilla and all the other Software companies...

For every bug you are reporting in the Bugs forum you will get a reward. Here are the conditions.

1.) There are several types of Bugs, and therefore rewards. Spelling errors result in 1 Credit per Bug, real errors (wrong page processing and so on) result in 10 Credits reward. Logical errors return 10 Credits too, but only if the Game administration confirms them as logical error (see chapter Logical Errors below) - sometimes you might think you found one and the behavior is expected, then it does not count.

2.) A bug has to posted in the Bugs forum.

3.) Another user has to confirm it.

4.) The reward will be booked on bug fixing

5.) One bug = 1 Thread - please don't mix the things!

6.) The error description is as complete as you can do it, and our native english speakers stay away from using slang please

Logical errors: A logical error is when you think a function or resource of the game is not working as it should be since we added wrong game logic here (useless example: The Coach XY at level 20 returns too much benefit, because if you pay him the Facility becomes useless).

Looking forward to hear from you soon!

Some more statistic

Two things were added today, both related to statistic, and both suggested by users.

In the player stats page you will find a table showing you the record per game type.

In menu Team you will find a new point called Team stats. It shows you the stats for a team - not only yours - from all regular matches (no Friendlies / Friendly Cup), all time or per season.


Some adjustments on the engine - time consumption

There were some minor problems in the engine, regarding the time consumption of Special team plays.

This is the way we will handle it for all matches with kickoff later than 2011-09-30 00:00

Fieldgoals: The clock is running

Punts: The clock is running

Kickoffs: The clock is running on the catch of the kick returner

PATs: no clock

At the same time we found a small issue with the playclock in overtime. Sometimes there was a reset to 0:00. This was fixed.

Since both things don't add anything / don't change the behavior of the gameplay, we are activating this u p d a t e midseason - without asking our community. We hope you agree on this.


New rule for switching the players position

This was added to the manual, please read:

"Each player has a position. You have to decide which position is the best for your players. In the player details you can switch the position. During the first 8 weeks of his career in your team you might switch the position as often as you like. After this period switching the position comes along with two penalties. The player will lose half of his Morale and half of his Team Chemistry. Please note the "Free Position change 'til" in the player details. It tells you when the period is over for switching positions without the penalties. You will get a warning when you attempt to switch the position outside this period. If the period is over the marker in the player details will not appear anymore. That 8 weeks period starts when you get your team, when you buy or draft players, when you negotiate a contract with a Free Agent, and when a Youngster is joining your Senior team. Players in your Youth academy can switch their positions without any penalty."

Manual Page: http://redzoneaction.org/football/login.php?page=help&subpage=manual&topic=Players


Skill driven Player salaries versus HR Department and Negotiation

When you look at the Top 100 Salaries table it seems most managers are afraid of using the HR Department due the one way thing - once you enabled the HR Department you can't switch back to Skill driven salaries.

So let's have a closer look at the HR Departments, the benefits, disadvantages and so on. First of all, the HR Department itself costs NO money. It is more just a switch - away from skill driven salaries.

Skill driven salaries are raising the player wages on each Season end, based on their training progress. This means your roster becomes more and more expensive when your players are getting better. If you refuse to use the HR Department there is nothing you could do against the raising wages, except firing expensive guys.

By using the HR Department you will have to negotiate a contract for each single player of your roster - except the youngsters in your Youth Academy. Of course this means some additional work each season, but it pays off! You could bind Drafts or Youngsters out of your Academy by offering them long term contracts - so called Franchise contracts. Those contracts are valid for 4 or 5 seasons. The number of Franchise contracts is limited to 5 per team, be careful who you offer one...

The regular contract offers periods of 1 or 2 seasons, + the actual one.

But what's the benefit?

Those contracts are cheaper than skill driven salaries. If you plan to develop a team of Superstars there is no way without having contracts! Simply, you can't afford it, even if your stadium is sized to the max, and no PR manager could do anything against it.

Once you decided to use the HR Department you will see a list of players, and some additional information like "Contracts expires in season X". And there is a Negotiate-Button. Hit it, and you will enter the negotiation chat with your player. Be careful, the player will have expectations about his contract, and he will try to get out the most of his contract. And now you can show what you are made of...are you a silly douche, paying millions to the waterboy? Or are you a badass, negotiating as the devil himself? But keep an eye on your Forecast!

Is there any backside? Yes! You have exactly 5 tries per season and player to get the contract signed. If you miss your 5 chances, the player will leave your team on next season end. So be careful not to miss the chance for the contract. And there is another thing you should keep in mind. If you plan to fire a contracted guy, he will ask you for some compensation, the amount is depending on the contract period and the money he got weekly.

Any other things you should know? If you are using the HR Department you might have a benefit on the Transfer market. If there is no bid on a Free Agent, you can negotiate with him during the last 24 hours of his transfer period. If the negotiation is successful, he enters your team immediately, without waiting for the transfer deadline.

Playbooks revealed - some information on how to get your special tactics working

Due it seems there are many mistakes I spent some time on the Manual, especially the Playbook section.

In the past this was the source of many misunderstandings. Today I added some more detailed description, some warnings for the handling of your playbooks and the containing rules, and I added 2 sample playbooks. Those samples might be a good point to start from. You could download them, and import them into your playbooks by using the import function.

It would be quite wrong if you just download and use them. You should try to understand them - and of course you should enhance them. Keep in mind, everybody knows what you will do on the field since the sample playbooks are public. This is why I added some comments in the manual, to explain you how the rules work and what the intention was to add them.

I hope this helps, really!

Manual: http://redzoneaction.org/football/login.php?page=help&subpage=manual&topic=Playbook


Training profiles

Training profiles were added, right now.

By using such profiles you can store different training regimes to switch between them easily. Supporters can have up to 10 different profiles, while users without an active Supporter account can use up to 2 different profiles.

If you load a profile and there are players on your roster you don't have settings in the profile for, you will get a warning.

Introducing Game setting profiles and Bulk game settings

Today I would like to introduce you two new features of the game.

Game setting profiles

You can now store up to 10 profiles for your Game settings. The profiles include the substitution settings, too. There is only one setting you can't handle this way: Play intensity

Bulk game settings

Once you created your profiles you could store a profile to several games - we call this Bulk game settings.

Both features are available for owners of the Supporter account only.


Two important changes in the engine

As discussed with the community we made two changes in the engine.

The defense formations 3-3-5 and 3-4-4 are using Defensive Ends from now, the Defensive Tackles are not in those formations anymore. This will lead to more blitzing when those formations are on the field.

Footwork is a full working skill from now. Tackles and Blocks will benefit from it.

Bugfix on formation, within season or after season rollover?


There is a bug on the 3-3-5 defense. It is using Defensive Tackles, while it should use Defensive Ends. This is really important, since the engine is using Defensive Ends only for blitzing.

Please join http://redzoneaction.org/football/index.php?action=jumptopost&postid=10980 and vote as described there.

Thank you.

Footwork - finally active

If all is working as expected we will introduce Footwork in the engine on this Wednesdays morning - since the majority of the community decided to put it online during the season.

At the moment all Tackle situations and all Blocking situations will benefit from it, but not as a primary skill.

Be prepared!

Forums more usable / player names database

As suggested RedZoneAction.org users can now set which forums should be included in the "Unread posts" notification.

Please refer to "Front Office" / "Settings". There you'll find a new chapter called "Forum settings". Just tick the box behind each forum you would like to receive notifications for.

Due the efford of the user "Buffalo" we were able to have many more countries in the player database. Now you can have even exotic languages for the names of your players like thai or african. This work combined with the data several other users gave to us we were able to create a name database within 2 weeks which covers most areas of the RedZoneAction.org world.

Player rating - slight changes

Just a general notice: we integrated Footwork as a skill into the players positional rating. Therefore you might see a small decrease of the players rating. This means nothing regarding the performance on the field, since Footwork is not enabled inside the simulation engine. Much more this is part of preparing the game for introducing Footwork within the next days.

Training profiles, how it should be? Join the discussion, please!

Hi, we are planning to introduce Training profiles, to make it easier for the manager to keep track of the different training options...We are not sure on some certain points, and would like to hear your opinion.

Please join the discussion: http://redzoneaction.org/football/index.php?action=jumptopost&postid=10244

Thank you very much for the input!

Footwork: it is on you

Please visit this entry in the Suggestion board, and tell us your opinion on how to handle the enhancement! The question is: should we wait with this new function until the season is over, or should we implement it as soon as it is ready?


New Draft ahead

A new Draft was scheduled and youngsters are waiting for getting signed.

Each manager should set the draft order to avoid missing the future superstars for the team.

Just check the Draft section.

New Feature: Player notes

On the player details page it is possible to add a short notice for each player you own. Those notices will appear on the players detail page, the player list, the training page, the HR department and the Depth Chart. The CSV and PDF contain such notices too.

Please notice: this is a feature only available for Supporters!

Server center in trouble

According to http://www.hetzner-status.de the server center seems to have trouble on routing the network traffic to outside. This confirms the trouble some of you have on accessing RZA.org.

I assume there is no other chance than to wait til they finished their work at Hetzner.

What a nice start: I am chosing the networkcenter of the year, and 4 days after my start they are going down. Shit happens. Sorry for any trouble this may cause you.

Players names, country depending

Today we introduced country related player names. At the moment there are names available for the following countries: France, Czech Republic, Germany, USA and Sweden. If you would like to rename your players, or if you would like to contribute names for a country we do not have in our database yet, please have a read on this:

Country depending playernames

Thank you very much, and a special thank you goes to the guys helping me with czech, french and swedish. Great job!

Some Discount on purchasing the Supporter account

Just for your information:

At the moment you will get some Credits for free when purchasing a Supporter account at RedZoneAction.org.

By using Credits you can do several things:

- Playing Friendly Games on all days of a week, with hidden stats to all other RedzoneAction.org members - like Scrimmages without public audience
- Organizing a Friendly Cup - this includes the chance of earning even more Credits when winning the Cup
- Watching the Matches in Gamecenter Premium
- some more...

Check out Help / Credits for more information!

Grand opening

Today, on the 2nd of September 2011 - with 1 day delay - RedZoneAction.org is opening its doors.

After nearly 2 years of development this American Football Simulation contains all important features needed for a proper experience.

I really hope you enjoy it.